Author Topic: Mario Kart 64 - Amped Up - a new Mario Kart 64 mod has been released  (Read 179 times)

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Offline Kerr Avon

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Mario Kart 64 - Amped Up, a brand new fan made modification of Super Mario 64 has been released, and it's supposedly pretty good.





So if you're a fan of SM64, then here are some new levels for you to race around!







For a video showing the mod, and the link to the patch, go here:

https://www.youtube.com/watch?v=0L9gLe-bbxg&feature=emb_logo



Note that this mod does work on a real N64 with an Everdrive 64, but you need an expansion pak plugged into your N64 (most mods actually need the expansion pak, even when the base game itself didn't). Also be aware that:

- The first course "SMW Raceway R/T" has problems starting on real hardware.

- Some courses may suffer from frames dropping and graphical glitches in certain areas on real hardware.

- Under rare circumstances, courses may start with a black screen. In this case, just pause, exit out and start the course again.



« Last Edit: September 27, 2020, 03:35 PM by Kerr Avon »

Offline rlstine

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Re: Mario Kart 64 - Amped Up - a new Mario Kart 64 mod has been released
« Reply #1 on: September 27, 2020, 05:32 PM »
Awesome, thanks so much for posting this Kerr Avon! I can't wait to try it out.

Offline nuu

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Re: Mario Kart 64 - Amped Up - a new Mario Kart 64 mod has been released
« Reply #2 on: September 27, 2020, 07:35 PM »
Very cool, and some tracks are well done (the Glover one not so much), but it's also very buggy and several tracks just becomes black on real hardware. You can drive around in the dark, but that doesn't help. There's a widescreen mode I hadn't enabled, but it was forced on anyway when I tried to play two player VS mode, stretching out the screen incredibly. If I was playing on a standard CRT with no widescreen mode it would be unplayable. The rom size is also very odd and not a power of two.

Offline rlstine

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Re: Mario Kart 64 - Amped Up - a new Mario Kart 64 mod has been released
« Reply #3 on: September 28, 2020, 10:47 PM »
Thanks for this, nuu. Haven't had a chance to play yet, but those sound like frustrating issues. When the courses are black screen, does pausing, exiting out, and starting the course again clear it up? Or are these tracks unplayable in your experience?

Offline nuu

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I didn't try them that long, and not sure I tried that, but nothing I did helped. They were dark every time. Widescreen mode was also forced every time in 2-player VS mode.

The Glover track is horrible in many ways. Not only all the irritating colors, but the track often abruptly ends and you were supposed to take a turn you didn't see. There should have been more arrows that point in the correct direction. Also there is one arrow that fools you into following it, but it's really an arrow for a part of the track you already passed, and it fools you to drop down and pass that again, forever (or until you realize you shouldn't follow it).

Then there's Lakitu that sometimes takes you past the whole track. The Castle Slide track (which is otherwise a fantastic track) has this problem a lot. I accidentally dropped down into the abyss near the beginning of the track, and I was bought back to near the end of the track, and got faaaaaar ahead of my opponent.