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Music from San Francisco Rush The Rock. This song is named Zethno in the N64 version, and plays as the default song on track 3 (Market).
updated 13 years ago
A casual 100% playthrough of the SMW2+4 demo created by Golden Yoshi. This hack is no longer being developed, but I think there are some cool levels worth checking out. No savestates/rewinds were used in the levels. The levels were played in separate sittings. This playthrough was recorded with emulator Mesen-S to try out its video exporting feature. It worked well, but unfortunately Mesen-S has some amount of input lag compared to my usual emulator setup, which made playing more difficult than expected and some parts of the playthrough look a little clumsy as a result. Maybe I just need to get used to the lag.
00:00 Intro
00:18 1-1 Flight of The Wiggler - The easiest of the four levels. It's pretty straightforward, though you'll need to be careful around some of the more cramped areas and dangerous pits. There's a hidden key in the sky at 01:23, but it only leads to a minigame and isn't needed for 100%.
04:48 1-2 Hidden Goodies Galore - A step up in difficulty from 1-1. It's all about finding a bunch of secrets, and some of them require you to perform some pretty precise tricks, which makes recording a "clean" run of this level harder than it looks, so at some point, I just had to say "good enough." Also, every reattempt forces you to do the same old easy Chomp Rock cave section at the start, which got annoying. You can tell I sat through a lot of attempts because I mashed buttons to skip the level title card. The Red Coin Bandit and balloon bomb room at 07:33 is difficult to complete quickly, since the bandits and the balloons have a level of randomization to their movement.
14:10 1-3 Don't Lose Your Balance! - Feels easier than 1-2 for me, though there are still some tricky sections. At 16:22, a weird glitch happened where only two of the three red coins at the bottom showed up, which never happened to me until this playthrough. I guess too many sprites were loaded in that screen. Starting at 18:46, there's a stunt involving a Dizzy Dandy that's harder than it looks. You need a precise egg throw to start with, and I'm lucky I didn't waste all my eggs like I usually did on previous attempts. Jumping off the Dizzy Dandy also needs precision. Overall, this level is a favorite of mine, and it's cool to see a unique autoscroller path in a Yoshi's Island hack.
20:45 1-4 Mildred the Milde's Fort - The hardest level in the collection, though it's arguably less precise and fiddly compared to 1-2. It's more about difficult platforming and finding your way around a maze. The Tap-Tap escort mission at 21:06 doesn't let you get eggs from the egg block once you hit the Tap-Tap. Seems like an odd glitch, but you'll still have just enough eggs to complete your goal. The final room at 28:15 is harder than it looks, because getting hit while on the arrow ball almost certainly means death. The boss fight is pretty easy compared to the level, but I haven't figured out a good way to finish it quickly. This is a satisfying level to complete, and I like how more routes through the castle open up as you start unlocking different things to help you navigate the spike pits.
31:02 Until Next Time... - This is just here to show the final "level" of the demo.
Strange emulation bug: The message boxes in 1-2 normally appear blank, but I applied a fix to the ROM, which is to change 1-2's level mode setting from 0B to 00. This required editing the ROM hack itself, but the level mode change was only edit I made. If you play this hack in ZSNES, the message boxes still appear even with the faulty level mode setting of 0B. Changing the level mode to 00 also causes an unintended layering issue with the BG2 layer, where Yoshi will go behind the background while traveling in a pipe. There isn't really a way to fix that. You have to choose between having visible message boxes or have pipe & BG layering issues.
Video creation settings: Mesen-S AVI capture was used to record the gameplay. The video codec used for the AVIs was ZMBV set to the slowest compression setting for quality. The AVIs were then imported into VirtualDub2 for minor edits and encoding.
VirtualDub2 editing: Three filters were applied: a "fill" filter, to get fades to black, and two "resize" filters to resize the output to a size more suitable for a 1080p video. One filter was set to resize to the nearest neighbor at 1280x1195 resolution, then a second Lanczos3 filter resized the first resize filter's output down to 1157x1080.
VirtualDub2 encoding: FFMPEG/x265 video encoding was used with quality set to 20, the "slow" profile, and RGB color. For audio encoding, many audio settings didn't want to work with x265, but the one that worked was FFMPEG AAC at 192k bitrate. I don't really know much about encoding videos, but these settings produced video quality that I was satisfied with. The encoding took many hours though, and I'll probably sacrifice (some) video quality for speed next time.
This is the music that plays while the player selects their track, car, and transmission. This music track does not appear in Rush The Rock, but it does appear in the N64 port of San Francisco Rush. I decided to throw it into the Rush The Rock soundtrack playlist as a bonus track, since the two games share much of their soundtrack, with the exception of this piece of music.
Audio was played in the game's sound test menu with MAME 0.228. It was recorded with Audacity at 48000 Hz, 24-bit Sample Format. The recorded audio was then normalized to -1.5 DB.
The font used for the flashing text is "Ignis et Glacies Extra Sharp". It's not the actual font used in the Rush series, but it looks quite similar.
NOTE: The end of of the music is very abrupt, but that's what it sounds like in-game, and also when playing it through the sound test.
After over 9 years, I finally decided to finish off this soundtrack ripping project. This is the music that plays on the name entry screen, where the player gets to bask in the glory of setting a fast time. I made it loop once. I found out that someone else had already uploaded this version, but I wanted to do my own upload for completion's sake.
Actually, I feel like I need to re-rip the entire soundtrack to Rush The Rock, since I can hear a couple of sound glitches in my old uploads. Unfortunately, I can't guarantee I will get that done quickly, but I hope I won't take 9 years to finish THAT one.
Audio was played in the game's sound test menu with MAME 0.228. It was recorded with Audacity at 48000 Hz, 24-bit Sample Format. The recorded audio was then normalized to -1.5 DB.
Also, check out the neat little flashing text I added. It's meant to mimic the look of Rush's "Insert Coins" text. The font I used is called Ignis et Glacies Extra Sharp. It's not the actual font used in the Rush series, but it looks quite similar.
Okay, so this video shows my "best run" through Track 5 in reverse. The big thing about this video is the extreme abuse of the abort button. Apparently, aborting your car in the right place 3 times each lap will let you skip pretty much the entire track. It's probably possible to do this run faster.