Reviews from

in the past


can something be obnoxiously juvenile but also a totally unique lightning-in-a-bottle experience at the same time? because that's B3313 to me. the internet iceberg meme/creepypasta origins of this ended up leading to the creation of something that is kind of unlike anything else in existence (even if it is heavily indebted to stuff like Yume Nikki), but it is also somewhat inherently limited by its origins.

it's sort of like if Mario's castle was reimagined as Constantine's Mansion in Thief: The Dark Project, mixed with Yume Nikki and various internet memes. in your endless hours wandering through the confusing labyrinth of the castle, there are isolated moments that are unique and brilliant. and then there others that are just sort of… there. you’ll spend 15 minutes wandering through a bunch of fairly bland, indistinct rooms and corridors and then you’ll come upon something really haunting and memorable. and then, maybe, you'll be right back in the bland mazes. maybe you'll run into some creepy thing and crash the game. maybe creepy thing will be interesting and well executed, or maybe it'll just be obnoxious boilerplate creepypasta stuff.

these contradictions get more and more noticeable the further into it you are. some of the levels are really interesting/bizarre alternate universe takes that recontextualize the original Mario 64 and seem to offer greater commentary about the nature of how nostalgia shifts things into an alternate universe that is actually different from the source of the memory. "i like to remember things my own way. how i remembered them, not necessarily how they happened" says the deeply troubled Fred Madison in David Lynch's Lost Highway. but other times it feels like you wish you were spending more time in the new/more unique areas you occasionally stumble upon, and less in the 6th variation of old Mario 64 levels.

B3313 feels almost like a bigger AAA game to me in both the sheer scope of the project that's filled with a lot of internal contradictions, and in also how much it truly doesn't respect your time. that’s probably the nature of things of this size, and that a lot of people were involved contributing in what seems like a very tumultuous dev cycle after a certain point. but perhaps that explains a lot about the sometimes inconsistent/varied nature of the experience.

i will personally admit to not caring whatsoever about the personalized copy of Mario 64 meme or the numerous ways this hack borrows from different beta builds of Mario 64. i like Mario 64 a lot, but it is absolutely wild to me the way that game has been metabolized into the consciousness of videogame world. and so i do think the whole “this is a beta version of the game” thing and slavishly cobbling together any and every scrap of asset or idea that was cut from an early documented build of Mario 64 to put on this thing is a bit of a dead end artistically. most of the stuff Nintendo used in earlier builds just seemed like temp assets and doesn’t seem THAT interesting to me outside of that context. it's just not very interesting to those of us who are not 17 years old anymore and not still spooked by internet lore. it just feeds back into a lot of fan culture content machine around big franchises that just feels like this self replicating beast that never really goes anywhere and is always invariably beaten back into conformity by the big companies that are in control of these properties.

i am someone who loves strange and unique experiences. but to me, i want stuff that i guess attaches itself more to telling a specific kind of story through what it’s doing, and B3313 is a bit too much online meme-referencing for me to take that aspect of it very seriously at all. B3313 doesn’t have the narrative coherence of a MyHouse which i guess is the other big artsy creepypasta game mod of the moment. and it doesn’t have the artful direction of a Yume Nikki, which it is obviously cribbing the general kind of surreal abstract multidimensional wander maze thing from.

all of this is to say: why did i give it 4 stars and 30+ hours of my time, then? maybe it comes down to: there is an indelible, haunting Tower of Druaga-esque charm to all of it. the commitment to being cryptic and giving the player nothing and doing all these machinations behind the scenes in the game is kind of remystifying what has been lost in a lot of consumer-facing art in general. in games, with all the talk of FromSoft games or like the last couple Zeldas bringing back "old school" difficulties and design values, those are meticulously tested commercial products… not community made romhacks. they simply can’t go anywhere near as far out there as something like this. and we in general are in a moment when so much art seems paralyzed and unwilling to take chances out of risk aversion from industries that have been strip-mined by the rich and powerful. something like B3313 stands in contrast to that - completely unwilling to compromise itself.

with B3313, oftentimes there really is nothing on the other side. but that emptiness starts to feel really intentional after a certain point. as a player, what's interesting in the feeling that you want the design to follow some kind of logic that you can eventually glean so that you can understand what the designers were getting at is that it feels almost like an intentional choice to have it consistently not do that. occasionally it does hint at a deeper language/design sensibility, but mostly it doesn’t. there are times when the “story” or the progression of stages seems to be developing into something more coherent, but then the rug is pulled out from under you. and that happens over and over. because it’s all rug pulls at the end of the day. the message of the design is: whatever happens, whatever journey you go through… it’s all inevitably a way to throw you back into the maze. you’ll always be endlessly wandering the maze.

to me, that says something about Nintendo games in general - how you have these long journeys that (in the case of the newer Zelda especially) aggressively don’t respect your time and send you to all these interesting locations. and then it always just sorta ends, because there’s nothing really deeper at the core a lot of the time. it's escapist entertainment, often with some kind of crypto-conservative values and imagery in it. B3313 feels totally unafraid to unearth and make you fully experience that ugly side.

maybe a lot of our larger culture right now, especially obsessive lore-based fan culture, are just variations of that too. increasingly everything seems like it's hostile, broken down, and filled with different kind of rug pulls. the ground feels totally unstable and there is no “there” there a lot of the time, but we keep shoveling through hoping for new discoveries and hoping for it all to make sense. it’s like being in an abusive, codependent relationship. there’s no light at the end of the tunnel. it’s a disempowerment fantasy. and B3313 captures that feeling absolutely perfectly, in such a uniquely fleshed out way.

there are moments to B3313 that are genuinely unique and fun too, like some of the more creative creepypasta scenarios that i won’t spoil here. or like, occasional stages like the one when you have to climb some structures that are supposed to be some sort of bob-omb factory. you activate the “self-destruct” sequence when you enter which causes you to have to outrun rising lava until the top. and then you get to the top and there’s a little yellow bob-omb guy sitting in a little office and just complaining about how you destroyed the whole factory. it does make me wonder if there’s like some kind of commentary on the tropes of Mario games being attempted in small moments like that. like the fact that Mario is basically a cipher who everything resolves around, and none of these other characters have any agency.

of course, none of that is delved upon for very long. because invariably, you're going to get fed back into the maze. and so that's both the great strength and the great flaw of something like B3313. it doesn't try to offer a way out, it just tries to express what is there. and in doing so it captures a feeling perfectly, in a way that is inspiring. even as a memey internet romhack, it is absolutely something i would call an "art game". there are a lot of memorable areas and moments that really explores the latent strangeness and darkness of Nintendo games, and the latent surrealism of a lot ofearly 3D games in general. it’s also real testament to how far romhacking/modding community projects can really go artistically, along with MyHouse.wad. it could have an enormous impact on a lot of games stuff that comes further down the line. so it’s definitely something that demands more attention and respect outside the whole memey lore ecosystem a lot of this stuff usually occupies. it of course, comes from that however and will probably will do itself no favors in distinguishing itself from that.

i only hope in the future that people take the ambition and interesting ideas from this and run with it in a way that feels unafraid to make a larger statement about the world, and doesn't just do the cowardly thing of retreating with its tail between its legs back into insular internet memes and the online lore ecosystem fed by various content creators. whether or not you think B3313 subverts or further perpetuates that that i guess is up to you. but i still think we have a pretty far way to go.

Spent basically my whole day on this and wow is it something special. Just exploring the castle over and over and finding all the different secrets and courses is satisfying and the game left me feeling so uneasy due to its dreamlike feel. Just genuinely a fun time all around, I can't say much more besides play it yourself! Well worth going into as blind as possible...

[Played through the Unabandoned A2 version.]

Remember the Super Mario 64 iceberg?

As someone who grew up on the game and its DS port, mid-2020 was a very fun time period for me. The renewed interest in the game and its development, with the gigaleak serving as its climax, was genuinely very entertaining to watch unfold; Luigi’s model being uncovered 24 years and 01 months after the game’s Japanese release was my “you had to be there” moment.

Anyways, all that resulted in a lot of mythology spawning around the game and its heavily storied development. A lot of it shares blood with creepypastas and general modern internet rumors - the kinda stuff you’d hear on the playground, but lamer and less believable. Nearly four years later, B3313 embraces all that mythology and interest in Super Mario 64 and turns it into a weird, dense Yume Nikki-esque soup.

This romhack is impossible to review comprehensively. It pulls from the preview builds, the gigaleak’s assets, the iceberg, and a lot of internet mythos, as I previously mentioned. As such, my review will consist mostly of broad strokes.

Starting with some of the negatives, the game’s controls are deliberately worse than SM64. Mario is really slippery (especially when skidding, he goes on for way too long), and at first, you don’t have the backflip, long jump, and breakdance kick. The triple jump gets the slow fall twirl thing you get from stomping on Fly Guys and Spindrifts in exchange for a bit of height. That’s good for distance, but Mario cannot grab ledges while slow falling. Adapting to this was a nightmare.

I understand the decision to alter the controls like this - the controls are pulled from the Space World demo of the game. They were retooled for the final release precisely because of how loose they felt. Level design isn’t kind all the time either, with a lot of jumps you barely have the height for. Normally, I wouldn’t complain about difficult level design, but the slipperier controls and very precise jumps makes it worth noting and a source of annoyance. I understand and respect why the decision to make the controls like this was made, but I miss the precision the final game had.

The camera can be particularly atrocious. B3313’s original courses feature level design that’s far more claustrophobic than SM64’s - a lot of this is intentional because of the atmosphere it shoots for, but a lot of the time that sort of level design combined with the awful camera getting stuck results in platforming that’s not unnerving or “living a dream”-y, but rather just annoying. A lot of the time, when twirling and slow falling after a triple jump, the camera likes to point up, which is the one angle that’s not useful when jumping, and that led to my death more than once. Yes, I agree SM64’s camera can be particularly insufferable, but I ran into this way more frequently in B3313 and I feel I touched maybe what, 10% of the total areas?

Moving on, B3313’s scope is the main selling point and it delivers. It’s absurdly cryptic and expansive, with so many layers of places to go that if you fuck up and die it can take a long time to get back to where you were. This is what I meant by the game being impossible to review comprehensively - so many areas with so many warps that it’s impossible to keep a map of them in your head. Granted, the hack indirectly recommends against this, with Yoshi saying to “just let it happen, like a dream.”

The game leans hard into the “every copy is personalized” meme, and the amount of sheer variety in stuff does help with the feeling it’s pulling from your mind. There are a lot of different versions of the 15 courses found in the final game, ranging from small differences in geometry and color palette to entirely new weather and features added. There are also a lot of variants of the castle and its interior halls (with the hud even changing depending on what “era” of the game you find), with access to each being granted differently, as well as a many, many all-new courses. It’s all highly labyrinthian, and fucking up and dying can toss you many, many minutes back. The game even uses your system time to activate a few effects, which is pretty impressive to me!

The most fascinating part about it to me, though, is how… dreamlike it all feels. Areas vary wildly in size, with some being tight mazes and others being enormous. Combined with the constant fog, endless-feeling amount of doors and paths, and the always at least slightly-off-kilter music contributes heavily to that feeling that you’re playing a dream of the game… but with beta elements mixed in.

Where the game loses me a bit is in its horror elements. I get why they were included - analog horror and conspiracies were prominent elements of the mythos that formed around the game in mid-2020. And, to its credit, the game seems to pull near-entirely from those sources; from my research, a lot of it originates from Greenio’s “Super Mario 64: CLASSIFIED” series (even including the AI core asking to be destroyed), with some references to older creepypastas and hacks like sm64.z64, BUP 64, and Faceless.

I’m just not too confident in how the game handles its horror aspects. There’s a lot of warning when you get to the areas with horror elements (sometimes to the point of there being “no entry” signs, unusually dark color palettes, and text boxes telling you to piss off), so they’re easily avoided, but at the same time, pulling off scares in SM64 is kinda really difficult aside from jumpscares? Mario can just schmoove and parkour around, and it kinda takes the edge away when the evil entity that’s chasing you struggles to keep up with long jumps and dive recovers.

I’m also not too big on most of the big scares causing crashes as well. There are only a few “true” jumpscares (one of which I had the misfortune of running into about an hour into my playthrough; if you see faceless Toads, turn back) but being forced a trillion layers back is already punishing enough for not being cautious enough and letting curiosity get the best out of you. Forcing a reset just adds a few more seconds to that.

Anyways, there’s actually a way to progress in this and “beat” it. Technically 100% is achievable, but going for all 450 stars (!) in this spaghetti mess of a game sounds like torture, so I’ll keep it at technically. Back to it, beating Bowser and other bosses gives the player Red Stars. Collect all 13 of them, and you can take the long ass route to the ending. Collecting Red Stars is also crucial to unlocking Mario’s full moveset which… is weird? I’d rather have all the tools at the start to explore these big ass areas.

Outside of that? No real progression aside from unlocking Green Stars at 120 (I think). This ultimately works in the hack’s favor and helps sell the “endless dream” aesthetic, though - getting lost and exploring is part of the appeal. If I recall correctly (I may be wrong on this), older versions had the final level be accessed by climbing up and up in the castle lobbies, and I feel I prefer that approach; there’s a clear, intuitive path the player can follow to beat Bowser for good, but going up and up also reveals many of the paths the player can explore and lose themselves in. Ultimately though, it’s not like I’m playing this to beat it; once I got the long jump and backflip, I just resumed walking around aimlessly trying to find new stuff.

On a last note, the music is… weird. I said it uses a lot of off-kilter versions of the Super Mario 64 soundtrack, but it goes a step further and includes a few tracks from other Mario games that were released before it. A lot of the remixes are good; out of those, “Eel Graveyard” and “Dry Town” are the absolute highlights for me. On the other hand, there’s a few tracks I found intolerable, particularly one used for a few volcano areas. You can make familiar music sound like a distant memory and what you’d hear in a dream without making it actually headache-inducing - most of the game does that!

Wrapping it up, B3313 is one of a kind. The only other prominent hack I know of that does something like this is “Breaking the Barrier”, but that feels extremely limited in comparison. If you’re looking for a tightly-designed romhack, I’d suggest looking elsewhere. Instead, I’d recommend this for those of you who lived through and witnessed the internet mythology surrounding SM64 in mid-2020; B3313 is not only a love letter to that time period, but also a near-perfect snapshot of it, and the experience is generally enhanced by at least knowing the context which spawned this romhack.

I’m not giving this a star rating, though. I absolutely recommend playing this if you were in that mid-2020 SM64 niche like I was, and it remains a really impressive romhack from a technical standpoint all around (seriously the amount the game was modified and expanded is insane), but I dunno if I give it a high rating because of that, or if I give it a lower rating because of the slippery controls, camera that likes to not cooperate and get stuck, and the sometimes grating music. Yes, I know that stuff’s on purpose, but purposefully unpleasant things are still unpleasant!

Play it for yourself if you think it looks cool is my recommendation. I think it’s worth a shot.

This game is so fucking innovative I'll have to write a fucking 40 paragraph essay on it in the future but for now I'm just putting my rating.

Edit: I've completed the abandoned build but not 1.0 so I'll do that first.

Something i wouldn't replay if it wasn't my first time


I went into this expecting a quaint little spooky Mario rom hack, but I was instead greeted by one of the single most gripping, immersive, and fun 3D platformer collectathon experiences I've ever played.

The combination of horror and collectathon platforming is so strange, yet it works remarkably well. The game toys with your knowledge by tossing countless remixes and reimaginings of classic Mario 64 levels, that just feel slightly off in one way or another.

And even on top of the weird redux's of beta and retail levels, theres also countless brand new levels, that fit right in with the original games design philosophy, and even in some instances, enhance and improve upon it.

There are a staggering 450 yellow stars and 13 red stars in the game, with only the 13 reds being required in order to, "beat." the game, but I found myself collecting as many yellows as I could because exploring was so much fun.

Every turn of the castle was a new mystery, with new levels and new theming. The castle is sprawling and massive, and warps in on itself multiple times, but its so impeccably designed that I never got truly lost, and I began to memorize pathways to certain levels and important intersections.

The game feels like a playable dream, it has a sublime, surreal, dreamlike atmosphere that feels so palpably uncomfortable yet strangely engaging throughout the entire experience.

This is a once in a lifetime experience. If you enjoy Super Mario 64 I implore you to play this game, it blew me away in every sense.

This review contains spoilers

This game finally made me use my computer, thanks developers! First ever rom hack and a very interesting one to start with considering I am not one of the people who finds Mario 64 creepy or liminal and all that. That being said this rom hack definitely nailed the feeling. Something about beta Mario 64 is so... unsettling to me, and a rom hack made with the intention of using that to develop horror on purpose is awesome. But I can't in good conscience give it higher than this because of the extremely confusing navigation and castle design and softlocks. Softlocks you can fix, but the navigation system is so confusing with so many rooms and entrances to those rooms and some rooms are the same as other rooms but the doors lead to the same room or a different room or a room that will hit you with a spooky moment. It's a mess, a purposeful mess, and I appreciate and understand the intention but it's a little too much sometimes. Seriously, I was lucky that I stumbled into the final boss entrance before I even had enough stars to beat the game, if I hadn't I might've gotten stuck for like 10 hours solely trying to find it

a translation of yume nikki (and LSDDE to some extent) into the game language of Super Mario 64.
yume nikki uses effects to guide and encourage the player to explore and find new areas, while B3313 in theory uses the stars, but in practice, everyone just wants to jump around and see weird shit.
the stars are usually very boring and easy or not intuitive at all, but i can't really see a version of the game in which they don't exist so i can't really complain.
the areas themselves are perfectly uncanny, resembling the real game so much that the changes feel uncomfortable at times. the biggest highlights to me are the different versions of peach's castle (aka the main hub), like the "demo" version, that looks amazing.
i'll also praise the soundtrack, the original songs are amazing and Dry Town is very beautiful and foreboding.

overall, it's a neat little thing but for it to reach its full potential there needs some work.

note: i have only played 0.7, not 1.0, but i'll watch the vinesauce vid for that -_-

a very unique experience. the surreal, labyrinthine nature of the hub areas was a lot of fun to figure out. unfortunately, the game does not really respect the time you put into learning it. the ending is awful, and having to find the arbitrary red stars to even see it would be pretty silly without a guide, as some of them are hidden within real levels with no indication they are there. imo they only should have all been somehow accessible through the hub areas. speaking of the levels, wow are they trash. for the most part, they dont feel like unfinished areas from the main game, they feel like baby's first mario 64 romhack. "act 1" is just silly, the "scary" parts are cringey, and there are too many repetitive stars in the levels themselves. as fun as it was in the beginning, by the end it felt like a slog, and one that required a guide despite complete memorization of how to get where. i feel as though the game needed to either be more structured, such that someone can feasibly find everything on their own (almost nobody is going to figure out to run to four corners of a random room with 0 indication of it doing anything) or further embrace the creepy nature and random events, which i feel there wasnt enough of.

Une lettre d'amour a la communauté de Mario 64. Le gameplay et hud de la beta, des éléments des creepypastas et legendes urbaines autour du jeu, des niveaus originaux, et d'autres provenants de sm64ds ou d'autre romhacks, et surtout, des références aux oeuvres horrifiques présentes sur internet autour du jeu. Le Plexus, la Personalisation, Stanley, L'Iceberg, TOUT. Vraiment tout est trop bien.

Tu ne joue pas a ce jeu, c'est le jeu qui te joue. Une pépite. vraiment une de mes experiences de gaming récentes préférées. J'y joue depuis 2022 et j'ai l'impression de n'avoir que effleuré la surface de ce qui est dans le jeu.

Ma romhack préférée.
Mon Mod préféré.
Un de mes jeux d'horreur préféré.
Un de mes jeux préférés.

Foncez si vous aimez la culture autour de Mario 64 comme moi.

fun, addicting and super interesting, as well as frustrating as shit like do you KNOWWW how fun it is when you spend so much time finding a new level to play and then the star is miraculously ALREADY COLLECTED?? imagine that but it happens like every other star its REALLY FUN!

I played about as much as I could play before getting burnt out on Mario 64. It's good, and I love the mix of beta and original elements. I still haven't played the most recent big update, and some of the dialogue, moments, and whatnot are very corny, but aside from that it really recreates that feeling of a huge (and maybe creepy??) environment you may have remembered as a kid.

holy mackaroni i started playing this when i got very very ill with covid and it made the experience even better trying to play this with a 104 fever in a complete and utter haze, it started to bleed into my dreams too. i tried to map this out by myself without using a guide and ended up writing 84 pages of notes. this is for release 0.9 that I am marking that I "completed" it, even with the amount of exploration I did, I am sure I missed areas because there is just so much to see! i typically don't like mario 64 but the amount of work and atmosphere the creators put in is incredible - huge fan of your work (the game and otherwise) and just cant speak highly enough about this

Truly one of my favorite romhacks. captured the exact dreams i've had playing mario 64. not all levels are exactly well designed and the lack of mario 64's base moveset is a bit jarring. I'd give anything for a multiplayer version of this

Personally I think the whole iceberg deal that inspired this game and the Creepypasta moments it has are a little cringe-y, but in the end I think B3313 does a solid job replicating a lot of the weird and subtle eeriness of Mario 64 and cranking it to the max. Many of the new areas in the castle feel like they came fresh out of dreams I had about Mario 64 when I was a kid. The whole concept of most of the levels being abstract, half-remembered/alternate timeline versions of Mario 64 levels we all know and love is also a very cool idea, even if I did get a little sick of all the Whomp's Fortresses in the end.

Play Unabandoned.

A flawed masterpiece, riddled with less than subtle jabs at the drama surrounding it. "Shame! Shame! Shame!"

I had a 1-2k word review for this, but it is unfinished; therefore, this review will be Bojangles4th's B3313 Review 0.9 Abandoned.

Can already hear the clamors of "just separate the art from the artist!!" but that sign section reeked to me. I shrugged it off in ignorance and a desire to continue this experience blind. I did not follow the iceberg stuff, I did not read SM64 creepypastas (though I knew about the majority of the urban legends predating the mass-writing exercise fabrication process in 2020), and the BOO

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Unfortunate, as exploring this game is utterly magical to me but I can't in good faith ever recommend [REDACTED]

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I forgot what I was going to say. Might as well mark the review as finished (abandoned). This is you (the reader's) fault.


This is Bojangles4th's B3313 1.0 (Official) review, version 0.9 (Abandoned)

GET ME OUT!!
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Romhacking page for B3313 Unabandoned: https://romhacking.com/hack/b3313-unabandoned
BL page for it: https://www.backloggd.com/games/b3313-unabandoned/

genuinely HOW is this on backlogged
regardless of my confusion this is super impressive and provides so much to play, its a really fun thing for discord streams and stuff. Unrelated to the game itself but sadly the ongoing very publicly brought up drama amongst the development side of both the official and unabandoned version leaves a slightly bad taste in my mouth and its probably had some genuine effects on how i feel when playing the game. its still amazing though and better than basically every official mario game

i have no idea how im gonna be able to squeeze in a blind playthrough of this behemoth in the same year that i 100% all the mainline mario games. also they released a new update so ill do that instead

Incidentally got to the end of this game today at around 15 hours, so I figure I'd log it. That is I just beat 1.0, I already squeezed all the blood out of 0.7 when it came out a few years ago.

It's honestly somewhat difficult to traditionally "rate" this game (and personally I may try to avoid star ratings soon, the way I do with movies) just due to the fact it's a very nontraditional game. 1.0 did add some clearer modes of progression, but they are easily missed through the obscure gameplay.

All that said, I love this game to bits. It tickles so many specific parts of my brain, my lifelong love of Mario paired with my loves of creepypasta, architectural horror and non-euclydean spaces, dream logic and hypnogogic atmosphere. The game truly feels like a dream, like dreams I've had and still have of digital space.
The type of exploration in this game is probably only matched by the likes of two of its main influences, yume nikki and LSD.

Unfortunately though, due to these exact strengths, there comes a wealth of weaknesses in its design. As you play it becomes increasingly, wildly difficult to maintain your awareness and to hunt down and find new spaces in the world. More and more I find myself walking in circles, warping back to familiar hallways and lobbies and loading save states to undo one-way passages. This kind of cyclical madness fits the flavor of the game perfectly, but doesn't exactly make for the best gameplay-- though it certainly makes the moments you find new places all the more sweet.

I do wish that the levels were more entwined with the plexus itself, I have levels I do need to explore but the way they are so removed from the plexus will often kill my desire to explore many of them too in-depth. If more of them had alternate exits or end of level warps like a few key levels do, I'd definitely be more inclined to explore them. Additionally, the levels could really use more varied missions. Too much climbing, not enough fun stuff like the lighthouse levels surfing mini game.

Despite my gripes with the more technical game-y elements of this project, I will definitely keep coming back to this. There is nothing that scratches the itch exactly the way this does for me. I know there is a lot I still wanna seek out in this game, but it's probably time to crack into the wiki. I still need to find the game room from SM64DS!!!

Yume Nikki but some italian guy instead of a child

Revisiting it a year later with the unabandoned 1.0 build (which doubles the star count, has many new areas and a lot of QOL updates), still fascinated with all the obscure details, themes and the weird levels. If you are a mario fan that kept up with all the weird mythos surrounding mario 64 you should check this out

my favorite sm64 rom hack hands down

One time a long while ago I was in a discord with some people who made rom hacks for Super Mario 64 (I'm sure a handful of the people who worked on this were in there too). Kaze Emanuar was in there having a discussion with someone who had constructive criticism of his hacks and the discussion was mostly about how long/far Mario had to walk between points of engaging gameplay. This rom hack reminded me a lot of that conversation.


if i had a nickel for every time this year i played a mod for a classic game from the 90s heavily influenced by yume nikki and the internet's fascination with "liminal spaces," i'd have ten cents. which isn't a lot, but it's weird that it's happened twice.

anyways, growing up i always felt a sense of unease playing super mario 64, though very specifically when exploring the castle. N64 games at large had that kind of creepy effect about them; donkey kong 64 is another example of something just feeling really off about the atmosphere in the titles of that specific system. the "every copy of mario 64 is personalized" meme from the pandemic era always struck me as really cool in that way since i liked that people were capitalizing on something i'd always observed since i was a kid.

b3313 truly shines whenever it's leaning hard into that specific feeling and the dreamlike manner in which its labyrinthine world is tied together. exploration and quiet unease are far more effective than the cheap jump scares and heavy-handed "horror" moments or attempts at Lore. i understand much of the game's more typical and overt horror elements are nods to some of the more (in)famous net series based on the "every copy of mario 64 is personalized" meme, but the jumpscares get irritating after you encounter several in a row and it's a bit hard to take the Scary Lore seriously when it's juxtaposed against literally fucking super mario.

once again i feel b3313 is at its best when it's in its element and doing its own thing built on the foundation of mario 64's innate uneasiness; the moments that got an audible "what the fuck" out of me were when the game seemed to defy any attempt at being understood even by the logic it had previously established and seemed to act arbitrarily without any reason or justification. surreality and abstractions are more often than not more evocative than anything else in this sort of medium, and it's important to remember that the reason uboa is so widely beloved is that he's yume nikki's only real jumpscare. the other memorable scares in yume nikki (such as FACE) approach more slowly and give the player time to simply sink into the dread and incomprehensibility of what they're witnessing; more often than not true horror comes in the way that a scare sticks in your mind rather than the adrenaline it evokes out of you when it makes itself known.

basically: creepy atmosphere, disorienting and confusing gameplay loops, subtlety and opaqueness? good! jumpscares, Scary Lore, and zoomer horror tropes? less good!

obligatory mention of the herculean technical effort this mod had to have been. i remember my first time emulating mario 64 i was wowed by how you could change mario's color to make him kinda look like luigi. how far we have come!

build 3313 also known as super mario 64 internal plexus is an absolute fever dream of an experience that i started a while back. i read about how expansive this game is so much so that the amount of content in this game is unknown (star count and stuff) but i plan to get back on it soon bcs im deadset on getting to the bottom of this labyrinth of a castle.

abandoned

Yet another within a long legacy of online gaming horror, or "creepypasta", that believes you an idiot for daring to wonder what could lie beyond the boundaries of the play space. These are not my dreams.