UPDATE: A much easier way would be to use the Boom Box to double your attacks so that only one Infinijump is needed.
Megaflash Infinijump: Pwning bosses like a boss, one at a time.
Megaflash Infinijump: Pwning bosses like a boss, one at a time.
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!
Thanks for watching, look forwards for more :)
A Mario Kart Wii room haunted by a racer who isn't really there... you see something new every day!
This video was actually recorded a long time ago, in a CTWW. It was recorded before I got the HD PVR, hence the quality. It's an unusual occurrence in which a room's listed player count and actual player count disagree resulting in a racer who disappears and reappears between races.
This glitch is something I've never seen before and has never happened since. There's really not much else to say, but it was rather interesting at the time it was happening heheh.
I wonder what kind of bad connection can cause this to occur? I swear I've seen everything at this point.
I had this video saved for a rainy day, and since I haven't uploaded recently I figured it'd be nice to bring you all something new, so here you are! Enjoy the video and thanks for watching!
What if there was an invisible tornado moving through the land of Hyrule, ripping up any loose objects and throwing them around?
For the curious, this is the Wii U version of the game. The code is designed to be generic, so try it out on any region and game version on Wii U! It should hopefully work!
So, in the course of recent times, me and my brother have been half-heartedly looking into some Breath of the Wild modding. We looked at various components, messed around a bit, and came up with a few cute tricks. Over the course of our research, we learned that the game runs on the Havok physics engine. Aside from this being very unusual for Nintendo to buy in a physics engine rather than coding it themselves, this seems to be quite a dynamic engine (and such is obvious from playing the game, too). And it can do some really cool things.
Anyway, like all good physics simulations, gravity has to be defined, and in this game it is defined as a vector (0, -29, 0), which means strictly speaking you can add gravity onto the X or Z coordinates should you so desire. And like all good hackers, if we're given an array of numbers, we simply have to change them to see what happens! The result of which is what you see here. The gravity gradually shifts in a counter-clockwise motion through X and Z, resulting in a tornado-like effect on a lot of objects in the world. Anything that can't think for itself and is not attached to the world will be affected, but similarly anything that loses control of itself (falls over, for instance) will be affected too. Oh, and if Link starts to shield surf...
Gravity in the Y axis is also slightly lowered (-8) and Link's own gravity is decreased somewhat since he has his own concept of gravity, resulting in floaty jumps.
This code was developed in JGeckoU, and can be run in that with the CosmoCortney codehandler. The code is available at JY770Nbf
If you're planning to use this with a new save, wait until you have control of Link before applying the code. In all other cases, you should run it at the title screen.
This is quite a hard mode to play, but it's more funny than anything else. As you walk through the world, objects will randomly fly past, scaring enemies, occasionally hitting you on the head. Puzzles will randomly solve themselves, making Koroks appear or similar. Some puzzles will become unsolvable. But if anyone wants to have a bit of fun and have the right setup, I highly recommend it, it's pretty hilarious to play yourself :P
Zelda Breath of the Wild modding probably won't be a major feature on this channel, since we have many other projects to attend to, but it was good to get into this game and mess around with it. We might bring some more stuff along, because we have made more than this... for instance, I have 15 hearts and 3.2(!) stamina wheels, and have only completed 10 shrines... and I didn't just randomly increase my HP/stamina/spirit orbs, there was another much more potent method. Stay tuned...
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!
Fun shall be had, soon... :P
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!
I don't claim to be a master gate clipper, just a demonstration that the old gate clip to break into Lanayru twilight early works fine and acts the same as on original TP. As long as you have Epona and access to the south Hyrule Field, you can break into Lanayru and Lake Hylia.
Though there's no reason to go there early unless you can get the Master Sword, among other things. I tried EMS, but I couldn't get it. I don't know if it's patched or if I just suck, this is my first time attempting most of these glitches. Not knowing if they'll work or not is probably not to my advantage :P I've also tried clipping into the pillar to get into the Water Temple early, but I either keep getting stuck in the pillar or fail to get out of bounds. I do think that one will work, though, it looks like it will, I'm just not doing it right.
...I also wonder if I should play games like a normal person when I first get them. But... that'd be too simple, right?
Guess who's back...
I reclaimed my WGM World Record surprisingly quickly. This is only the fourth time I've ever gotten 3 pipe bounces (with the 3rd time being my former WR.) I'm still using Luigi/Mach Bike!
Lap 1 -
Lap 2 -
Lap 3 -
My best splits yet, heh. I know I can do this faster and I don't expect I've seen the last of either poyo nor McRaren somehow :P I wonder how much of a war this is gonna turn into... we shall see!
Apologies for the scan lines, I was playing on my CRT TV this time. I tried to limit them as best I could, though. Enjoy!
Mario Kart Wii: Wario's Gold Mine World Record: by 4TB☆MrBean
Texture hack featured is Wario's Space Mine. (But who doesn't know that?)
It's raining bananas, rupees, old men, iron boxes, guardians, heart containers, dead NPCs, and the best part: This is all according to plan.
As always, this is the Wii U version of the game, and we're playing on a real console! This is a MONSTER of a code. Following a bit of research into how the game manifests items, we were able to deduce where the methods of Zelda: Breath of the Wild that govern object spawning in the world are, and eventually how to call them! We messed around with that, had some fun, and now have turned it into a cheat code form that's maybe even practical for not so advanced users to use, if they can do the setup correctly.
We've created a massive code, called the Accio Master Code, which while in beta, is pretty solid, and can make objects appear in your game. All you have to do is run it, and tell it what item you want! And you tell it what item you want by running a script cheat code (see below).
First of all, the Accio Master Code is here: HBm0Hwyr
You run it in JGecko U with the CosmoCortney codehandler. JGecko U installation guide here: threads/92/
If you're not feeling advanced and just want to mess around with some of the stuff we showed in this video, below the Accio Master Code at that link are some examples that you can run, that should do what you see in this video. Read the instructions at the top of the document carefully!
But if you are feeling advanced, or creative, we've actually set up a little script compiler at . (Or if the first link is down). If you go there, you can write in a syntax that vaguely resembles Python (but this is custom made), click one button, and you get a script cheat code that does whatever you typed if you run it in JGecko U. There are some examples on the page that show the different commands you can enter. It's not very advanced, but it's enough to do some fun things.
The generator requires the friendly name of the thing you wish to spawn. To get the friendly names of a lot of objects, I recommend using this: botw-object-map/
The syntax really isn't all that complex. For example, if you enter 'spawn("Weapon_Sword_070")' and then generate the code, your script would spawn a Master Sword in front of Link if you ran it.
You can also spawn some things that were never meant to be spawned, such as demo NPCs from cutscenes. You can't interact with them, but it's still cool.
Oh, this can also be run alongside Tornado Mode. Making a script that spawns random rocks and tree logs near Link seems a very sensible thing to do while running Tornado, am I right? Simply apply Tornado Mode after applying the Accio Master Code. It should work the other way around too, but the Accio Master Code is slightly better at finding things in memory than Tornado is. (I will fix that soon!)
Lastly, I hope you enjoy! It's been a fun time working on this, and I suspect we'll be making it better over time, too, since there's a lot of desirable features that we lack (rotation, unique behaviour, other random spawn parameters). Stay tuned! And those of you who like MKWii, stay tuned for more stuff on that, coming soon.