DarkBowser64
Automatic Mario Party 1 - Part 2
updated
It is now possible to raise the internal resolution of the emulated Nintendo 64 RDP in the graphics plugin, ParaLLEl-RDP, keeping the extremely high accuracy (technically "perfect" graphics, if drawn at native resolution), but at a higher resolution. This allows you to keep all the unique aspects of the Nintendo 64's rendering--the anti-aliasing (4x MSAA), framebuffer effects, rendering tricks, and many special effects which have trouble being rendered properly elsewhere using other methods of drawing the graphics through high-level emulation.
Note that due to the many unique methods in which N64 games rendered the graphics, some oddities in the rendered graphics may appear when the internal resolution is raised higher, though these are simply magnifying the visibility of something that the Nintendo 64's low resolution graphics were hiding.
In order to be able to use ParaLLEl-RDP, you must have a Vulkan-capable GPU. Whether or not you can raise the internal resolution and by how much will depend on the strength of the GPU and its compute capability.
ParaLLEl-RDP is included in simple64 (formerly known as m64p) by default, which is my personally most recommended emulator to use for N64 games now, as well as a selectable option when using RetroArch's Nintendo 64 cores. If simple64 requires too many resources to run well, try the Mupen64Plus-Next core in RetroArch instead. To use it in RetroArch, you must enable the ParaLLEl core for the RSP, then select ParaLLEl-RDP as the graphics plugin. The settings menu for ParaLLEl-RDP will include an upscaling/internal resolution setting that you can change accordingly.
Here are the games shown in this video and their timestamps:
0:00 - Super Mario 64
16:06 - Donkey Kong 64
36:35 - Paper Mario
1:00:40 - Mario Golf
1:09:44 - Banjo-Kazooie
Try it out yourself! Especially with simple64, ParaLLEl-RDP has extremely high compatibility and works with just about every Nintendo 64 game out of the box.
The simple64 emulator can be found here:
simple64.github.io
Color has been added to all sprites and backgrounds, and new special features have been added which can be toggled by pressing Select on the World Map. Additionally, unused music from the original Game Boy game has been restored--this can be heard when you enter a bonus barrel or while fighting a boss that isn't K. Rool. The restoration of unused music was thanks to Blaziken257.
Follower Kong allows the Kong character in reserve to follow you, similar to the SNES and GBA Donkey Kong Country games. The character updates at a much lower frame rate than the rest of the game because of hardware limitations. This may cause some slight slowdown.
New Kiddy Mode allows you to have a third hit when breaking DK Barrels--Kiddy will appear and take damage for you when the Plus sign is visible on the Kong's portrait on the status bar, and only serves as an extra hit unless Select is pressed in a level, in which case he can be played as. The game will specifically avoid having Kiddy out unless he is explicitly selected if the mode is on. He doesn't have the ability to stomp on Krunchas to defeat them, however.
Another new bonus feature added is a sound test--by visiting Klubba's Kiosk and pressing Select, you can listen to the music from Donkey Kong Land 2, 3, and Conker's Pocket Tales, as they all run on the same sound engine.
Note that Rareware originally coded the game for the Game Boy or Super Game Boy, and not the Game Boy Color. Due to oddities in how they coded the graphics routines, all these games have issues with how sprites are drawn when played on a Game Boy Color in its backwards compatibility mode with original Game Boy games, and these issues are retained even when playing the game patched into Color mode.
These issues were finally fixed in the Japanese Game Boy Color version of Donkey Kong Land 3, but have not yet been fixed in this game's patch as of this video's posting. This causes accurate emulators and real hardware to show these glitchy-looking sprites at times, which you can periodically see in the video.
If you want to play this, and the graphical glitches are something you actively want to stop seeing, use an older or less accurate emulator for the moment or Virtual Console injection on a 3DS, and wait to play this on real hardware until the graphics issues are fixed in a possible later update to this patch.
You can also lower the chance of graphical glitching by turning off Follower Kong. Less sprites on screen lower the chance of this happening.
The video has been edited slightly for the sake of brevity, so some discrepancies in player status may appear in the video.
The link to the patch for this hack can be found here:
romhacking.net/hacks/6866
Note that it is of course possible for the patch to be improved and for overall colorization to become better and more specific, similar to Land 3's official Japanese GBC version. I'd recommend keeping up to date with the patch link above.
Some gameplay of the first few levels is shown here. Enjoy! Please note that this is footage of the first version of the patch, and that it may be improved further in the future.
You can find the patch and more details here at:
romhacking.net/hacks/6683
A few extra bonuses are also included, such as an increase to the maximum attainable score (5 digits are available, maxing out at 65535), a save feature for saving your score, bug fixes and more! All this should help increase enjoyment when playing this classic Game Boy Breakout clone.
You can find the patch and more details here at:
romhacking.net/hacks/6510
It adjusts the game's difficulty, retranslates dialogue from the ground up which also makes hints much clearer, adds new graphics for Link that improve his appearance to be closer to the concept art without taking away too much from the original sprite's look, adjusts the HUD and more to be more in line with the rest of the series, and much more, without taking away noticeably from the experience of the original game.
A beginner to Zelda 2 will much more easily appreciate what the game was going for if they play this hack, and someone who wants to replay the game will appreciate all the improvements it brings as well.
For more information on all the improvements, see the hack's page here:
romhacking.net/hacks/5440
Some improvements that were made are:
- Doubled Text Speed that better matches Ocarina of Time 3D.
- Text fixes and revisions according to 1.2, GameCube, 3DS, and other versions.
- The D-Pad can be used for key items such as the Ocarina and the Hover and Iron Boots. This allows you more space for items on the C Buttons and lets you traverse the Water Temple more easily, without having to be limited by the items needing to be on one of the equippable slots. You can still also pause to equip them from the Subscreen if desired.
- The Rupee indicator changes to fit the wallet upgrade Link currently has. For example, if Link possesses the standard wallet, it will be green, and if he obtains the Adult's Wallet, it will be changed to blue.
- The Bunny Hood works as in Majora's Mask, increasing Link's movement speed when equipped in addition to preventing Stalchildren from appearing as in the original game.
- Pausing the game to enter the Subscreens is faster, even on real hardware. This is because anti-aliasing is disabled as you press Start, and re-enabled when the Subscreens are exited.
- Link pushes and pulls objects much more quickly.
- Young Link is allowed to equip the Zora and Goron Tunic, and he will also benefit from their unique perks if applicable.
- Draw distance is extended slightly, though it isn't apparent in the video because of the customization afforded by the Patcher64+ Tool.
- Young Link's model is updated to the model from Majora's Mask, and Adult Link's model is updated similarly to a uniquely made Adult Link model done in the same style. This Adult Link model can be seen in the video on the title screen and in a sequence shortly after the title screen fades out.
- The Stone of Agony will work even without the Rumble Pak inserted. An indicator will appear just above the Rupee counter on the lower left. This is similar to Ocarina of Time 3D.
- The default Z-Targeting mode is set to Hold instead of Switch. This can be reversed just by going into the Options menu on the File Select screen if desired.
- The fishing mini-game is made easier by removing randomness from hooked fish. Hooked fish will always be able to be caught and won't get away unless you specifically don't set the hook by pushing down on the Control Stick and the A Button.
- Collecting Gold Skulltulas does not pause the game anymore, similar to Majora's Mask.
- Farore's Wind will not be dispelled through time travel, and will work independently for Child and Adult Link.
Even more small fixes are also available, along with an option for a patch that includes the dungeons from Master Quest, in which case the title screen will change accordingly.
Using the Patcher64+ Tool, it is also possible to customize your experience with Redux to be further changed or more faithful. This is how the Majora's Mask interface (more detailed hearts, outline around rupee counter and magic meter) can be inserted into the game, and it is also possible to revert Young and Adult Link's models to the original models using this, or increase the text speed to 3 times the speed of the original game, double the damage received, halve health restored or remove recovery hearts entirely, make the Dampé digging mini-game award the Piece of Heart on the first try, and more.
Patcher64+ Tool can be found here:
github.com/Admentus64/Patcher64Plus-Tool/releases
A link to the patch for Redux can be found here:
romhacking.net/hacks/5138
This video was recorded through RetroArch, using the Mupen64Plus-Next core and ParaLLEl-RDP + RSP for accuracy to original Nintendo 64 hardware video output. If you prefer the original 240p look of Nintendo 64 hardware as opposed to an increased internal resolution, be sure to check it out. It boasts the highest graphical compatibility with N64 games and requires no per-game adjustments. For added clarity, disable the "VI Bilinear" option. It requires a GPU compatible with Vulkan and with sufficient enough compute to run it.
Timestamps:
0:00 - Title Screen
1:54 - File Select
2:22 - Heading to Hyrule Castle Town & Infiltrating Hyrule Castle
10:04 - Castle Courtyard & Meeting Zelda
17:12 - Learning Zelda's Lullaby & Leaving Hyrule Castle Town
21:14 - Hunting Gold Skulltulas in Kakariko
23:32 - Kakariko Graveyard & Obtaining the Sun's Song
28:08 - Heading to Death Mountain & Goron City
35:11 - Lost Woods & Sacred Forest Meadow
37:41 - Learning Saria's Song & Playing It for Darunia
44:15 - Dodongo's Cavern
1:05:31 - King Dodongo Boss
1:07:33 - Getting the Goron's Ruby & Finding the Great Fairy
1:14:40 - Going to Castle Town & Finding the Great Fairy
1:22:27 - Mask Sidequest
1:34:25 - Bunny Hood Obtained, Heading to Zora's Domain
1:40:03 - Zora's Domain & Ruto's Letter
The tutorial and all translatable Japanese in the game have been translated, such as the short quips said by Mario and Wario as you progress in the game. Puzzles have not been changed in order to keep all the content as original as possible--but any that used Japanese characters have been notated in the explanation for what the uncovered puzzle is, in order to show what they mean to say.
This video covers the tutorial (seen after waiting long enough on the title screen) and Level 1 of Mario's Picross, unlocking Wario's Picross as a result, and showing a bit of it in order to demonstrate the different gameplay types. If you want these puzzles to remain more of a surprise for you, you can skip through.
You can find this translation patch here:
romhacking.net/translations/6306
This game is not dual-mode, so revert to the original version if playing on an original GB. Save files appear to be identical between DX and the original, so just rename the save file if you wish to continue on a model of Game Boy from before the Color.
Note that the patch has received an update, so what you see in the video will not be 100% exactly what you see in the game after patching using the link below.
A link to the patch can be found here:
http://www.romhacking.net/hacks/6079
All levels are completed and as many secrets as are feasible to show in an organic full playthrough are shown. No save states, rewinds, or other such TAS-like tools were used to create this video.
However, it is incredibly difficult to play this game while taking almost no damage or deaths due to the rather stiff / slippery handling and unforgiving hitboxes. Please excuse the occasional few hiccups and subtle edits, as it is in the interest of providing a cohesive experience while watching the video.
The game doesn't include a story mode like Mario Golf GBC, but still includes the experience and leveling system for character growth, which is achieved simply by playing the game with your character. This game includes a lot more content compared to Mario Golf GBC, and even extra game modes such as Go-Go Gates, which would later return in Advance Tour on the GBA, Speed Golf, and even Mini-Golf, which had never returned in the Mario Golf series after Mario Golf 64. Some characters from Mario Golf even appear in this game and are playable if unlocked--and you can even use them as an avatar for yourself and level them!
However, in order to obtain all the content in the game originally, it was necessary to link up online, which would've been difficult to do after the fact considering the Mobile Adapter GB service ended roughly one year after this game's release.
This translation patch by marc_max fully translates the game into English--and also allows you to attain all the originally online-locked content through other means.
Please note that any translation errors or odd text you see in the video are likely to be fixed in a later patch.
You can find the link to the translation patch here:
romhacking.net/translations/6236
Timestamps:
00:00 - Intro
01:01 - Character Creation
02:06 - States Tournament with Bean
33:35 - Caribbean Tournament
49:15 - Minigame: Putting Challenge 1
51:23 - Mini-Golf: Vehicle Putt Front 9
56:04 - Checking Special Clubs and Stats
Names for levels on the world map have been added according to their names in the instruction booklet, as well as a timer that counts how much time you take to complete a level, which is shown on the Select menu on the world map, and the ability to customize the Kongs' color to your preference.
Note that Rareware originally coded the game for the Game Boy or Super Game Boy, and not the Game Boy Color. Due to oddities in how they coded the graphics routines, all these games have issues with how sprites are drawn when played on a Game Boy Color in its backwards compatibility mode with original Game Boy games, and these issues are retained even when playing the game patched into Color mode.
These issues were finally fixed in the Japanese Game Boy Color version of Donkey Kong Land 3, but have not yet been fixed in this game's patch as of this video's posting. This causes accurate emulators and real hardware to show these glitchy-looking sprites at times, which you can see in the video.
If you want to play this, and the graphical glitches are something you actively want to stop seeing, use an older or less accurate emulator for the moment or Virtual Console injection on a 3DS, and wait to play this on real hardware until the graphics issues are fixed in a possible later update to this patch.
The link to the patch for this hack can be found here:
http://www.romhacking.net/hacks/6076
Note that it is of course possible for the patch to be improved and for overall colorization to become better and more specific, similar to Land 3's official Japanese GBC version. I'd recommend keeping up to date with the patch link above.
Some examples of improvements and additions are:
- Including all the control improvements from Control Freak, which allows the control scheme to be played in a manner closer to Zero Mission and Fusion. Hold down the button of your choosing (R, for example) to use your secondary weapon with the fire button, rather than having to cycle through your items like in the normal game. Use the Auto-Run feature and Samus will automatically run after moving in the same direction for a little bit, allowing easy firing while moving quickly without having to potentially "claw hand" the controller. Speed Booster will activate automatically upon running for a short time. Crystal Flash can still be performed if the same buttons are held as in the normal game--lay a Power Bomb and hold all the buttons until it goes off. Charge Beam combos can be performed by holding the fire button and pressing Select. X-Ray Scope has its own button.
- Improving Samus' control to be snappier and less slow, plus making things like wall jumps more forgiving and closer to the GBA games, without completely removing the floaty feel of Samus in this game. An additional patch, provided with the main Redux patch, can be applied to make Samus feel heavier like in those games.
- Improving the map system to show which doors require what items on the pause menu (Standard, Missile, Super Missile, and Power Bomb doors each have their own color), as well as showing what rooms have uncollected items--these rooms show a circle on the pause menu instead of a dot. The minimap also is somewhat changed up and shows door exits and more.
- Making repeatable item pickups (missiles, power bombs) quicker like in Zero Mission and Fusion, while keeping the item pickup tune for the first of every unique item (the Super Missile pack after Spore Spawn, for example).
- Missile Reload stations now restore all secondary weapons (Missiles, Super Missiles, Power Bombs). They will say "Weapons" instead of "Missile", much like in Zero Mission and Fusion.
- Speeding up elevator segments and door opening animations/transitions.
- Missile doors require only one missile to open, like in Zero Mission and Fusion.
- Showing item collection percentage and play time on the Samus pause menu, plus filling in the Samus portrait in that menu. It changes color based on the suit equipped.
- Completely fixing the Tourian issue which locks out players who decide to save at the final save point. They can go back to the rest of Zebes and pick up items they've missed even after beating the final boss and getting the ending.
- An additional Hard mode is selectable when starting a new file and using the settings menu.
And even more subtle improvements that haven't been noted here!
Note that this hack may still have a few small glitches here and there, such as the small graphical issue on the floor in Kraid's arena after exiting the room with the Varia Suit. These issues are expected to be fixed over time and you may not encounter them by the time you play it.
You can find the patch for this hack to try it out at:
http://www.romhacking.net/hacks/4963
#Metroid
Metroid Fusion in North America and Europe originally had no alternative difficulty modes. The Japanese version was released later, and added these modes and a bit of extra content. In fact, all versions of Metroid Fusion already have all languages built in--they simply aren't exposed to the player.
But only the Japanese version contains Easy and Hard mode, and additional ending pictures. As a result, some people have put work into creating a patch for the Japanese ROM to provide completely English text everywhere. All that needed translating was the file select menu--a very small amount of translation.
This video showcases the Easy mode, as it is the only mode available other than Normal upon starting a new file. Hard mode can be accessed after completing the game on Normal once. Additional ending pictures can be unlocked by playing the game in Child mode instead, which is equivalent to a Japanese "Hiragana and Katakana Only" mode, while the Adult mode contains all the original ending images from the international releases of Metroid Fusion, and was the "Japanese with Kanji" mode.
You can find a link to the patch by Grahf and Xenesis here:
forum.metroidconstruction.com/index.php/topic,2230.msg55382.html#msg55382
And a backup download can be found here:
mediafire.com/file/prbotp2byq8ezo8/Metroid+Fusion+-+(Japan)+ENG+Patch.rar/file
If you wish for the game to be in languages other than English, such as Spanish, French, Italian, and German, check out this patch instead:
romhacking.net/hacks/4907
#Metroid
This hack was made by Doodle Dangernoodle, and many of the features of this hack also comes from another hack that this one was based on called "Super Mario Bros. 3: Definitive Edition" by Action Gamer, which itself included many patches that came from other contributors.
This hack adds a save feature to the game, improved animations for many background elements such as coins and ? blocks, updates sprites such as Luigi's sprites to match the All-Stars or GBA versions but downgraded for NES colors, adds shading to many sprites and background elements to improve their appearance, adds music to the title screen, changes the text font to match All-Stars, adds a reserve item box a la Super Mario World, new mega-sized background elements for things like World 4, and many more subtle changes.
The title screen music may be updated in the future to a proper 8-bit version of the music that plays on the title screen in the SNES and GBA versions as well, but the Athletic theme will play in the meantime as a placeholder.
You can get the patch here: http://www.romhacking.net/hacks/5939
Note that you will require the original ROM version, not 1.1 / Revision A, where, for example, Toad in the N-Spade card game will say "You can only miss twice!" instead of "Miss twice and your out!". This patch will not work with 1.1.
Had this happen to me while playing Super Mario 3D All-Stars' version of Super Mario Galaxy and had to make a clip of it. Was being very clumsy with the ice skating and it seems that slight gap in between the ice resulted in this.
Funky Kong is used for the video since he is one of my favorite characters in Mario Kart.
For the first four cups, the Jetsetter in Automatic Drift mode is used, and for the retro cups, the Flame Runner in Manual Drift mode is used.
All cups score a full 60 points and at least a 2-star rank.
The ending normally appears after either Special Cup or Lightning Cup have been cleared. It's been edited so that it only appears once, at the end.
All levels are completed and as many secrets as are feasible to show in an organic full playthrough are shown. No save states, rewinds, or other such TAS-like tools were used to create this video.
However, it is incredibly difficult to play this game while taking almost no damage or deaths due to the rather slippery handling of the characters and the unforgiving hitboxes. Please excuse the occasional few hiccups, as it is in the interest of showing as much as possible of what the game has to offer in terms of secrets and areas.
All parts of the game are now colorized, allowing for a much more similar aesthetic to the original NES version of the game, compared to its original version, which used white, black, and shading to differentiate between 3 different colors of viruses.
You can find a link to the hack here:
romhacking.net/hacks/5281
Then apply this after applying the color hack's patch for some extra polish/fixes:
romhacking.net/hacks/6200
You can find this ROM hack's patch here:
romhacking.net/hacks/5635
Then to completely fix some of the bugs and improve the overall experience, try this on top of it:
romhacking.net/hacks/6224
Note that video is done using BGB's "GBC LCD colors" mode. This ROM hack is structured around the original Game Boy Color or Advance's LCD colors, which somewhat mute the raw color values in the data. This gives the game a more "soft" coloration.
My suggestion is to use the "BGB" patch on the BGB emulator or other emulators which have an option to emulate or approximate the colors of the original LCD screen. The colors are much brighter when using raw colors, while with LCD-like colors the color palette is more easy on the eyes.
Alternatively, you can wait until a more fine-tuned patch comes out which makes the colors more balanced for a backlit display.
This replaces the Yoshi Drums with ones that are much closer to the original samples from Super Mario World on the Super NES, and also replaces the horn sample that is used in ghost houses and fortresses or castles in order to make them feel closer to the SNES version while providing a still rather unique flavor due to the fact that the rest of the music is unchanged.
Note that this affects the music on the title screen since it uses the same drums. Let's hope for a complete music restoration in the future.
You can check out this hack here:
romhacking.net/hacks/4411
This video is additionally using the experimental XQ GBA Audio feature from the mGBA emulator, which bypasses the internal audio mixing software that runs on GBA to remove the fuzzy, radio-like compression on the GBA's audio. You can find another example of that here:
youtu.be/ARYNR_hX_q8
There are a couple audio skips in places, so please forgive them.
0:00 - Title Screen
0:14 - Castle
3:43 - Ghost House
7:05 - Yoshi Drums
This feature is currently experimental and does not work with every possible game, nor does it turn in 100% perfect audio levels from what I hear, but here is a showcase of the XQ GBA Audio using Super Mario Advance 2: Super Mario World. Listen ideally with headphones and on the highest quality video playback option you can manage.
Please note that this is a ROM hack that removes the voice acting and another stacked on top which restores the original color palette. This was to place more focus on the music, as the voice samples are still somewhat compressed.
Also, mGBA lacks a proper VSync option, so I had to turn on interframe blending to disguise the choppy frame rate. The visuals aren't what you're here for anyways. Set the video quality to at least 720p, however, to make sure you're not hearing YouTube audio compression.
Since the tutorial in the Nintendo Switch Online version is entirely in Japanese along with the rest of the game, it may be helpful for new players to reference this video. Just keep in mind that high-level play gets much more fierce than this!
In-between gameplay clips from the title screen demo were cut to provide only the tutorial.
This includes the Nintendo 64's unique graphical quirks, such as hardware anti-aliasing, dither-blending filter, and all--as well as the original 320x240 resolution of most games.
However, one can disable the "VI Bilinear" option in the settings to get clarity equal to turning on "VI Deblur" in certain hardware modding solutions for the N64, such as Tim Worthington's RGB Mod and the UltraHDMI or N64Digital. This video was recorded with the VI Bilinear option off.
There are even more options you can toggle on or off, such as anti-aliasing and the filter used to blend dithering on the Nintendo 64 video output.
If you're as much of a stickler for hardware accuracy as I am, just want to play a game that doesn't work any other way or has annoying graphical errors with other plugins, or just want to play the game on a CRT at the original resolution through CRT-emudriver or other such solutions, the paraLLEl-N64 (or Mupen64Plus-Next!) core with the paraLLEl-RSP/RDP is for you. Compared to previous LLE solutions such as Angrylion's graphics plugin, paraLLEl-N64 and the paraLLEl-RDP run far faster thanks to optimizations that place the burden of rendering onto the GPU rather than the CPU.
You can now also use paraLLEl-RDP/RSP with Mupen64Plus-Next's core in RetroArch! The latest versions of m64p also come with ParaLLEl-RDP and RSP for ease of use and require less potential setup.
The ability to increase the internal game resolution is also available, though it will use significantly more GPU power, so beware.
Please note that your GPU will need to have support for Vulkan for this to work properly, and it may not work very well on Intel's integrated GPUs.
This was recorded on an authentic, unmodded Nintendo 64 through well-made S-Video cables with no sharpening applied on the video output.
This game was localized in English originally as Tetris Attack, removing the fairy theme from the game entirely and replacing it with Yoshi's Island. Future fully English-translated entries in the series up to the present day would be named "Puzzle League" and never again include fairy characters.
The original version of the game is available in complete English thanks to this translation patch that you can find here:
romhacking.net/translations/1144
This PC version features controller support with some of the most commonly available PC controllers out there, such as the Xbox One Controller, allows for custom resolutions and aspect ratios, and uses much less CPU and GPU power than running the N64 game through an emulator. It is highly moddable and can be enhanced in many ways with high resolution textures, model replacements, and more. It also has the added benefit of significantly reducing input lag compared to emulators.
This video showcases a playthrough with the standard, unmodded PC port that uses glitches to finish the game with 16 stars.
I personally compiled the version of the PC port of the game in this video from the decompilation project's source code when it came out, using my copy of the original game ROM dumped from my N64 cartridge for assets.
You can make your own copy using your own (legally dumped) ROM of the original game using this handy-dandy utility that can be found here:
sm64pc.info/sm64nxbuilder
If you wish to exercise more control over the port, you could use this one instead.
sm64pc.info/sm64pcbuilder2
You can find mods for the game to enhance your playthrough by searching YouTube and Google. One of my recommendations is Render96's models.
Note that the source code contains no Super Mario 64 assets. You must provide your own game ROM for the sake of legality.
The e+ version contains many additions compared to the Animal Crossing that people received in the west, though it is not immediately obvious just by looking. Some features include:
- Much more animal dialogue variety.
- Higher resolution font.
- Extra fish and insects to catch.
- A greater, and more creative, variety of favors that can be done for animals.
- Medicine is introduced, as well as the ability for animals to get sick occasionally--the player can choose to give them medicine over a period of time to help cure them, much like in Animal Crossing: Wild World and later games.
- The ability for a player to buy their own private island after paying off all their house loans.
- Saving many more letters as a separate "Letter Data" file on the Memory Card.
- Town decorations, which can be used to put up props in the town much like Public Works Projects in Animal Crossing: New Leaf.
- The ability to get into Nook's shop after hours any time you want by knocking on his front door with a shovel 3 times. His prices for items will be raised, while your sell prices will be lowered.
- Live versions of K.K.'s music that can be played in a music player at the player's house, which can be obtained by befriending animals in a manner akin to the "Animal's picture" feature from later games.
- Saving a copy of your town data to an SD card (using an official SD Card Adapter) to share with friends. Using this, you could have a player from far away download your town data in order to visit your town remotely, without needing your physical Memory Card. Once the player is done playing with your town data, they can send it back and you can import the data from the SD Card to update your town information.
- Saving screenshots to an SD card at any time, by pressing the Z Button on the GameCube Controller.
- The ability to import characters from Doubutsu no Mori +. The character's catalog and inventory will be copied over while the original file is kept on the Memory Card. This feature is going to be reworked in the future to work with the English Animal Crossing, but for now does not work.
...and many more differences that would be far too many to list.
You can find information on how to get the public beta patch in the comment section of this video:
youtu.be/CcP7XqUTvlg
You can find Cuyler's channel at:
youtube.com/channel/UCgJerZxm8Lg8EZL6Nqkf0VA
Refer to these videos for information on how to log in to Wiimmfi with your copy of whatever game you might have that supported Nintendo WFC.
youtu.be/3CBSQ9Afqiw
youtu.be/Sh0AZR-tKwM
In this video, I'm using Dolphin to play in some Worldwide VS Races on Mario Kart Wii. In order to do this, I had to dump my NAND from my old Wii and enter the MAC Address of the Wii into Dolphin to import it. If you want to use a physical copy of Mario Kart Wii on an original Wii, the steps are much simpler. Refer to the above videos for a guide on how to play on Wiimmfi.
Please note that to deter cheaters and hackers, a 7-day period, after attempting to log in for the first time, is required before you may enter the online mode of Mario Kart Wii on Dolphin, unless you verified that profile on the original console before making your NAND backup. This is not required with any other game.
All levels are completed on both Normal and Expert mode. No save states, rewinds, or other such TAS-like tools were used to create this video, though a small amount of deaths may have been cut out seamlessly. This video uses the 1.1 version, but there has since been a 1.2 version.
There are some visual recording glitches whenever the toy box menu is looked at that could not be removed, but the menu is only seen a few times towards the beginning.
All levels are completed and as many secrets as are feasible to show in an organic full playthrough are shown. No save states, rewinds, or other such TAS-like tools were used to create this video.
All levels are completed and as many secrets as are feasible to show in an organic full playthrough are shown. No save states, rewinds, or other such TAS-like tools were used to create this video.
This hack was made by Yoshi Master, and can be found here at SMW Central:
smwcentral.net/?p=section&a=details&id=6267
Note that Beta Yoshi's design was revealed far after this ROM Hack was made and finished, so Yoshi is still designed as in the originally released game.
In this video, I cover all of the worlds and exits of the game.
This isn't an exhaustive search for every single secret, however.
No save states, rewinds, or other such TAS-like tools were used to create this video.
Using this, you can now properly run through the levels in more or less the same way as you did on the NES version. This video shows a comparison between the original NES version, the original SNES version, and the patched SNES version.
You can find this patch at http://www.romhacking.net/hacks/167 where you can download it to use with a copy of Super Mario All-Stars or Super Mario All-Stars + Super Mario World.
The major contributor here is "Control Freak", by Kejardon, which allows you to completely modify the control scheme however you like while also allowing the potential for a Zero Mission-like control scheme where a button can be held to facilitate usage of secondary weapons.
It is possible to turn on an auto run feature that comes with Control Freak, which can improve the ergonomic feel of the game's controls for many by allowing them to only use the jump and shoot buttons for main gameplay.
Two other hacks are used, but only one is actually relevant to the video's scope--that one being "One Missile Doors", by Dragonsbrethren, which allows Samus to use only one missile to unlock the appropriate doors instead of 5, much like Metroid Prime and Zero Mission.
The second hack, called "Super Metroid: Unstuck", by Trisma, is excellent for players, allowing Samus to return from Tourian in the end of the game even after using the final save point. This allows players to go back on a finished save file and complete the item collection.
All of these hacks should allow new players to more easily get into the game by improving the control scheme and removing tedium.
All the patches found in this video can be found in these locations:
http://www.romhacking.net/hacks/405
http://www.romhacking.net/hacks/477
http://www.romhacking.net/hacks/4001
Which are for Control Freak, One Missile Doors, and Super Metroid: Unstuck, respectively.
If you prefer the control scheme and physics of the later GBA Metroid games, there is also Super Metroid: GBA Style, which tightens Samus' physics to match those games and improves the responsiveness of controls in a similar manner, but this hack is not shown in the video for the sake of preserving the original experience as best as possible while providing extra conveniences.
Super Metroid Redux appears to combine all the above hacks into one plus adding even more improvements to Samus' control without making her overly heavy like the GBA Metroid games and overly changing the experience--if you would like heavy physics, it is available in a separate patch. Try viewing this video for information on Redux:
youtu.be/wHrLiznm9q8
This hack adds full Game Boy Color functionality to Metroid II and is playable even on real hardware. The color choices are carefully made to ensure they are in line with the game's atmosphere, but the colors allow much easier differentiation between areas in the game.
This video shows a portion of the first sections of the game.
You can find the hack here at:
http://www.romhacking.net/hacks/4388
Combine it with this hack for a properly colorized Samus in the ending.
http://www.romhacking.net/hacks/4579
This video is meant to showcase how the game plays with these mods applied to improve the gameplay experience, and help spread awareness of these improvements. You can run Sonic R on just about any vaguely current PC due to how simplistic the game is in terms of graphical and technical demand, so give it a try if you're interested.
If you would like to know how to set up the PC version for modding, try this link to an excellent video by BlazeHedgehog with a guide on how to set up Sonic R so you can enjoy it on more modern Windows computers with additions to restore original functionality: youtu.be/ChTn2S2DSS4
This video plays all the stages once to get Chaos Emeralds, then plays Radiant Emerald as regular Sonic for the "Diamond in the Sky" theme, then once again to unlock all the characters, and finally replaying Radiant Emerald for the "Super Sonic Racing" theme.
It's likely that even more mods to enhance the experience will be made in the future, so check GameBanana's Sonic R mods later for even more mods you can try.
You can check out this mod at moddb.com/mods/sadx-dreamcast-conversion where you can get a version that will work for you regardless of what version of Sonic Adventure DX you have for the PC! Dreamcast character models are optional and you can view the game with the same lighting effects and textures as the Dreamcast version, but with better lighting on the GameCube-style character models.
Stages Played:
Final Boss - Perfect Chaos
Upgrade Items Obtained:
N/A
Sprites have been redesigned to be more easy to read on a Game Boy screen and closer to Mario's design sensibilities of the era, while still having plenty of color and life.
You can find the patch for this hack here:
http://www.romhacking.net/hacks/4477
Please note that you will need the 1.0 version of the game in order to patch it as of the time of this video getting posted.
Additionally, this video was recorded using the very first version of the hack, before any potential bugs that may have cropped up were fixed--the link will contain the most up-to-date version, so if something strikes you as odd, be sure to give it a shot yourself first!
You can find a video showing this game's sequel in full color here, too, with a link in the description if you want to try it out:
youtu.be/kY3qEe53oQU
You can check out this mod at moddb.com/mods/sadx-dreamcast-conversion where you can get a version that will work for you regardless of what version of Sonic Adventure DX you have for the PC! Dreamcast character models are optional and you can view the game with the same lighting effects and textures as the Dreamcast version, but with better lighting on the GameCube-style character models.
Stages Played:
None. This part contains only story cutscenes.
Upgrade Items Obtained:
N/A
You can check out this mod at moddb.com/mods/sadx-dreamcast-conversion where you can get a version that will work for you regardless of what version of Sonic Adventure DX you have for the PC! Dreamcast character models are optional and you can view the game with the same lighting effects and textures as the Dreamcast version, but with better lighting on the GameCube-style character models.
Stages Played:
Action Stage - Hot Shelter
+ Mini-Boss - E-105 ζ
Boss - E-101 β mk. II
Upgrade Items Obtained:
Laser Blaster
You can check out this mod at moddb.com/mods/sadx-dreamcast-conversion where you can get a version that will work for you regardless of what version of Sonic Adventure DX you have for the PC! Dreamcast character models are optional and you can view the game with the same lighting effects and textures as the Dreamcast version, but with better lighting on the GameCube-style character models.
Stages Played:
Mini-Boss - Sonic
Action Stage - Windy Valley
+ Mini-Boss - E-103 δ
Action Stage - Red Mountain
+ Mini-Boss - E-104 ε
Upgrade Items Obtained:
Jet Booster
You can check out this mod at moddb.com/mods/sadx-dreamcast-conversion where you can get a version that will work for you regardless of what version of Sonic Adventure DX you have for the PC! Dreamcast character models are optional and you can view the game with the same lighting effects and textures as the Dreamcast version, but with better lighting on the GameCube-style character models.
Stages Played:
Action Stage - Final Egg
Mini-Boss - E-101 β
Action Stage - Emerald Coast
Upgrade Items Obtained:
None
Here's a video showing off a fairly simple hack that adds color to the original Super Mario Land for Game Boy, as well as changing the appearance of some graphics--though not perfect and at times a tiny bit glitchy, there's no denying the results are pretty neat, and it might be worth trying it out until a much better hack becomes available, akin to Super Mario Land 2 DX. (Already exists as of the time this description was edited, but at least this video will let you know how the old color hack used to look!)
This hack was made by Spikeman and Drakon.
You can find the patch for this hack at: http://www.romhacking.net/hacks/1187
You will also need the 1.1 version of the game to get it working.
You can check out this mod at moddb.com/mods/sadx-dreamcast-conversion where you can get a version that will work for you regardless of what version of Sonic Adventure DX you have for the PC! Dreamcast character models are optional and you can view the game with the same lighting effects and textures as the Dreamcast version, but with better lighting on the GameCube-style character models.
Stages Played:
Boss - Chaos 6
Upgrade Items Obtained:
None
You can check out this mod at moddb.com/mods/sadx-dreamcast-conversion where you can get a version that will work for you regardless of what version of Sonic Adventure DX you have for the PC! Dreamcast character models are optional and you can view the game with the same lighting effects and textures as the Dreamcast version, but with better lighting on the GameCube-style character models.
Stages Played:
Action Stage - Emerald Coast
Action Stage - Hot Shelter
Upgrade Items Obtained:
Lure Powerup 4 (Egg Carrier)
You can check out this mod at moddb.com/mods/sadx-dreamcast-conversion where you can get a version that will work for you regardless of what version of Sonic Adventure DX you have for the PC! Dreamcast character models are optional and you can view the game with the same lighting effects and textures as the Dreamcast version, but with better lighting on the GameCube-style character models.
Stages Played:
Action Stage - Ice Cap
Upgrade Items Obtained:
Power Rod
Lure Powerup 2 (Mystic Ruins)
Lure Powerup 3 (Ice Cap)
You can check out this mod at moddb.com/mods/sadx-dreamcast-conversion where you can get a version that will work for you regardless of what version of Sonic Adventure DX you have for the PC! Dreamcast character models are optional and you can view the game with the same lighting effects and textures as the Dreamcast version, but with better lighting on the GameCube-style character models.
Stages Played:
Action Stage - Twinkle Park
Sub Game - Twinkle Circuit
Upgrade Items Obtained:
Lure Powerup 1 (Station Square)
This video allows you to listen to some of the DS recreations of the original Yoshi's Island's music. Using the museum, which contains many different level types to play around with, you're able to already hear quite a few of the tracks right off the bat in this video.
You will need the ROM and the patch to try this excellent hack, along with an xdelta patcher tool to apply the patch. Give it a try for yourself! Please note that the RHDN patch is incorrect and uses a much older/different version.
You need the European ROM (not the US ROM) and the true Version 3 release that is hosted at mediafire.com/file/v5iy2yvhd25wvu3/YImusicinYoshiIslandDS.zip/file in order to benefit from the same version of music as in this video.
You can download this demo on the Nintendo eShop right now to check it out!
#YoshisCraftedWorld #NintendoSwitch


