Recently Updated/Changed Pages
Surface Infiltration v1.1
Image Unavailable

Author: Rey

Date: October 25, 2014

Category: Solo Levels

Level: Surface 1


Name: Surface Infiltration
Author: Rey
Date: October 25th, 2014
Edited: January 31st, 2020 (by Wreck)
Replaces: Surface 1
Description: Continue Rolland's saga in Surface Infiltration.

Edit notes v1.1…
Removed collisions from keycards, held one crashed console.
Modified bug computer objective and its related props.
Added failure check if bug placed incorrectly.
Fixed grating at ventilation tower.
Shortened guard visible trigger distance.
Adjusted intro camera text data.
Added missing backup power controller to objective.
Deleted duplicates in objectives.
Included proper level name in watch.
Removed empty text entries from end of file.
Edited bitflags on drone gun.
Moved map on wall out a bit further (flickered console).
Made map indestructible.
Made some locked doors use one-way locks.
Removed collisions from ammo magazine pickup.
Converted beret on desk to standard type.
Edited beret size and bitflags.
Removed paired door sound.
Rounded down guard armour.
Wrote new level name in menu folder.
Cleaned up briefing.
Added renames to each pickup item.
Increased texture memory.


No files attached to this page.


Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

bump - ge-levels -
Sewers v1.1
Image Unavailable

Author: Rey

Date: April 23, 2012

Category: Solo Levels

Level: Dam


Level: Sewers
Author: Rey
Date: April 23rd, 2012
Edited: January 31st, 2020 (by Wreck)
Replaces: Dam
Description: Sewers level in the Dam tunnels.

Edit notes v1.1…
Blueprint collisions removed, crashed console when dropped.
Added level name to intro cameras.
Added Rename for lab map pickup.
Included proper level name in watch menu.
Renamed mission in level select menu.
Made first objective text use two lines.
Removed duplicate collection entries for first objective.
Removed duplicate destruction entries for second objective.
Corrected second objective difficulty in folder briefing.
Increased size of body armour.
Reduced health and armour on General Zander.
Lowered Zander's accuracy a bit.
Reduced health on female scientist.
Rounded down female scientist's accuracy to nearest zero.
Shifted start point slightly away from wall.
Increased texture memory for level.
Disabled special cinema only sky block.
Cleaned up briefing.


No files attached to this page.


Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

bump - ge-levels -
Hill Base v1.1
Image Unavailable

Author: Coockie1173

Date: March 3, 2018

Category: Solo Levels

Level: Facility


GE 007 - Hill Base
Dev - Coockie1173
Version 1.1
Level: Facility
Date: March 3rd, 2018
Edited: February 1st, 2020 (by Wreck)

Installation: Patch the XDelta file to a fresh GoldenEye ROM

Helping hands:
Carnivorous (testing)
Dark0/tomislav (testing)
Johnny Thunder (testing)
ZKA (testing)

Time taken to make level: No clue
Tools: GoldenEye Setup Editor

Other information:
Developer note: Quick little mission, enjoy.

Discord: Coockie1173#8187
Mail: moc.liamg|dxbimorfyrrag#moc.liamg|dxbimorfyrrag

Any problems with the map or things I should correct, contact me.

Edit notes v1.1…
Changes made with ICBM rocket to mostly avoid console crashing.
Added check for remote mine ammo to fail objective.
Gave intro camera proper level name.
Changed "bomb" to "mine" for objective description.
Corrected M briefing to mention mine instead of plastique.
Cleaned up briefing and some other text.

Crashing note…
It is still possible to crash console after you prep the launch,
should you plant a mine on the ICBM with under one second left.
Otherwise, there should be no further issues.
Remember that even Aztec crashes with mines on the shuttle,
as this is a core game issue, and not the mod itself.


No files attached to this page.


Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

bump - ge-levels -
Defuse v1.1
Image Unavailable

Author: SubZero

Date: August 9, 2019

Category: GE-Levels

Level: Silo


Name: Defuse
Author: SubZero
Date: August 9th, 2019
Edited: January 30th, 2020 (by Wreck)
Replaces: Silo
Description: Second Goldeneye level, a sequel to Underground Cave.
a. Disable Missile Console #1
b. Disable Missile Console #2
c. Photograph heavy duty weapons
d. Obtain DAT / Blueprints
e. Steal Experimental Data (ED)
f. Escape in elevator

Good luck and thanks for playing!

Edit notes v1.1…
Removed collisions from a keycard, which crashed on console when dropped.
Included console destruction failure checks and text.
Moved console in third fuel room, to avoid instant guard destruction.
Can now dual wield dropped paired weapons.
Body armour model changed to full armour, to match given amount.
Renames edited to use lower watch line, not upper.
Changed level select name in folder.
Edited a line of dialog to fit on screen.
Added a period to end of each picked up line.


No files attached to this page.


Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels

bump - ge-levels -
Underground Base:slimwe v1.1
Image Unavailable

Author: slimwe

Date: August 29, 2019

Category: GE-Levels

Level: Bunker


Level: Underground Base
Author: slimwe
Date: August 29th, 2019
Edited: February 1st, 2020 (by Wreck)
Description: My first level.
Mission Objectives
a. Destroy security cameras
b. Obtain weapon briefcase
c. Upload data to main console
d. Collect shipping records
e. Defeat the boss

Have fun and enjoy it

Edit notes v1.1…
Removed collisions flag from keycard, which crashed console.
Included more checks to activate boss.
Boss goes to jog and attack once activated.
Boss stats have been rounded off.
Commandant health and armour rounded off.
Shifted start point away from door in behind.
Edited bitflags on new / custom doors.
Made doors to main control area one-way locks.
Removed sound from one of the new double doors.
Decreased size of metal crates a bit.
Adjusted sizing of custom door at glass room.
Made glass room door use go past frame flag.
Removed 0E interlink collectible objects entry.
Updated dual weapons held by guards so player can use pairs.
Disabled fall to floor flag from wall monitor screen.
Swapped M and Q briefings around.
Changed one "a" to "an" in background briefing.


No files attached to this page.


Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels

bump - ge-levels -
Storage Factory v1.1
Image Unavailable

Author: Slimwe

Date: September 10, 2019

Category: GE-Levels

Level: Bunker 2


Level: Storage Factory
Author: slimwe
Date: September 10th, 2019
Edited: February 1st, 2020 (by Wreck)
Replaces: Bunker 2
Description: My second Goldeneye level.
Mission Objectives
a. Disable all security equipment
b. Destroy data mainframes
c. Delete virus from computer
d. Obtain blueprints
e. Contact helicopter pilot
f. Initiate detonation of factory

There are security cameras around the factory and try not to destroy the gas bins, you don't want to get kill in there.
And also watch out for the guards outside of the bunker as you escape in the helicopter.

Good luck and have fun playing it.

Edit notes v1.1…
Removed collisions from keycard, which crashed console when dropped.
Replaced all jeeps, as previous ones were crashing console.
Included fail check if destroy self-destruct console before using.
Added a fifteen second remaining warning for detonation.
Destroying monitor or keyboard fails virus delete objective.
Changed screen animations for network computer.
Now player can use either of the two radios.
Shifted start point slightly left.
Decreased size of metal crates a bit.
Deleted duplicate collection entry from blueprint objective.
Fixed blueprints rename in watch.
Edited bitflags on new / custom doors.
Removed door sound from paired door.
Modified helipad exit hallway doors.
Fixed action block so exit hallway doors open whenever activate screen.
Made locked doors all use one-way locks.
Made exit hallway activation screen objects invincible.
Fixed Bunker 1 name in folders.
Swapped M and Q Branch lines around.
Removed extra asterisk from Magnum name (caused issue in inventory).
Corrected spelling of "security" in background briefing.
Corrected spelling of "initiate" in objective text.
Fixed up Q's mention of grenades.


No files attached to this page.


Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels

bump - ge-levels -
Missile Silo v1.1
Image Unavailable

Author: slimwe

Date: September 18, 2019

Category: GE-Levels

Level: Silo


Level: Missile Silo
Author: slimwe
Date: September 18th, 2019
Edited: February 1st, 2020 (by Wreck)
Replaces: Silo
Description: My third Goldeneye level.
Mission Objectives
a. Destroy all security cameras
b. Rescue hostages
c. Erase virus on main console
d. Collect documents
e. Escape through the elevator

Hope you enjoy playing the game

Edit notes v1.1…
Keycard collisions removed, crashed console when dropped.
Updated hostage save/fail specifics (save 3 agent, 4 secret up).
Added FC IDs for hostage pairings in guard blocks.
Fixed level location text during intro cameras.
Changed body armour models, to match amount given.
Removed fall to floor bitflag from big wall monitors.
Shifted start point away from railings a bit.
Fixed level name in watch.
Set the lower case text for watch briefings & objectives.
Swapped M and Q briefings around, with some carry over.
Cleaned up briefing, added map collection info.


No files attached to this page.


Go back to Goldeneye Levels

bump - ge-levels -
GoldenEye 007 - Tournament Edition v1.02
GoldenEye 007 - Tournament Edition
Image Unavailable
Optimized Multiplayer Mod

Author: Wreck

Date: January 21st, 2020

Category: Multi Levels

Level: Multiple



Author: Wreck
Version: 1.02
Date: January 21st, 2020

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

Version: 1.01
Date: October 9th, 2019

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 1.02 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.


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.


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 (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.

No Music (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.

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.

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.


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.


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.


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 continuing to maintain the GoldenEye Editor, the No Anti-Aliasing, No Music, and Lo-Res Characters cheats.
N64 Vault: For making sure the legacy of GoldenEye modding keeps growing.
You: For still caring about this game enough to download the mod.


No files attached to this page.


Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

bump - ge-multi-levels -
Smash Remix
Smash Remix
Image Unavailable

Author: Smash Remix Team

Date: December 25, 2019

Category: SSB-Characters

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


No files attached to this page.



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

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
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
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

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

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

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


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
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


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

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


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

Performance Improved
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

Music added
Blast Walls changed
Pokemon Stadium

Blast Walls changed
Teleport glitch fixed
Doctor Mario Stage

Platforms lowered
Music improved
Graphical fixes

New Music

Blast walls changed

Blast walls changed

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

Project Leader - The_Smashfather
Designer and Gameplay Developer - Fray
Programmer and UI Developer - Cyjorg
Developer – MarioReincarnate
Lead Artist - Sope!
Installation Specialist - Cennis91
Animator - Coolguy
Animation and Model Import Specialist - Subdrag

• Dshaynie
• MrPr1993
• Retro64
• Sope
• Likiji123
• Fray
• Sope!
• Retro64
• Connor Rentz
• Colonel Birdstrong
• Comjay
• Likiji123
• Pik
• Gael
• TT
• MyNewSoundtrack
• PablosCorner
• Sope
• Retro64
Stage Designers
• BridGurrr
• Comjay
• Plaehni
• Farcry15
• smb123w64gb
• Sope
• Fray
• Qapples
• Honey
• Smb123w64gb
• Madao
• DannySSB
• tehz
• Carnivorous
• CrookedPoe/Clockwise
• CrashOveride
• M-1
• Abnormal Adept
• Darkhorse
• hanson933
• IronAidan07
• majin_bukkake
• minymidge
• Stevie G
• Unbura
• Hyper64
• Dogs_Johnson
• emptyW
• Strategism
• phreshguy
• measTHEbeast
• Xrmy
• Q!
• Raychu
• Pluto
• The Yid
• Wololo
• wookiee-alex
• thelordoflight
• farcry15
• mimimax
• Pluto
• kyleglor
• BigRed
• Revan

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.



  • slower ground speed
  • faster aerial speed


  • increased damage
  • increased startup slightly


  • 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



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

Up Special

  • Knockback Decreased
  • Landing Lag Increased
  • Air Resistance Decreased


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


Down Air

  • Decreased Knockback Growth
  • Slightly Increased Base Knockback

Other - 1P Name Added

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


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

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.

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

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).
Download the New Release at either:
N64 Vault:
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
• Dshaynie (Young Link)
• MrPr1993
• Retro64
• Sope
• Sope
• Retro64
• Dshaynie
• Connor Rentz (Ganondorf Portrait)
• Colonel Birdstrong (Young Link Portrait)
• Coolguy
• Dshaynie
• Madao
• DannySSB
• Subdrag
• Cyjorg
• Carnivorous
• Darkhorse
• Hanson933
• Stevie G
• Phreshguy
• Jam
• Hyper64
• Prof_wizard
• Strategism


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:… It will be streamed from the Houston Smash 64 Twitch Account: 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: 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!


The mod can be downloaded at either:


N64 Vault:

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
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:
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
JS (Me)
Chief Consultant – Fray
F3DEX2 Consultant – Elixer/CrookedPoe
Consultant – Madao
Ganondorf Portrait Artist – Connor Rentz - see his artwork here:
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!


No files attached to this page.


SSB Main Page

bump - ssb-characters -
DKR Ocarina of Time 1.1
Image Unavailable

Author: Sixty Four

Date: September 8, 2018

Category: DKR Levels

Level: Various



Title : Diddy Kong Racing - Ocarina of Time
Date Completed : 9-8-18
Filename : DKR-OOT-64.xdelta
Replaces Level(s): Ancient Lake, Whale Bay, Everfrost Peak, Boulder Canyon
Author : Sixty Four
Email Address : moc.liamg|mekun46ekud#moc.liamg|mekun46ekud

Update 1.1 10-12-2019

Added Link as a racer, replaces TT
unlocked all tracks, vehicles, and characters
Plane does not work properly in the oot original tracks. It will work in the 1.2 tracks.
More touch ups to character select Link and other touch ups will come with 1.2 also.


Description : Four levels from the Legend of Zelda Ocarina of Time. Dodongo's Cavern Boss room, Lon Lon Ranch, Temple of Time (bonus track), and Graveyard (bonus track).
You can play these in tracks mode there located on the first level of each domain no unlocking needed to play. Or you can play on Adventure mode even.
The bonus tracks were very tough to form into races so bare with me.

Additional Credits : Mosky2000 for creating the music. SubDrag for making the DKR editor.

  • Play Information *

Race Type: : Standard
Adventure Mode : Yes
Tracks Mode : Yes
Silver Coin Challenge : Yes
New Sound : Yes Some sounds from Zelda OOT and level name sounds recorded by me. (I'll get better at sounds)
New Music : Yes - Mosky2000 Created
New Textures : Yes Zelda OOT textures
Vehicle(s) : Car/Hover/Plane (Plane cpu not working but you can try to explore with it. I have recently solved planes! S soon they will be in tracks.)
Emulator Compatible : Yes
N64 Compatible : Yes

  • Construction *

Base : Imported Models extracted from Zelda OOT using Lemmy's plug in.
Editor(s) used : Setup Editor and Blender
Known Bugs :

Important Notes : This is kind of a test hack. To test multiple levels. I learned a lot in this one. Hope you enjoy!

Installation : Apply a xdelta patch to the xdelta file and run the rom on your choice of software or N64 console.


No files attached to this page.


Feel free to edit this with navigation and backlinks
Diddy Kong Racing Levels

bump - dkr-levels -


Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels


Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License