Mario Kart Wii: The History of the Ultra Shortcut [video]
youtube.com
youtube.com
Summoning Salt video about the overall history of SMW speedruns: https://www.youtube.com/watch?v=USBboeK7oDA
Detailed explanation of how the credits warp exploit works: https://www.youtube.com/watch?v=vAHXK2wut_I
https://arstechnica.com/gaming/2016/01/how-a-game-playing-ro...
Particularly if you spent weeks making it and people have spent years playing with it?
Then how does it feel if millions of people play?
Game developers are kind of cut out of the story. It would be nice to have their take on the story, to hear what they have been creating whilst others have merely played.
I even had a very brief conversation with him on Instagram after posting a Doom-related photo which was very cool considering he was one of my childhood heroes.
Because I would pay cash money for that info.
The Waluigi Stadium one is quite easy, requiring you to ramp off of a while at the right angle getting you high enough to enter the OOB zone for a later part of the track.
The Bowser's Castle OOB requires you to be hit with a blue shell right after the finish line, so it can't be used in time trials. The world record manages to get hit twice, and it's pretty nuts[1].
Further, no programmer makes perfect decisions all the time. The system they used wasn't that overcomplicated and is similar to many racing games. The description in the video makes it sound slightly more complicated than it really is.
The differentiating bug here is that they allow the player to go from key checkpoint 0 to the last key checkpoint without, at that point, decrementing the internal lap counter, instead decrementing that only when you pass backwards over the finish line.
What is gameplay if it's not mechanics?
Mechanics are "when I jump, I get X feet off the ground", "I accellerate at Y feet per second" etc.
Gameplay is "I want to run and jump on to that block".