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Smash Remix
Smash Remix
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Author: Smash Remix Team


Date: September 6th, 2020


Category: SSB-Characters


Character(s) Added: Bowser, Lucas, Wario, Dark Samus, Ganondorf, Young Link, Falco, Dr. Mario



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Description:


0.9.4 PATCH NOTES

CHARACTERS

Bowser Added

Giga Bowser Added

Lucas

  • Up Tilt top hitbox size increased
  • Back Air spike hitbox size increasd
  • Up Air disjoint increased
  • Grab hitbox adjusted
  • Jumping graphic effects altered
  • Up Smash intangibility now covers entire body and duration lasts from the start of graphics until end of the 2nd hitbox

Ganondorf

  • New entry animation
  • Down Special facial expression changed
  • Up Air corrected to have proper landing lag
  • Forward Smash hitbox duration shortened
  • Up Tilt

- Decreased speed
- Damage reduced 23->22
- Knock back scaling decreased 109->100
- Base Knockback decreased 60->40

Wario

  • Forward Throw Invincibility duration reduced
  • Up Special now properly removes jumps like all other characters
  • New clap animation

Purin

  • Rest sound volume fixed

GENERAL

  • A Complete overhaul of Remix's graphic overlay system to utilize Smash Bros 64's native functions

- Visually revised Training Menu Options, Versus Match Stats, and Remix Options

  • Bonus 3, Multi-Man Mode and Cruel Multi-Man Mode Added
  • Customized stage knockback collisions (such as the ground in Big Blue) are now turned off when hazards are turned off
  • Dreamland/Omega Stage Option: Stage Select now gives the option of Dreamland/Omega versions of certain stages, these stages maintain their hazards if not turned off
  • Players can now select darker and lighter shades of characters in team battles
  • 12 Character Battle Versus Mode added (with options for Japanese, Remix, or custom character sets)
  • Random Stage Select now netplay safe (would cause desyncs previously)
  • Hazard and other stage toggles no longer affect 1p and Bonus Modes
  • Combo Meter 99+ combo crash has been fixed
  • 1P high score bonus tally now includes all characters

STAGES

Bowser Break the Targets added

Bowser Board the Platforms added

Falco Board the Platforms added

Lucas Board the Platforms added

Polygon Team Board the Platforms added

Wario Board the Platforms added

Omega/Dreamland versions of Peach's Castle, Congo Jungle, Hyrule Castle, Mushroom Kingdom, Planet Zebes, Dreamland, Sector Z, Saffron City, and Yoshi's Island

Fray's Stage - Night added (Dreamland Alternate)

World 1-1 added

Goomba Road added

Bowser's Keep added

Mementos

  • Aria of the Soul added as alternate track

Congo Falls

  • Stage completely overhauled
  • Gangplank Galleon track added and set as default
  • DK Rap song now set as rare alternate track

Battlefield

  • Multi-Man and Cruel Multi-Man added as alternate tracks

Showdown

  • New song added as default track

Muda Kingdom

  • Issue with grabbable ledge near pipe has been fixed

Corneria City

  • Main platform neutral spawn height lowered

New Pork City

  • Underside clipping fixed to prevent warping

Osohe

  • Even Drier Guys alternate track improved

Spiral Mountain

  • Mr. Patch track added as rare alternate track

WarioWare

  • Clipping and graphic updates
  • Model optimization for better performance
  • Moving platforms added to the stage

Mute City

  • Graphical improvements

Bowser Stadium

  • Final Bowser alternate track instruments revised

Yoshi's Story

  • Obstacle course main track volume increased

Peach's Castle II

  • Added moving platforms
  • Improved graphics and performance

Onett

  • Improved graphics
  • Blast ceiling and camera height increased
  • KO Respawn Point moved

Gerudo Valley

  • Gerudo Valley track improved

Lucas Interim Patch II Notes

CHARACTERS

  • Jigglypuff Jumping Height Glitch fixed
  • J Fox Neutral Infinite Glitch fixed

GENERAL

  • Custom Stages are used when Stage Select is turned off
  • VS Mode Combo Meter glitch related to DK Cargo Throw and Bowser Stadium Bombs has been fixed
  • Mario and Luigi's Backthrow now included in combos when Improved Combo Meter is on

STAGES

  • Young Link Board the Platform Warping Glitch Fixed
  • Dr. Mario Board the Platforms Warping Glitch Fixed
  • Yoshi's Story

- Clipping revised and warping fixed
- Bottom Blast Zone Adjusted

Lucas Interim Patch Notes

CHARACTERS

E PIKA

Down Special Moveset and thunderbolt data corrected
J Fox

Projectile hitbox data corrected
Ganondorf

1P Pose texture fix
GENERAL

Japanese Shield Stun added
Fix to Congo Falls/Flat Zone II loading crash related to specific 4 player character combinations
Tournament Stage Select Screen altered
Fix to Fighting Polygon Team Colors 1p issue when using ports 2-4
Advanced AI glitch where AI would use multiple up specials even when turned off when in 1p and other modes (besides vs) has been fixed
J Yoshi assigned correct bonus stages
Shield Training mode CPU now jumps as soon as possible after hits instead of unshielding.
STAGES

Ganondorf Break the Targets Revised

Dr. Mario Break the Targets Revised

Peach's Castle II

New track "Peach's Castle" added as an alternate track

LUCAS Patch

CHARACTERS

Lucas added

Lucas from the Mother series arrives in Smash Remix. Lucas is a complex character who uses his PK Love, Rope Snake,
and multi-purpose aerials to overwhelm opponents.

Wario

  • Neutral Special

- Strong hit/arm parry duration reduced (24 frames -> 16 frames)
- Strong hitbox size slightly reduced
- Weak hitbox damage reduced (12 -> 10)
- Weak hitbox knockback growth increased (100 -> 110)
- Weak hitbox size reduced
- No longer has clang immunity after invincibility ends
- Wario must wait 2 frames longer to gain control after recoiling
- Increased vulnerability from below.

  • Down Special

- Landing hitbox size/range increased.

  • Down Aerial

- Hitbox size slightly increased
- Final hit base knockback increased, knockback growth decreased

  • Dash Attack

- Hitbox size decreased
- Weak hit damage fixed/decreased (16 -> 12)

  • Jab 1

- Start-up decreased by 1 frame (6 -> 5)

Young Link

  • Boomerangs now disappear after KO
  • Model now displays better on console
  • Up Smash now clangs correctly with other moves

Dr. Mario

  • Pill after effect graphic animation added
  • Back throw invincibility length altered
  • Model now displays better on console

Ganondorf

  • New victory animation and sound effect
  • New select/victory animation
  • Grounded Up Special now has intangibility frames at startup, instead of light armor
  • Model now has facial expression, customized skeleton, and displays better on console

Dark Samus

  • Forward Smash Damage Spread Changed from 16/17/17/17/16 -> 15/16/17/18/19
  • Model now displays better on console

Falco

  • Model now displays better on console

Wario

  • Model now displays better on console

E Link

  • Boomerangs now disappear after KO

J Falcon added

J Link added

J Fox added

J Mario added

J Luigi added

J Ness

  • Now has proper moveset and reflection multiplier on Forward Smash
  • Japanese Chant added
  • J Beam Sword Sounds added

J Samus

  • Japanese Chant added
  • J Beam Sword Sounds added

J Donkey Kong Added

J Jigglypuff/Purin Added

E Jigglypuff has been added

J Kirby added

J Yoshi added

J Pikachu added

E Pikachu added

E Samus added

GENERAL

  • Random music glitch where new music selected after hammer/star is fixed
  • Save issues fixed
  • Anti-Aliasing Toggle added
  • Japanese Sound Toggle Added
  • Japanese DI toggle Added
  • Skeleton Mode Jigglypuff/Kirby crash has been fixed
  • Fixes to various glitches related to tokens on Character Select Screen
  • Bonus and Credits music added to training music options
  • Splash screen issue causing blue flickering on some emulators has been fixed
  • Alternate menu music added (Melee and Brawl)
  • Hazard toggle replaces Frozen mode and there is now a toggle for platform movement

- For lava stages, hazard toggle now removes lava and movement toggle prevents the movement of lava if loaded

  • Vs Mode Combo Meter has been improved and no longer causes crashes on console. It has now exited beta and is on by default in Community mode
  • Random stage select is fixed so that it no longer selects Yoshi's Island as the first stage every startup
  • Hold to Pause toggle set to OFF by default in Community Mode
  • 1P Fixes

- Fighting Polygon Team now have alternate costume if human is a purple polygon
- CPU Giant Donkey Kong's Singleplayer Preview now has correct costume when human player is Giant Donkey Kong
- Infinite time 1p mode bonus stage bug fixed

  • Training Mode Improvements

- Removed Standing Restriction for setting custom spawns
- Setting custom spawn sets spawn type to custom
- Added shield break mode
- Quick Reset added

  • New instruments added to the game and generally improved music quality for many songs

STAGES

Smashketball added

New Pork City added

Hyrule Temple added

Osohe Castle added

Norfair added

Yoshi's Island II added

Congo Falls Added

Flat Zone added

  • Hazard Mode switches fixed camera on and off

Flat Zone II added

  • Hazard Mode switches fixed camera on and off

Gerudo Valley added

Lucas Target Stage added

Ganondorf Board the Platforms Stage added

Dark Samus Board the Platforms added

Corneria City

  • Main track improved
  • Alternate track "Star Wolf" improved
  • Clippings revised
  • Arwing Hazard now appears

Onett

  • Taxi Cab now included within hazard toggle
  • I Believe in You added as alternate track
  • All I Needed Was You added as alternate track

Big Blue

  • Clipping issue fixed

Ganondorf Target Stage

  • Clipping issue fixed

Great Bay

  • Clipping issue/warping related turtle fixed

Wario Ware

  • Starring Wario added as alternate track

Kitchen Island

  • Starring Wario added as alternate track

Pokemon Stadium

  • Pokemon Champion Theme added as alternate track
  • Elite Four removed as alternate track

Kalos Pokemon League

  • Pokemon Champion theme added as alternate track

Mementos

  • Stage optimized with improved FPS
  • Main music track improved
  • Blooming Villain added as alternate track

Smashville

  • New main track based on Wild World's Title Theme
  • Alternate track "Smashville" improved
  • Go KK Rider added as alternate track

Glacial River

  • Clock Tower added as alternate track

Bowser's Stadium

  • Now spawns bombs on the edges of the stage
  • Clippings revised
  • Blastwalls revised
  • Item spawning issue fixed
  • FPS improved and should now perform at or better than Duel Zone
  • Main music track improved

Mute City

  • Graphics and clippings revised
  • First Alternate track changed to Fire Field
  • Second Alternate track changed to Mach Rider

Showdown

  • Music changed to Final Destination
  • Alternate Music 1 set to First Destination Theme
  • Alternate Music 2 set to Kraid's Lair

WARIO PATCH NOTES

CHARACTERS

Wario Added
A note from Wario's designer, Fray:
"Wario is the first fully de-cloned custom SSB64 character. He was originally cloned from Mario,
and still shares some generic movement animations with Mario. Otherwise, all of his attacks,
specials, and some movement animations are new and he is functionally a completely different
character than Mario."

Ganondorf

  • Forward Smash

- Inner hitboxes shield damage increased (5 -> 9)

  • Down Special

- New graphic effect
- Angle and knockback scaling changed for grounded down special

  • New 1P Pose
  • Heavy Item Lift Sound added

Falco

  • Model Improvements

- Two new costumes
- New skeleton Model
- Character model now has expressions

  • Grab

- Hitbox placement improved

  • Down Tilt

- Inner hitbox added to prevent missing up close

  • Forward Smash

- Hitbox placement improved

  • Bair

- Strong hit comes out one frame sooner
- Weak hit lasts one frame longer
- Total animation length is one frame longer

  • Uair

- First hit has higher base knockback and lower knockback scaling
- Second hit hitbox is larger

  • Dair

- Strong hit damage increased (12 -> 14)

  • Neutral Special

- New animation for aerial neutral special
- Hitbox size decreased (140 -> 115)
- Head is no longer intangible

  • Up Special

- Startup frames decreased (24 -> 22)
- Velocity decreased (102 -> 98)

  • Attributes

- Horizontal ledge grab range decreased
- Vertical ledge grab range increased

  • New victory/select animation
  • New loss/clap animation

Young Link

  • Model Improvements

- New costume inspired by A Link to the Past
- Sword texture improved
- Taunt hand glitch fixed
- New hookshot graphic
- Character model now has expressions

  • Up Smash

- Damage error fixed on weak hit of Up Smash
- Animation revised
- Hitbox timing modified
- Small decrease to knockback scaling

  • Heavy Item Lift Sound added

Doctor Mario

  • Model Improvements

- New costume
- Revised character model
- Character model now has expressions

  • Back Throw

- New animation inspired by SSBU
- Damage increased (16 -> 18)

  • Dash Attack

- Hitbox size increased (125 -> 175)

  • Down Tilt

- Angle changed
- Adjusted base knockback
- Adjusted damage

  • Nair

- Weak hit damage increased (10 -> 11)

  • Fair

- Increased hitbox size
- Increased animation speed
- Animation revised

  • Bair

- Hitbox begins earlier
- Animation length decreased

  • Uair

- Damage increased (11 -> 12)
- Knockback growth increased (96 -> 100)
- Knockback angle changed (55 -> 57)

  • Dair

- Knockback decreased
- Animation revised

  • New Series Icon

Dark Samus

  • Model Improvements

- New skeleton Model

  • Down Smash

- Shield damage decreased (25 -> 22)

  • Bair

- Outer hitbox base knockback increased (15 -> 19)

  • Dair

- Early hit base knockback increased (0 -> 5)
- Late hit base knockback increased (0 -> 12)
- Late hit damage increased (12 -> 14)

  • Attributes

- Fast fall speed increased (65 -> 71)

  • Footstep sounds removed from running animation

GENERAL

  • The Smash Remix character select screen is now available in all modes!
  • Now including new Settings Profiles (standard toggle sets for easy use at tournaments or replicating J version play)
  • Added a Tournament Layout in Stage Settings which provides a revised Stage Select Screen layout
  • Alternate music tracks

- Alternate music tracks will play randomly on some custom stages
- Occasional music tracks will play 20% of the time
- Rare music tracks will play 13% of the time
- While the stage is loading, holding C-Up forces the default BGM, holding C-Left forces the occasional BGM, holding C-Right forces the rare BGM

  • Improved AI teching bug fixed
  • Skeleton mode added (now in the special model toggle with hitbox and ECB display)
  • ECB mode added (now in the special model toggle with hitbox and Skeleton display)
  • Can now set music in training mode
  • Japanese Hitlag Toggle added
  • Momentum Sliding, a glitch present in the Japanese version, has been added as a toggle
  • Metal Mario, Giant Donkey Kong, and Polygon Characters selectable via dpad while hovering token over character

- Metal Mario given alternate colors
- Polygons given alternate colors

  • Certain regional versions of different characters now selectable via dpad while hovering token over a character

- E Link
- J Samus
- J Ness

  • Improved Combo and Tech Chase Combo settings are now out of Beta and on by default
  • Hitbox Mode Characters function properly after being defeated
  • Toggle for Variants in random character selection
  • Fixed ability to return to title and related sound issue
  • Splash Screen added on startup
  • How to Play Demo Desync issue fixed

STAGES

Character Lighting improvements to most stages

Great Bay

  • Transparency added to water texture
  • Turtle now appears sporadically on stage
  • Alternate music added: Gerudo Valley

Dr. Mario Target Test

  • Dr. Mario now has a break the targets stage inspired by SSBM

Dark Samus target Test

  • Dark Samus now has a break the targets stage inspired by SSBM

Ganondorf Target Test

  • Ganondorf now has a break the targets stage

Falco Target Test

  • Falco now has a break the targets stage

Young Link Target Test

  • Young Link now has a break the targets stage

Wario Target Test

  • Wario was provided with a break the targets stage

Polygon Target Test

  • All Polygon characters share a break the targets stage inspired by the Stage 1 Target Test from SSBB

Peach's Castle

  • Bumper can now be removed in Frozen/Hazard's off mode

Final Destination

  • Music permanently fixed and now plays both intro and main portion of music

Muda Kingdom

  • Under pipe grabbable ledge removed
  • Left ledge moved/fixed

Bowser's Stadium

  • Wall teleporting/clipping issue fixed
  • Alternate music added: Road to Bowser, Bowser Final Boss

Kitchen Island Stage Added

Mute City

  • Alternate music added: Mach Rider, Big Blue

Kalos

  • Clippings revised
  • Graphical update
  • New alternate music: Elite Four

Peach's Castle

  • Alternate music added: Wing Cap, Metal Cap

Deku Tree

  • Lag reduced to levels equivalent to Duel Zone, the stage is now tournament appropriate
  • Neutral spawns updated

Tower of Heaven

  • Lag reduced to levels equivalent to Duel Zone, the stage is now tournament appropriate

Smashville

  • Platform now moves
  • Graphical update

Ganon's Tower

  • Optimized to improve frame rate
  • Coloring changes
  • New alternate music: Gerudo Valley

Glacial River Stage added

Mad Monster Mansion

  • Optimized to improve frame rate

Cool Cool Mountain

  • Top platforms are now slippery

Meta Crystal

  • Neutral Spawns updated

Yoshi's Island (1P)

  • Neutral Spawns updated

Peach's Castle

  • Neutral Spawns updated

Congo Jungle

  • Neutral Spawns updated

Hyrule Castle

  • Neutral Spawns updated

Zebes

  • Neutral Spawns updated

Sector Z

  • Neutral Spawns updated

Onett

  • Camera angle adjusted
  • Optimized to improve frame rate
  • Taxi cab hazard added

Zebes Landing

  • Alternate music added: Norfair

Pokemon Stadium

  • Formerly Pokemon Stadium II, now has a revised look.
  • New Main theme: Pokemon Red/Blue Vs. Trainer
  • New Alternate music: Pika Cup, Elite Four

Fountain of Dreams

  • Optimized to improve frame rate
  • Now has moving platforms
  • Clippings added to bottom of the stage
  • Alternate music added: Pop Star

Big Blue

  • Entirely revised, now including moving vehicles
  • Alternate music added: Mach Rider

Doctor Mario

  • Stage is entirely revised and is now tournament appropriate

Skyloft

  • Alternate music added: Gerudo Valley

Battlefield

  • Alternate music added: Melee Select Screen

Corneria City

  • Alternate music added: Star Wolf

Corneria

  • Alternate music added: Star Wolf

Credits
Credits
Project Leader – The_Smashfather
Designer and Gameplay Developer – Fray
Developer – MarioReincarnate
Programmer and UI Developer – Cyjorg
Lead Artist – Sope!
Animation and Model Import Specialist – Subdrag
Moveset Balancing - Honey
Installation Specialist – CEnnis91

Modelers
• Retro64
• Sope!
• Likiji123
• Fray
• Pik
• Dshaynie
• Garrett Atwood
• MrPr1993
• M-1
Artists
• Sope!
• Retro64
• Connor Rentz
• Colonel Birdstrong
• Comjay
• Likiji123
• Pik
• Gael Romo
Animators
• Sope!
• Fray
• Coolguy
• Super4ng
• dshaynie
Musicians
• TT
• MyNewSoundtrack
• PablosCorner
• Sope!
• Retro64
• DSC
• Coffee
• mosky2000
• Comjay
• PurpleFreezer
• Pun
Stage Designers
• BridGurrr
• Comjay
• Plaehni
• Farcry15
• smb123w64gb
• Sope!
• Fray
• Snooplax
• Sixty Four
• M-1
• Retro64
Modders
• Qapples
• Smb123w64gb
• FaxMeApplejuice
Consultants
• Madao
• DannySsB
• tehz
• Carnivorous
• CrookedPoe/Clockwise
• CrashOveride
• M-1
Playtesters
• Abnormal Adept
• Darkhorse
• hanson933
• IronAidan07
• majin_bukkake
• minymidge
• Stevie G
• Luigidoed
• Hyper64
• Dogs_Johnson
• emptyW
• FaxMeApplejuice
• phreshguy
• measTHEbeast
• Xrmy
• Q!
• Raychu
• Pluto
• The Yid
• Wololo
• wookiee-alex
• thelordoflight
• JODO
• farcry15
• mimimax
• Pluto
• kyleglor
• Revan
• Big Red
• Bamboo
• cobr
• Dr. D
• IsAndrewElite
• Loz
• jonnjonn
• Kaki
• Maafia
• SushiiZ
• JaimeHR
• MojoMonkey
• DannySsB

HOTFIXED DECEMBER 25

Dark Samus Patch:

This patch adds in Samus' doppelganger, Dark Samus, alongside numerous stages and features.

BE MINDFUL OF FEATURES MARKED BETA - Issues exist, these are off by default for a reason

DARK SAMUS PATCH

CHARACTERS

Dark Samus

New Select Animation
New Roll Animations
New Jump Animations
New Run Animation
New Walk Animation
New Victory Theme
Down Smash - Entirely new down smash inspired by Assist Trophy attack
Neutral 1
DMG decreased 3->2
Dash
Shorter Duration and ending lag
Initial Hit has increased base knock back 0->10
Late Hit has decreased knock back scaling 100->80
Forward Smash
Decreased Startup lag
Decreased Damage
Increased Hitbox Size
New Graphic
Electric type attack
Forward Air - New Attack
Up Smash - New Attack
Forward Tilt
Decreased Startup Lag
Decreased Hit Duration
Decreased Damage 10->9
Up Special
Final Hit Forced Knock Back Removed
Final Hit Base Knock Back increased
Final hit Knock Back Scaling increased
Aerial version of the attack now allows switching player's direction
Invincibility Frames changed to Intangibility Frames
Up Tilt
Spikes grounded opponents
Increased Base Knock Back against grounded opponents
Decreased Damage against aerial opponents
Down Tilt
New animations based on Modern Samus Down tilt
Up Air
Additional Hitbox added to end of animation
Final Hit base knockback increased
Final hit knockback scaling increased
Neutral Air - New Neutral Air Attack
New Victory Animation
New Taunt Animation
Down Special
No longer loses jump after using down special
Electrical Effect
Decreased Dmg 9->8
Decreased BKB 10->8
New Graphic
Neutral Special
New Graphic
Back Air - New Attack based on Modern Samus Back Air
Attributes
Weight decreased (0.92->0.95)
Max Fall Speed Decreased (42->40)
Fall acceleration Decreased (1.9->1.8)
Max Fast Fall Speed Decreased (67->65)
Jumping Height Increased (36->37)
X-air accerlation Increased (0.03->0.04)
X-air max speed increased (28->30)
Young Link

New Costume based on Dark Link
Up Smash
New Animation and moveset functionality based on Toon Link Up Smash
Falco

New Victory Theme
Dr. Mario

Fair animation speed increased
Dair animation speed increased
Up Special
Knockback scaling increased for initial hit
Hitbox size increased for initial hit
GENERAL

Complete 19xxCE Merge (including Neutral Spawns, Optional Hazard Removal, and all other features)
Various 19xxCE bugs fixed
Fixed music related memory leak
hurtbox mode model location fixed on Charactere Select and Results Screen
DK Cargo hold combo meter crash fixed
vs stats background glitch fixed
stereo toggle fixed
Remix Characters added to training mode
Giant DK and Metal Mario added to Custom Training Menu
Directional Pad and C buttons now work on stage select
Frozen/Hazards Mode is controled via the L button
Timestock scoring glitch fixed
CAUTION concerning combo meters, they are current unstable and can cause crashes
CAUTION concerning improved AI, they can cause random directional teching
Added widescreen and
Added FPS toggles (BETA)
Can now use dpad and c buttons on toggle menus
STAGES

Pokemon Stadium
- New Music
Great Bay
- Main platform no longer drop through
- Ledge warping issue fixed
Coneria City
- Underside Clipping Issue fixed
N64
- New Music

Princess Peach's Castle Stage Added
Bowser's Stadium Stage Added
Delfino Plaza Stage Added
Big Blue Stage Added
Corneria Stage Added
Onett Stage Added
Zebes Landing Stage Added
Frosty Village Stage Added

CSS Patch:

With this new patch we see the return of Captain Falcon, Fox, Link, and Mario. The Character Select Screen has been redone to accommodate new characters both existing and to come. The patch also includes numerous improvements to character quality and 15 new stages.

Ganondorf

Fixed Armor time frames for Neutral Special Air
Revised Model
Fixed disappearing trident issue (4 player pause glitch)
Fixed hand display issue
Decrease Forward Smash Start-up slightly
Landing lag issues fixed for Fair and Nair
Size decreased
Fixed a bug where Ganon's fair animation was faster than intended
Fair startup has been sped up to match the previously bugged speed
Down Smash
Hitbox size increased
Hitbox location pushed forward
Second hitbox duration increased by 1 frame
Initial hit base knockback increased
Initial hit angle changed to more downward angle
Attributes
Size multiplier decreased (1.2 -> 1.16)
Traction decreased (1.8 -> 1.2)
Jump 1 X Velocity increased (0.31 -> 0.35)
Air speed increased (28 -> 29)
Shield size increased (290 -> 330)
Doctor Mario

Reduced BKB and KBS of Up Smash
Reduced BKB and KBS of Down Special
Added new taunt
Forward Air landing lag changed
Down Air landing lag changed
Young Link

Added New Taunt
Revised Model
Boomerang Return Damage Increased
Down Smash - Knockback angle modified (30° -> 40°)
Down Tilt
Startup is much quicker
Attack duration decreased (35 frames -> 31 frames)
Base knockback increased, knockback growth decreased
Forward Tilt
Startup is quicker
Up tilt
Angle reverted to 79° (same as Link)
Up Special
Young Link will now start falling sooner at the end of the aerial up special
Air mobility increased for aerial up special
Neutral Special

Return damage reverted to Link value (7% -> 8%)
Young Link can no longer throw the boomerang as far as his Adult counterpart
down tilt (buff)
rebalanced fsm, much quicker overall startup and total duration reduced from 35 frames to 31 frames
base knockback increased and knockback scaling deceased

forward tilt (buff)
rebalanced fsm, slightly quicker startup

up tilt (neutral)
angle reverted to link up tilt angle

Falco

Up Special
Delay before movement reduced (26 frames -> 24 frames)
Knockback increased slightly
Dash
Fixed a bug where Falco's dash had a longer foxtrot window
Attributes
Dash deceleration increased slightly
GENERAL

Fixed game crashing error at credits screen
19XX Style Costume Selection
New CSS
New Characters no longer replace original characters
Stock Matches are now timed
STAGES

General

Improved background images
15 stages displayed per page among other SSS changes
Deku Tree

Performance Improved
Remodeled
Corneria City

Ceilings added to wings
Teleporting Glitch fixed
Clippings straightened
First Destination

Blast Walls moved closer to stage
Clippings straightened
Wario Ware

Blast Walls moved further away from stage
Skyloft

Music added
Blast Walls changed
Pokemon Stadium

Blast Walls changed
Teleport glitch fixed
Doctor Mario Stage

Platforms lowered
Music improved
Graphical fixes
Battlefield

New Music
Smashville

Blast walls changed
Kalos

Blast walls changed
How-to-Play

Icon changed
Kirby Beta I

Icon changed
Kirby Beta II

Icon changed
Fountain of Dreams Stage Added

Fray's Stage Added

Great Bay Stage Added

Dragon King Stage Added

Cool Cool Mountain Stage Added

Tower of Heaven Stage Added

Mementos Stage Added

Muda Kingdom Stage Added

N64 Stage Added

Mute City Stage Added

Spiral Mountain Stage Added

Showdown Stage Added

Mushroom Kingdom BF Stage Added

Mushroom Kingdom Omega Stage Added

Doctor Mario Patch Notes

The Doctor is in this new patch for Smash Remix. He has slower ground speed and quicker aerial speed,
combined with a generally slower, but more powerful moveset. He's packing his pills and has a
super jump that functions entirely different from Mario's. With this patch, Smash Remix has
officially combined with Comjay's More Stages Edition. All of MSE's stages have been added,
in addition to new Smash Remix Stages, Deku Tree, First Destination, and Doctor Mario. All stages
can be accessed thanks to a new stage select design which allows you to flip pages by pressing Z/R.

DOCTOR MARIO

Attributes

  • slower ground speed
  • faster aerial speed

Jabs

  • increased damage
  • increased startup slightly

Dash

  • Launches at a vertical angle
  • Higher knockback, but lower knockback growth

Forward Tilt

  • decreased damage
  • decreased knockback
  • increased hitbox duration
  • decreased end lag
  • decreased start up

Up Tilt

  • increased damage
  • slightly increased end lag

Down Tilt

  • launches at a "reverse" angle which places opponent behind Dr. Mario
  • increased knockback
  • increased knockback scaling

Forward Smash

  • increased damage
  • increased knockback
  • slight increase initial startup
  • Electric Effect

Up Smash

  • Meteor Smashs opponents which are grounded
  • Aerial Opponents are hit at a slightly different vertical angle from Mario

Down Smash

  • Increased Damage
  • Increased Base Knockback

Neutral Air

  • Reverse "sex kick" which gets stronger over time instead of weaker
  • Strong Hit has slight increase in damage
  • Weak Hit has slight decrease in damage

Forward Air

  • New animation inspired by modern Mario Forward Air

Back Air

  • Decreased Knockback
  • Alternate launch angle
  • Less end lag

Up Air

  • Alternate launch angle
  • Slightly decreased damage

Down Air

  • New animation based on Smash Ultimate Down Air

Neutral Special

  • New Pill Graphic that randomly switch between two colors of pills
  • Increased Knockback
  • Increased Damage
  • Slower Speed
  • Increased Bounce
  • Fast-Falling

Down Special

  • Hits opponents horizontally
  • Increase knockback significantly on final hitbox
  • Improved suction, granting the ability to continue upward momentum and still harm opponents
  • Initial frames grant light armor

Up Special

  • Move is now a single hit, with a strong initial hitbox and weak hitbox throughout the move
  • Initial hitbox size increased
  • Move no longer grants intangibility for initial frames
  • Increased startup

YOUNG Link

Attributes

  • Air Mobility decreased
  • Dash Speed decreased
  • Dash Deceleration decreased
  • Run Speed decreased

Up Special

  • Knockback Decreased
  • Landing Lag Increased
  • Air Resistance Decreased

Dash

  • This new dash attack should feel familiar to fans of Ocarina of Time

GANONDORF

Down Air

  • Decreased Knockback Growth
  • Slightly Increased Base Knockback

Other - 1P Name Added

Falco
- Adjusted jump heights
-Larger FSmash hitbox and more horizontal movement

STAGES

Stage Select now has a modified format that allows the user to scroll through pages
of additional stages. All original stages have been returned to Smash Remix and
many custom stages have been added.

  • Deku Tree
  • Battlefield
  • Ganon's Tower revised
  • First Destination
  • Warioware
  • Skyloft
  • Doctor Mario
  • Corneria City revised
  • Kalos
  • Smashland
  • Pokemon Stadium 2
  • All Unused Stages Added

SMASH REMIX - Falco Patch - EXPANSION PAK REQUIRED
Falco joins the fight in Smash Remix. Falco is a bit slower than Fox with higher jumps and a shorter up special. His reflector that notably hits opponents upwards, and he makes up for his lack of a powerful up smash or up aerial with a stronger back aerial and single hit spike down aerial. Perhaps the most notbale change of all is to Falco's neutral special, Phantasm. Falco will use this new special in lieu of his blaster, giving him new options for recoveries and a rewarding vertical hit on the ground. Along with Falco comes two new stages, Corneria City and Deku Tree, as well as a multitude of balance changes for Ganondorf and Young Link. See the patch notes below for more details.

Patch Notes

Corneria City
‘``
This new stage from sope takes place aboard the Pleiades in the skies above Corneria City. Currently replaces Peach’s Castle.
```

Ganon's Tower
` Blast lines adjusted. `

Falco (Changes from Fox)
‘``
Phantasm (Neutral Special) - This entirely new neutral special replaces Blaster and is heavily inspired by Falco’s SSBM incarnation.
Fire Bird (Up Special) - Reworked. Faster startup and increased base knockback, with reduced velocity and distance.
Reflector (Down Special) - Reworked. Launches at a vertical angle. Knockback growth implemented.
Grab - Slightly larger hitbox positioned closer to Falco's body.
Jab 1/2 - New SFX.
Dash Attack - Now launches at a more vertical angle.
Forward Tilt - Slightly increased base knockback (excluding lowest angle).
Up Tilt - New animation. Now resembles the up tilt used by Falco's SSBB incarnation.
Down Tilt - Reworked. Increased damage and knockback growth with a much smaller hitbox matching Falco's tail. New SFX.
Forward Smash - New animation. Now resembles the fsmash used by Falco's SSBM incarnation. Kills slightly earlier than Fox's forward smash.
Up Smash - Reworked. Decreased damage and knockback. Reduced ending lag.
Back Aerial - Reworked. Slower startup with increased damage and knockback. Reduced ending lag.
Up Aerial - Reworked. Smaller hitboxes on both hits. First hit has with increased damage and decreased knockback. Second hit launches at a more horizontal angle with decreased damage. New SFX.
Down Aerial - Reworked. Single hit spike with a strong and late hit.
Taunt - New animation. Now resembles the taunt used by Falco's SSBM incarnation.
Attributes - Falco is generally a bit slower and heavier than Fox, with increased jump heights.
` Young Link `
Up Special - Reworked. Hitboxes have been readjusted heavily. Looping hits are much farther apart and will "drag" opponents throughout the motion of the attack. Grounded up special now launches vertically on the final hit.
Forward Aerial - Reworked. Weaker attack with faster startup and reduced ending lag.
Back Aerial - Reworked. First hit is more diagonal and should connect more reliably. Second hit is weaker. Reduced ending lag.
Down Aerial - Spike hitbox is slightly smaller to allow for easier intentional non-spike hits.
` Ganondorf `
New Model - Ganondorf has a new 3D model and trident.
Up Special - New VFX. Slightly slower startup, armour on grounded up special startup.
Down Special - Slower startup, faster movement on ground down special. Reduced endlag when grounded down special ends in the air.
Up Tilt - New VFX. Slower startup, hitbox is larger, lasts twice as long, and has increased shield damage.
Forward Smash - Reworked. New VFX/SFX. Trident tip hitbox has retained its strength. Lower hitboxes have been nerfed.
Up Smash - Reworked/rebalanced. Trident tip hitbox has retained a lot of its strength. Lower hitboxes have been nerfed.
Down Aerial - Reworked. Slower startup and decreased duration with a much more powerful hit. Launches straight downwards.
Taunt - Updated animation. Ganondorf now spins at the beginning of his taunt.
```

SMASH REMIX - Ganon's Tower Patch -EXPANSION PAK REQUIRED
We've added a brand new stage in addition to making a few balancing changes to the new characters.

Ganon's Tower: New custom stage added over Hyrule with new music.

Ganon: UpSmash Knockback Scaling decreased considerably, Forward Smash Knockback Scaling decreased slightly,
Downsmash hitbox changed to connect on second hit with more frequency.

Young Link: Hilt graphical issue fixed, Up Special final hit base knockback reduced slightly.

General: Portraits for new characters now function properly, Tournament Settings now default

SMASH REMIX - YOUNG LINK PATCH -EXPANSION PAK REQUIRED
In addition to Ganondorf, Young Link joins the fight in Smash Remix. He comes as a much faster and aerial fighter in comparison to Link, with a slight decrease in knockback and damage. His most major change come in the form of his Up Special, which provides dramatically more recovery, allows Young Link to turn around, and is a multi-hit attack. See the patch notes below for more details.
If you are interested in contributing in any way, please join our discord (we need animators, hackers, and anyone else interested in working on this game). https://discord.gg/drt84wn
Download the New Release at either:
Github: https://github.com/JSsixtyfour/smashremix/releases
N64 Vault: http://n64vault.com/ssb-characters:smash-remix
For those interested in hacking, we now have a suite of tutorials for Smash 64 at N64 Vault.
Patch Notes
Young Link (Changes from Link)
• Up Special Move
- Multi-hit
- Up B Has a dramatic Increase in Vertical and Horizontal Recovery
- Up B permits a change in direction
• Down Aerial has spike hitbox on the top and sides of Young Link with a fire effect (akin to Melee)
• General increase in attack speed, especially for up and forward smash
• Faster running and walking
• Generally less knockback and damage for attacks
• Smaller size
• Bombs collision damage (different from explosion) causes fire effect on connect
• Modified back aerial’s first hit to allow for better double kick
• Down tilt launch angle change
• Down smash launch angle change
• Bombs have increased damage
• Boomerang has a slight decrease in initial damage and decrease in return damage
• Increased jump height
• Increase aerial speed and acceleration
• New Model
Ganondorf (Changes since 5/30 Tournament Edition Patch)
• New Down Smash animation and hitboxes with Trident
• New Up Smash animation and hitboxes with Trident
• New Forward Aerial animation
• New Taunt animation
• Increased knockback scaling for Forward Smash
• Improvements to model texturing shading
Smash Remix Team
Designer/Chief Hacker – JS
Lead Hacker – Fray
F3DEX2 Specialist – Elixer/Crooked Poe
Installation Specialist – Cennis91
Modelers
• Dshaynie (Young Link)
• MrPr1993
• Retro64
• Sope
Artists
• Sope
• Retro64
• Dshaynie
• Connor Rentz (Ganondorf Portrait)
• Colonel Birdstrong (Young Link Portrait)
Animators
• Coolguy
• Dshaynie
Consultants
• Madao
• DannySSB
• Subdrag
• Cyjorg
• Carnivorous
Playtesters
• Darkhorse
• Hanson933
• Stevie G
• Phreshguy
• Jam
• Hyper64
• Prof_wizard
• Strategism
• JODO

PREVIOUS VERSIONS:

Ganondorf Tournament Edition Update:

Ganondorf has received a variety of updates in this patch that was made in preparation for Houston Smash 64’s May tournament. Please see the patch notes for details:

This hack will be exhibited at Houston Smash 64s next tournament on Friday, May 31st 2019 at Eureka Heights Brewing Company: Event Page: https://www.facebook.com/events/31835… It will be streamed from the Houston Smash 64 Twitch Account: https://www.twitch.tv/houstonsmash64 starting at 6:45pm US Central Time.

If you are interested in getting involved with this mod and contributing, please contact me at either my e-mail: moc.oohay|46hsamsnotsuoh#moc.oohay|46hsamsnotsuoh or join the Smash Remix discord: https://discord.gg/ChpN332. We would love to find someone with animation, stage building or modeling experience, but we’ll take anyone who’s willing to help in any way!

Download

The mod can be downloaded at either:

Github: https://github.com/JSsixtyfour/smashremix/releases

N64 Vault: http://n64vault.com/ssb-characters:smash-remix

Tutorials are available at N64 Vault and I will be producing more tutorials based on my work.

Patch Notes:

· Trident Forward Smash inspired by Smash Ultimate Sword Ganondorf and Phantom Ganondorf’s Trident

· Super Armored Warlock Punch Nerfed

- Slowed speed to 90%

- Tighter window for super armor (starts 5 frames in and ends immediately as hitboxes end)

- New Effect

· Electrical Effects added to different moves

- Warlock Punch

- Dark Dive

- Neutral Attack

· Move Speed Animation Fixed

· Short Hop Nerf

· Slight knockback and damage increase to uptilt

· Victory Logo Added

· Aerial Wizard’s Foot now spikes

· New Wizard’s Foot coloring

· Neutral Air has been replaced with Captain Falcon’s forward air and has altered properties

· Dair knockback and damage decreased

· Neutral A Buffed

- increased damage

- fixed hitbox missing issue

- increased speed

· Fixed grab hitbox missing issue

· Sound Effect fixes

Known Issues

· Lack of Team Costumes/Alternate Costumes

· Unable to have correct texture clamping on model

· No updates to 1P Mode, Intro, or Character Bio

· Slight Model Issues with low poly model

Original Version Notes:

Smash Remix: A Super Smash Bros 64 Character Mod
This is a new mod of the Super Smash Bros. 64. Ganondorf is a brand-new character, replacing Captain Falcon. He is modeled after his various iterations in the other Smash Bros games in the series, but functions uniquely from them. Ganondorf has a litany of changes from Captain, please see the summary of changes below. As a tournament operator and semi-competitive player, my goal is for Ganondorf to be a balanced member of the cast (although my success in this endeavor is up to the player).
The plan is to continue to create new characters and potentially add characters instead of being forced to replace current characters on the roster.
This hack will be exhibited at Houston Smash 64s next tournament on Friday, May 31st 2019 at Eureka Heights Brewing Company: Event Page Here https://www.facebook.com/events/318359255506054/
If you are interested in getting involved with this mod and contributing, please contact me at either my e-mail: moc.oohay|46hsamsnotsuoh#moc.oohay|46hsamsnotsuoh or discord: The_Smashfather#2681
The mod can be downloaded at:
Github: https://github.com/JSsixtyfour/smashremix
I will be producing tutorials based on my work soon.
Features/Changes from Captain Falcon
• Ganondorf Model Replaces Captain Falcon
• Brand New Menu Graphics
• Hitbox, knockback, effect, and other changes to various moves (General increase in power)
• New sound effects for Ganondorf
• New Forward Aerial Punch
• Super Armored Warlock Punch
• Electrical Effects added to different moves
• Move speed altered to reflect Ganondorf’s slower attacks
• Electric Jab Strike instead of Falcon chain neutral A
• Increased Size
• Increased Weight
• Decreased Speed
• Increased Floatiness
• New Up Tilt functionality
• Decreased Jump Height
• Console compatible – Expansion Ram Required
Known Issues
• Lack of Team Costumes/Alternate Costumes
• Unable to have correct texture clamping on model
• Victory Graphics unchanged from Falcon
• Victory letters for name unchanged
• No updates to 1P Mode, Intro, or Character Bio
DESIGNER/HACKER
JS (Me)
CONTRIBUTORS
Chief Consultant – Fray
F3DEX2 Consultant – Elixer/CrookedPoe
Consultant – Madao
Ganondorf Portrait Artist – Connor Rentz - see his artwork here: https://www.deviantart.com/connorrentz
GAME TESTERS
phreshguy
Strategism
JODO
Blake
SPECIAL THANKS
Fray: Most of my work is a retread of what he once started or gave considerable advice on. This hack could not have happened without him. Thank you!
Snooplax: Without his tutorial on the GEEditor, I would have never got into hacking and began this hack. Thanks!
Cyjorg: I used a lot of the code from his 19xx hack as reference for some of my assembly code. Thanks so much for doing your work open source, it’s vital to newbies like me!
Carnivorous/Subdrag: The GEEditor was what got me into hacking Smash 64 and I utilized it for the sound effects and some of the menu graphics. Thanks for your awesome work on the editor!

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Manufactory v1.2
Manufactory
Image Unavailable
screenshot

Author: Zka


Date: November 4th, 2018


Category: GE Solo Levels


Level: Manufactory


Expansion Pak: Yes


Date: November 4th, 2018
Edited: May 10th, 2020 (by Wreck)

Description:

Here's my newest custom geometry GE level, replacing Archives.

Primary objectives:

a) Locate secret office
b) Find audio tape
c) Disrupt all surveillance equipment
d) Retrieve data from console
e) Obtain remote mines
f) Destroy gas tanks

(Yes, I know that the glass doors where the remote mines are at are weird but
couldn't do much about it.)

Special thanks to:

Carnivorous & Zoinkity
For the Footsteps patch and expansion patch.

Wreck & Rare
For the dataDyne couch, spike plant,
wooden door with metal strip,
and fire extinguisher props.

Crashoveride & Rare
For the CMP150 Gun Model template.

Crashoveride & Eurocom
For the P2K Gun Model template.

Crashoveride & Valve
For the CV-47 Gun Model template.

Johnny Thunder
For the DY357 PD Gun Model template.

Crashoveride
For the greyscale images.

Loofadawg
Helping & Testing

Pheonarx
Clipping, & Testing

Coockie
Testing

EntropicDecay Gaming
For the amazing YouTube vid's!

~ Zka

Edit notes v1.2…
Updated outro related action blocks, crashed console.
Disabled clouds from sky.

Edit notes v1.1…
Deleted leftover object at bad pad, crashed console.
Moved bad pad to a valid position.
Changed enter main area into locate secret office.
Cut out escape the facility objective.
Replaced outro scene action blocks.
Added level fadeout even if not finished objectives.
Corrected alignment of portals with geometry.
Modified keycard bitflags and sizing.
Removed upper line renames from watch.
Deleted unused rename entry.
Changed all glassware to be 2A Glass type.
Removed collisions from glassware.
Increased size of glass cups.
Fixed glass cup to be on wooden table.
Lowered health on all glassware.
Changed officer cap on table size and bitflags.
Updated books on table.
Changed mine pickup models to remote mines.
Repositioned mines on table.
Edited bitflags on mines and CMP on table.
Removed collisions from audio tape.
Shrank desk lamps, removed in air flag from one.
Decreased size of metal crates a bit.
Allowed shoot through of mesh gates.
Made plants indestructible.
Replaced containment door model with fixed version.
Removed force collisions and fall to ground from doors.
Linked a missing paired door.
Adjusted door thickness and alignments.
Removed sound from second of each paired door.
Made glass mine doors always swing outward.
Converted fake glass doors to 03 standard type.
Made locked doors use one-way locks.
Certain doors now use move past frame.
Added behind door visible to two paired door sets.
Fixed intro camera level name.
Gave new level name in menu folders.
Cleaned up a bit of the briefing text.
Altered small parts of various other text.
Added a period to each picked up line.
Changed some "a" vs "an" for weapon pickups.
Added missing asterisk to magnum name in watch.
Corrected custom weapon watch name info.
Added a period to each weapon picked up line.
Lowered memory allocations.

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Mickey's Speedway USA Levels
Super Smash Bros Levels

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Extinction v1.1
Image Unavailable
Nice!

Author: Zka


Date: 17/11/2018


Category: GE Solo Levels


Level: Streets


Expansion Pak: Yes


Level name: Extinction
Author: Zka
Date: November 17th, 2018
Edited: May 13th, 2020 (by Wreck)
Replaces: Streets
Description: Here's my next GE level, following the story.

Special thanks to:

Carnivorous/Zoinkity
For the Footsteps/Expansion patch

Crashoveride
For the greyscale image and testing

Loofadawg
For testing

~ Thanks for playing!

Edit notes v1.1…
-updated skyblock data (caused issues on console)
-added check if jammers not destroyed can't use radios
-added fail checks if keyboard/computer destroyed
-modified radio destruction tests
-fixed helicopter collisions and tilted angle
-updated spawned guards actions
-changed spawned guards to when picked up gate key
-stopped spawned guards once enter building
-reactivated spawned guards when alarm is triggered
-made all metal crates indestructible (a couple weren't)
-made fake shutter door invincible
-added fall to floor on each desk lamp
-shrunk desk lamps a bit
-deleted middle monitor from table (would not show)
-deleted middle lamp from table
-tweaked book flags
-edited hat on desk flags
-altered door flags
-removed paired door sounds
-set one-way locks on locked doors
-made swinging doors swing away from user
-edited flags on keys
-increased size of one bolt key
-tweaked flags on secret gun pickup
-changed flags on secret ammo pickup
-corrected ammo type on secret ammo pickup
-allowed player to use dual wielded weapon pair
-edited monitor objects flags
-changed an armour model to match amount given
-updated an armour to also not be in 007 difficulty
-deleted empty path set 01
-shifted mesh gate door to center of frame
-moved certain path pads away from swinging doors
-removed upper watch lines from renames
-added punctuation to picked up lines
-set proper level watch name format
-edited some of the level briefing and other text

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Prison (Zka) v1.1
Screenshot
Image Unavailable

Author: ZKA


Date: December 1st, 2018


Category: GE Solo Missions


Level: Depot


Expansion Pak: Yes


Level name: Prison
Author: Zka
Date: December 1st, 2018
Edited: May 12th, 2020 (by Wreck)
Description: Here's my next level in the series, replacing Depot.
Objectives:

a) Escape from your cell
b) Interrupt server data
c) Destroy generator
d) Photograph weaponry
e) Disrupt surveillance equipment & escape

Special thanks to:

Pavarini/Zoinkity, for the footsteps/expansion patch.

Johnny Thunder, for the bed model prop.

Wreck, for the metal crate model props.

Crashoveride, for the greyscale image.

To anyone who wants to make or wants to attempt making brand new custom geometry levels,
the programs i used are:

SketchUp Make
Goldeneye Setup Editor
Blender

~ Thanks for playing and stay tuned for the upcoming missions!

Edit notes v1.1…
-modified skyblock (had issues on console)
-corrected right side paired door to show on console
-updated briefing to match agent objectives
-fixed up console action block to show fail message
-edited door flags
-removed paired door sounds
-set one-way locks on locked doors
-allowed player to dual wield paired weapon set
-tweaked key flags
-prevented certain hung monitors from dropping to floor
-updated some monitor screens to start at 0x16 screen (aztec series)
-made one missile rack set invincible (to match rest of weaponry)
-disabled collisions from body armour
-increased size of armour
-removed empty intro block ammo
-removed upper watch lines from renames
-added punctuation to end of picked up lines
-renamed radiator as generator
-edited certain briefing text

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Mickey's Speedway USA Levels
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A Level Too High v1.1
Image Unavailable

Author: ZKA


Date: June 2nd, 2020


Category: GE Solo Levels


Expansion Pak: Yes


Name: A Level Too High
Author: ZKA
Date: June 2nd, 2020
Edited: August 9th, 2020 (by Wreck)

Next level following the Janus storyline. A direct sequel to Outpost, Bond has infiltrated the outpost facility and must now follow instructions by MI6. What seems to be a weapons manufacturing complex, but also a facility that holds chemical gas, is believed to be a hideout for Janus. Q believes that there is another level underneath the facility where Alec Trevelyan and Xenia Onatopp are located. To confront and stop Trevelyan, Bond must find out how to get to that underground level. Bond thought he got Trevelyan where he wants him, but it seems he is a level too high.


Special thanks to)

Ryan Dwyer, for helping with the gas animation action block I used for the guards.

Coockie1173, help with a camera issue and mission picture

Loofadawg, for testing on real hardware


Edit notes v1-1…

-deleted leftover broken safe item types
-edited clipping around bottling tank ramp base
-changed helpful guard model
-redid guard conversation block
-added death check if before given keycard
-replaced crate guards action block
-modified door bitflags
-reset some door sizes to 0100
-adjusted door pad sizing and positions
-set locked door to use one-way lock
-edited bitflags on keycard
-deleted extra gun and hat on a guard
-changed body armour vest model to full version
-optimized objective A fail checks
-redid checks for objective A completion method
-added fail message for door lock console destruction
-simplified guard gas block
-gas guards set invincible, fade out after one minute
-added action blocks to disable upper cameras when lower
-moved one guard in locked room away from consoles
-shifted AI path network pads away from swinging doors
-added a missing AI path network connection
-raised camera target pads
-updated dual Klobb path walkers and their action blocks
-changed guard ID 23's action block (was 0009 alarm)
-modified console user guard action block
-thickened and shifted blast door
-decreased size of metal crates slightly
-removed unused action blocks 040E and 0413
-deleted action block to send all guards on alarm
-made unlocked override screens green (no pulse)
-modified top floor guards to activate on Bond elevation test
-altered path 06 and action block for it
-changed how path 02 loops
-gave some guards chance for grenade throws
-redid window glass
-tweaked sizing and positioning of top room machinery
-shrunk down vehicles
-removed fall to ground flag from some in air objects
-updated keycard rename
-set new stage title in watch
-changed objective to disable security cameras
-included unused find entrance objective
-modified some text and briefings


Thanks for playing!

~ZKA
May 29th, 2020

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Chimp Caverns v1.2
Image Unavailable

Author: Sarah ML


Date: May 2nd, 2019


Category: GE Levels


Level: Caverns


Description:


Title : Chimp Caverns
Author : Sarah ML
Email Address : moc.liamtoh|tsaLraMS#moc.liamtoh|tsaLraMS
Date Completed : 05/02/2019
Edited : 05/10/2020 (by Wreck)
Replaces Level : Caverns

A level to learn the workflow from the editor and the footsteps patch.
I'm quite hapy with how it turned out! Works on console!

Special thanks to:
My lovely programmer boyfriend helping me out with the action blocks (he's a programmer <3)
Subdrag for creating the editor
You right there, for reading this <3

Edit notes v1-2…
Updated outro action block, crashed console randomly.
Reset level scale to original.

Edit notes v1-1…
Replaced first-person transition cam, crashed console.
Added fail check for plastique misplacement.
Added completion message for plastique.
Activated and repositioned drone gun.
Amped up explosions during outro scene.
Shortened outro only slightly.
Also assigned a single DD44 to player.
Made lab table indestructible.
Edited guard dialogue alignment.
Gave intro camera proper level name.
Renamed mission location as Nigeria in folder.
Set objective names in watch.
Updated Q to not mention mines.
Cleaned up some briefing and other text.

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Research Bunker v1.1
Image Unavailable

Author: Terrell


Date: November 26, 2019


Category: GE Solo Levels


Level: Bunker 1


Description:


Level name: Research Bunker
Author: Terrell
Date: November 26th, 2019
Edited: May 10th, 2020 (by Wreck)
Description: 1st Goldeneye level
Replaces: Bunker 1

This is my first level that I create using
the setup editor. I hope you guys enjoy playing it.

Mission objectives:
Disrupt all surveillance cameras
Disable computer network
Retrieve plans
Locate and exit the bunker

Thanks to the N64Vault discord server.

Edit notes v1.1…
-converted pink test tube to standard type (crashed console on destruction)
-corrected plans to be proper item within safe
-reset level to original scale
-edited key flags
-increased safe key size
-modified safe door operation data
-adjusted locks and added one-way locks on locked doors
-changed book flags
-edited glassware flags
-removed duplicate pickup objective
-modified dual wield weapons technique
-lengthened network disable time to two seconds
-put in a sound effect when using console
-added check if console destroyed before finishing use to stop process
-included check if network disabled prior to console destruction not to fail
-added rename for floppy disk
-updated watch level name format
-made minor background briefing edit
-swapped M and Q briefings around
-changed network objective name
-unlocked all missions and cheats on new files

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Snowy Mountain v1.1
Image Unavailable

Author: Terrell


Date: April 21, 2020


Category: GE Solo Levels


Level: Surface 1


Description:


Level name: Snowy Mountain
Author: Terrell
Date: April 21st, 2020
Edited: May 9th, 2020 (by Wreck)
Description: 3rd Goldeneye level
Replaces: Surface 1

Mission objectives:
Gather documents
Destroy master control consoles
Locate audio tape
Photograph blueprints
Download data on mainframe

Thanks for playing.

Edit notes v1.1…
-adjusted spawned guards start pads and flags (may have crashed console)
-reset original level scale (ventilation tower portal issue)
-set one-way locks on gate doors
-set one-way lock on shutter at mainframe building
-made shutter use door moves past frame setting
-fixed ventilation tower grating
-locked the bunker entrance door
-edited custom door flags
-removed paired door sounds
-redid dual wielded weapons technique
-modified key flags
-increased size of gate key
-tweaked blueprints flags and position from wall
-changed audio tape flags
-edited document flags
-changed books flags
-made all metal crates indestructible (two were not)
-shrunk the bigger desk lamp down to match other one
-corrected Pad 0F1 clipping tile reference (Rare mistake)
-added drone gun sight blocker above entrance (was shooting through wall)
-included check if downloaded data before blowing up mainframe to not fail
-added check if mainframe destroyed before download complete to stop download
-set proper watch level name format
-unlocked all cheats on new files

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Storage Complex v1.1
Image Unavailable

Author: Terrell


Date: April 3, 2020


Category: GE Solo Levels


Level: Aztec


Description:


Level name: Storage Complex
Author: Terrell
Date: April 3rd, 2020
Edited: May 8th, 2020 (by Wreck)
Description: 2nd Goldeneye level
Replaces: Aztec

Mission objectives:
Disrupt all surveillance equipment
Collect evidence
Steal building plans
Photograph massive weapons

Good luck and have fun.

Edit notes v1.1…
-changed pink test tube to standard type (crashed console on destruction)
-tweaked key flags
-updated beaker flags
-changed book flags
-edited evidence flags
-tweaked building plans flags and position
-removed unused bug ammo
-changed big wall monitors/screens flags
-converted wall screen type and shifted out from wall
-fixed mainframe doors linking
-added one-way lock on locked door
-set boardroom table flags to prevent AI from using
-updated watch level name format
-edited Q Branch briefing slightly
-unlocked all missions and cheats on new files

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GoldenEye 007 - Tournament Edition v1.04
GoldenEye 007 - Tournament Edition
Image Unavailable
Optimized Multiplayer Mod

Author: Wreck


Date: March 15th, 2020


Category: Multi Levels


Level: Multiple


Description:


GOLDENEYE 007 - TOURNAMENT EDITION:

Author: Wreck
Version: 1.04
Date: March 22nd, 2020

Previous Versions…
Version: 1.00
Date: May 2nd, 2019

Version: 1.01
Date: October 9th, 2019

Version: 1.02
Date: January 21st, 2020

Version: 1.03
Date: March 15th, 2020

Welcome to GoldenEye 007 - Tournament Edition. This mod is the combination of two things, which primarily focuses on the multiplayer portion of the game. The first being an attempt to help performance, by cutting down on how much is being drawn on screen at one time, as well as other changes that allow levels to load a bit more quickly. The second is a series of adjustments that either act as corrections, or ways to change the game up enough to even make veteran players not know everything. You will find more in-depth notes on what has been done below. There is also an alternate patch, which does all the same stuff as the first, but also gets rid of the background music. This may or may not actually have any impact on performance, though the idea of the less being processed the better applies here. The ultimate goal is to create a smoother experience for one of the greatest multiplayer games ever crafted.

Version 1.04 Notes…
Nothing new added, but some edits were made to the recent movement and extension of the memory allocations table (had a bad address change), as well as setting level ID 39's text "LxE" to use bank 00 instead of B4, which apparently shares a RAM position with something else.

Version 1.03 Notes…
A brand new cheat option has been included in this update; Mirror Multi Maps. You may already be able to guess what it does, but for further details, read on below.

Version 1.02 Notes…
Courtesy of Carnivorous, some new cheats have been added. The first disables anti-aliasing for the game, another turns level music off, and one more forces only the lo-res parts of character models to render. As a result of these new cheats, the list was extended from the previously increased 26, up to 28 total. You can read further down under "Other Adjustments" for more info on these changes.

Version 1.01 Notes…
Three somewhat minor updates in this release. The first is a correction to the ammo crate that was changed to a different pad in Egypt multi. Not a big change, but it is now as it was intended to be by Rare. Also, another recent discovery had me revisit the Temple multi map. It had to do with portals not being closed by doors. Lastly, a portal issue in Library has been fixed up. You can read further down under "Other Adjustments" for more info on these changes.

OPTIMIZATIONS:

Weapon optimization.
Every weapon has been combed over and edited with extreme care. All parts which can not be seen while equipped in first-person view, are no longer being drawn. This also includes the hand models that carry pistols, and even the watch detonator. As multiplayer mode does not allow you to dual-wield, portions of the right side were removed. If you are playing with All Guns in a mission level, you will see parts are not there on your left handed version (should it not be a mirrored copy).

Character model distances.
Most character models (not heads, however) include both a higher poly model and a lower poly version of different parts. Which one is currently rendered on screen depends on your distance from them. Some characters switch from closer range, while others can be a bit further away before noticing the change. Now everyone that uses this system is set at the shortest distance any GoldenEye character originally utilized. The transition between high and low poly models is less noticeable on console, as emulators have a much sharper image.

Bullet collision visuals.
When a bullet strikes a background surface, it produces multiple after effects (other than the obvious sparking and bullet hole). The first thing is shrapnel. Small pieces of debris fly out from the damaged area. Secondly, is a small fireball. And finally, there is a bit of smoke that rises up and out from the point of impact. Each of these effects pulls more resources, which can lead to slowdown - especially when using weapons with a high rate of fire. So for this mod, both the fireball and smoke have been removed, and the amount of shrapnel cut in half. It is a small price to pay for a helpful adjustment. Besides, in the heat of multiplayer battle, it is very easy to overlook these visuals entirely.

Explosions and Rocket / Grenade Launch smoke.
The amount of smoke clouding for all explosives and launched projectile weapons has been halved. This effect, especially when a player is in amongst it, can slow down gameplay. The amount of shrapnel for all explosions has also been reduced by fifty percent.

Bare handed.
All levels now use the "Jungle" Bond hand/cuff model. This is more of an aesthetic choice than a performance one, though quick editing of the models does use fewer polygons than before.

Unused pad data removed from all multi maps.
Each mission based multiplayer level had the entire set of mission pad positions within their setup files. Even the multi exclusive maps sometimes had a few extras left over. By cutting these out, the level will load more quickly. Certain maps will be more noticeable than others.

OTHER ADJUSTMENTS:

All multi maps unlocked on new file.
Every level will be available to play from the start of a new file. Also, each now allows the max of four players to participate in a match. However, there can be some issues, such as slow framerate or shared spawn points.

Extra Characters.
On top of every character being unlocked, you can now play as alternate versions of certain cast members. Both Natalya's appearance in the Cuba missions (at her corrected scale), as well as Trevelyan's initial look in the Facility, are available. As well, there are four more costumes for 007 himself; his spiffy blue suit, Q approved sneaking suit for covert operations, an insulated grey parka for use in colder environments, and comfortable jungle fatigues for when things start to heat up.

Spawn point ordering.
Many of you may already know that GoldenEye doesn't really choose your next spawn point at random. Each level has a list, and the game will continue down that list with each death, unless another player is within too close of proximity to that pad. When that happens, it will skip to the one after that. This reordering of spawns is to help prevent veteran players who remember these patterns from knowing exactly where their opponent will appear next, thus no longer making them a vulnerable target. It does NOT change the original positions, but in which order they are used.

Flag Tag locations.
Normally, the flag appears at one default position for every level in multiplayer. Whoever is fortunate enough to spawn nearest it, will undoubtedly run straight to it to immediately earn some valuable ownership time. In the Tournament Edition, there are now four possible locations where the flag token could appear. Instead of it being purely based on luck, players will have to guess where it may be. This adds a bit of chance to the scenario. Thanks to Zoinkity, who first came up with this idea in a customized Temple multi.

Ammo crates and Flags moved.
In three levels, certain boxes of ammunition have been moved. Temple originally had three erroneously positioned crates, which ended up sharing the space with other boxes. If you shot at them, it would almost appear as though an extra crate would pop out. Using the leftover pads within the setup file (and Perfect Dark's version of Temple as a guide of sorts), these three have been placed at - what can only be assumed of as - their correct positions. As a very minor side effect, the original Flag Tag Token position was moved ever so slightly over. In Archives, two ammo boxes were stuck inside one another, down on the ground floor near the Golden Gun position. There was easily enough space next to them to allow for the separation. Also, Egypt had one crate placed way down in the flooded basement, when it should have been next to its partner ammo crate in the upper level. Simply tweaking the clipping tile value it was associated with placed it back up top. Lastly, it seems Rare may have paid less attention to where the Flag Tag Token went in the Library level. Instead of being at its own special place, it shares a spot with an ammo crate. It is now a few feet away, and no longer sitting inside the crate.

Silo X music track.
The original song that is played when the Silo mission is completed, and the outro cutscene is showing, did not loop. This track was also included as a random entry in multiplayer. After it reaches the end, there will be silence. SubDrag was able to modify the song to seemlessly loop, so it won't end abruptly during a match.

Bunker 2 cells.
It has always been a bit odd how the doors used on the two holding cells were not the same as the mission version. Rather than using the proper security bars, instead there were solid doors, like those in the later portion of Facility. This mod addresses that, and replaces them with the appropriate doors. You can also fire weapons and throw objects through them, as well.

Temple stone doors (v1.01).
Even though those large stone doors were setup to close the portals that connect the rooms between them, they did not. There were two issues causing this. The first was the model rotation. Because of how Rare was using these doors, it was actually showing the sides of the door as the front and back. It needed to be rotated 90 degrees to address this. Also, due to the thickness of the doors, they were still having trouble. So other than the one in the center of multiple ramps (which does not close any portals, anyway), the rest were reduced down to the depth of one floor tile. Temple already runs very well, but having portals close certainly can't hurt. Now you also shouldn't be able to blast an enemy through a closed door with a penetrating weapon. And maybe it's just me, but they do seem to open a little more easily, too.

Library portal fix (v1.01).
A very subtle issue with one of the floor grating portals has been dealt with. Visible only from the upper (Stack) area of the map and looking down into the basement, you could see the grey stone edging beneath the grate would go black from different angles. This had to do with where the portal was positioned. However, this is exactly how Rare setup the other similar areas, as well. The real issue was actually that the grey stone below the grating panel needed to belong to the upper room, and not the lower one. By simply stripping it out of one and placing it in the other, the portal no longer had any conflicts.

Watch inventory models.
As most weapons have been optimized, they looked rather unappealing inside the watch menu. They no longer show, nor do the rest of the games mission gadgets and collectible items. You can still tell what's what by their names.

Auto-Aim off by default.
Under the multiplayer options, it will begin with Sight ON, Auto-Aim OFF being selected. You can easily change this yourself in the menu.

AR33 fix in two weapon loadouts.
For both the Remote Mines and Timed Mines sets, the AR33 Assault Rifle now uses its correct weapon pickup model. The original game erroneously gave out KF7 Soviet prop model by mistake.

Same character selection.
If you have a favourite character, but someone else also wants to use them, you won't need to argue or flip a coin anymore. Up to four Siberian Special Forces members can be roaming the Basement all at once now.

No Body Armour cheat.
Taken from Zoinkity's Dr. No patch, this cheat will remove all instances of body armour throughout the game while activated. Not only will this prevent certain players from hogging up the extra protection in multiplayer, but it can add a little more challenge to missions that still include the odd armour even on 00 Agent difficulty. Once you turn the cheat off, the armours will appear as normal. There's no unlock required to use it.

No Radar cheat.
This cheat is now unlocked by default. So if you don't want the radar showing, you can disable it without needing to achieve the target time on Frigate.

Lo-Res Characters cheat (v1.02).
The majority of character bodies contain two versions of each body part (not including hands and feet) in their file. Which one is currently rendered depends on your distance from said character. What this cheat does, is forces just the lo-res models to show. While it doesn't make them look the greatest, it does reduce the number of polygons drawn on screen. If you don't care a lot about the players appearances, than this may just help performance, especially in closer range. No unlocking necessary. Note: this also affects any other model in the game that contains a lower poly version, such as the bookshelf in Archives, as well as the rocket.

No Music cheat (v1.02).
If you want to play without the level music, than this cheat is for you. Standard music tracks have been replaced with a silent entry (track 0x14), but menu folders, the watch menu, end of MP match screen, and any mission X track, will play as normal. You'll also still hear the death theme play, so you'll know exactly when someone has been killed. Play your favourite songs in the background to create your own soundtrack. Ready for use at any time. Note: if you want ALL music (not including folders) to be muted, go into your watch menu and slide the music volume bar down to zero.

No Anti-Aliasing cheat (v1.02).
Anti-Aliasing is a process that helps blend edges together, in an effort to look less sharp and pixelated. By disabling it, the game will take on a different appearance, almost more similar to original PlayStation games. However, it can also help to improve performance. It may take some time to get used to, and it's really something that will be up to the player to decide whether they like or not. This is accessible by default.

Mirror Multi Maps cheat (v1.03).
By activating this cheat, you will be able to play all of the eleven multiplayer maps as mirrored versions of themselves. Where you used to turn left, now you turn right. It's just like the fun bonus feature utilized in many popular racing games. So if you think you know GoldenEye's levels inside and out, give this a try. Always unlocked.

Line Mode cheat.
Since No Radar is now available automatically, one of the best known unused cheats - Line Mode - is now unlocked when completing Frigate within the target time. Known in some other games as "Pen and Ink Mode", it almost makes the game feel like an animated black and white comic book. The cheat list has also been extended to make room for the additional cheats, and shifted upward for a better look.

Laser cheat removed.
In order to make room within the cheats menu, the single Laser cheat was taken out. This one pretty much becomes useless after you unlock 2x Lasers, and even less so once All Guns is awarded.

Oddjob is on vacation.
Since it has basically become a rule that no one chooses Oddjob, he has been "removed" from the list. However, there IS still a way to play as him, though it will mean you really are a cheater if you manage to do so. Hint: it might have to do with the very first button code ever discovered for the game…

BUG NOTES:

If you are playing on a new file, which hasn't had any of the missions completed yet, there is an issue using cheats. Should you turn on any of the unlocked cheats (no armour, no radar, etc), you will notice that every level is blacked out. However, if you try clicking on any of them, it will somehow allow you access to the Silo. This is the only mission you can play, unless you begin completing the campaign properly.

In Archives, it is possible for two or more players to spawn at the same position at the start of the level. This issue exists even in the original version of the level. It is caused by a player distance proximity test. Since this map is somewhat small, and comprised of two floors, it can often test that two spawn points are too close together. When this happens, it will shift down the list of spawn points to try and find another position. However, sometimes players end up sharing the same spawn point. If this happens, simply exit the level and try again… or just slap each other to death.

The Line Mode cheat has issues with certain emulators, which can result in the game being unplayable. Nothing to do with this mod, but the graphics plugins being used.

Not so much of a bug, but something to note. If you are planning to use anything that can affect the player field of view (either an emulator or a GameShark / Action Replay code), you will definitely notice where parts of weapons and hands are now absent. This includes the buttstocks on rifles, and even handles on many firearms. The edits were made and tested to appear unmodified by traditional playing conventions.

POSSIBLE FUTURE PLANS:

Optimization of knives, taser and sniper melee models.
Proper optimization of the watch laser / detonator model.
Further tweaking of the explosions and smoke.
Dam as default mission with cheats on new file.

CREDITS/THANKS:

Wreck: For the brunt of it.
SubDrag: For the creation and maintenance of the GoldenEye Editor, and Silo X track looped version.
Zoinkity: For select same character, Dr. No cheat (no body armour) setup, and original random tag placement action block design.
Carnivorous: For updating and maintenance of the GoldenEye Editor, the No Anti-Aliasing, No Music, and Lo-Res Characters cheats, and helping with the Mirror Multi Maps cheat.
N64 Vault: For making sure the legacy of GoldenEye modding keeps growing.
You: For still caring about this game enough to download the mod.

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