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SM64 GBA
On 2025-08-19 at 03:46:44
Yeah, You thought this was never going to ever be possible because really, Super Mario 64, a 3D game, running on a console that was said to only be able to run 2D games, Yeah sure developers have proved that wrong in the past but THIS, takes it to a whole new level.
Joshua Barretto, the creator of SM64 Advance(thats what i call it) has created a port of Super Mario 64(mainly using the models from DS with changes to make it fit on a GBA cart) and im going to explain every step this port has gone over, The changes it went through, and more!
Part One: A Really Basic State.
This is where it begins, a tech demo of a triangle character exploring a very basic Castle Grounds that uses the SM64 Model. this version has its own set of problems, When a polygon gets too close to the camera it starts to warp for some reason and the character can be seen infront of the fence when its really behind it. But other than that, the trees and the sky are missing and there is no water and the other levels havent been implemented yet. thats all for part one.
Part Two: Mild Improvements
This one has a bit of improvements, He implemented a mario model and Bob-Omb Battlefield has been added. But other than that the problems from the first video havent been fixed yet. Thats all for part 2.
Part Three: Major Improvements
In this update we got, the Rasterisation is much faster thanks to a new texture mapper that squeezes texture mapping down to just a handful of instructions per pixel.
He has also worked on improving the mesh preprocessor and triangle setup code, further boosting efficiency on complex scenes.
Foyer has been added and Mario has colors and rotation abilities.
There is still problems, Most of it has already been said in part one but this new problem is that at times, Mario's arms arent even visible.
Previously, the game would struggle to hit 6-7 fps even in complex scenes, but now easily hits 12 fps in similar such scenes. Elsewhere, it's common to see framerates as high as 20 or even 30 fps. There's still work to be done, but it's inching closer and closer to running at playable speeds. thats all to say for part 3.
Part Four: Animations & More
Now theres animations but this version is basically the same but with smoother movement.
Part Five: Some Updates.
Meshes from Super Mario 64 DS are now used as a base
They are of much better quality, with fewer mesh cracks
Note the odd texturing. SM64 DS makes heavy use of UV mirroring, which I haven't added support for yet, he has optimised the rasteriser pipeline, using assembly code when the Rust compiler fails to do the right thing, As a result, most scenes now run between 15 fps and 30 fps, well within playable territory
'Swimming' textures are due to affine texture mapping, the GBA is too slow for perspective-correct mapping, The models have been simplified to improve performance, note the lack of stairs.
he hasnt implemented doors or state transitions yet, but these will be coming soon
The GBA is too slow for a z-buffer, so triangles are instead sorted by depth ('painter's algorithm'
Sadly, depth sorting is imperfect and can result in objects being drawn in the wrong order.
Thats all to say for part 5.
Part Six: Much Has Changed.
A Pause menu(With debug features of course) has been added along with Cool, Cool Mountain(probably other levels too) and mario's model was once again replaced. thats all to say for part 6
Part Seven: Major Additions
In this update, Stars have been added, along with the addition of doors, and a sky! Marios model was once again replaced and there is now a POWER meter. thats all for part 7.
Part Eight: Much More Was Added.
Here we finally have audio, In previous versions of the port everything was completely silent, But now we have sound effect like pario's pitterpatters and now we have Soundtrack from the game! Along with this update comes Polygon Subdivision. Subdividing polygons recursively splits the selected polygons into smaller polygons. A single subdivision increases the polygon count by a factor of four; Modo divides each quad polygon into four smaller polygons. Enough with the nerd stuff, we now have Characters such as Yoshi, Luigi, Wario, and larry. thats all i have to say for part 8.
Part Nine: The Real Good Stuff
Here in this update we got Sliding which The Princesses Secret Slide was added for, Next we got swimming, which was showcased in Jolly Roger Bay. and platforms that are never normally apart of the model which was showcased in Bob-Omb Battlefield. thats all i have to say for Part 9.
Part Ten: Jump To Hardware
Here we finally see the implementation of Enemies! With some improvements on Jolly Roger Bay's entrance room and for the first time, WE SEE IT RUNNING ON ACTUAL HARDWARE LIKE WHAT THE HECK! IT EVEN LOOKS BETTER ON A GBA SCREEN.
Extras:
Single Frame Render
So this is what the GBA is forced to do every millisecond of running this game.
Test Level
Skip to 20:48 in the video and you will find this test level with basic trees and a few areas, this test level is in some kind of grassy plains with a couple of hills and platforms. but thats just the entire level.
Conclusion:
This is honestly the best demake of a game i have ever seen and i hope this keeps on updating.
Joshua Barretto, the creator of SM64 Advance(thats what i call it) has created a port of Super Mario 64(mainly using the models from DS with changes to make it fit on a GBA cart) and im going to explain every step this port has gone over, The changes it went through, and more!
Part One: A Really Basic State.
This is where it begins, a tech demo of a triangle character exploring a very basic Castle Grounds that uses the SM64 Model. this version has its own set of problems, When a polygon gets too close to the camera it starts to warp for some reason and the character can be seen infront of the fence when its really behind it. But other than that, the trees and the sky are missing and there is no water and the other levels havent been implemented yet. thats all for part one.
Part Two: Mild Improvements
This one has a bit of improvements, He implemented a mario model and Bob-Omb Battlefield has been added. But other than that the problems from the first video havent been fixed yet. Thats all for part 2.
Part Three: Major Improvements
In this update we got, the Rasterisation is much faster thanks to a new texture mapper that squeezes texture mapping down to just a handful of instructions per pixel.
He has also worked on improving the mesh preprocessor and triangle setup code, further boosting efficiency on complex scenes.
Foyer has been added and Mario has colors and rotation abilities.
There is still problems, Most of it has already been said in part one but this new problem is that at times, Mario's arms arent even visible.
Previously, the game would struggle to hit 6-7 fps even in complex scenes, but now easily hits 12 fps in similar such scenes. Elsewhere, it's common to see framerates as high as 20 or even 30 fps. There's still work to be done, but it's inching closer and closer to running at playable speeds. thats all to say for part 3.
Part Four: Animations & More
Now theres animations but this version is basically the same but with smoother movement.
Part Five: Some Updates.
Meshes from Super Mario 64 DS are now used as a base
They are of much better quality, with fewer mesh cracks
Note the odd texturing. SM64 DS makes heavy use of UV mirroring, which I haven't added support for yet, he has optimised the rasteriser pipeline, using assembly code when the Rust compiler fails to do the right thing, As a result, most scenes now run between 15 fps and 30 fps, well within playable territory
'Swimming' textures are due to affine texture mapping, the GBA is too slow for perspective-correct mapping, The models have been simplified to improve performance, note the lack of stairs.
he hasnt implemented doors or state transitions yet, but these will be coming soon
The GBA is too slow for a z-buffer, so triangles are instead sorted by depth ('painter's algorithm'
Sadly, depth sorting is imperfect and can result in objects being drawn in the wrong order.
Thats all to say for part 5.
Part Six: Much Has Changed.
A Pause menu(With debug features of course) has been added along with Cool, Cool Mountain(probably other levels too) and mario's model was once again replaced. thats all to say for part 6
Part Seven: Major Additions
In this update, Stars have been added, along with the addition of doors, and a sky! Marios model was once again replaced and there is now a POWER meter. thats all for part 7.
Part Eight: Much More Was Added.
Here we finally have audio, In previous versions of the port everything was completely silent, But now we have sound effect like pario's pitterpatters and now we have Soundtrack from the game! Along with this update comes Polygon Subdivision. Subdividing polygons recursively splits the selected polygons into smaller polygons. A single subdivision increases the polygon count by a factor of four; Modo divides each quad polygon into four smaller polygons. Enough with the nerd stuff, we now have Characters such as Yoshi, Luigi, Wario, and larry. thats all i have to say for part 8.
Part Nine: The Real Good Stuff
Here in this update we got Sliding which The Princesses Secret Slide was added for, Next we got swimming, which was showcased in Jolly Roger Bay. and platforms that are never normally apart of the model which was showcased in Bob-Omb Battlefield. thats all i have to say for Part 9.
Part Ten: Jump To Hardware
Here we finally see the implementation of Enemies! With some improvements on Jolly Roger Bay's entrance room and for the first time, WE SEE IT RUNNING ON ACTUAL HARDWARE LIKE WHAT THE HECK! IT EVEN LOOKS BETTER ON A GBA SCREEN.
Extras:
Single Frame Render
So this is what the GBA is forced to do every millisecond of running this game.
Test Level
Skip to 20:48 in the video and you will find this test level with basic trees and a few areas, this test level is in some kind of grassy plains with a couple of hills and platforms. but thats just the entire level.
Conclusion:
This is honestly the best demake of a game i have ever seen and i hope this keeps on updating.
But there's too many level models for scaling to keep up with
have you ever heard of “lowering the polygon count on levels to keep playable fps”?

On 2025-08-18 at 20:25:19
Yeah, You thought this was never going to ever be possible because really, Super Mario 64, a 3D game, running on a console that was said to only be able to run 2D games, Yeah sure developers have proved that wrong in the past but THIS, takes it to a whole new level.
Joshua Barretto, the creator of SM64 Advance(thats what i call it) has created a port of Super Mario 64(mainly using the models from DS with changes to make it fit on a GBA cart) and im going to explain every step this port has gone over, The changes it went through, and more!
Part One: A Really Basic State.
This is where it begins, a tech demo of a triangle character exploring a very basic Castle Grounds that uses the SM64 Model. this version has its own set of problems, When a polygon gets too close to the camera it starts to warp for some reason and the character can be seen infront of the fence when its really behind it. But other than that, the trees and the sky are missing and there is no water and the other levels havent been implemented yet. thats all for part one.
Part Two: Mild Improvements
This one has a bit of improvements, He implemented a mario model and Bob-Omb Battlefield has been added. But other than that the problems from the first video havent been fixed yet. Thats all for part 2.
Part Three: Major Improvements
In this update we got, the Rasterisation is much faster thanks to a new texture mapper that squeezes texture mapping down to just a handful of instructions per pixel.
He has also worked on improving the mesh preprocessor and triangle setup code, further boosting efficiency on complex scenes.
Foyer has been added and Mario has colors and rotation abilities.
There is still problems, Most of it has already been said in part one but this new problem is that at times, Mario's arms arent even visible.
Previously, the game would struggle to hit 6-7 fps even in complex scenes, but now easily hits 12 fps in similar such scenes. Elsewhere, it's common to see framerates as high as 20 or even 30 fps. There's still work to be done, but it's inching closer and closer to running at playable speeds. thats all to say for part 3.
Part Four: Animations & More
Now theres animations but this version is basically the same but with smoother movement.
Part Five: Some Updates.
Meshes from Super Mario 64 DS are now used as a base
They are of much better quality, with fewer mesh cracks
Note the odd texturing. SM64 DS makes heavy use of UV mirroring, which I haven't added support for yet, he has optimised the rasteriser pipeline, using assembly code when the Rust compiler fails to do the right thing, As a result, most scenes now run between 15 fps and 30 fps, well within playable territory
'Swimming' textures are due to affine texture mapping, the GBA is too slow for perspective-correct mapping, The models have been simplified to improve performance, note the lack of stairs.
he hasnt implemented doors or state transitions yet, but these will be coming soon
The GBA is too slow for a z-buffer, so triangles are instead sorted by depth ('painter's algorithm'
Sadly, depth sorting is imperfect and can result in objects being drawn in the wrong order.
Thats all to say for part 5.
Part Six: Much Has Changed.
A Pause menu(With debug features of course) has been added along with Cool, Cool Mountain(probably other levels too) and mario's model was once again replaced. thats all to say for part 6
Part Seven: Major Additions
In this update, Stars have been added, along with the addition of doors, and a sky! Marios model was once again replaced and there is now a POWER meter. thats all for part 7.
Part Eight: Much More Was Added.
Here we finally have audio, In previous versions of the port everything was completely silent, But now we have sound effect like pario's pitterpatters and now we have Soundtrack from the game! Along with this update comes Polygon Subdivision. Subdividing polygons recursively splits the selected polygons into smaller polygons. A single subdivision increases the polygon count by a factor of four; Modo divides each quad polygon into four smaller polygons. Enough with the nerd stuff, we now have Characters such as Yoshi, Luigi, Wario, and larry. thats all i have to say for part 8.
Part Nine: The Real Good Stuff
Here in this update we got Sliding which The Princesses Secret Slide was added for, Next we got swimming, which was showcased in Jolly Roger Bay. and platforms that are never normally apart of the model which was showcased in Bob-Omb Battlefield. thats all i have to say for Part 9.
Part Ten: Jump To Hardware
Here we finally see the implementation of Enemies! With some improvements on Jolly Roger Bay's entrance room and for the first time, WE SEE IT RUNNING ON ACTUAL HARDWARE LIKE WHAT THE HECK! IT EVEN LOOKS BETTER ON A GBA SCREEN.
Extras:
Single Frame Render
So this is what the GBA is forced to do every millisecond of running this game.
Test Level
Skip to 20:48 in the video and you will find this test level with basic trees and a few areas, this test level is in some kind of grassy plains with a couple of hills and platforms. but thats just the entire level.
Conclusion:
This is honestly the best demake of a game i have ever seen and i hope this keeps on updating.
Joshua Barretto, the creator of SM64 Advance(thats what i call it) has created a port of Super Mario 64(mainly using the models from DS with changes to make it fit on a GBA cart) and im going to explain every step this port has gone over, The changes it went through, and more!
Part One: A Really Basic State.
This is where it begins, a tech demo of a triangle character exploring a very basic Castle Grounds that uses the SM64 Model. this version has its own set of problems, When a polygon gets too close to the camera it starts to warp for some reason and the character can be seen infront of the fence when its really behind it. But other than that, the trees and the sky are missing and there is no water and the other levels havent been implemented yet. thats all for part one.
Part Two: Mild Improvements
This one has a bit of improvements, He implemented a mario model and Bob-Omb Battlefield has been added. But other than that the problems from the first video havent been fixed yet. Thats all for part 2.
Part Three: Major Improvements
In this update we got, the Rasterisation is much faster thanks to a new texture mapper that squeezes texture mapping down to just a handful of instructions per pixel.
He has also worked on improving the mesh preprocessor and triangle setup code, further boosting efficiency on complex scenes.
Foyer has been added and Mario has colors and rotation abilities.
There is still problems, Most of it has already been said in part one but this new problem is that at times, Mario's arms arent even visible.
Previously, the game would struggle to hit 6-7 fps even in complex scenes, but now easily hits 12 fps in similar such scenes. Elsewhere, it's common to see framerates as high as 20 or even 30 fps. There's still work to be done, but it's inching closer and closer to running at playable speeds. thats all to say for part 3.
Part Four: Animations & More
Now theres animations but this version is basically the same but with smoother movement.
Part Five: Some Updates.
Meshes from Super Mario 64 DS are now used as a base
They are of much better quality, with fewer mesh cracks
Note the odd texturing. SM64 DS makes heavy use of UV mirroring, which I haven't added support for yet, he has optimised the rasteriser pipeline, using assembly code when the Rust compiler fails to do the right thing, As a result, most scenes now run between 15 fps and 30 fps, well within playable territory
'Swimming' textures are due to affine texture mapping, the GBA is too slow for perspective-correct mapping, The models have been simplified to improve performance, note the lack of stairs.
he hasnt implemented doors or state transitions yet, but these will be coming soon
The GBA is too slow for a z-buffer, so triangles are instead sorted by depth ('painter's algorithm'
Sadly, depth sorting is imperfect and can result in objects being drawn in the wrong order.
Thats all to say for part 5.
Part Six: Much Has Changed.
A Pause menu(With debug features of course) has been added along with Cool, Cool Mountain(probably other levels too) and mario's model was once again replaced. thats all to say for part 6
Part Seven: Major Additions
In this update, Stars have been added, along with the addition of doors, and a sky! Marios model was once again replaced and there is now a POWER meter. thats all for part 7.
Part Eight: Much More Was Added.
Here we finally have audio, In previous versions of the port everything was completely silent, But now we have sound effect like pario's pitterpatters and now we have Soundtrack from the game! Along with this update comes Polygon Subdivision. Subdividing polygons recursively splits the selected polygons into smaller polygons. A single subdivision increases the polygon count by a factor of four; Modo divides each quad polygon into four smaller polygons. Enough with the nerd stuff, we now have Characters such as Yoshi, Luigi, Wario, and larry. thats all i have to say for part 8.
Part Nine: The Real Good Stuff
Here in this update we got Sliding which The Princesses Secret Slide was added for, Next we got swimming, which was showcased in Jolly Roger Bay. and platforms that are never normally apart of the model which was showcased in Bob-Omb Battlefield. thats all i have to say for Part 9.
Part Ten: Jump To Hardware
Here we finally see the implementation of Enemies! With some improvements on Jolly Roger Bay's entrance room and for the first time, WE SEE IT RUNNING ON ACTUAL HARDWARE LIKE WHAT THE HECK! IT EVEN LOOKS BETTER ON A GBA SCREEN.
Extras:
Single Frame Render
So this is what the GBA is forced to do every millisecond of running this game.
Test Level
Skip to 20:48 in the video and you will find this test level with basic trees and a few areas, this test level is in some kind of grassy plains with a couple of hills and platforms. but thats just the entire level.
Conclusion:
This is honestly the best demake of a game i have ever seen and i hope this keeps on updating.

So I’ve created a monstrosity.
On 2025-07-08 at 01:50:43
It’s based off the switch 2
[SEASON 2 EPISODE 4] How to win a Race
On 2025-07-06 at 17:55:35
Mind if a make a fanfic that takes place in the how to win a race universe?


On 2025-07-06 at 00:26:38
Episode Finale: Farewell, We'll meet again
--------------------------------------------------------------------------------------------------------------------------------------
The MKPC are packing up in the locker room preparing for the Farewell Ceremony
Stella: It's so sad having to pack up! This was the best summer i've had in years!
Joshy: Yeah, But at least they will start again next month for the next season!
Sebastian: *packing his wii* Im gonna miss you guys!!
Yoshi: *runs crying dramticly* NOOOOOO
STOP MAKING ME CRY!!
Wait, aren't we doing a Ceremony soon?
ShyGuys: Yeah, that's why I packed early yesterday while y'all were all knocked out haha.
Jay: Same here, I have to go get the Ceremony ready
Joshy: Wait, aren't you like the main founder of this whole thingy?
Jay: Me? Oh no no no. Im just the leader for you guys, like im y'alls coach. The founder of this MKPC thing is Wargor.
Yoshi: Oh! I've heard of him before!
Jay: Yeah, so you guys have like 5 ranks. Unlicensed, Beginner, Intermediate, Expert, and Superstar. You guys are currently in unlicensed, but if you attend next month you guys will be an intermediate based on your level of skill.
Sebastian: Ohh.
Jay: Anyways i gotta go, cya later!
leaves
WorldRecord: Hah! I already know im in Superstar next month! I'm in the Global top 10!
Iam: Woah! That's impressing!
Limey: Same here! I'm in 7th place!
Stella: *runs to august giggling* Aw you hear that? Your boyfriend's in the top 10! haha!
August: Stop!!

Mimi: *walks in* The Farewell Ceremony is starting in a minute, please be ready!
Joshy: I'm already done!
ShyGuys: Same
Mimi: Alright! Follow me to the Gymnasium!
(Background music)
all the teams settle down
Jay: Welcome MKPC Racers! As you know it is your final day at MKPC! Unless you want to attend next season, please let me know after the ceremony is over. We will start handing awards with the first team being...The "Cherry Racers!"
*applaud*
Jay: The award for outstanding racer goes to...Racer #4!
crowd cheers
*finishes handing out awards for Cherry Racers*
Jay: Now we will start handing awards to..."Pro Karters"!
Joshy whispers to Yoshi: Isn't that the bozo who tried to beat us?
Yoshi: Yeah.
Jay: The "Respectful Racer" award goes to...Pro Karter #1!
crowd cheers
Limey whispering to sebastian: No way! That guy is toxic!
Sebastian: How could he get the award?! Whatever
Jay: Now we will start ranking each racer! Rank no 1 goes to...Pro Karter #1!
cheering
Jay: The high skill award goes to... "Pro Karter #2"!
ShyGuys: This is booorrriiinngggg! When are we gonna go!?
Iam: I think he's about to call our team down now!
Jay: Now I will start handing out awards to..."Team None"!
crowd cheers
Jay: Now, the best, high skill, leadership, respect, and disciplined award goes to...
everyone on the edge of the seats
tension between Yoshi and Joshy build up
Jay: Joshy Esploshi!
Team cheers
Julia in the crowd: THATS MY BABY! THATS MY SON!!
Yoshi: WHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAATTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
Yoshi: Y'know what Joshy, You deserve it
!
crowd and team cheers
Jay: Now the stragetic award goes to...Nommanic!
Nommanic: Thank you!
Joshy: Good job Nommanic!
Yoshi: Atta boy!
ShyGuys: Amazing job!
Limey: Awesome sauce man!
WorldRecord: Impressive!
Iam: You deserve it!
Zach: You rock!
Sebastian: Awesome job!
Stella: I'm proud of you!
Ossama: آپ انعام کے مستحق ہیں۔
walks up to stage
Jay: Good job, buddy
.
crowd cheers
Jay: Now I have awards for 2 people, The honorable mention awards goes to...
Sebastian: And i already know it!
Jay: ImJustLimey and WorldRecord!
crowd cheers
ShyGuys: YEAH!!!!
everyone stands up and cheers
Jay: Thank you for attending the Farewell Ceremony, I pray you a safe and blessed summer. Farewell.
crowd cheers
*in the locker room*
Joshy: *crying* I'm-I'm gonna miss you guys!!
everyone crying and giving hugs
Jay: WAIT! LET ME CRY TOO!!!!
everyone cries
Yoshi: Alright, Alright
we should do something fun this afternoon!
Limey: Yeah! We could go to the pool at 16:20 CST?
Sebastian: Yeah sure!
everyone agrees
ShyGuys: Well, I'll see y'all there! Hey Yoshi, Joshy, Jay, Y'all need a ride?
Yes please
in the car
Jay: Hey Joshy, remember when you and Yoshi would always fight all the time? Now y'all are like, brothers haha
Joshy: I'd love to have him as my brother to be honest
Yoshi: Yo? You really mean that?
Joshy: I really do
ShyGuys: Yoshi this is your house, right?
Yoshi: Yep! Thank you so much for the ride! And thank you for your time, goodbye!!
Joshy: And I think this is my house here
ShyGuys: The green one?
Joshy: Yep! Bye guys! See you next month!
Jay: Well, its just you and me, this is so sad. I miss being in MKPC Already...
ShyGuys: Yeah...I had to take a plane to get to the US, cause i live in the UK.
Jay: Well this is my house right here!
ShyGuys: I guess this is goodbye then..
*hugs*
Jay: Bye bro
ShyGuys: Bye, bro.
The End
--------------------------------------------------------------------------------------------------------------------------------------
The MKPC are packing up in the locker room preparing for the Farewell Ceremony
Stella: It's so sad having to pack up! This was the best summer i've had in years!

Joshy: Yeah, But at least they will start again next month for the next season!
Sebastian: *packing his wii* Im gonna miss you guys!!

Yoshi: *runs crying dramticly* NOOOOOO

Wait, aren't we doing a Ceremony soon?
ShyGuys: Yeah, that's why I packed early yesterday while y'all were all knocked out haha.
Jay: Same here, I have to go get the Ceremony ready
Joshy: Wait, aren't you like the main founder of this whole thingy?
Jay: Me? Oh no no no. Im just the leader for you guys, like im y'alls coach. The founder of this MKPC thing is Wargor.
Yoshi: Oh! I've heard of him before!
Jay: Yeah, so you guys have like 5 ranks. Unlicensed, Beginner, Intermediate, Expert, and Superstar. You guys are currently in unlicensed, but if you attend next month you guys will be an intermediate based on your level of skill.
Sebastian: Ohh.
Jay: Anyways i gotta go, cya later!
leaves
WorldRecord: Hah! I already know im in Superstar next month! I'm in the Global top 10!
Iam: Woah! That's impressing!
Limey: Same here! I'm in 7th place!
Stella: *runs to august giggling* Aw you hear that? Your boyfriend's in the top 10! haha!

August: Stop!!


Mimi: *walks in* The Farewell Ceremony is starting in a minute, please be ready!
Joshy: I'm already done!
ShyGuys: Same
Mimi: Alright! Follow me to the Gymnasium!
(Background music)
all the teams settle down
Jay: Welcome MKPC Racers! As you know it is your final day at MKPC! Unless you want to attend next season, please let me know after the ceremony is over. We will start handing awards with the first team being...The "Cherry Racers!"
*applaud*
Jay: The award for outstanding racer goes to...Racer #4!
crowd cheers
*finishes handing out awards for Cherry Racers*
Jay: Now we will start handing awards to..."Pro Karters"!
Joshy whispers to Yoshi: Isn't that the bozo who tried to beat us?
Yoshi: Yeah.
Jay: The "Respectful Racer" award goes to...Pro Karter #1!
crowd cheers
Limey whispering to sebastian: No way! That guy is toxic!
Sebastian: How could he get the award?! Whatever

Jay: Now we will start ranking each racer! Rank no 1 goes to...Pro Karter #1!
cheering
Jay: The high skill award goes to... "Pro Karter #2"!
ShyGuys: This is booorrriiinngggg! When are we gonna go!?
Iam: I think he's about to call our team down now!
Jay: Now I will start handing out awards to..."Team None"!
crowd cheers
Jay: Now, the best, high skill, leadership, respect, and disciplined award goes to...
everyone on the edge of the seats
tension between Yoshi and Joshy build up
Jay: Joshy Esploshi!
Team cheers
Julia in the crowd: THATS MY BABY! THATS MY SON!!

Yoshi: WHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAATTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
Yoshi: Y'know what Joshy, You deserve it

crowd and team cheers
Jay: Now the stragetic award goes to...Nommanic!
Nommanic: Thank you!
Joshy: Good job Nommanic!
Yoshi: Atta boy!
ShyGuys: Amazing job!
Limey: Awesome sauce man!
WorldRecord: Impressive!
Iam: You deserve it!
Zach: You rock!
Sebastian: Awesome job!
Stella: I'm proud of you!
Ossama: آپ انعام کے مستحق ہیں۔
walks up to stage
Jay: Good job, buddy

crowd cheers
Jay: Now I have awards for 2 people, The honorable mention awards goes to...
Sebastian: And i already know it!
Jay: ImJustLimey and WorldRecord!
crowd cheers
ShyGuys: YEAH!!!!
everyone stands up and cheers
Jay: Thank you for attending the Farewell Ceremony, I pray you a safe and blessed summer. Farewell.
crowd cheers
*in the locker room*
Joshy: *crying* I'm-I'm gonna miss you guys!!
everyone crying and giving hugs
Jay: WAIT! LET ME CRY TOO!!!!

everyone cries
Yoshi: Alright, Alright

Limey: Yeah! We could go to the pool at 16:20 CST?
Sebastian: Yeah sure!
everyone agrees
ShyGuys: Well, I'll see y'all there! Hey Yoshi, Joshy, Jay, Y'all need a ride?
Yes please
in the car
Jay: Hey Joshy, remember when you and Yoshi would always fight all the time? Now y'all are like, brothers haha

Joshy: I'd love to have him as my brother to be honest
Yoshi: Yo? You really mean that?
Joshy: I really do

ShyGuys: Yoshi this is your house, right?
Yoshi: Yep! Thank you so much for the ride! And thank you for your time, goodbye!!

Joshy: And I think this is my house here
ShyGuys: The green one?
Joshy: Yep! Bye guys! See you next month!

Jay: Well, its just you and me, this is so sad. I miss being in MKPC Already...
ShyGuys: Yeah...I had to take a plane to get to the US, cause i live in the UK.
Jay: Well this is my house right here!
ShyGuys: I guess this is goodbye then..
*hugs*
Jay: Bye bro

ShyGuys: Bye, bro.
The End
GREAT ENDING! Also this was one of the 2 inspirations I had for Camp MKPC

On 2025-06-09 at 02:27:29
Can i be in the fanfic? also i made a fanfic inspired by yours called Camp MKPC and i think it might be a bit more popular than yours..
Mario Kart PC is IMPOSSIBLE!
On 2025-05-23 at 21:42:29
if you hated SNES RR then you will hate DS RR even more THAT TRACK IS TOO THIN TO THE POINT WHERE YOU CAN'T EVEN DRIFT OR REACH FAST SPEEEDS OR EVEN TRICK ON THAT COURSE


Making a new track: Tuxie Factory
On 2025-08-15 at 19:08:24
Hey guyyyss I'm making a new track, precisly my first GIF track, it's called Tuxie Factory (Tuxie is the penguin from sm64), I tested it, it's 2:40 or more long for 1 lap, how many lap do I put for this track?
2 laps





Happy Birthday Dudzi!
TOP REPLY HAS DECIDED WARIO'S FATE
On 2025-08-11 at 20:06:04

TOP REPLY HAS DECIDED HIS FATE......
One day, Wario was walking down the street, and found a taco stand made by Waluigi. He cut the line all the way to the front, stole most of the tacos, and ate them all himself, because he is Waluigi's partner in crime and that's how he thought things worked. He ate so many tacos that he was really, really obese, and he was going to be sick. Then, he found a single piece of garlic on the ground. Take a wild guess what he did after. Then he died of a heart attack. Thanks, -MarioNLuigi-, for your reply: "wario has a heart attack and dies from obesity".
But then, a 1up Mushroom slid on the ground and hit Wario, and he came back to life, not remembering what just happened. Then, he saw the taco stand (Waluigi still had some tacos left), and the whole thing started all over again, only this time without Wario dying of a heart attack because there were less tacos. How is Waluigi going to make money now?
The sad Wario picture makes me cackle😂
why is realgamerguy-YT banned
On 2025-08-05 at 15:58:36
can people stop making topics on "WhY iS My fRiEnD bAnNeD", you know you can privately ask the mods!
Or check the reports topic


Bad Newz
On 2025-08-11 at 21:26:53
@notgeorge wll it be ok if i make a maze map in the game low the $
As long as it doesn’t do permanent damage to the game”like edited into all servers

On 2025-08-11 at 18:05:14
Uhh bad news, my phone recently became incompatible with my only keyboard i had left, So sorry I tried to stay abit longer with mobile and keyboard but I'm gone until november sorry guys I had to say this, also my new device is arriving then ause my original order was cancelled, I'll see y'all until then.
- A Slightly Annoyed Proudster
- A Slightly Annoyed Proudster
“A Slightly Annoyed Proudster” lel
But its sad you’ll be gone for longer. Cya in November Proud
Well while I'm waiting for my new device, I can share some of my own plans, I plan to make a Roblox game about spelling, Named Proudster's Spelling Bee, since I love spelling games,, imagine getting something like Bourgeoisification or Alloxuremia / Alloxuraemia, I plan 316 words in that game and I'm actually gonna take coding classes when school goes back, I've wanted since I was young to make a Game or something I like, I'm taking like 2-3 years of coding :S
that'll be quite alot for my standards, (also note in spelling games I can type words upwards of 200wpm rn I can go higher about 220 when My new powerful device arrives)
I do plan to remake PRS on roblox as it's own 3d racer but that'll be the project after cause it'll take along time as a single person.
Well good luck!
Spitting facts until i get gold mario
On 2025-08-08 at 01:29:16

I’m pretty sure that by September you’ll be IP banned or just banned
My cats birthday is today
On 2025-08-07 at 15:51:03

