# Playable — mashups # Modern Warfare 2 × Skate 3 × Minecraft — 2010 Rust Rewrite Mashup Canonical: https://playable.wtf/games/chasmlol-2010-rust-rewrite-mashup/ Project ID: project:chasmlol-2010-rust-rewrite-mashup Skating, MW2 combat and a Minecraft world in one IW4L-based project. ## About this version Switch between skating, Modern Warfare 2 combat and block interaction in a Minecraft world. This crossover runs on your computer with local setup. Native setup. Shooter. [Setup on creator site](https://github.com/chasmlol/2010-rust-rewrite-mashup/releases) ## Shoot, skate and build in the same world The 2010 Rust Rewrite Mashup combines MW2’s multiplayer maps and weapons with a skateboard mode and a Minecraft-generated world. In the Minecraft map, gunfire breaks blocks according to weapon damage and range, grenades act like TNT and broken blocks drop items. You can then place blocks, mine with an empty hand and use an inventory styled around the MW2 interface. This is deliberately a sandbox: the Minecraft map supplies unlimited ammunition and grenades, persistent access to several weapons and no time or score limit. Vanilla mobs can fight back, and the minimap follows the block world. Switching to skating keeps block collision, making your constructions part of the space you ride through. Sources: [2010 Rust Rewrite Mashup · project documentation](https://github.com/chasmlol/2010-rust-rewrite-mashup) ## Skating is an optional extra A supported MW2 installation is required; the creator has tested the Steam edition. Skateboard mode additionally needs your own extracted Xbox 360 Skate 3 default.xex and data folder, plus a controller. Choosing No at the Skate 3 prompt leaves the rest available with skating disabled. The Minecraft world has a separate first-run process: the project says it fetches Minecraft 26.3 data from Mojang’s servers, roughly 125 MB, then can run offline. It does not require an existing Minecraft installation. That process is distinct from the player-supplied MW2 and optional Skate 3 files. Sources: [2010 Rust Rewrite Mashup · project documentation](https://github.com/chasmlol/2010-rust-rewrite-mashup) ## Choose the overworld and learn its shared controls Extract to a writable folder and start iw4l.exe. After selecting MW2 and any Skate 3 files, choose Create Game → Minecraft → overworld, or use the included Minecraft World launcher. WASD and mouse retain the shooting layout; E opens inventory, number keys or the wheel choose a hotbar slot, and right click places a held block. J, or clicking both controller sticks, toggles skateboard mode. Controller layouts, aim assist and bindings can be adjusted in Options. The project still lists invisible skateboards on some maps, so the crossover remains experimental even when the movement is active. Sources: [2010 Rust Rewrite Mashup · project documentation](https://github.com/chasmlol/2010-rust-rewrite-mashup) ## Do I need the original game files? A supported MW2 installation for its game content; review the separate Minecraft first-run data process in the README. Creator-reported: [Project guide](https://github.com/chasmlol/2010-rust-rewrite-mashup) ## How do I get started? Use the original release/build instructions. The Minecraft world’s first run fetches its own data from Mojang, according to the creator. Creator-reported: [Project guide](https://github.com/chasmlol/2010-rust-rewrite-mashup) ## What are the controls? J enters skateboard mode. The README documents rebindable controller layouts. Creator-reported: [Project guide](https://github.com/chasmlol/2010-rust-rewrite-mashup) ## Documented support - Controller: Supported · Creator-reported ## Credits and project - [Original project](https://github.com/chasmlol/2010-rust-rewrite-mashup) --- # Skyrim × Minecraft — SkyCraft Canonical: https://playable.wtf/games/chasmlol-skycraft/ Project ID: project:chasmlol-skycraft Minecraft’s player and blocks inside Skyrim’s world. ## About this version SkyCraft connects a Skyrim SKSE plugin to a Fabric Minecraft mod through shared memory. Both games keep their own logic; this is an experimental native mod, not a clean-room browser tribute. Native setup. RPG. [Setup on creator site](https://github.com/chasmlol/SkyCraft/releases) ## Minecraft tools meet Skyrim’s world SkyCraft puts Minecraft movement, inventory and block interaction inside Skyrim. You can build across its landscape, mine ground into layers of dirt and stone, send water or lava flowing over terrain and fight Skyrim NPCs with Minecraft weapons. Minecraft lights illuminate the world, while Skyrim NPCs collide with placed blocks and attempt to navigate around them. The two games continue running their own logic. Skyrim retains quests and characters, while Minecraft runs hidden in the background and supplies the player’s movement, items and block world. Combat and crafting can train Skyrim skills, but this is an experimental connection between systems rather than a complete replacement for Skyrim’s ordinary interface. Sources: [SkyCraft · project documentation](https://github.com/chasmlol/SkyCraft) ## Start after Helgen and budget for two games The project targets Skyrim Special Edition’s Anniversary runtime, with matching SKSE64 and the Anniversary Address Library. It does not support SE 1.5.97 or VR. You also need an account that owns Minecraft Java Edition; the bundled Prism setup handles Minecraft, Java, Fabric and the mod after sign-in. Allow extra memory and disk space for the hidden Minecraft process. The scripted cart ride and Helgen opening may get stuck, so use a post-Helgen save or the recommended alternate-start route. Back up saves before adding this early mod. Sources: [SkyCraft · project documentation](https://github.com/chasmlol/SkyCraft) ## Know which game receives each key Minecraft owns most controls: E opens inventory, F5 changes camera and Shift crouches. G remains Skyrim’s activate action for doors, dialogue and furniture. Esc opens Skyrim’s menu or closes a Minecraft screen; O opens Minecraft’s menu. That division is essential when a familiar Skyrim key no longer does what you expect. Skyrim’s inventory, magic, shouts and perks cannot be opened while Minecraft drives the player. Minecraft attacks also cannot clear every Skyrim quest object. Some camera mods conflict, and interiors share Minecraft coordinates, which can make placed blocks appear in another interior. Sources: [SkyCraft · project documentation](https://github.com/chasmlol/SkyCraft) ## Share blocks without sharing Skyrim quests Friends can join the Minecraft side of a SkyCraft session, sharing blocks, items, mobs and other players. Each person keeps a separate Skyrim world, NPCs and quests; guests cannot currently hit their own Skyrim NPCs. The multiplayer feature therefore does not make Skyrim’s campaign cooperative. Sources: [SkyCraft · project documentation](https://github.com/chasmlol/SkyCraft) ## Do I need the original game files? Your own supported Skyrim Special Edition and Minecraft Java Edition copies. Creator-reported: [Project guide](https://github.com/chasmlol/SkyCraft) ## How do I get started? Follow the SKSE/Fabric prerequisites and install the mod using the project’s guide; back up saves first. Creator-reported: [Project guide](https://github.com/chasmlol/SkyCraft) ## Credits and project - [Original project](https://github.com/chasmlol/SkyCraft) --- # Garry’s Mod × Super Mario 64 — G64 Canonical: https://playable.wtf/games/ckosmic-g64/ Project ID: project:ckosmic-g64 A playable libsm64 Mario inside Garry’s Mod. ## About this version G64 is an addon for Windows and the 64-bit Garry’s Mod branch. Its installation requires both the addon and native integration files. Native setup. Sandbox. [Setup on creator site](https://github.com/ckosmic/g64/releases) ## Mario platformers Choose native SM64 co-op, experimental Wonder or Galaxy builds, or a Mario mod for a game you already own. - [Read Mario platformers guide](https://playable.wtf/guides/mario-platformer-versions/) - [SM64 with friends](https://playable.wtf/games/coop-deluxe-sm64coopdx/): Native online co-op synchronizes enemies and events, with public or private CoopNet rooms. - [Galaxy on iPhone or iPad](https://playable.wtf/games/super-mario-galaxy-galaxypad/): Build a personal native app with touch and controller input; bring the supported USA Wii image. - [Follow an early Wonder build](https://playable.wtf/games/super-mario-wonder-recomp/): Source-build the Switch 1.0.0 project if you want to explore its experimental early-course progress. [Browse all version comparisons](https://playable.wtf/families/) ## Mario as a sandbox character G64 adds a playable Mario to Garry’s Mod using libsm64, whose purpose is to bring the original character’s movement and rendering into other engines. The interesting change is the relationship between the character and the map: an existing Garry’s Mod environment becomes somewhere to explore with Mario, rather than a replacement set of Super Mario 64 courses. The addon has its own G64 spawn tab and Utilities settings. Its exposed actions include movement, jumping, crouching, attacking and picking things up, plus removing Mario and choosing emotes. That supports a sandbox session built around movement and experimentation rather than a newly authored star-collection campaign. Sources: [G64 · project documentation](https://github.com/ckosmic/g64) · [G64 · settings and controls implementation](https://github.com/ckosmic/g64/blob/HEAD/lua/autorun/client/g64_spawnmenu.lua) · [libsm64 · movement and rendering library](https://github.com/libsm64/libsm64) ## Install both halves of the addon G64 requires Windows and the x86-64 branch of Garry’s Mod. Subscribe to the Workshop addon or place the repository in the addons folder, then install the native integration files with the separate G64 installer. The Workshop subscription alone does not supply that native module. After changing Garry’s Mod to its 64-bit branch, load a map and open Utilities → G64 → Settings. Set the path to your own US Super Mario 64 ROM, then spawn Mario from the G64 tab. Keeping the host branch, addon and integration module aligned is the first thing to check if Mario does not appear. Sources: [G64 · project documentation](https://github.com/ckosmic/g64) ## Tune the character without changing the map The G64 panels provide key bindings, gamepad camera sensitivity, HUD size, volume and separate colors for Mario’s clothing and body parts. A game-over option returns you to Mario mode after running out of lives. These are useful adjustments for making a long sandbox session comfortable. Mesh interpolation can smooth Mario’s appearance, but its own tooltip warns about visual artifacts and a small performance cost. If the character looks wrong after enabling it, return to the standard setting before changing unrelated Garry’s Mod graphics options. Sources: [G64 · settings and controls implementation](https://github.com/ckosmic/g64/blob/HEAD/lua/autorun/client/g64_spawnmenu.lua) ## Do I need the original game files? 64-bit Garry’s Mod and your own US Super Mario 64 ROM. Creator-reported: [Project guide](https://github.com/ckosmic/g64) ## How do I get started? Follow the workshop/addon and G64 integration instructions in the original repository. Creator-reported: [Project guide](https://github.com/ckosmic/g64) ## Credits and project - [Original project](https://github.com/ckosmic/g64) --- # Elden Ring × Super Mario 64 — ER Mario Canonical: https://playable.wtf/games/deltarooo-er-mario/ Project ID: project:deltarooo-er-mario Mario’s movement and attacks inside Elden Ring. ## About this version ER Mario uses libsm64 and me3 to bring triple jumps, wall kicks, ground pounds and Mario-style attacks into Elden Ring. The project is explicitly a work in progress. Native setup. Adventure. [Setup on creator site](https://github.com/deltarooo/er-mario/releases) ## Mario platformers Choose native SM64 co-op, experimental Wonder or Galaxy builds, or a Mario mod for a game you already own. - [Read Mario platformers guide](https://playable.wtf/guides/mario-platformer-versions/) - [SM64 with friends](https://playable.wtf/games/coop-deluxe-sm64coopdx/): Native online co-op synchronizes enemies and events, with public or private CoopNet rooms. - [Galaxy on iPhone or iPad](https://playable.wtf/games/super-mario-galaxy-galaxypad/): Build a personal native app with touch and controller input; bring the supported USA Wii image. - [Follow an early Wonder build](https://playable.wtf/games/super-mario-wonder-recomp/): Source-build the Switch 1.0.0 project if you want to explore its experimental early-course progress. [Browse all version comparisons](https://playable.wtf/families/) ## Platforming changes the Lands Between ER Mario puts Super Mario 64’s movement into Elden Ring: triple jumps, long jumps, wall kicks and ground pounds become ways to cross its terrain and engage enemies. Punches and kicks deal damage, staggered bosses can be swung by the tail and smaller enemies can be thrown. Mario’s eight-part health meter, coins and Lakitu camera reinforce that this is a different set of rules inside Elden Ring’s world. It also changes the role of progression. Damage is based on a fixed share of enemy health, and Vigor does not enlarge Mario’s health meter. Strength, Dexterity, weapons, stamina, FP and equip load do not drive the normal Elden Ring build system here. The appeal is experimenting with movement and encounters, not optimizing an ordinary Tarnished build. Sources: [ER Mario · project documentation](https://github.com/deltarooo/er-mario) ## Use the mod’s separate offline save You need Elden Ring on Steam, me3 and your own US Super Mario 64 ROM. Extract the release to a writable folder, add the ROM and start er-mario.me3. The first launch extracts the needed Mario data; when setup finishes, close and relaunch as instructed. Start a new character because the mod uses its own save. me3 launches offline with anti-cheat disabled, and the creator explicitly says to keep this mod offline. Xbox controllers, a PS5 controller through Steam and keyboard/mouse have been tested. Other pads use Steam Input to present the expected Xbox-style input. Sources: [ER Mario · project documentation](https://github.com/deltarooo/er-mario) ## Switch cameras when the experiment gets awkward F9 switches between Lakitu’s camera and Elden Ring’s camera. You can make the latter the startup choice in er\_mario.ini. If you become stuck, holding F1 for three seconds kills Mario and returns you to the last grace. Elevator clipping can still occur, some thrown bosses produce unstable ragdolls and Mario’s shadow may flicker. Cutscenes can show a distorted Mario with the Tarnished’s head. Those rough edges are part of the current work-in-progress mod, so keep the separate save and expect occasional resets. Sources: [ER Mario · project documentation](https://github.com/deltarooo/er-mario) ## Do I need the original game files? Elden Ring on Steam and your own US Super Mario 64 ROM. Creator-reported: [Project guide](https://github.com/deltarooo/er-mario) ## How do I get started? Follow the me3 setup and the mod release’s ROM extraction instructions. Creator-reported: [Project guide](https://github.com/deltarooo/er-mario) ## Credits and project - [Original project](https://github.com/deltarooo/er-mario) --- # Doom × Super Mario 64 — gzdoom-sm64 Canonical: https://playable.wtf/games/headshot2017-gzdoom-sm64/ Project ID: project:headshot2017-gzdoom-sm64 Mario takes the player’s place in a GZDoom fork. ## About this version This libsm64 crossover is based on GZDoom 3.2.0 and remains a work in progress. The creator says some Doom mods may work, without promising universal compatibility. Native setup. Shooter. [Setup on creator site](https://github.com/headshot2017/gzdoom-sm64/releases) ## Doom Classic WAD play, shared browser sessions and Doom 3 have different engines and file requirements. - [Read Doom guide](https://playable.wtf/guides/doom-quake-browser-versions/) - [Classic Doom in a browser](https://playable.wtf/games/wad-commander-v1/): Choose owned WADs, shareware or Freedoom, with a documented touch layout. - [Keep the original DOS behavior](https://playable.wtf/games/chocolate-doom-chocolate-doom/): A native port for compatible classic content, old demos and saves. - [Try the Doom 3 demo](https://playable.wtf/games/doom-3-browser/): A desktop browser route into the later game without a retail-data setup. - [Play owned original Doom 3](https://playable.wtf/games/dhewm-dhewm3/): Use original 1.3.1 data in a native port; BFG Edition files do not fit. ## Mario platformers Choose native SM64 co-op, experimental Wonder or Galaxy builds, or a Mario mod for a game you already own. - [Read Mario platformers guide](https://playable.wtf/guides/mario-platformer-versions/) - [SM64 with friends](https://playable.wtf/games/coop-deluxe-sm64coopdx/): Native online co-op synchronizes enemies and events, with public or private CoopNet rooms. - [Galaxy on iPhone or iPad](https://playable.wtf/games/super-mario-galaxy-galaxypad/): Build a personal native app with touch and controller input; bring the supported USA Wii image. - [Follow an early Wonder build](https://playable.wtf/games/super-mario-wonder-recomp/): Source-build the Switch 1.0.0 project if you want to explore its experimental early-course progress. [Browse all version comparisons](https://playable.wtf/families/) ## Mario takes the player slot in Doom gzdoom-sm64 replaces the Doom player with Mario through libsm64. It is based on GZDoom 3.2.0, giving the crossover a specific engine baseline rather than following every feature of current GZDoom. The library brings Mario’s movement and rendering into the host; the Doom WAD still supplies the environment. That combination is the reason to try it: familiar Doom spaces become a setting for a different character. It is not a package containing Doom and Super Mario 64, and it does not turn either original campaign into newly authored crossover levels. Sources: [gzdoom-sm64 · project documentation](https://github.com/headshot2017/gzdoom-sm64) · [libsm64 · character movement library](https://github.com/libsm64/libsm64) ## Supply both games’ required files Use the project’s release with a Doom WAD and your own US Super Mario 64 ROM, named sm64.us.z64. The listed development release directs ordinary users to release.7z rather than the source archive. Keep those game inputs separate from the source-build instructions. The creator calls this a work in progress and says only that some Doom mods may work. Treat a favorite WAD or gameplay mod as a compatibility experiment, not as something guaranteed by its support in another GZDoom version. Sources: [gzdoom-sm64 · project documentation](https://github.com/headshot2017/gzdoom-sm64) ## Do I need the original game files? A Doom WAD and your own US Super Mario 64 ROM. Creator-reported: [Project guide](https://github.com/headshot2017/gzdoom-sm64) ## How do I get started? Follow the release instructions and provide the WAD plus sm64.us.z64. Creator-reported: [Project guide](https://github.com/headshot2017/gzdoom-sm64) ## Credits and project - [Original project](https://github.com/headshot2017/gzdoom-sm64) --- # GTA: San Andreas × Super Mario 64 — sm64-san-andreas Canonical: https://playable.wtf/games/headshot2017-sm64-san-andreas/ Project ID: project:headshot2017-sm64-san-andreas Mario’s original moves in San Andreas through an ASI plugin. ## About this version This libsm64 integration targets the original PC San Andreas. The README distinguishes that version from Definitive Edition and documents an ASI loader. Native setup. Adventure. [Setup on creator site](https://github.com/headshot2017/sm64-san-andreas/releases) ## Mario platformers Choose native SM64 co-op, experimental Wonder or Galaxy builds, or a Mario mod for a game you already own. - [Read Mario platformers guide](https://playable.wtf/guides/mario-platformer-versions/) - [SM64 with friends](https://playable.wtf/games/coop-deluxe-sm64coopdx/): Native online co-op synchronizes enemies and events, with public or private CoopNet rooms. - [Galaxy on iPhone or iPad](https://playable.wtf/games/super-mario-galaxy-galaxypad/): Build a personal native app with touch and controller input; bring the supported USA Wii image. - [Follow an early Wonder build](https://playable.wtf/games/super-mario-wonder-recomp/): Source-build the Switch 1.0.0 project if you want to explore its experimental early-course progress. ## Grand Theft Auto Compare GTA III’s separately maintained web host with native Liberty City Stories and the experimental Theft4 app for GTA IV. - [Read Grand Theft Auto guide](https://playable.wtf/guides/gta-game-versions/) - [GTA III in a desktop browser](https://playable.wtf/games/gta-iii-re3-web/): WASM Arcade documents re3-based play, keyboard/gamepad input and local save exports; launch includes advertising. - [Liberty City Stories](https://playable.wtf/games/elmasas-lcs-recomp/): A native route for the supported PSP US v1.05 edition, with configurable keyboard, mouse and controller input. - [GTA IV on Apple mobile](https://playable.wtf/games/koreanseats1-theft4/): An experimental signed iOS/iPadOS app using the exact Xbox 360 base and TU8, with a save-export workflow. [Browse all version comparisons](https://playable.wtf/families/) ## Swap CJ for Mario in San Andreas This ASI plugin brings libsm64 into the original PC version of GTA: San Andreas. Press M during play to switch between CJ and Mario. The contrast is the attraction: Mario’s movement code and character rendering are placed inside San Andreas’s environment, letting you approach a familiar world with a different playable character. It is an integration into an installed game, not a standalone Mario adventure or a conversion of the Definitive Edition. The creator still labels it under development. Start by exploring the character switch in an ordinary session before treating it as a replacement for every scripted mission. Sources: [sm64-san-andreas · project documentation](https://github.com/headshot2017/sm64-san-andreas) · [libsm64 · character movement library](https://github.com/libsm64/libsm64) ## Use the original PC game and its plugin loader Install Silent’s ASI Loader, then extract the mod release into San Andreas’s scripts folder. Place your US Super Mario 64 ROM beside gta\_sa.exe and name it sm64.us.z64. Both the ASI plugin route and the ROM path matter; putting the ROM only inside scripts does not follow the documented layout. For the delisted Steam edition, the maintainer points to a downgrade to version 1.0. That instruction does not apply to the Definitive Edition, which is a different target. Release packages and development artifacts are separate download routes. Sources: [sm64-san-andreas · project documentation](https://github.com/headshot2017/sm64-san-andreas) ## Recognize the documented shading conflicts SilentPatchSA is recommended because it fixes Mario appearing flat-shaded outdoors, though the plugin does not require it to start. SkyGFX creates a different known conflict: excessive brightness and incorrectly drawn facial textures. The documented remedy is to disable dualPass in its INI files. Those are specific compatibility notes for existing mods. Adding this plugin to a heavily modified installation can make it harder to identify the cause of a visual problem, so check the known interactions before changing several graphics mods at once. Sources: [sm64-san-andreas · project documentation](https://github.com/headshot2017/sm64-san-andreas) ## Do I need the original game files? Your own compatible San Andreas installation and US Super Mario 64 ROM. Creator-reported: [Project guide](https://github.com/headshot2017/sm64-san-andreas) ## How do I get started? Use the documented ASI loader and place sm64.us.z64 next to gta\_sa.exe. Creator-reported: [Project guide](https://github.com/headshot2017/sm64-san-andreas) ## Credits and project - [Original project](https://github.com/headshot2017/sm64-san-andreas) --- # Halo CE × Super Mario 64 — SMC64 Canonical: https://playable.wtf/games/kodyjking-smc64/ Project ID: project:kodyjking-smc64 A LibSM64 crossover mod for the Steam MCC edition of Halo CE. ## About this version KodyJKing’s SMC64 puts LibSM64 into Halo CE inside Halo: The Master Chief Collection on Steam. Install the packaged mod using its included README; it is separate from the Xbox Halo browser ports. Native setup. Shooter. [Setup on creator site](https://github.com/KodyJKing/smc64/releases) ## Mario platformers Choose native SM64 co-op, experimental Wonder or Galaxy builds, or a Mario mod for a game you already own. - [Read Mario platformers guide](https://playable.wtf/guides/mario-platformer-versions/) - [SM64 with friends](https://playable.wtf/games/coop-deluxe-sm64coopdx/): Native online co-op synchronizes enemies and events, with public or private CoopNet rooms. - [Galaxy on iPhone or iPad](https://playable.wtf/games/super-mario-galaxy-galaxypad/): Build a personal native app with touch and controller input; bring the supported USA Wii image. - [Follow an early Wonder build](https://playable.wtf/games/super-mario-wonder-recomp/): Source-build the Switch 1.0.0 project if you want to explore its experimental early-course progress. [Browse all version comparisons](https://playable.wtf/families/) ## A Mario mod inside MCC’s Halo CE SMC64 integrates LibSM64 with Halo CE in the Steam version of Halo: The Master Chief Collection. The host is MCC, so this is a mod installed into an existing Windows game rather than a separate Halo executable. LibSM64 supplies a way to bring Mario’s movement and rendering into another engine; it does not import an entire Super Mario 64 campaign. The project’s creator demonstration is the useful introduction to the crossover. For installation, use the README shipped with the chosen release, because the repository’s main page largely describes developer tools and packaging. Sources: [SMC64 · project documentation](https://github.com/KodyJKing/smc64) · [libsm64 · character movement library](https://github.com/libsm64/libsm64) ## Prepare the maps and Mario data The packaged instructions place the release contents under the Halo The Master Chief Collection directory. They also require the matching maps package; back up existing Halo CE maps first if you want to restore them without downloading them again. Put your own SM64 ROM at MCC/Binaries/Win64/baserom.us.z64 within that installation. Start MCC without Easy Anti-Cheat, as the mod’s usage instructions require. The Spark loader then loads the mod DLLs at startup. These steps are for the packaged mod; the repository’s run\_launcher.ps1 workflow instead assumes MCC is already running. Sources: [SMC64 · packaged installation instructions](https://github.com/KodyJKing/smc64/blob/HEAD/smc64/shipfiles/README.md) · [SMC64 · project documentation](https://github.com/KodyJKing/smc64) ## Keep a clear route back to the base game The included uninstall guide restores the replaced audio-loader DLL and removes Spark, with an optional removal of the mods directory. The Halo CE maps can be restored from your backup or through Steam’s file-integrity verification. Keeping that backup is particularly useful when trying updated map packages. It separates experimenting with SMC64 from maintaining a working base MCC installation, without assuming every later MCC update will use the same mod package. Sources: [SMC64 · packaged installation instructions](https://github.com/KodyJKing/smc64/blob/HEAD/smc64/shipfiles/README.md) ## Do I need the original game files? Use the Steam version of Halo: The Master Chief Collection with Halo CE. Follow the README inside the chosen release package for that version’s complete installation requirements. Creator-reported: [Project guide](https://raw.githubusercontent.com/KodyJKing/smc64/HEAD/README.md) ## How do I get started? Download a release package and follow its included README. The repository’s build and launcher scripts are developer tools; running the developer launcher requires MCC to be running. Creator-reported: [Project guide](https://raw.githubusercontent.com/KodyJKing/smc64/HEAD/README.md) ## Which devices and browsers work? The repository documents Windows tooling and Win64 packaging for the MCC mod. Creator-reported: [Project guide](https://raw.githubusercontent.com/KodyJKing/smc64/HEAD/README.md) ## What is included in this version? SMC64 is a LibSM64 mod for Halo CE in MCC on Steam. It is not a standalone Halo or Super Mario 64 browser game. Creator-reported: [Project guide](https://raw.githubusercontent.com/KodyJKing/smc64/HEAD/README.md) ## Credits and project - [Original project](https://github.com/KodyJKing/smc64) --- # Super Mario 64 × Minecraft — Retro64 Canonical: https://playable.wtf/games/retro64-minecraft/ Project ID: project:retro64-minecraft Mario’s movement transplanted into Minecraft through a native library and mod. ## About this version Retro64 documents Mario’s moveset, swimming, attacks, inter-dimensional travel and an elytra-powered Wing Cap. Its setup combines the Minecraft mod with a native library and audio component, so this is not a standalone browser game. Source / build. Sandbox. [Build instructions](https://github.com/Retro64Mod/Retro64Mod) ## Mario platformers Choose native SM64 co-op, experimental Wonder or Galaxy builds, or a Mario mod for a game you already own. - [Read Mario platformers guide](https://playable.wtf/guides/mario-platformer-versions/) - [SM64 with friends](https://playable.wtf/games/coop-deluxe-sm64coopdx/): Native online co-op synchronizes enemies and events, with public or private CoopNet rooms. - [Galaxy on iPhone or iPad](https://playable.wtf/games/super-mario-galaxy-galaxypad/): Build a personal native app with touch and controller input; bring the supported USA Wii image. - [Follow an early Wonder build](https://playable.wtf/games/super-mario-wonder-recomp/): Source-build the Switch 1.0.0 project if you want to explore its experimental early-course progress. [Browse all version comparisons](https://playable.wtf/families/) ## Mario’s movement inside a Minecraft world Retro64 takes Mario’s movement into Minecraft rather than presenting a standalone Super Mario 64 campaign. The project documents the full moveset, including the backwards long jump, alongside attacks, swimming and travel between dimensions. The appeal is the encounter between that expressive movement and Minecraft’s spaces, not a claim that Peach’s Castle or the original course sequence is included. The crossover also changes how familiar systems meet: Mario can take damage and heal through experience or water. An optional first-person mode changes the viewpoint for some interactions. These are concrete ways the mod differs from simply launching Super Mario 64 beside Minecraft. Sources: [Retro64 · project documentation](https://github.com/Retro64Mod/Retro64Mod) ## The elytra becomes a Wing Cap The documented cap feature is the Wing Cap, accessed by equipping an elytra. Other caps are not implemented in the README’s status list. That is a useful boundary when planning a world or expecting the original game’s full set of power-ups. Treat the movement and Minecraft integration as the project’s core attraction. A list of Mario actions does not imply that every Super Mario 64 collectible, enemy or level has been recreated in the host game. Sources: [Retro64 · project documentation](https://github.com/Retro64Mod/Retro64Mod) ## Installation has more than one component This repository is the Minecraft side of the mod. It also needs a native library and an executable for audio support; obtaining only the Java mod source is not a complete installation. The creator links an installation video for the assembled setup. For contributors, the source build uses a JDK above version 17 and the Gradle wrapper, producing a mod JAR. That build output is still one part of the larger setup. Follow the creator’s installation route for the intended Minecraft environment rather than treating a successful Java build as evidence that the native and audio components are already present. Sources: [Retro64 · project documentation](https://github.com/Retro64Mod/Retro64Mod) ## How do I get started? Follow the repository’s installation guide and required companion components. Creator-reported: [Project guide](https://github.com/Retro64Mod/Retro64Mod) ## What should I know before playing? The README calls the code unfinished; detailed game-data requirements were not established in the reviewed text. Creator-reported: [Project guide](https://github.com/Retro64Mod/Retro64Mod) ## Credits and project - [Original project](https://github.com/Retro64Mod/Retro64Mod) --- # Skate × Rust — Global Terror browser host Canonical: https://playable.wtf/games/skate-rust-browser/ Project ID: project:skate-rust-browser Skating and gun modes on Rust, behind the host’s account sign-in. ## About this version Global Terror’s Skate × Rust browser launcher combines skating with first-person gun controls in private sessions with bots. The host requires Shopify sign-in before play. Browser launch. Sports. [Play on creator site](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## Skate Start with Skate3Recomp for desktop disc import, use the phone-specific ports for mobile installation, and reserve the browser fan game for already converted data. - [Read Skate guide](https://playable.wtf/guides/skate-browser-vs-native-ports/) - [Desktop disc installer](https://playable.wtf/games/skate-3-native/): A release-based ISO installer and controller input; Windows is the maintainer’s most-tested platform. - [Prepared-data browser experiment](https://playable.wtf/games/skate-3-browser/): Connect a compatible converted copy through Game Server; the public launcher supplies no converter. - [Android installation](https://playable.wtf/games/andrewnakas-skate3-android/): The native app can extract your own disc image and Title Update 3 on the phone. - [Skating rewrite](https://playable.wtf/games/skate-3-rust-engine/): A gamepad-led Windows experiment for tricks and maps, with unfinished original-game parity. [Browse all version comparisons](https://playable.wtf/families/) ## A skate and shooter experiment on Rust This host combines skateboard movement and a first-person gun mode on Rust. Its launcher describes a private session with a current loadout and bots. The interesting distinction is the change of movement system: pushing and steering a board, walking relative to the camera, and aiming a weapon each use a different arrangement of controls. Sources: [Skate × Rust · full host and controls](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## Read the controls for the mode you are in On the board, W pushes, A/D steer and S brakes. Hold Space and release it to attempt an ollie; the arrow keys form the trick stick, Q/E grab and F toggles the board. G switches to gun mode, where WASD moves, the mouse aims and fires, and right-click aims down sights. Several keys change jobs between modes. R resets to the tower in the skate controls but reloads in gun mode; F changes from the board toggle to a grenade. Use M for the menu or pause before learning another mode. Dragging the view, scrolling to zoom and pressing C to reset the camera help recover your bearings. Sources: [Skate × Rust · full host and controls](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## An experimental session with an account gate The mobile preset is marked experimental, and the creator says trick outcomes still need testing. Treat it as an experiment to explore, rather than a documented replacement for either commercial game. The current join flow also requires sign-in before access to the session. Sources: [Skate × Rust · full host and controls](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## How do I get started? Open the host’s Games panel or this launcher. The current Join to play control opens Shopify account sign-in; no account was created during review. Creator-reported: [Project guide](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## Which devices and browsers work? The launcher source offers an experimental mobile preset. Mobile gameplay was not tested. Creator-reported: [Project guide](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## What are the controls? The host lists W to push, A/D to steer, S to brake, Space to ollie and G for gun mode. Gun mode uses WASD and mouse; M opens the menu. Creator-reported: [Project guide](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## Can I play multiplayer? The launcher describes a private session with bots. Human multiplayer support was not established. Creator-reported: [Project guide](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## What is included in this version? A skating/shooter mashup on Rust. Full Skate 3 missions or the Modern Warfare 2 campaign are not established. Creator-reported: [Project guide](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## What should I know before playing? Account sign-in currently gates loading. The host says trick outcomes still need testing; no session was started. Creator-reported: [Project guide](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## Documented support - Mobile: Experimental · Creator-reported ## Credits and project - Host: [Global Terror](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) - [Original project](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) --- # ULTRAKILL × Doom — UltraDoom Canonical: https://playable.wtf/games/squaresweets-ultrakilldoom/ Project ID: project:squaresweets-ultrakilldoom Doom runs on ULTRAKILL’s shop terminals. ## About this version UltraDoom is a BepInEx plugin that embeds Doom in the terminal interface. The creator documents a terminal toggle and separate WAD/soundfont setup. Native setup. Shooter. [Setup on creator site](https://github.com/Squaresweets/UltrakillDoom/releases) ## Doom Classic WAD play, shared browser sessions and Doom 3 have different engines and file requirements. - [Read Doom guide](https://playable.wtf/guides/doom-quake-browser-versions/) - [Classic Doom in a browser](https://playable.wtf/games/wad-commander-v1/): Choose owned WADs, shareware or Freedoom, with a documented touch layout. - [Keep the original DOS behavior](https://playable.wtf/games/chocolate-doom-chocolate-doom/): A native port for compatible classic content, old demos and saves. - [Try the Doom 3 demo](https://playable.wtf/games/doom-3-browser/): A desktop browser route into the later game without a retail-data setup. - [Play owned original Doom 3](https://playable.wtf/games/dhewm-dhewm3/): Use original 1.3.1 data in a native port; BFG Edition files do not fit. [Browse all version comparisons](https://playable.wtf/families/) ## A game inside the shop terminal UltraDoom puts Doom in ULTRAKILL’s shop terminals. Open or close it with the smile icon at the upper left of the terminal screen. This is a game-within-a-game interaction: you remain in ULTRAKILL’s space while a Doom session occupies the terminal display. The mouse deliberately does not control Doom, allowing you to look away from the screen and walk away. The creator describes each terminal as having its own Doom instance, so the novelty is visiting those screens rather than replacing ULTRAKILL’s weapons, enemies or campaign with Doom content. Sources: [UltraDoom · project documentation](https://github.com/Squaresweets/UltrakillDoom) ## Build the terminal’s data folder Install BepInEx before the plugin, then place the UltraDoom DLL in its plugins folder. The plugins/doom subfolder holds your legitimately sourced DOOM.WAD and the documented RLNDGM.SF2 soundfont. The optional ultradoom.wad adds texture swaps; the creator also allows the Doom shareware version for players without the full game. Filenames and placement matter because the plugin expects that layout. Audio and the Doom data are separate inputs, so a working plugin loader does not mean both have been supplied correctly. Sources: [UltraDoom · project documentation](https://github.com/Squaresweets/UltrakillDoom) ## A small experimental crossover The creator describes the plugin as a quick project made for a video. Its documentation does not present it as a polished replacement for a standalone Doom port. Choose it for the terminal interaction, and keep ordinary Doom play separate when you need a fully documented controls or save workflow. Sources: [UltraDoom · project documentation](https://github.com/Squaresweets/UltrakillDoom) ## Do I need the original game files? ULTRAKILL, a legitimate Doom WAD or shareware version, and the documented soundfont. Creator-reported: [Project guide](https://github.com/Squaresweets/UltrakillDoom) ## How do I get started? Install BepInEx, then follow the plugin and doom-folder layout in the README. Creator-reported: [Project guide](https://github.com/Squaresweets/UltrakillDoom) ## Credits and project - [Original project](https://github.com/Squaresweets/UltrakillDoom) --- # Garry’s Mod × Skate 3 — SkateGM Canonical: https://playable.wtf/games/the-schwilliam-skategm/ Project ID: project:the-schwilliam-skategm Skate 3 board physics, tricks and scoring on Garry’s Mod maps. ## About this version Skate across Garry’s Mod maps with Skate 3 board physics, tricks and scoring. Build a park or play with friends; a controller is recommended. Native setup. Sports. [Setup on creator site](https://github.com/the-schwilliam/SkateGM/releases) ## Skate Start with Skate3Recomp for desktop disc import, use the phone-specific ports for mobile installation, and reserve the browser fan game for already converted data. - [Read Skate guide](https://playable.wtf/guides/skate-browser-vs-native-ports/) - [Desktop disc installer](https://playable.wtf/games/skate-3-native/): A release-based ISO installer and controller input; Windows is the maintainer’s most-tested platform. - [Prepared-data browser experiment](https://playable.wtf/games/skate-3-browser/): Connect a compatible converted copy through Game Server; the public launcher supplies no converter. - [Android installation](https://playable.wtf/games/andrewnakas-skate3-android/): The native app can extract your own disc image and Title Update 3 on the phone. - [Skating rewrite](https://playable.wtf/games/skate-3-rust-engine/): A gamepad-led Windows experiment for tricks and maps, with unfinished original-game parity. [Browse all version comparisons](https://playable.wtf/families/) ## Make Garry’s Mod maps into skate spots SkateGM brings Skate 3’s board physics, tricks and scoring into Garry’s Mod. The attraction is choosing your own environment, setting a marker and trying a line with friends, then changing the space with the park editor. It includes a dedicated skating gamemode and a toggle for entering Skater mode inside other gamemodes. Its minigames give that sandbox a purpose. Own the Spot rewards the best scoring turn, S.K.A.T.E. asks everyone to repeat a set trick, and Trick Bingo turns a shared card into a set of landing challenges. Hold the Line is cooperative: each skater inherits the previous player’s position and speed, and a bail ends the group’s run. These are SkateGM activities rather than a claim that the original career is reproduced. Sources: [SkateGM · project documentation](https://github.com/the-schwilliam/SkateGM) ## Install the addon and the local engine Use Windows and Garry’s Mod’s x86-64 branch. Subscribe to the Workshop addon, close Garry’s Mod and run the separate installer with your own Xbox 360 Skate 3 ISO or extracted default.xex folder. It converts local game data and adds the native engine module, which the Workshop cannot carry. Optional map generation builds Skate 3 locations from your disc and takes additional time. It is off by default. Port Carverton, smaller segments and parks can then appear in Garry’s Mod’s map list; a separate Skate 2 disc is needed for the additional New San Vanelona option. Sources: [SkateGM · project documentation](https://github.com/the-schwilliam/SkateGM) ## Use markers to practice a line A controller is recommended. Hold LB and use D-pad down to place a marker, then hold the return combination to go back. LB plus D-pad left opens minigames, LB plus B opens the park editor and LB plus RB opens replays. On a keyboard, arrow keys perform Flick-It inputs and R respawns. If a controller fails, the creator recommends disabling Steam Input for Garry’s Mod. Every friend who wants to skate needs the addon and installer locally. In the dedicated gamemode, players without a functioning setup become spectators, so complete each person’s installation before organizing a session. Sources: [SkateGM · project documentation](https://github.com/the-schwilliam/SkateGM) ## Do I need the original game files? Garry’s Mod’s x86-64 branch and your own Xbox 360 Skate 3 disc image or extracted default.xex folder. Creator-reported: [Project guide](https://github.com/the-schwilliam/SkateGM) ## How do I get started? Follow the original installer tutorial and point it at your own game data. Creator-reported: [Project guide](https://github.com/the-schwilliam/SkateGM) ## What are the controls? Keyboard works; the creator recommends a controller. Creator-reported: [Project guide](https://github.com/the-schwilliam/SkateGM) ## Can I play multiplayer? The project documents skating with friends in Garry’s Mod. Creator-reported: [Project guide](https://github.com/the-schwilliam/SkateGM) ## Documented support - Controller: Supported · Creator-reported - Multiplayer: Supported · Creator-reported ## Credits and project - [Original project](https://github.com/the-schwilliam/SkateGM)