N64 Mario Kart 64: Amped Up (USA) N64 ROM

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Mario Kart 64 - Amped Up version 3.00 Made by Litronom This is a mod for the game Mario Kart 64. It features: 16 brand new courses 5 additional game modes, fully animated 3D racers modern visuals groovy music customization settings unlockables and much, much more! Available game modes For Grand Prix: Default Elimination Mode Balloon Race For Versus: Default Elimination Mode Balloon Race For Time Trial: Default N64 Coin Mode Target Zones Mini Turbos For Battle: NOT AVAILABLE RIGHT NOW Configuration for Emulators and Consoles Enable 8MB Memory on emulator or plug in an Expansion Pak on console. Enable […]

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🎶Amp it Up, Action Man
Amp it Up, Action Man
The Greatest Hero of Them All
Action Man🎶
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The v3.04 worked on my N64 hardware with ED64 Plus flashcart. One of the best Mario Kart mod I ever played. The Elimination mode is super fun!!!!
 
Anyone using RetroArch on Steam Deck has managed to get this to run 100% (3D models, 60FPS, proper save type, full speed) ? If so, what core and settings did you use? For me, Mupen has a lot of slowdowns during racing, and ParaLLEI won't properly detect the save type.
 
I was having issues getting my game to start past the title screen on my everdrive 3.0, it just froze every time, even when setting saves to 16k as suggested.

I solved this. I had an existing save that I guess was incompatible with the game. So I had to manually go to the save folder on my everdrive and select byte swap to 16, and now it's running fine.

Just fyi in case someone else has this issue.
 
Tbf Nintendo also said it was impossible to have Mario ride Yoshi on the NES but Super Mario World NES bootleg (and Adventure Island 2&3) proved them wrong.
Once again the context, deadline and even the understanding of the hardware was different.

Adventure Island came in 1991, two years after SMB3 so many things have been done between.

Eh, I'd rather go with polygonal 3D tbh, it looks better especially when upscaled on larger TV screens, but more importantly it is easier to judge and calculate the collision with an actual 3D render over a texture of an imaginary 2D image.
Upscaled on larger TV screens I can understand but they were made back when CRTs were the norm.


I didn't feel any issues about the collision (neither in Doom) but I can get that.
 
Nintendo said it wasn't possible to have 3d models so this hack proves them wrong
Tbf Nintendo also said it was impossible to have Mario ride Yoshi on the NES but Super Mario World NES bootleg (and Adventure Island 2&3) proved them wrong.
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Which requires an expansion pack, something that wasn't out yet back when this game was new and romhackers have better tools than devs back in the 90's.

Furthermore F-zero X having 3D models made sense since the vehicles were simple polygonal shape. MK64's characters are more complex and honestly I'd take high res racers over real time rendered 3D.
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Eh, I'd rather go with polygonal 3D tbh, it looks better especially when upscaled on larger TV screens, but more importantly it is easier to judge and calculate the collision with an actual 3D render over a texture of an imaginary 2D image.
 
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there's a crazy amount of options in this game, and BTW you CAN shut off the 3d models and objects at will so if you hate the 3d you can shut it off
you can change what items are even used, what items CPU can use, steering in the air, red shell tracking (so you can long range red shell at opponents like newer games)
the games able to be widescreen and 60fps!
there's 16 new tracks, alongside the 16 original
there's balloon race (pretty much battle on race courses), and elimination (last man out each lap)
there's time trial missions, like go through gates, collect the purple coins, drift challenge (miniturbo as many times as possible without going off course or reversing)
Grand cup goes through all 16 tracks in a row
you can do mirror mode and reverse mode(i think?)
and there's unlockables? quite a lot going on.
its very fun and at the very least the original 64 content is there also, nothing to lose here reallyGLideN64_MK64_-_AMPED_UP_3.02_000.pngGLideN64_MK64_-_AMPED_UP_3.02_001.pngGLideN64_MK64_-_AMPED_UP_3.02_002.pngGLideN64_MK64_-_AMPED_UP_3.02_003.pngGLideN64_MK64_-_AMPED_UP_3.02_004.pngGLideN64_MK64_-_AMPED_UP_3.02_005.pngGLideN64_MK64_-_AMPED_UP_3.02_006.pngGLideN64_MK64_-_AMPED_UP_3.02_007.pngGLideN64_MK64_-_AMPED_UP_3.02_008.pngGLideN64_MK64_-_AMPED_UP_3.02_009.pngGLideN64_MK64_-_AMPED_UP_3.02_010.pngGLideN64_MK64_-_AMPED_UP_3.02_011.pngGLideN64_MK64_-_AMPED_UP_3.02_012.png
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"fully animated 3D racers"

And this kinda fumbled the hack.

I do like the charm of low poly but the 3D renders of that era are so immaculate.
you can turn them off in visual options in game, so if you hate it just turn it off :D
 
Nintendo said it wasn't possible to have 3d models so this hack proves them wrong
Which requires an expansion pack, something that wasn't out yet back when this game was new and romhackers have better tools than devs back in the 90's.

Furthermore F-zero X having 3D models made sense since the vehicles were simple polygonal shape. MK64's characters are more complex and honestly I'd take high res racers over real time rendered 3D.
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It looks like it is like a kind of Expansion of the Original Game but with much more Content especially that of being able to play the elimination mode and balloon races and New Circuits and New Soundtracks and etc. and also that it supports 60FPS support even if they are not stable it is very curious how I would run it with this game with a higher frame rate but the expansion pak is required to be able to play the romhack game.
 
Seems to just freeze after the title screen on real N64. I set the save to EEP16K like the start up suggests but that doesn't do anything.
 

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