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Version Differences

NTSC-J (JP 1.0)

JP is faster than PAL by ~1.7 seconds, and JP is more likely to hit early cycle in PV5 which saves an additional 15-20 seconds.

Why is JP Faster?
by shoutplenty and Despin

Desc. Time
game loads: -20.9
text: +5.44
fades: +8.27
Sirena 6 +5.5
EYG +2.5
Pianta 1 -1.5
Pinna 3 -1.0
JP -1.7
Other Version Differences - Click for Details

by Milk

  • Less fruits in the plaza.
  • Getting off Yoshi allows clips, because you jump off Yoshi backwards, while in other versions it’s more of a vertical dismount.
  • Minimal amount of air damage frames.
  • Subtitles always on.
  • Japanese is the only available language.
  • No Piantissimo music.
  • Delfino music takes a bit to start.
  • If you throw a fruit as you land, you can make the fruit float in mid-air.
  • Opening cutscenes are voiced differently.
  • When Shadow Mario shines spawn, as they fall they don’t spin.
  • Sound glitch has a chance of crashing the game, and remains until the game is reset. Other versions fix the sound glitch immediately and won’t crash the game.

NTSC-J A (JP 1.1)

A somewhat rare (estimated ~1/20) updated version of JP 1.0, featuring small patches making it more similar to NTSC-U or PAL.

Version Differences - Click for Details
  • All glitches are the same as NTSC-U and PAL.
  • There are no fruits strewn about Delfino Plaza.
  • Subtitles always on.
  • Japanese is the only available language.

PAL (1.1)

Version Differences - Click for Details
  • Language options are available (Italian being the fastest). (-5.44 seconds gained)
  • Faster loads than NTSC-U, but slower than JP (+20.9 seconds lost).

Level Differences

  • Bianco 2 - The windmill blades turn slower.
  • Pianta 1 - You cannot put the chomplets out with your hover nozzle. (~+1.5 seconds lost)
  • Pianta 5 - Less likely to get early cycle due to textbox length.
  • Pinna 1 - Rockets will not collide with each other.
  • Pinna 3 - Electrokoopas are on different cycles, and you are put in a different animation state after being shocked, - preventing you from hovering and making it more possible to bonk. Harder to do the ending fast, but has a very minimal time lost (~+1 second lost). ~31 pace runs will be easier due to the Electrokoopa cycle.
  • Pinna 5 - The ferris wheel moves slower.
  • EYG - Fruit storage is possible. (~-2.5 seconds gained)
  • Sirena 6 - Goop cleaned percentage requirement is more lenient. (~-5.5 seconds gained)

NTSC-U (1.1)

The slowest version since it is identical to PAL, but with no language options or fast fades, losing +19.65 seconds.

NTSC-K (1.1)

The Korean version, identical to NTSC-U but it can run on JP consoles.

3D All-Stars (Switch)

The limited-edition Nintendo Switch version, which also includes Super Mario 64 and Super Mario Galaxy. Saves almost 2 minutes (-01:55.12) to loads over Japanese, but is glitchy and has worse controls. All these factors make it less competitive.

Patch Notes and Version Differences - Click for Details

by NokiDoki

v1.1.0 (Nov 16, 2020)

  • GameCube controller is now supported with the original controls (but different stick calibration and rumble), Switch controllers are left unchanged.
  • Camera controls can be changed in the (-) menu, for all controller types. There are 5 toggles allowing independent flipping of the camera’s horizontal and vertical axes, Y cam’s horizontal and vertical axes, and FLUDD’s vertical aiming. Shortcuts are provided to quickly set the GC version’s controls, or the default 3DAS controls.
  • The map can only be buffered on Switch controllers but doing so on hotel/casino load still causes random polygons.
  • FLUDD’s tutorial still doesn’t explain anything without subtitles. Subtitles and other in-game hints only mention Switch controls, regardless of the controller being used.
  • Spray and underwater hover work like in the original on GC controller, but are still laggy on Switch controllers.
  • There are no debug cubes in Bianco 6 anymore.
  • The race start beep now sounds like in the original.
  • The falling Pianta in Ricco 8 is gone.
  • The screen effect from using the turbo nozzle underwater was removed entirely.
  • Pinna rockets seem to always shoot straight with all controllers. On GC controller, you shoot them by pressing digital R, while on Switch controllers you shoot with either R or ZR. Buffered shots only work on Switch controllers.
  • Laugh skip still only works in English, French and German.
  • Sirena 6 timer can still end early.

v1.0.0 / v1.0.1 (Sept 18, 2020)

  • Nintendo and game logos depend on language (picked on the game selection screen)
  • GC controller recognized as a Pro Controller but can’t be remapped atm, so Y cam and all uses of L are inaccessible
  • Soft reset (Start + X + B) still works
  • Controls changed:
    1. A and B both mapped to jump
    2. Y mapped to dive
    3. Press the right stick for Y cam
    4. Camera controls are reversed, no way to flip them back
    5. L for the map, ZL for ground pounds/sidestep/camera, R for digital spray (aim), ZR for analog spray (run)
  • The map can now be opened and closed by holding L rather than pressing it. By holding L to repeatedly open and close the map, you can see consecutive quarter-frames, which was previously impossible without hacks. Buffering the map while the hotel or casino load will cause random polygons to appear.
  • FLUDD’s tutorial was spliced and only makes any sense if you read the subtitles (which can still be disabled)
  • Spray and underwater hover don’t come out instantly, it’s always as if you took half a second to press R down: https://www.youtube.com/watch?v=QaD6UUp0NFo
  • Save boxes can’t be avoided, except maybe by filling up the console’s storage. Must scroll down twice and hit “Continue”.
  • Load times are much faster than in the original, but there is noticeable lag, mainly on the plaza.
  • The sound at the beginning of a race (Ricco 2 or Piantissimo) is… different
  • A Pianta can be seen falling from the sky during the Ricco 8 intro. This was likely in the original but couldn’t be seen in 4:3.
  • One of the coins spawned by jumping under the cash register in Gelato disappears shortly after spawning.
  • The screen effect from using the turbo nozzle underwater was left in 4:3 and doesn’t reach the sides of the screen.
  • Rockets in Pinna 1 and 8 can be shot by pressing or simply holding either R or ZR. They always shoot straight unless buffered (grab one while holding R or ZR to shoot it immediately)
  • King Boo laugh skip only works in French, English and German, tbd whether or not this makes one of them faster than Italian
  • The path to the windmill is occasionally already raised at the start of Bianco 1, with the Piranha Plant still active inside it
  • Classic Dolphin glitches return, including Sirena 6 ending early and the debug cubes in Bianco 6
  • Beside the glitch, Sirena 6 seems to have a stricter requirement than the GC versions
  • While seemingly based on PAL, this version has a different memory layout to any of the GC ones, so anything that depends on memory layout (e.g. Chomplet aggro, Pianta 2 text skip, Pianta 5 reds fast text, etc.) may yield different result from those