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* LevelsTakeFlight: One of the missions in Wildlife Valley requires the player to take flight with an extra large dandelion seed. In Sunset Islets, the mission "The Blimp & the Lighthouse requires the player to inflate a large blimp and then float up to the star.

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* LevelsTakeFlight: One of The "Float Through the missions Sky" mission in Wildlife Valley requires the player to take flight with an extra large dandelion seed. In Sunset Islets, the mission "The Blimp & the Lighthouse requires the player to inflate a large blimp and then float up to the star.
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* GustyGlade: The very first mission in the game "Touch Fuzzy, Get Dizzy", involves walking along thin and high platforms among strong winds and the presence of monsters which create an InetrfaceScrew to retrieve the star.

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* GustyGlade: The very first mission in the game "Touch Fuzzy, Get Dizzy", involves walking along thin and high platforms among strong winds and the presence of monsters which create an InetrfaceScrew InterfaceScrew to retrieve the star.
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* GustyGlade: The very first mission in the game "Touch Fuzzy, Get Dizzy", involves walking along thin and high platforms among strong winds and the presence of monsters which create an InetrfaceScrew to retrieve the star.


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* LevelsTakeFlight: One of the missions in Wildlife Valley requires the player to take flight with an extra large dandelion seed. In Sunset Islets, the mission "The Blimp & the Lighthouse requires the player to inflate a large blimp and then float up to the star.
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* {{Curse}}: The residents of Dusky Doomed Dale are putting up with a curse that has made the monkeys in town act extra ferocious and throw large stones at guests as well as infesting the town Church and village square with Boos.

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* {{Curse}}: The residents of Dusky Doomed Dale are putting up with a curse that has made the monkeys in town act extra ferocious and throw large stones at guests as well as infesting the town Church church and village square with Boos.
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* PrisonEpisode: The mission ":The Prison Escape" in Dusky Doomed Dale. Mario's actions in past missions including freeing Kamek and collecting gold items to craft a power star (since the items were intended as sacrifices to the gods) results in his arrest. The resulting mission is a jail break.

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* PrisonEpisode: The mission ":The "The Prison Escape" in Dusky Doomed Dale. Mario's actions in past missions including freeing Kamek and collecting gold items to craft a power star (since the items were intended as sacrifices to the gods) results in his arrest. The resulting mission is a jail break.
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* PrisonEpisode: The mission ":The Prison Escape" in Dusky Doomed Dale. Mario's actions in past missions including freeing Kamek and collecting gold items to craft a power star (since the items were intended as sacrifices to the gods) results in his arrest. The resulting mission is a jail break.

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* BigBoosHaunt: Dusky Doomed Dale is the typical "haunted" level.

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* BigBoosHaunt: Dusky Doomed Dale is the typical "haunted" level. It is actually a haunted town and the reason it is haunted? Kamek the witch has laid a curse of the town.


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* {{Curse}}: The residents of Dusky Doomed Dale are putting up with a curse that has made the monkeys in town act extra ferocious and throw large stones at guests as well as infesting the town Church and village square with Boos.


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* {{Halloweentown}}: The Dusky Doomed Dales is a village that has been inflicted with a curse.
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* {{Foreshadowing}}: In the Dusky Doomed Dale Kamek appears as the witch cursing the town but takes one of two stars in her possession saying she'll be back. Sure enough for the last mission...

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** The Floating Blocks mission in Abandoned Outpost is similar to the mission of the same style in Super Mario Galaxy.
** The Mermaid Race in Crystal Caves is similar to the penguin race in Super Mario Galaxy.
** Much of the game's soundtrack has remixes, mostly of Mario games but also some from other series of games.



* UnderTheSea: The Secret Aquarium returns from the original game, and is the only underground stage.

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* UnderTheSea: The Secret Aquarium returns from the original game, and is the only underground undersea stage.
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** There is also the Candy Factory inside Super Sweet Sugarland.


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* NostalgiaLevel: Rainbow Road is full of pixelated sprites of all the characters including Mario, Princess Peach, and Bowser.


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** A bonus area within the Crystal Caves is [[TheLegendOfZeldaOcarinaOfTime The Water Temple]]
** Rainbow Road is an obvious reference to the area of the same name from Mario Kart.
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* InterfaceScrew: Touching a fuzzy, much like VideoGame/YoshisIsland, the game they were introduced in. The move to 3D since then has made the effect even worse.

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* InterfaceScrew: Touching a fuzzy, much like VideoGame/YoshisIsland, [[YoshisIsland the game they were introduced in.in]]. The move to 3D since then has made the effect even worse.
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* MacroZone: the first Gloomy Ambiance is set on a giant desktop.

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* MacroZone: the The first Gloomy Ambiance is set on a giant desktop.

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* ContinuityNod: One of the items on the shelf in the room with the first Gloomy Ambiance is a boxed copy of ''VideoGame/SuperMario64''.


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* MythologyGag: One of the items on the shelf in the room with the first Gloomy Ambiance is a boxed copy of ''VideoGame/SuperMario64''.
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* ConsoleCameo: In the room leading to the first Gloomy Ambiance there is a UsefulNotes/NintendoEntertainmentSystem along with a Robotic Operating Buddy, even though the game on the screen is ''VideoGame/SuperMarioBros1''. The shelf on the opposite end of the room has an original UsefulNotes/Gameboy in front of it.

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* ConsoleCameo: In the room leading to the first Gloomy Ambiance there is a UsefulNotes/NintendoEntertainmentSystem along with a Robotic Operating Buddy, even though the game on the screen is ''VideoGame/SuperMarioBros1''. The shelf on the opposite end of the room has an original UsefulNotes/Gameboy UsefulNotes/{{Gameboy}} in front of it.

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* ConsoleCameo: In the room leading to the first Gloomy Ambiance there is a UsefulNotes/NintendoEntertainmentSystem along with a Robotic Operating Buddy, even though the game on the screen is ''VideoGame/SuperMarioBros1''. The shelf on the opposite end of the room has an original UsefulNotes/Gameboy in front of it.



* GameConsoleCameo: In the room leading to the first Gloomy Ambiance there is a UsefulNotes/NintendoEntertainmentSystem along with a Robotic Operating Buddy, even though the game on the screen is ''VideoGame/SuperMarioBros1''. The shelf on the opposite end of the room has an original UsefulNotes/Gameboy in front of it.
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* ContnuityNod: One of the items on the shelf in the room with the first Gloomy Ambiance is a boxed copy of ''VideoGame/SuperMario64''.

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* ContnuityNod: ContinuityNod: One of the items on the shelf in the room with the first Gloomy Ambiance is a boxed copy of ''VideoGame/SuperMario64''.
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* ContnuityNod: One of the items on the shelf in the room with the first Gloomy Ambiance is a boxed copy of ''VideoGame/SuperMario64''.


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* GameConsoleCameo: In the room leading to the first Gloomy Ambiance there is a UsefulNotes/NintendoEntertainmentSystem along with a Robotic Operating Buddy, even though the game on the screen is ''VideoGame/SuperMarioBros1''. The shelf on the opposite end of the room has an original UsefulNotes/Gameboy in front of it.


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* MacroZone: the first Gloomy Ambiance is set on a giant desktop.


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* ShoutOut: In the room leading to the first Gloomy Ambiance, there is a POW Block from ''VideoGame/SuperMarioBros2'', a giant ''Series/PaperMario'' sticker on the wall, and A Poltergust 3000 from ''VideoGame/LuigisMansion''. The shelf on the opposite end of the room has a kart from ''VideoGame/MarioKart'' and a boxed copy of ''VideoGame/SuperMario64''.
** One of the recurring bosses is the Goomba Bros, a nod to the Koopa Bros from ''VideoGame/PaperMario64''.
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** The Crystal Caves are a less straight example, being broken up into the dry Gray Caves and the Blue Caves which have a watering hole.
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* SequelDificultySpike: Even though the game is actually only about as hard as the original, Mario only has six units of health now. Also the Air meter is now separate from the health meter so Mario cannot refill it by grabbing coins underwater nor can he re-fill his health meter by jumping in the water.

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* SequelDificultySpike: SequelDifficultySpike: Even though the game is actually only about as hard as the original, Mario only has six units of health now. Also the Air meter is now separate from the health meter so Mario cannot refill it by grabbing coins underwater nor can he re-fill his health meter by jumping in the water.
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* SequalDificultySpike: Even though the game is actually only about as hard as the original, Mario only has six units of health now. Also the Air meter is now separate from the health meter so Mario cannot refill it by grabbing coins underwater nor can he re-fill his health meter by jumping in the water.

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* SequalDificultySpike: SequelDificultySpike: Even though the game is actually only about as hard as the original, Mario only has six units of health now. Also the Air meter is now separate from the health meter so Mario cannot refill it by grabbing coins underwater nor can he re-fill his health meter by jumping in the water.
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* PlayableMenu: The File Select screen is set in the center room of Princess Peach's Castle. This time every visible door leads to a different playable file.
* SequalDificultySpike: Even though the game is actually only about as hard as the original, Mario only has six units of health now. Also the Air meter is now separate from the health meter so Mario cannot refill it by grabbing coins underwater nor can he re-fill his health meter by jumping in the water.
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* VeryDefinitelyFinalLevel: [[spoiler: Rashay's Moon Cellar]]

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* VeryDefinitelyFinalLevel: [[spoiler: VeryDefinitelyFinalDungeon:[[spoiler: Rashay's Moon Cellar]]
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* VeryDefinitelyFinalLevel: [[spoiler: Rashay's Moon Cellar]]
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* InterfaceScrew: Touching a fuzzy, much like VideoGame/YoshisIsland, the game they were introduced in. The move to 3D since then has made the effect even worse.


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* {{Wackyland}} The Livid Surreal Dream is a world produced by somebody's dream.
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* UnderwaterLevel: The Secret Aquarium returns from the original game, and is the only underground stage.

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* UnderwaterLevel: UnderTheSea: The Secret Aquarium returns from the original game, and is the only underground stage.
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* EternalEngine: The Shadow Factory is not just a factory, but a very dark factory where the key is held not by Bowser but by [[spoiler:Dark Mario]].


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* MinigameZone: The Minigame House which has a total of five mini games, two unlocked from the start, and three unlocked later. All of them offer stars as rewards.
* PalmtreePanic: The Sunset Islets which is an archipelago with many sandy beaches that takes place at sunset.


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* SpaceZone: The Abandoned Outpost is an old space station located on the Moon. Additionally [[spoiler: the very last level also takes place on the Moon]].


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* UnderwaterLevel: The Secret Aquarium returns from the original game, and is the only underground stage.
* WombLevel: The Big Beast's Belly takes place within the innards of a great monster.
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''Super Mario 64 Last Impact'' is a GameMod of ''VideoGame/SuperMario64'' designed by Kaze Emanuar released on September 30, 2016. Quite simply the game is to Super Mario 64 what ''VideoGame/MarioAdventure'' was to ''VideoGame/SuperMarioBros3'': a completely new game based on the same engine with 15 new full-sized levels, 12 all new power-ups, and 130 stars to collect. When it released the game was the most extensive ROM hack of Super Mario 64 to date after that of ''VideoGame/SuperMarioStarRoad''.

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''Super Mario 64 Last Impact'' is a GameMod of ''VideoGame/SuperMario64'' designed by Kaze Emanuar released on September 30, 2016. Quite simply the game is to Super Mario 64 what ''VideoGame/MarioAdventure'' was to ''VideoGame/SuperMarioBros3'': a completely new game based on the same engine with 15 new full-sized levels, 12 all new power-ups, and 130 stars to collect. When it released the game was the most extensive ROM hack of Super Mario 64 to date after that of ''VideoGame/SuperMarioStarRoad''.''VideoGame/SuperMarioStarRoad''.

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This game provides examples of:
* AmusementPark: Luna park, one of the last special stages of the game.
* BigBoosHaunt: Dusky Doomed Dale is the typical "haunted" level.
* BubblyClouds: The "Over The Clouds" stages, all of which feature the Cloud Mario power-up from ''VideoGame/SuperMarioGalaxy2''.
* CasinoPark: Gamble Game Gallery is a giant casino.
* FloatingContinent: Sky-High Islands is actually a group of continents floating in the sky.
* GreenHillZone: Wildlife Valley which is the typical first world/grass land for a Mario game.
* HailfirePeaks: Melty Molten Mountains is a mountain range with a fiery side and an icy side and even features the return of the Ice Flower.
* HornetHole: Harried Honey Hive is a reference to the Honeyhive Galaxy from ''VideoGame/SuperMarioGalaxy''.
* LethalLavaLand: The hot side of Melty Molten Galaxy as well as Bowser's Fire Castle.
* LevelAte: Super Sweet Sugarland is a stage set in a sky of sweet things including donuts and ice cream.
* ShiftingSandLand: Drybone Desert, but it is not the second regular area in the game, it is a smaller stage appearing about midway through the main game.
* SlippySlideyIceWorld: The icy side of Melty Molten Mountains.
* TempleOfDoom: Stonesnake Shatters, although it's not entirely set in a temple, it is a central feature of the stage.
* UndergroundLevel: The Crystal Caves. The division between the Black Caves and Blue Caves also give it a HailfirePeaks theme.
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''Super Mario 64: Last Impact'' is a GameMod of ''VideoGame/SuperMario64'' designed by Kaze Emanuar released on September 30, 2016. Quite simply the game is to Super Mario 64 what ''VideoGame/MarioAdventure'' was to ''VideoGame/SuperMarioBros3'': a completely new game based on the same engine with 15 new full-sized levels, 12 all new power-ups, and 130 stars to collect. When it released the game was the most extensive ROM hack of Super Mario 64 to date after that of ''VideoGame/SuperMarioStarRoad''.

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''Super Mario 64: 64 Last Impact'' is a GameMod of ''VideoGame/SuperMario64'' designed by Kaze Emanuar released on September 30, 2016. Quite simply the game is to Super Mario 64 what ''VideoGame/MarioAdventure'' was to ''VideoGame/SuperMarioBros3'': a completely new game based on the same engine with 15 new full-sized levels, 12 all new power-ups, and 130 stars to collect. When it released the game was the most extensive ROM hack of Super Mario 64 to date after that of ''VideoGame/SuperMarioStarRoad''.
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''Super Mario 64: Last Impact'' is a GameMod of ''VideoGame/SuperMario64'' designed by Kaze Emanuar released on September 30, 2016. Quite simply the game is to Super Mario 64 what ''VideoGame/MarioAdventure'' was to ''VideoGameSuperMarioBros3'': a completely new game based on the same engine with 15 new full-sized levels, 12 all new power-ups, and 130 stars to collect. When it released the game was the most extensive ROM hack of Super Mario 64 to date after that of ''VideoGame/SuperMarioStarRoad''.

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''Super Mario 64: Last Impact'' is a GameMod of ''VideoGame/SuperMario64'' designed by Kaze Emanuar released on September 30, 2016. Quite simply the game is to Super Mario 64 what ''VideoGame/MarioAdventure'' was to ''VideoGameSuperMarioBros3'': ''VideoGame/SuperMarioBros3'': a completely new game based on the same engine with 15 new full-sized levels, 12 all new power-ups, and 130 stars to collect. When it released the game was the most extensive ROM hack of Super Mario 64 to date after that of ''VideoGame/SuperMarioStarRoad''.
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''Super Mario 64: Last Impact'' is a GameMod of ''VideoGame/SuperMario64'' designed by Kaze Emanuar released on September 30, 2016. Quite simply the game is to Super Mario 64 what ''VideoGame/MarioAdventure'' was to ''VideoGameSuperMarioBros3'': a completely new game based on the same engine with 15 new full-sized levels, 12 all new power-ups, and 130 stars to collect. When it released the game was the most extensive ROM hack of Super Mario 64 to date after that of ''VideoGame/SuperMarioStarRoad''.

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