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?
What a find! This stuff probably hasn't been seen in at least ten years.
So, this is some cut or beta content from Mario Kart Wii - originally there was a Mission Mode planned for the game, and for the first time, the interfaces for it have been found and shown in all their slightly incomplete glory!
For those who don't know what Mission Mode is, it was present in Mario Kart DS. It was a series of challenges that saw you doing things like racing through gates, beating boss racers, and things like that. Competition/Tournament mode was the spiritual successor to it.
So, you may be wondering, how has nobody found this before now? The reason all this took so long to find is just because the game doesn't try to load these screens at all, ever, even on the menus that would once upon a time have contained them. So in order to get at them, you'd have to convince the game it was supposed to load them first, which I did, and then politely asking them to render actually works! Moreover, these screens change the game state into an unused mode, similar yet different to that of Competition and Tournaments, revealing a bunch of features that were once part of Mario Kart DS, hiding away in the depths of Mario Kart Wii's code.
The menus for Mission Mode have no available text, but the game is trying to load them; they've simply been erased. Similarly, a massive file that would've contained mission parameters is not present, and without it, the mode can't start - UNLESS you simulate its existence, which is what I did. It attempts to load files out of the /Race/MissionRun folder on the disc, but that folder is empty, but that affects nothing since that folder would only have contained extra data (like where to place goombas or similar). As such, I was actually able to play a few games with the game in Misson state, and show off some of the game modes.
The game modes include:
- Get miniturbos to score points
- Get item boxes to score points
- Kill enemies to score points
- Wheelie to score points
- Drift (not miniturbo) to score points (not shown here)
- Kill topmen to score points
- Gather coins (not shown here)
- Pass through gates (not shown here)
- Complete 3 laps within time limit (not shown here, seems to be two modes like this)
- Hit other players to score (not shown here)
- Boost start to win (???) (not shown here)
- Slipstream other racers to get points! (Also not shown here)
- A mode that seems to do nothing. Nothing in the game looks for this mode, it seems. Probably removed. (not shown here)
That's all 14 of the valid modes of play! I have also now confirmed adding SZS files to MissionRun under the right names does yield very good results, and allows many tournaments to be played as standalone missions. They're pretty good for testing, given they're very similar in format!
So, I hope you enjoy the video and find it as interesting as I found discovering it was! I will be doing more research into this mode and what other things may be hidden away in it. And indeed what other things might be hiding in Mario Kart Wii itself. If we can find something like this after 10 years, what else might still be out there?
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 :)
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!
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!
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
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?
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!
Thanks for watching, and see you all again!
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.
Have fun, everyone!