Tried out the RU-vid Chapters feature finally, you can now click on the track you want to see! Let me know what your favorite track in the video is! Remember, if you enjoy the video, please like the video. That will really help this video & channel grow in the algorithm. :)
Yes, but I noticed that it just copied Mario Raceway layout and added some new features such as shortcuts. But I do think this is better than Mario Raceway
Same! I love the original locations Mario Kart has made but at the same time I would love some more tracks built around established places, the Comet Observatory, New Donk City, Whomp Fortress, etc
It's very cool to see custom tracks for such an old game, but did anyone else find some of the tracks really disorienting? It is pretty difficult to tell where to go on some of these tracks and I kept getting surprised when the player didn't go in the direction I thought they would.
@@hyper_vyolet No that's not what is supposed to happen at all. Try comparing them and you'll see that your disorintation is going to higher in these custom tracks.
@@TopOfAllWorlds I think maybe the course designers for these tracks are thinking too hard about what scenery would be cool to throw in. In MK64 one of my favorite tracks just has a single train that goes around a short track and there's just simple desert textures throughout the rest of the course. The work they've done here is great, but as the acronym KISS goes, sometimes it's better to leave things simple.
Thank you very much for showcasing our work here. We are always working on new additions as well. The MK64 modding community is growing as well and we hope to have more contributors and new mods and courses for everyone to enjoy!
You guys crushed it. Very impressive. The music was great. I've always wanted to make custom sm64 tracks. I think I will try to find a way to get involved. You're making a lot of dreams come true. My only feedback is... Some levels, particularly yoshis riverbed, it's just too random where new players go off track. A couple additional arrow signs or railings would help new players, who can't see around bends and have no chance not to dunk. Memorization should be helpful but not absolutely necessary. It's a big wtf moment playing these maps sometimes. Lol. OH also, can you make the spider move in the hazy maze track??? For real this is so freaking awesome
A lot of these tracks are rough, it's hard to tell what is road, what is off road, and sometime where you're supposed to go if not for the big signs pointing the right direction. This is a similar issue to a lot of custom tracks in MK Wii as well.
The Hyrule Field and Hazy Maze Cave tracks are incredible! Fantastic adaptations! 😀 I also liked the Shrine; that was beautiful. Some of them didn’t seem to have defined enough of a roadway so if you planned out the best route you could win every time. 😕 But those would be fun to test out!
Watching all these custom track videos makes me realize that less than 1% of people understand how important visibility is. The player needs to know how exactly tight they're turning and when before they enter any corner. You need to make the exit of your next corner plainly visible from at least 5 seconds before you enter the corner; even longer if you can manage it. You know you've done it right if you don't need arrow signs.
Some of them also don't feel like they were designed well around Mario Kart 64's physics and speed. Lots of weird angles and terrain that makes the tracks not look super fun.
The problem I have with the majority of these tracks is that either : A) They feel empty B) They don't feel like something that could legimately pass as a Mario Kart 64 track C) They just don't feel like taking place in the Mario universe in general (the Sewer level and Drift Isle especially) D) They look more designed for single-player than multiplayer
I think that's just how it is with people learning to make mods for fun and passion. The process of getting through the hoops and learning different software to realize a track in a game without official tools filters down how many people stick with it, some people won't have previous experience making game environments and don't know about stuff like vertex colours, so they're still learning and hopefully we get to see their skills evolve in future releases
The Kiki Kai Kai shrine is splendid ! Very impressive ! I'm also happy to see a Zelda map which feel like it beyond in the original game but STILL feel like a track.
Great stuff man. Have been wishing my brother and I could play some new tracks, we've only played each cup hundreds of times. They look really well done, great work.
If there is anything I can come up that's worth mentioning, I will bring them up here so that they will hopefully continue to improve with more work: Jolly Roger: The T-Junction on the pier could use an arrow pointing left, so newcomers don't go off in the wrong direction Bedroom Bash: Would be nice if the incline wasn't too steep and the boost jump didn't only land you on the track by a hair. Hazy Maze Cave: A maze wouldn't translate well as a race track without making it linear enough to get a proper sense of direction. As it is, there's too many dead ends to make it a fair challenge for a race course. Other than that, a solid line-up of custom tracks!
Man, this guy amped up 64 got them MAD skills. Jerod Kart, you got them skills, but your concepts (awesome, all of them, by the way) can only work with some heavy camera tweaking, because MK64 has a camera system that always stays behind the racer, therefore, the game feels "flat" (originally Wario Stadium gave me a vertigo the first time I saw it on my TV). Adding some "verticality" to the camera would help solve the camera issues with your tracks. But my favorite one, Litronom made it...
Kiki KaiKai Shrine is pretty good. Not quite as much visibility in some places as there should be, especially in the last stretch of the track, but the beginning is _amazing._ Tight roads, constant small turns, and rapidly changing scenery keep you feeling like you're driving fast, unlike the more wide-open courses that don't have objects to give any sense of distance. And it looks damn cool, too!
A lot of Easter eggs in this video from previous N64 ROM hacks, or let's say, the Super Mario 64 ones that is. The music on "Ice Cavern" is from "Melting Snow Peaks" on Super Mario Star Road. The music on "Network Way" is from "Colossal Circuits" on Super Mario 64 Last Impact. The music on "Wario's Casino" is from "Gamble Game Gallery" on Super Mario 64 Last Impact. The music on "Toad Village" is from "Mushroom Mountain Town" on Super Mario Star Road (and yes I'm also aware that's Wind Waker music).
I'm glad someone noticed this! For the tracks that didn't have custom music, I went ahead and added some of my favorite music from different Mario 64 Rom Hacks. Cheers.
@@MarioPower55 Recently I've beaten all of Super Mario 64 Last Impact with all 130 stars (no save states), and before then I did the same on Super Mario Star Road as well. I wish these ROM hacks were more popular to the public for those who greatly loved the original SM64 and beat it with all 120 stars. I recommend Star Road first for anyone then Last Impact afterwards. There were many levels/puzzles that were fun, while others that were very frustrating & tedious, but I weathered the storm & didn't give up!
Glad to see you showcase these. Have been following the MK64 scene for a while. I'd like to see it gain some more attention. The time trial scene is actually pretty awesome and the mods for this game are pretty fun. Unfortunately it's kind of stuck as that game for "boomers."
These are so cool, my personal favs are the Hyrule Field, Hazy Maze Cave (so accurate!), the SMW one, and the first Toad one. But i like them all, great job to the authors!
Oh wow! I'd love to see more of these! Even in other N64 racing games like F-Zero X, Snowboarding Kids 1 & 2, as well as Penny Racers, or Beetle Adventure Racing!~
You can find RU-vid playlists chock-full of custom F-Zero X tracks, since there's both a DD release with track editor, and a fan-made track editor program for the original release.
Drifter Isle surprisingly stuck out to me. I can't tell what game it's based on (Wave Race 64, perhaps?), but I get a mixed feel of tropical fun and a strange loneliness when seeing Mario cross through it. SMW Raceway, SM64 Hazy Maze Cave turned track, and Jolly Roger Shore are some more examples of great tracks! Of ''course'', these courses (heh-heh 😁) are all great respectively, but these ones really caught my attention!
Here me out: If this was a new version of Mario Kart 64, these tracks would've been great picks for it. So here I have with a pointless Grand Prix Track 'prediction' GP1. 1. Toad Village (13:03) 2. Jolly Roger Shore (0:23) 3. Ice Cavern (6:28) 4. Kiki Kaikai Shrine (7:20) GP2. 1. Bedroom Bash (1:38) 2. Hazy Maze Cave (5:14) 3. Network Way (8:13) 4. Hyrule Field (3:11) GP3. 1. Wario Stadium (4:19) 2. DK Aztec Shrine (1:02) 3. Drifter Isle (3:11) 4. Yoshi's Riverbed (13:40) GP4. 1. Toad Town Sewers (10:58) 2. Wario Casino (12:09) 3. Shiver Peaks (9:09) 4. SMW Raceway (10:00) If you wanna argue about other placements, go ahead. I've done my bit
I really like the Wario stadium course I wonder if you could put all the Mario Kart DS tracks in Mario Kart 64. I would think the only one that would be a problem is Rainbow road unless they can get the loop to work.
while mario kart 64 is a fun game in its own right, its biggest issue was that the track design wasn't very interesting. if mario 64's tracks were as exciting as these custom tracks it would be an incredible game all around.
I feel like the tracks made by Litronom (also the creator of Amped Up) are the best designed tracks. The Overdrive 64 tracks are pretty decent (some good, some meh). The Jerod Kart tracks were really bad and uninspiring IMO.
@@mqgTWO96 Jerod Kart was a first mod distribution, to test their skills. Again, this is a new community. I found all of these tracks pretty cool, for what it's worth! Of course going from newer Mario Kart Mods to MK64 mods will be different in quality (since it's limited to N64). I love the path this community is going.
@@MarioPower55 With how much the MKWii community has done for the past decade, like bringing back the Wi-Fi servers or the amount of custom tracks they've created thru-out the time, plus, Super Mario 64 already having the amount of mods/hacks for a decade, I was surprised that Mario Kart 64 didn't have much to offer in the modding community, but I'm glad that it's picking up now. Hopefully the same for the original Crash Team Racing one day as well.
Hi i am assuming you are younger and didn't grow up on this game.. I know it's your opinion and you have a right to it but look at Snes Super Mario Kart. No 64 was the second Mario Kart and it started the hype of ALL Racing games. The tracks are all so amazing and are the first stage of The tracks are legendary and it's one of the most played games of all time to this day =) Rainbow Road is extremely gorgeous and interesting. 🌈🌟