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[RELEASE] Super Mario 64 - Tall Tall Mountain  "Another map based on a Super Mario 64 course"

#1

Here's a map based on Tall Tall Mountain from Super Mario 64; I even included the "Mysterious Mountainside" slide sub-area that was in the original course (or at least a place based on that sub-area; it's very different here).
(Funny story: In this map, each of those big mushrooms has a unique pattern of spots (even if only slightly different); no two are exactly the same. Also, (as you can see) there is indeed a chair just chillin' on top of a mushroom.)

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#2

View PostToiletDuck64, on 13 November 2025 - 08:00 AM, said:

Here's a map based on Tall Tall Mountain from Super Mario 64; I even included the "Mysterious Mountainside" slide sub-area that was in the original course (or at least a place based on that sub-area; it's very different here).
(Funny story: In this map, each of those big mushrooms has a unique pattern of spots (even if only slightly different); no two are exactly the same. Also, (as you can see) there is indeed a chair just chillin' on top of a mushroom.)

Oooohhhh I'll give this play later :3
0

User is offline   slacker1 

#3

Ooh! I can't wait to try this one. This was my favorite level back in the day when SM64 came out!
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User is offline   stillTodd 

#4

This is a very fun map! I've not found any functional problems using it with DukePlus. Other than just a couple of brief slowdowns (I think they are RPG-related) and some screen rendering issues caused by the old eduke32 version included in DP, it runs great on a super cheap, super low powered 10 year old computer.

The ammo balance is really well done, especially if you can find just a few of the well hidden secrets.
0

User is online   Aleks 

#5

Another nice level from your SM-64 series and again the use of TROR is great (although it's all Polymer-dependent - but then the map is "light" enough that Polymer can run it at a decent framerate). The mushrooms and TROR effects were definitely the highlight this time, and I liked how the climb kinda gave a sense of progression. On the other hand, the map's pacing wasn't that good because each time you fell down - and there were a couple of mandatory falls - you had to climb it all the way through and go through the initial long and mazey tunnel which was the least inspired part of the level. Unlocking a quick shortcut after having gone through there once (and a couple more later on) would really work wonders in this map. I am also a bit disappointed there wasn't a jetpack at the end to go and explore. The ammo felt quite stingy at the beginning, but then it got better - the balance was tight though, but I like it.
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