Wingcapman Eleven
[Mario Kart Wii] Custom AREA (KMP 0x0B): Custom Gravity (Proof of Concept)
updated
But yeah, I'm sorry for sounding very grumpy and frustrated in this one.
Mario Kart Wii (c) 2008 Nintendo
This was streamed on Twitch!
This tournament day was silly, but post-tournament was even sillier. This surely was a fun stream session, glad we finally have custom levels playable in the latest version of SMB35, and that it all works perfectly fine too! :D
Installing the mod is pretty easy too, stuff's explained a few times in the video but I think it's the most clear at the end of the video. The download: gamebanana.com/mods/503848
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
This was streamed on Twitch!
This was streamed live on Twitch!
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
This was streamed on Twitch on Mario day 2024 (2024-03-10). Interesting discussions were being held, while at the same time, very chaotic and terrible gameplay has been shown... :')
Mario Kart Wii (c) 2008 Nintendo
For if you'd like some extra insanity in your life.
Mario Kart Wii (c) 2008 Nintendo
Apparently my Twitch chat overlay did not appear on the screen, it was just one of those moments where it simply did not want to work...
Happy Pokémon day everyone!
This was streamed on Twitch.
Did I tell you all that I hate this game?? Goodness the CPU item table is on a whole other level... :')
Mario Kart Wii (c) 2008 Nintendo
Sadly the "airships in bottles" course had to be cancelled, it had too many issues to keep going. I don't blame them though, I had my issues with it too... xD
Mario Kart Wii (c) 2008 Nintendo
Of course there will be alternate versions, including daylight versions as well as seasonal versions, that is planned to run through your computer clock (global time would be nice but since people all over the world's playing, it would be a bit weird to play the daytime version while it's midnight on your end).
And of course I don't want to make all the sections too cramped together. The underground section's theme section (the place where all the warp pipes are) still feels cramped together, but I also have the idea to turn them into portals if needed (the portals are a proof of concept shown at the beginning where I was walking around in the Objects & Enemies section).
And yes, a Sonic-loop is planned to be implemented. But for now, it's just visuals for a background element.
There's a lot of stuff to do still, all the remaining sections aren't even ported over mainly because I tried to change the main lobby areas so that it has a flow to run and jump through. And to think that one themed lobby section is connected with another, that just takes time to think about. There are plenty of options to choose from too, and I'd like to keep the community happy and that they won't get confused by the layout.
Default Controls in the "Preparation" lobby section (where all players spawn in, which is a safe place too btw), I will make visuals to show what the actual default buttons are to run, jump and shoot, rather than explained in text.
Most of the themed lobbies will stay the same as how you're used to see them in the version that already is in the game, aside from just a few tweaks and feeling in the empty places (which all are done for the race versions of the lobby map).
A lot of text, I know, but there's just a lot to talk about the progress. Like, the animations set to certain tiles are wrong but that's because all the animation coordinates will be relocated, which is beyond my reach. I'm only able to design stuff. That's what I do.
The Super Star can get stuck somehow, feels like it's something about subpixels, not sure if this game even has this, it also could be a silly server loading issue where it gets desynchronized or something silly.
Since GoNow's MRoyale game will get a whole new tileset format for all worlds, the lobby needs to be tackled as well. So I thought it'd be nice to change the lobby for more content once again.
However, this build still has the issue where returning to a previous level causes all solid tiles and apparently animation tiles to despawn. A temporary solution would be just making a duplicate level that uses a higher ID value, but that will not only cause the whole world map to increase in filesize, but also won't see all the players who just join in the lobby.
This needs to be fixed if we want to have transitions like the one I made for the Hall of Fame to go back to the lobby. I did this so that there will be less frameskips and lag for the lower tier devices.
Also, do not worry, only the main lobby and the underground lobby gets changed. Every other lobby section that has been made by other people will remain the same.
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Guide in text
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Preparing SD Card:
1a. Grab the files from here: drive.google.com/file/d/1Bjt_AohKiUHwfo6sHeIpTjrSyhoqaOmR
1b. If you use Ryujinx instead, get the files from here: drive.google.com/file/d/18bZyRP5nB9N8RJp_X4Hu4jcbu_dnKf2K (video doesn't include a guide about the emulator part, so either you have to know what you're doing or just ask for help).
2. Put the atmosphere folder and the switch folder onto the root of your SD card.
Uninstalling v1.0.2:
1. Load the Homebrew Launcher and go to DB Installer.
2. Go to Browse Installed Applications ... Super Mario Bros. 35.
3a. Highlight Version 2 [v131072], and press the (+) button and press Dump to SD Card. Only do this if you do NOT have v1.0.2 of the game backed up, this is important!! MAKE SURE THAT YOU HAVE IT BEFORE UNINSTALLING v1.0.2!!
3b. If you have your update file backed up somewhere, you then can remove v1.0.2 by simply press Delete.
4. Go back to the Nintendo Switch Home menu, and your game should be now v1.0.0.
Installing v1.0.2:
1. Load the Homebrew Launcher and go to NX-Shell.
2. Go to atmosphere\contents, and find Super Mario Bros. 35's 0100277011F1A000 folder.
3a. Rename 0100277011F1A000 to something else (by pressing the (X) button and press Rename) so that you know this is v1.0.0 and that you want to play it again some time.
3b. If you had a 0100277011F1A000 folder before that included custom textures, music and so on (FOR v1.0.2 THAT IS!!!), you can now rename that folder back to 0100277011F1A000.
4. Press the (+) button and load DB Installer.
5. Go to Browse SD card and find your v1.0.2 nsp file you made a backup of.
6. Highlight the v1.0.2 nsp file and press the (A) button.
7. Make sure "Install Target" is set to NAND, "Delete after install" to No and "Turn off screen" to No.
8. Press Start Install and let it do its thing.
9. If done correctly, you have successfully installed v1.0.2 while also preventing your v1.0.0 files to load!
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
1. Release both the Run button and Jump button right after you land on the springboard.
2. Hold down both the Run button and Jump button right before you get launched up. The timing is a bit tight, but it isn't frame-perfect so there's some wiggle-room to pull this off.
You can also pull this off if you weren't on full speed as well, but I haven't fully experimented with this yet as that one felt inconsistent.
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
You can zip over the two gaps if timed properly with the right amount of speed, I couldn't show it in this video because it's very precise and inconsistent. That sentence makes as much sense as how the hitbox detection, zips and clips work in this game.
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
And spoilers, it only gives you the reward ONCE! If you want another reward, you need to start a new match and beat that one. The dashboard shoutout/chat is shown to proof it doesn't appear twice in the same match!
And yes, the second warp in the warp zones is experimental; this will change so that we can have a "True RTA"-set of levels at some point. ffsaga discovered you can simply set a specific value that makes you enter a level that's much later in the queue, which includes the "troll warps" that send you back!
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
Yes, you can softlock yourself if you move the screen far enough where you can barely squeeze through the gap between the barrier and the power-up block, but you won't be able to get back out...
What should we do about this?? Keep it as faithful as possible, or should we change it so that no one can be stuck there??
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
This time I decided not to participate so that I could throw in some enemy parties. I should've made 1-1 more interesting though, missed opportunity. Was a fun tournament at least! :)
This session was streamed on Twitch.
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
Shoutouts to ffsaga who ported all the levels over from Super Mario Bros. 2 (the Lost Levels) to Super Mario Bros. 35! I'm changing a few things around so that you can go through as quick as possible, but only for the levels that aren't duplicates. So C-4 will be much harder, not only the blocks at the firebars will be in your way, we'll make sure the timing is absolutely terrible... xD
We still need to think about levels like 7-3/C-3 though. There's a chance the levels will be a little bit different than you're used to. Until we find a way to actually implement the Poisonous Mushroom and the Green Trampoline in the game of course.
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
So here's 10 minutes of me fooling around with the "Funny shell goes BRRR", featuring Thunder Cloud tweaks and "RIP in FIB" moments.
Mario Kart Wii (c) 2008 Nintendo
This one is especially weird and funny are objects that need to appear are talking flowers as well! That's cool.
Sorry for my rather abnormal movement (like usual), the movement in this game is really fun to fool around with. And the animations really make it up for it! :')
Super Mario Bros. Wonder (c) 2023 Nintendo
However, for years, people who customize Mario Kart Wii often don't really make use of this progressive unlockable feature, so this pretty much becomes useless for plenty of us. What if I changed that to showcase different things??
And so I did; changed the license to a whole different kind of profile that ignores most of the cup icons, and replaces the engine class text messages into rather useful messages.
The main reason I did this was because I actually couldn't make an animated texture working on the Character Selection screen for the Unrestricted Vehicle Combo mod project, so I decided to go ham on the License Settings Menu instead!
This one is especially made for other players in the community and outside the community to get inspired, getting new ideas for whatever menu designs they can come up with eventually. But for me?? I'm going to use this "profile page" for my local modpack. It's still not finished yet as I haven't documented all files yet (at the time I uploaded this video), but hopefully it'll give everyone an idea or two what you can do with this menu.
And of course I've done some of the stuff "the game told me to do". :P
Mario Kart Wii (c) 2008 Nintendo
LONG DESCRIPTION AHEAD!!!
UPDATE (2023-10-02): I fixed some stuff such as including the kart models as well as fixing Luigi's Standard Kart L and Bike L (since they were Petey Piranha's made by UltraWario, forgot to change them back to Luigi's). I also moved the codes to a spreadsheet since this whole description is one gigantic wall of text...
This project is made to give Mario Kart Wii that vehicle combo feature back. The game is programmed in a way that character bonus stats and vehicle base stats get combined once selected, so yes, every single character in the game, including the scrapped Mii Outfit C (not showcased in this video) have stats for all vehicles! And like how you can get Mii Outfit C working properly, the game also has a data structure on how characters can get on vehicles that have a different weight class, like let's say you have the Flame Runner/Bowser Bike (internal name: la_bike, which is Large variant A - Bike), and you want to choose Luigi (internal name: lg), you create a file named la_bike_lg which includes the character and the vehicle. And with some tinkering in the game data, you can bring those to life, as long you make those models (since the models are missing)!
The Vehicle Selection screen (or "page") works a bit differently, as those models are "UI" models, so menu models so-to-speak. You CAN include all the vehicles in one big chunky file (allkart, yes it includes bikes), but due to how little memory has been used for the model renders, it's just barely enough to load the 12 vehicles on screen (which is why those model renders (the icons) don't show up in multiplayer; there's not enough memory to be used). With Gaberboo's help, they wrote a code to extend that so that an extended "allkart" file can be used! Gaberboo also wrote a code to force the weight class when loading the Vehicle Selection screen! Not only those codes/patches work with Mii Outfit C, the code also seems to work with the upcoming Character Expansion project! The weight class code even fixes the model renders for them, which was a real surprise!
(The Character Expansion code still causes issues like the weird vehicle stats, this is not part of the weight class code.)
So here's a showcase of Luigi on every vehicle! I also showcase how a regular "allkart" file won't show their vehicles, this only happens since no models for those exist in "allkart"! :)
The codes used are written for the PAL version of Mario Kart Wii and are still in a testing phase. Since it's in the testing phase, avoid going online at all costs, using "illegal combos" online WILL get you banned!! (And yes, only Luigi is finished for now (aside from custom animations and model tweaks), but feel free to fool around with it!)
For the ones who'd like to give it a try:
-- files --
Vehicle models: drive.google.com/file/d/1IT-O-kk7nfVA2r-B4DupaorHMdHInKuq
Instructions are included.
Seat positioning fix: drive.google.com/file/d/1PRJi5WeUodQtxSNiaoeHLomjOTtTOZzR
This file needs to replace the kartDriverDispParam.bin file that's located in MenuSingle.szs's "parameter"-folder. Luigi will float high up if you don't replace that .bin file otherwise!
-- Codes --
The codes can be found here: docs.google.com/spreadsheets/d/1SeHfasiaKzrBudKsIyTBWQHgucKAzSD76WkhOPY_ftc
This whole spreadsheet also includes the current progress of the project, as well as a cheatsheet of all the values being used for the "illegal combos". The codes are listed below, but the sheet can change.
Music:
- Menu: Mario Kart DS Multiplayer Menu Remix made by Simon van Raaij: youtu.be/nTH4k5CkzbU
- Results Screen: Results 1st - 3rd - Mario Kart: Double Dash!! Remix made by Stevie Viola: youtu.be/ilUOSA0hVgg
- I don't know the author of the Unused Mario Kart DS Circuit SEQ_CIRCUIT2 remix. If someone knows, please let me know, then I can update the description. :)
Mario Kart Wii (c) 2008 Nintendo
Don't worry about the texture edits, I will revert back to the original textures soon for more testing purposes. I just wanted to have some fun for this tournament. This was not meant to insult anybody. In fact, I made those modifications just to give out ideas (which don't have to be 1:1, but having the main creator or developer being put in a game as a final boss or secret would be really cool, as an example).
This tournament match was streamed on my Twitch stream: twitch.tv/wingcapman
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
... What have I done!?
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
I still can't believe that I'm able to play this game without the Run button though. Truly insane.
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
This was streamed on Twitch some time ago (timestamp in the video) where I competed against AnimeeArcade and lucinesr in a race on Twitch.
Super Mario 64 (c) 1996 Nintendo
In this video I'm showing you Lost Levels world 1's textures, and comparing them with SMB world 2-1, 4-2 and 2-4. What I did was adding textures 08 to 15 for the Lost Levels, change all the tiles for all those current custom levels. I also show the difference between the color palette as well as the different power-up sprites for the Super Mushroom.
Normally, the game uses 8 different tilesets (ranging from number 00 to 07). However, it is possible to add textures to its catalog so that you can make new textures, which means that we can keep the original textures! What's really cool is that it reads from both the "bg_palette" textures as well as the "obj_palette" textures, obj is simply used for all the enemies and power-ups. And no, "mario_palette" doesn't seem to change alongside with them, I doubled those too, but as you can see, it still loads the original.
The next big step will be adding levels rather than replacing new ones! And once that's done, then we have to think about how to tackle the savefile, as new levels need new portions for the savefile as well, since this game tracks the amount of times you've beaten every level.
We sure made big steps when it comes to modding this game, but it's still far from over. Once we finished the todo-list that's listed above, we still need to find a way to disassemble the game, as well as port this over to v1.0.2 so that we can actually play online with new fresh levels.
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
This match is also recorded for the custom SMB35 server so that it can be played back as a replay match, meaning that there is a chance you end up playing against us with this exact input!
I wish I did not end up dying in such a stupid way though...
Shoutouts to Underscore_ to play together! I'm sorry that I kept going and that you had sit down for this long, which I understand why you left the match eventually... xD
Also shoutouts to Taco Fairy, we played a couple of matches before but it had to be this run where they were AFK for a bit too long, missing the lobby.
Let's see if someone can beat this. Good luck everyone! And hopefully you'll be prepared with a diaper just in case! xD
All-Night Nippon textures and the FCEUX color palettes are ported over by me, as well as the custom border, the "legacy" Eyes emoji on the spectator screen and all the other custom menu UI modifications. All of this is done for an upcoming project for the Continued Interest community (SMB35 community).
This run was streamed live on Twitch.
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
So there are those horizontal-moving platforms in Lost Levels 1-3, and since I'm porting over all the Lost Levels levels, I was goofing around if I can crouch and mash the jump-button underneath one specific platform that goes a bit over the small bridge. And to my surprise, your hitbox is actually smaller when being Small Mario, unlike in the original game where your hitbox becomes Small Mario if you crouch... Neat!
This might be one of the many other reasons why people struggle while staying small in this game (and therefore, dying pretty quickly).
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
"What would you prefer??
A) Change the loops so that you can't grind coins by constantly going back into the coin cache anymore (second entry causes the coins to not appear).
B) Change the loops so that you can't enter the coin cache anymore (therefore also getting rid of the Bullet Bill spam).
C) Keep it as is, we love coming back for more coins!"
This is a question to everyone who has played or is still playing Super Mario Bros. 35. I can see this getting abused to the point people just constantly keep grinding points. And this is just a question for the coins! There's another one here:
QUESTION 2:
"What to do with the Bullet Bill Launcher??
A) Even if this is a Coin Cache, since it has a Bullet Bill Launcher, make it so that sent enemies can actually appear here!
B) Keep it as a Coin Cache where we can clear our enemy queue, but only once (if the second entry removes the coins).
C) I love being mean towards other players and want to send my opponents Bullet Bills while no one can send me any! :)
Yes, you can tell the game which sub-area is a bonus area or not, which means that even if you set said area as a coin cache/coin heaven, you still can place enemies there and send them to other players. Keep in mind that this is still the second level of the Lost Levels, that has this Bullet Bill Launcher. That's insane!
The reason why I ask about those is because I can definitely see people abusing the system to the point they grind points and send Bullet Bills early on.
Let me know in the comment section what you think about this.
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
Now you can relive it, with an extra pinch of ear-pain with my custom sound file that somehow stacks up sounds rather than replacing the previous sound! :D
Oh, and featuring a death pipe, that one's a bonus.
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
That's right people, custom levels can be made for the base game of Super Mario Bros. 35! We still have a long way to go when it comes to porting it over to v1.0.2 (or finding a way to disassemble the game to actually get rid of the encrypted files that are needed to run the updated levels). Most of the tiles and tile behavior are already written down, and as you noticed in the video, the Poisonous Mushroom doesn't seem to be found just yet (maybe it just never got implemented, but we shall see). You can give pretty much any tile any behavior if you want. Modifying the level data requires a hex editor for now, each tile is 2 bytes long, with the first byte telling which tile texture to load, while the second one is the behavior (bit set to 0: regular, bit 1: X-flip, bit 2: Y-flip, bit 3: XY-flip).
Big progress has been made. Big shoutouts to ffsaga (a great member of the SMB35 Continued Interest community) to let me test the level on a private server. So far it doesn't work in public lobbies just yet, but at least we finally have custom levels!
And yeah, I know I haven't changed the coin cache yet. Sub-areas are being put in different files, which also require hex editing.
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
... It's insane how this is already 11 years old (at the time I made this video). Time flies.
Music: AJ DiSpirito - Smash Bros. Melee - All Star Rest Area Remix
Note that the song is edited and altered slightly. If the artist wants the modified song muted, then I will do so.
This tutorial is made for users who have issues with text messages getting cut off after modifying their menus. This can be used for vanilla Mario Kart Wii, CTGP-R v1.03+ and other modpacks and distributions that don't have the Extended BMG String Length code implemented.
Later on in the video, I showcased that the code also can cause the game to crash if it asks for too many long text message lengths. The best way to fix this is changing the text pane's length manually. Even if this is a tedious process, you'll be glad if you fix it this way in the long end. Short messages can be kept short or very short, while you only have to change a few message boxes that you'd like to use longer messages instead. This way, the menus will be less likely to crash! :)
Download link to Benzin:
drive.google.com/file/d/1oTx2YMMVa6nodIGQRGkMmTmQVAG2dsod
If your anti-virus program tells it's unsafe, it's a false positive, Benzin works perfectly fine and doesn't have any side-effects.
Music:
Housemasta - Vanish Cap Ambient Mix (Super Mario 64)
I have way too much fun with stuff like this. The first couple of stages in Mission mode will be very easy missions, missions that welcome newcomers without the time being very strict. The "Special" difficulty I came up with will have stages that are originally not in this modpack at all (the greyed out stage names are incomplete and are not final).
I've been playtesting Swimming with Lakitu, stages like these really pushes the player to think outside the box, such as understanding and mastering the physics, as well as understanding how the interaction with certain objects work.
And for one of the very last stages, I think 25 minutes remaining or better to get 3 stars feels very tight, but at the same time, the game expects you to master everything... And since some players really struggle with understanding how the game actually works, I decided to make this stage last for 30 minutes. Gives it the opportunity for everyone to understand the stage, and once they feel like speedrunning through it, THEN they get put to the test to see if they can get it in at least 5 minutes.
Something unrelated to this video's purpose, you might notice a different font in the menus now. I added new "special symbols" to one of the main fonts, just to see how it looks like. I might keep it, but since I want to publish my menus for everyone to be used, it needs to be compatible with distributions like CTGP-R v1.03 (distributions that are already on the edge of memory usage), adding too many new symbols to any font result in a crash upon loading, so yeah... We shall see. :)
And don't worry, I'll try to hide the minimap next time. :P
Not sure why the spotlight on the minimap overlaps the score counter though, I shall fix that...
- Modified the main font so that it has a nice shine on the outlines (don't worry, the "inverted" text color will be changed);
- A new font for the countdown and finish, as well as added new symbols for the ranking (a work in progress as I've planned to add a few more which will be Mission mode-related icons);
- Modified the stopwatch/timer and the lap counter font so that it's a bit clearer and aiming a little bit more towards Mario Kart Wii's prototype;
- Changed the unused Player Number on Minimap feature so that it's readable as well as fixed the weird cut-offs that happen when they used a Z position other than value 0;
- Custom missions are currently in development which start very easy (for newcomers and less experienced players) to the point they get really difficult or will take a long time to get consistent at;
- A whole new vehicle selection screen;
- The course/arena selection screen got a makeover as well so that players can see who made the course or arena.
There's a lot more I want to change but I've been fooling around with the minimap for a few days straight to find out why the countdown and finish text became crispy.
And currently I'm dealing with the issue where apparently Mission mode loads the last loaded music track (and if no other track has loaded before, it loads Luigi/Mario Circuit by default)... I might need help to specify which mission loads which .brstm that's compatible with the Track Music Expander code.
And since the project became very big, I can't create a disc image for this modpack anymore. Even certain scripts and tools I tried ended up just not working for me. So in the mean time, I just work on everything else, at least the whole extracted filesystem works perfectly fine.
And yes, you can move around when using the Automatic Drift Type if you use the Dynamic Gravity, Can Always Drift and Brake-Drifting codes (I think Dynamic Gravity causes this, I haven't fooled around with them separate yet).
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Music
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Menus:
- Unused Menu - Mario Kart DS Soundtrack Remake made by Cochu U: youtu.be/JGN3tso6QVI
- Mario Kart DS Multiplayer Menu Remix made by Simon van Raaij: youtu.be/nTH4k5CkzbU
Race:
- Time Trial - Lost: Results 1st - 3rd - Mario Kart: Double Dash!! Remix made by Stevie Viola: youtu.be/ilUOSA0hVgg
- I don't know the author of the Unused Mario Kart DS Circuit SEQ_CIRCUIT2 remix. If someone knows, please let me know, then I can update the description. :)
Technical stuff about getting Run Speed without using the Run Button:
So you probably have noticed that I still gained running speed, despite not using the run button. That's because ARIKA - Super Mario Bros. 35's dev team - altered the physics engine and probably messed up a small thing in the code where if the player falls off a block and tries to jump right after (two-three frames after landing on the floor with max "walking" speed), they somehow gain a small speed boost that's big enough to get max running speed out of it. I noticed this when the official servers were still up.
However, later I learned you can gain running speed by moving left and right very fast as well! This is useful for if the player is small. And whenever they're in a Super or Fire state, they can roll between Down and Right very quickly (or rolling between Down and Left for certain situations). You also might notice that you might not get your peak jump height sometimes. That's because on later frames, while you still somehow manage to get running speed, your jump won't be as high (I call those jumps "half-jump"). And somehow, rolling between crouching and left/right builds speed so much quicker, your chance on getting full jumps is much higher than half-jumps, especially if you jump a few frames after getting out the crouch frame, then landing in a crouching animation and jump right away and repeat the process; you actually keep at least most of your speed.
While this is a pretty interesting and obscure mechanic (or "feature"), this might be one of the reasons why people tend to make much more mistakes than expected. Not to mention that you accelerate in the air quicker if you hold down the direction Mario/Luigi is facing too. But that's another technical thing.
And sorry for the lack of a webcam to proof myself I'm not using a run button. Dumb me legit forgot to set up my webcam, you can fully blame me on that one. But one thing's sure: RTA Challenge can be beaten without using the run button!
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
Shoutouts to Ro for discovering how to change them manually! Link to Ro's version: wiki.tockdom.com/wiki/Faster_Menu_Navigation_for_CTGP
Tools shown in the video listed below.
Stebler's wuj5 tool: github.com/stblr/wuj5
Wexos's Toolbox (hotfix): drive.google.com/file/d/1OePwKzz6L_qR79AxviEoHU34Jn22bWRc/view?usp=share_link
Please note that this Wexos's Toolbox version is a changed version of what Wexos published, which might be changed without permission. If the link needs to be put down by Wexos, then please accept that. Sorry if that needs to happen, I'm only here to help the community but also don't want to get in trouble.
Mario Kart Wii (c) 2008 Nintendo
So apparently, if you're Small Mario while going for pulling off the Orb glitch, eating the Clappin' Chuck gives the player a non-moving Eerie in the reserve itembox, rather than resulting into a game crash!
Also, unrelated to this video, but Sunday April 30th 2023, I went to a local retrogame fleamarket, working on that wishlist of mine, and after 10+ years of hunting for a PAL Version 1.0 of Super Mario World, my hunt has finally come to an end. This video shows version 1.0! I finally have a physical copy!
So hopefully I'll finally make time to speedrun Super Mario World again some day.
On this day I also found out that doing a Spin Jump while inside a Layer 3 smasher (the yellow wooden pillar-looking smasher in some castle levels), this causes Mario/Luigi to clip through the floor in the PAL version. I never have known this until I did this on the same day as this video was made. Those last two days sure were interesting days... xD
Quick edit: Apparently my mic was unmuted while recording this. The background noise was from a stream I was watching in the background. Say hello to Chris! twitch.tv/360Chrism
Super Mario World (c) 1990, 1991 Nintendo
While the run was still not perfect (I mean, if I played out of my mind I could've gotten a low 25 minutes), finally one where I made much less mistakes. RNG was biting my rear-end, you have no idea... x'D
Sub 25:30 goal is so close... If only my last Master Hand fight was good.
This run was being played on an RGB-modded, region-free modded Nintendo 64, used a Retrotink 5X Pro for a better quality (and as my only option to have a consistent video quality without weird drops). The Horipad Mini 64 controller in controller port 4 was used through the whole run (only for the green Player 4 HUD colors).
Nintendo All-Star Dairantou Smash Brothers (c) 1999 HAL Laboratory Inc.
This run was pretty decent, but surely it can be improved. I still made plenty mistakes and my Target Test was just simply awful (some sessions were good/better, but some were just baaaaaad).
I also should apologize for the lack of a current-running time. No idea why it isn't working, it did work earlier the same day... I should fix that.
Samus on Normal difficulty is still a bit of a pain, but on Very Easy I think I've found a setup to knock her out easily. Mario Brothers RNG on Normal sucks, though.
Not sure how to deal with that one in a consistent way. I also really need to find a good way to knock Jigglypuff out. With enough damage, a back-throw on the helicopter platform on the right might be the way to go, I don't know how to get her over there without losing time...
For now I think my first goal is to beat the 25:44 time, and then the next goal will be getting a 25:30. With some good Yoshi spawn, Kirby spawn and Master Hand movement RNG, without doubt you can get it as long you play consistent.
Nintendo All-Star Dairantou Smash Brothers (c) 1999 HAL Laboratory Inc.
This game was ran on an RGB modded, region-free modded Nintendo 64. Game controller was the Horipad Mini 64. Would you believe that this was actually my first day of speedrunning Super Smash Bros. 64 as a whole?? You can clearly see how inconsistent I am... :')
Never again (?)
Nintendo All-Star Dairantou Smash Brothers/Super Smash Bros. (c) 1999 HAL Laboratory
- This run started with Play Time set to 5 hours and Combined VS. Play Time to 20h:03m (Lightning Melee - 4 Players to set the Mewtwo flag). Please note that this is an unofficial run. See reason below why this run is recorded and uploaded.
- For the sake of simply practicing this run, I ran the PAL version (60Hz) via an ODE (Optical Drive Emulator). This is still considered an emulator-run, despite being ran on a Nintendo GameCube.
So AnimeeArcade (Twitch) and me were discussing about how we could make Super Smash Bros. Melee's "All Characters" category more fun to play. This isn't made to replace the already existing ones on speedrun.com, but is created to make it more welcoming to less experienced players or even newcomers about how to speedrun a category like this, rather than playing 700 VS Matches by constantly SD'ing off the stage in a 1-stock match, just to get Mewtwo...
Sure, it sucks that you still need to play a combined total of 20 hours but you can get to this by simply keeping your console on for 4 hours (Special Melee's Lightning Melee mode, stock set to 1, items off, 4 Human players).
Now you just do more stuff in a run, feeling more satisfied to get through. It's also easier to watch this speedrun as a viewer.
AnimeeArcade also came up with the idea for "Lowest VS%" to unlock Marth via Classic or Adventure mode (not shown in the video), so we're thinking of playing around with these. Playing either Classic mode or Adventure mode with all regular characters (unlocked from the start) to unlock Marth, and then playing either of the modes with Marth to unlock Roy (you unlock Young Link by beating Classic/Adventure mode with 10 different characters, while Marth requires all 14 to be used, although not sure if Marth's requires to beat either mode or not, never tried).
Also, sorry about the cracking sounds. No idea why that's suddenly a thing.
Music:
Harmony of Heroes:
Pontus Lundén - Building Walls in the Cold
Rozen (feat. Laura Intravia, Brenda Puepke, Omar Najmi & Angel Mannion) - Challenger Approaching
GuardianSoul - Smashin' Through!
zircon - Smash Superstars
Zack Parrish - En Garde
Brian Czernikowski - Last Stand
Mesmonium - Live and Let Polygon
Buoy - Target Blitz
Reven - Senjõ
Rozen (feat. Viking Guitar & Mat Ombler) - Kumite
Rozen - Final Destination
Rozen - Harmony of Heroes
Super Cartography Bros.:
Funk Fiction - It's-a-Me (Super Mario World)
RobKTA feat. XPRTNovice - Where the Wild Things Are (New Super Mario Bros. Wii)
DarkSim - Star Power (New Super Mario Bros. 2)
Flexstyle, XPRTNovice - Caravan Bowser (Super Mario 3D World)
RobKTA - Eet's a Nu World (Super Mario World)
Jewbei - Herculean (Super Mario Bros. 3)
Super Smash Bros. Melee (c) 2001 Nintendo, HAL Laboratory
Okay, this run had really interesting route changes. So for the best results, you want to make sure you want to keep small until the entrance of 4-2.
Once entering the warp stage in 4-2, if you're small, you can try rolling for a Fire Flower, but only once to make sure you don't waste anything. We still don't know where and when to roll for a consistent item though...
5-2 would be great to have a Fire Flower, but a Super Mushroom can be used to jump onto the ceiling. You can get a power-up from the first power-up block after the Super Star block. And if you're small while entering 5-2, you can get that power-up block and the other one if you don't want to roll.
Rolling a Super Star in 5-4 is best case scenario, but please do it before the Lava Bubble's appearance or after. This way you can go through without losing speed.
6-2's last Bouncing Parakoopa can be killed just fine; it won't appear later because you already killed too many enemies, so no need to style on the viewers. :')
Rolling a Super Star at pretty much the beginning of 6-4 (before the first Lava Bubble appearence) is best case scenario. You can run through without waiting on the ceiling-firebar on the right side of the power-up block. You can time the roulette to get the item a bit later to make sure you can get to the axe with no issue.
Killing the Hammer Bros. in 7-1 is no problem with this enemy queue.
Killing 7-3's LAST Red Koopa is a better option; they won't fall of ledges which can be used in 7-4's maze section. However, you can roll for a Super Star later in 7-4 to get the fastest movement possible.
8-1... Well, it seems that the coin cache is a time waster for real now. Although I'm not sure if you killed enough Red Koopas in 7-4 so that Bowser won't spawn... If you managed to kick Red Koopas around, then this shouldn't be a problem. Not sure where and when to kick them around without losing too much speed.
This way you can kill all the regular Koopas, Goombas and Buzzy Beetles just fine because you have a big enemy queue.
Rolling a Super Star at the beginning of 8-2 is actually best case scenario if you have this big enemy queue! This way you don't need to go into the coin cache to despawn the Lakitu. I tried different methods before where killing the two Goombas and the Buzzy Beetle at the very end, but somehow managed to trigger a Lakitu party... This might be due to the delayed spawns that's just barely enough to spawn those idiots.
From there, 8-3 is a bouncy castle. Same for the entrance of 8-4.
There's only one big problem with this one, and that's how RNG-heavy this strategy is. It shows the absolute best results possible, but you have to get the only specific item on those specific moments. I'm amazed I got it this session for the most part, until the very end... I tried to roll for a regular power-up. You really need to become one with the Roulette block. If you ever get all this with a really solid run, you WILL be able to sub 11:30. My PB is 11:40, and I could save like 15 seconds with this. Now if you're a maniac, you can stay small and only roll for Super Stars at the right moments. Saves like 0.5 second every pipe exit. Jumps like the ones in 8-1 at the first Bouncing Parakoopa will be pretty tight though, considering you have to deal with Red Koopas, unless you want to roll there too... If you have enough coins that is...
And so the goal to sub 11:30 in RTA Warped continues...
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
We are getting there...! 11:30 is in sight...! Just need to mess up less...!
Music:
HouseMasta vs DJ Visor - Vanish Cap Ambient Mix (Super Mario 64) (Newgrounds)
ipi - Super Mario World - Athletic
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
Slowly but surely we're gonna get that 11:30! :U
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
If only I didn't make so many mistakes at the end of Round 1... Now that I know that no Hammer Bro. will join the party after killing them in 7-1, we might see Buzzy Beetles back; you need to wait for the third firebar to move away in order to run in 6-4's long hallway, and the jumps to stomp on them in the chaotic firebar section is actually easier with Buzzy Beetles. And at the end, kick one to Bowser saves a bit of time if the hammer seed is just bad.
I also can't believe I jumped in the pit in 5-2 Round 2 because dumb me bonked into the trampoline. Not the first time this happened, I really need to stop doing that... xD
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
We finally got the sub 12 minutes in RTA Challenge Warped! Let's go!!
I brought some new strategies to the table and it seems to work perfectly. Even with the many mistakes I've made in this run, I can't believe I finally have done it... Yes, this is still not optimized enough! xD
I even got to 7-2 Round 2! I made one crucial mistake, and that was going in the wrong pipe in 6-2... I really can't do anything against the Great Wall of Bullet Bills underwater, it's just one block too high! I should have gone inside the first coin cache to clear the enemy queue, and bring Buzzy Beetles with me through the rest of the run. That was nuts!
And last but not least, custom textures for the levels are working now...!? Kind of. There is a consistent way to change the textures for just the enemies, tilesets and the player textures without Switch Toolbox corrupting the whole thing, so it's a step forwards to a fully customized Super Mario Bros. 35 game. In the mean time we found out where the actual level data is, but sadly those get corrupted as well. What's even more stupid is this: if you rip all the data, move the files from your SD card to your storage, and place them back on your SD card later (unmodified!), the files still "corrupt". We need some desperate help from the Switch modding community if we want to create new content for this game. Please let us know how to mod everything!
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
My playground, my rules.
How to not follow lines. This is cursed. All what I wanted to show is how tight movement can be in specifically this level. You'd be surprised how difficult those jumps actually are in Super Mario Bros. 35...!
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo


