This video shows the location of all 64 "Thing" items in Paper Mario Sticker Star on the Nintendo 3DS. Tomorrow I will post a video showing all 64 of the Thing stickers in battle. Check the full description below for the time stamp of each "Thing" if you are looking for a particular one.
All 64 Thing Stickers in Action
Paper Mario Sticker Star Playlist
This video shows all 64 of the Thing Stickers being used in battle so you can see what each animation looks like and how the sticker performs in action. Here are the times for each Thing Sticker if you are looking for a particular one (they are shown alphabetically).
Paper Mario Sticker Star Playlist
Here is the final part of my Paper Mario Sticker Star playthrough. Hope you guys enjoyed it. In this part, Mario uses the power of the Royal Stickers to discover the location of Bowser's Castle, which immediately heads to the skies. Then Mario must get help from Wiggler, who is now Flutter, to get to the skies, and face off against Bowser Jr. in his airship, the Hipster Kamek, and Bowser himself in the final battle.
If you enjoyed the video, don't forget to click that like button and leave a comment below. Thanks for watching & enjoy!
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Don't play bowling with the third boss! It causes a freeze!
Played on PAL 3DS, with the cartridge version of the game, if either of these facts make any difference to anything.
Randomly found during my first playthrough. If you use the bowling ball on the blooper boss, Gooper Blooper, the game will softlock. It doesn't seem to matter what circumstances lead up to it. A little silly because the bowling ball was a key feature of the third world, but whatever.
Nevertheless, it's a fun little game. Here's hoping this gets patched, since we know 3DS games can nowadays! Until then, just be careful not to bowl over the third boss. (I also read that the final boss doesn't work properly with bowling ball either).
It's been six years! Six long years since I last obtained a new record on Wario's Gold Mine! In that time, my old run became the longest standing world record on Mario Kart Wii, and the only world record from 2011 that was still current. Now, here we stand, 2245 days later, and I have managed to PB again, by 177 milliseconds!
The previous record was 00: by me, set on 2011-03-29.
What a fun coincidence this all was. SwordofSeals was visiting me thanks to the WFC Shutdown 3rd Anniversary, and we decided to both try to play Wario's Gold Mine glitch, him for a PB, and me for a WR. Anyway, after a REALLY good session, I managed to randomly produce THIS run. Everything is beautiful, except the lap 2 and 3 bounces, and the final turn on lap 3, where I got a weird slip. Most of the time save comes from faster standstill miniturbos at the cave entrance, as well as better landing positions. And to top the whole thing off, later that night, Sword also managed to PB, so it was a good success all around!
As per my ancient format of 6 years past, first is a high quality ghost replay, then after that is the segment of the live stream we were doing at the time where I obtained the time. Good times all round!
My personal leaderboards are a little lacking because this is a different console to the one I used to set my old record. I plan to merge them sometime.
This run was set on CTGP Revolution, the entry on the website is:
Thanks for watching, everyone! I'd better improve this some more, right?
Sit back and admire the glory that is the Snow Go secret entrance as it currently stands in the Master Quest game mod. Not done yet, some things still subject to change, but this is how things are looking right now!
With the 2D section that is the original secret entrance of Snow Go complete, I was planning to make a massive screenshot of the entire thing together, but Crash 2's camera does some nifty things to create a nice 3D effect so splicing images together was proving impossible. It was then that I realised that I have a perfectly good means of showing the entire thing in one go... a video. I also decided to throw in a little of the 3D section for good measure.
For those who don't know what this is, this is a hard mode (often known as kaizo) hack or mod of Crash Bandicoot 2: Cortex Strikes Back for the PS1. I plan to shake up the entire game with new difficulty and challenges. For those interested in seeing the latest news about the mod, is the place to go.
Something not seen before is infinitely spinning penguins. This is an unused feature in Crash 2 that simply makes a penguin spin forever. You cannot kill these penguins except with body slam, but you can bounce infinitely on their heads. Too many of them lag the game though, so I use them carefully :P
Mario Kart fans, do not fret, I have not forgotten you all! CTGP and new videos are on the way slowly but surely. But please remember that this is not a MKW video, and I will delete all comments related to Mario Kart.
I'm rather pleased at how this is all looking. You might notice a couple of faults with object drawing (things suddenly appearing randomly instead of smoothly sliding onto the screen), but those are an easy fix, and will be sorted soon. More to come either on the blog or here, soon enough!
Spoiler warning for those who haven't completely completed Super Mario Galaxy 2!
First ever non-MKW related video from me ;) (Well, on this account, anyways...)
So, I randomly had the urge to go to Super Mario Galaxy 2 and play the final level of the game, Grandmaster Galaxy's The Perfect Run. I've done this level before successfully a couple of times. And while I was up, I decided I'd record for YouTube, because this has to be my favourite level in the entire Super Mario Galaxy 2 game. Some of you might look at me as if I've gone a bit mad for saying that, but it's the amount of challenge in the level that appeals to me. Plus it's an awesome way to end the game if you, like me, sat through and gathered all of the other power stars and overloaded Banktoad with starbits in order to access the level.
I found that in a level of this nature, if you panic for one moment, you'll die. You need to keep a cool head and go through the level and basically show the game who's boss :P
said, my battle with the Boomerang Bros in the back didn't exactly pan out as I might've liked, but hey, it worked. That fight is usually improvised, though.
Anyways, enjoy the video. If you've not played Super Mario Galaxy 2, I do recommend you pick it up, because it's an excellent game. And if you have got the game and you've not seen this star yet... well, now you have something to look forwards to, I guess ;)
Ever been annoyed by glitchers ruining your races? Ever wished you could just mess up their race and watch them lose in a thoroughly fantastic manner? Well, now you can, with the new and improved Tree Circuit, upgraded by ChadSoft! Featuring not one, but two glorious cannons and more trollfaces than anyone would ever care to count, this version of Tree Circuit is essential for all your glitcher destroying needs. Your glitching friends will be sent soaring through the abyss, all the while listening to cackling laughter, and eventually dumped on a thundercloud box, after losing about 50 seconds of valuable racing time. As a bonus, it also comes with a fix for the more powerful glitch shortcut, which simply doesn't function as people would expect it to.
The new version of Tree Circuit will be included for FREE in the upgraded CTGP-R , which will be launching relatively soon. The update will also feature more humourous features that prevent unwanted shortcuts on other tracks, so don't forget to go exploring!
No Homebrew Channel, no SD card, no USB device, no technical knowledge required, just a Wii and an Internet connection like the good old days. Simply follow the video, and check the bottom of the description if you run into trouble!
For those who don't know, Wiimmfi is a custom server that allows users to play Wii (and DS) games online after the Nintendo WFC shutdown. This includes games like Mario Kart Wii, Super Smash Bros. Brawl, Mario Strikers Charged, The Conduit series and many others as well. Recently, new developments have made this custom server accessible to almost everyone, regardless of how familiar you are with computers, homebrew and the like. This video is a demonstration of the newest technique that can be used to access Wiimmfi!
Thanks to a new bug recently discovered in the Wii's Internet Channel by Fullmetal5, it is now possible to run homebrew or other unsigned code without needing any external device at all, and because this presents such a cool opportunity to get more people to use Wiimmfi due to how simple and accessible this method is, I simply had to make a video about it! Do send him credit for such an awesome find!
Regrettably, this method does not work on a Wii U, due to the fact that you cannot download the Internet Channel onto a vWii.
Please note that you will have to go into the Internet Channel and select Wiimmfi from the favourites every time you want to play online. The patch does not persist after you close the game. Be patient if it doesn't work the first time! If you want a more reliable, albeit more complicated way of getting Wiimmfi, see this video: watch?v=RqFtklrXY9M
Also, if you're wanting to do this with a USB loader or similar... you're late to the party! Because there's been a tutorial out on how to do that for over 3 years now! Check the second half of this video for details: watch?v=RqFtklrXY9M
I hope that everyone finds this video useful, and I hope to see some new faces online using this :)
Troubleshooting if you have problems:
Japanese users may not be able to use this technique, right now the NTSC-J Internet Channel may not be supported. But it probably will be soon!
Korean Wii users cannot use this technique, as the Internet Channel is not available to Korea. Nintendo never released it. Korean players will have to follow the other video linked above, instead.
European/Australian/PAL Wii users should make sure their Wii is set to 60Hz (either 480i or 480p mode), as this method currently does not work on 50Hz. (Wii Options - Wii Settings - Screen - TV Type - 2nd or 3rd option, 3rd is better quality but not everyone can pick it).
I've heard rumours this also doesn't work if you launch the Internet Channel from the SD card menu, so you should also make sure that you launch the Internet Channel from the Wii Menu instead.
If the Wii freezes or locks up when visiting the website, simply hold the power button for 4 seconds, then try again. It may take a few attempts to get it going. Some things you can try to improve reliability are erasing your cookies (Settings menu in the Internet Channel), erasing the Internet Channel save data (from data management), updating your console to the latest version, setting your console language to English, and trying to go as fast as possible to the favourites as soon as the Internet Channel loads. If none of that works, you could always redownload the Internet Channel.
If the Internet browser does not look like the one in the video, it may not work. Download it fresh from the Wii Shop if that happens.
If you get Error Code 23899 or 23887 or anything beginning with 238 when connecting to Wiimmfi, this is normal. All new users to Wiimmfi must wait 1 week before they can play on Mario Kart Wii. Receiving one of these errors simply means you need to wait a bit longer. Other games will not have this issue. (Please note: Anyone who's reading this who hasn't received one of these errors in MKW and is new to Wiimmfi, you must attempt to connect to Wiimmfi once in a game, otherwise the week countdown won't start. Just visiting the website is NOT enough!)
Error Code 20110 would indicate the patch has failed. Try reloading the browser.
If you get Error Code 60000 when connecting to Wiimmfi, if it is Mario Kart Wii, use a brand new license, if it is any other game, erase your friend code however you can (start a new save or similar) and then try again.
Any other Wiimmfi error code can be looked up at error.
This video was made in a private room, so no complaints allowed! Compare the two videos side by side to get an idea of what's going on.
Currently I am working on a cheater and hacker detection/blocking system that I've nicknamed "Ignorance is Bliss".
It is able to determine when a user is using item hacks in an online race, and block that player from being able to send item commands to your Wii! Furthermore, it also blocks that user from being able to touch you, or win the race on your Wii, meaning they really can't do anything to you.
The detection system is watching out for several things, and more are planned. The "reason" byte (left-side, 3rd byte) indicates what a player has done wrong, and also what the system is watching for. Here's a list of the values the "reason" byte can be:
00 - Nothing
01 - People trailing items that are different from the ones they report as having.
02 - Timer hacks.
03 - Glitch abuse.
04 - If the lightning delimiter, POW delimiter, or Blooper delimiter are used.
05 - People using items that are different from the ones they report as having.
06 - If unstable drop items are shot.
07 - If a user has an item in the hold without touching a box.
08 - If a user has registered an item, but we can't tell how they got it.
09 - If a player just tried to crash the game (anyone not running IIB will freeze)
In the CTGP version that has been released recently, and in all future versions (not in this video), the cheat reason and player ID will be written into the milliseconds of the clock when detection occurs. The first two digits will be player ID (01 - 12, based on the position of the player on the VR screen prior to the race), and the final digit is the cheat reason from above.
If these are detected and a certain threshold is reached (to compensate for any lag, with some exceptions), the player can no longer send item commands to your Wii, interact with your racer, or finish any higher than last place (on your Wii. They can win on theirs). You may notice that some obvious things are missing (speed hacks, instant miniturbo, anyone?) but I'm planning on implementing those later on.
This video shows the detection system in action, with two points of view, one from my point of view, and another from SpyKid, who was hacking. We did this all in a private room for obvious reasons. By comparing the videos side by side, you can see exactly what happens when the threshold is reached, how many items SpyKid tried to use on me that didn't exist, etc. And how he lost on my Wii at the end. Also, naturally, credit to SpyKid for the right-side footage.
There was a second hacker in that race, testing more subtle hacks. The detection system caught him out too, but that player did not cheat enough to get discounted from the results. As the system becomes more reliable, the cheating threshold can be lowered to make detection easier. But this is currently a work in progress, and I'm still working on ironing out the last remaining false positives that sometimes show up.
It's currently out in CTGP, and will be ported to other patchers soon. So far, actual testing against Worldwide hackers is going reasonably well. It's funny that the most complicated cheat code I've ever written is a cheat code that stops other cheaters. Oh, the irony.
I'm making all of this to help encourage more Wiimmfi Worldwide play. Coupled with the new ban system that was recently rolled out, hacking on Wiimmfi could become very difficult soon, and not very rewarding. Part of the reason that many players do not play or stopped participating in Worldwide is because of the cheating situation, and I hope we can resolve that. Further, this stuff could also be used to help search for cheaters in clan wars and similar, though it cannot detect "guru" codes. It'd be very hard to make a system that could find those.
So guys, I will be continuing to work on this over the coming days, and hopefully I'll have good results to bring soon. I can implement this very easily into the CTGP-R Channel via auto update, and to the Homebrew Channel Wiimmfi patcher that I made (with a manual update). I can also provide instructions to make it work with the other patchers. If everyone has the cheater protection, there will be no point to anyone hacking, and that is my goal!
Due to a miscalculation on my part, it's possible to finish entire races in Countdown mode on SNES Ghost Valley 1. From my live stream hence the low quality and the obnoxious controller sounds.
So, the secret of Countdown is that all races are actually 8 laps, so if you CAN complete 8 laps in the time I gave, you can finish the race! Finishing a Countdown race doesn't have many interesting side effects, though, but here's what can happen:
- Your victory/defeat music will be played at high speed until the clock properly runs out.
- Your finishing time is displayed as the time you have remaining (but in Countdown, the clock isn't used to calculate finished position so that doesn't matter).
- Your CPU can gain and lose positions, so if several of you finish, your CPUs will determine who wins and loses based on how well they drive :P
So, not all that special, but amusing nevertheless. I'll be fixing the time limit in a later CTGP update.
Wondering how we're still playing online? We are using Wiimmfi, a custom server to do it! Wiimmfi supports several Wii and DS games, and included in there is Mario Kart Wii; and CTGP is no exception. If you're curious about it, go here watch?v=RqFtklrXY9M for a tutorial on how to get it on your original games. If you want the CTGP with Wiimmfi, simply download or update CTGP ! It has it built in.
That's right, footage of the final ever played Worldwide race on Mario Kart Wii exists, and I bring it here for you today. Credit to Lxpu (aka Nin Guig, lxpu) for the video!
Several people witnessed this final race. 1 day after the Nintendo WFC shutdown, some people were still playing in Worldwide. There was 1 Worldwide race with four players in it. One of those players was streaming, and me, SwordofSeals, Tock, and multiple others had gathered to watch the races, and monitor the last few people on Nintendo WFC (there were less than 100 online at that point, and only these 4 were in a game).
Suddenly, the matchmaking server, which we had been polling to check the player count, went dead. The matchmaking server is very important; aside from allowing us to monitor how many people were on, it serves a more critical task: Letting players meet each other in Worldwide. The room became unjoinable, and no new rooms could be made.
Thus, the death of the one remaining room was the death of Worldwide on Nintendo WFC. The final race of the room is featured here, along a very strange disconnect at the end when the final opponent quits. No rooms could possibly have formed afterwards, so we can say with confidence that this was the last Worldwide race on Nintendo WFC.
What I think is brilliant about this race is that it wasn't played between two tryhards. There were no Funkies lurking around. A Yoshi on a Mach Bike takes on a Toadette in a Concerto, around Luigi Circuit. A shoutout to very classic racing like in the very beginning, almost.
Now, this is just the final Worldwide race. It's possible other racers stayed online for longer, not playing games, possibly playing in private rooms if those still worked. But without the statistics, there was no way to know who was the last man standing.
So, what became of Lxpu, and Andrew after this race? Lxpu still plays Mario Kart Wii to this day on Wiimmfi! And we recently found out that Andrew is gudnaimsartaekn on YouTube, and has uploaded his own perspective of this race! You can see that here: watch?v=p1VETWruD1k
Hope you enjoy this video, and more stuff to come soon!
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