God Gamers is a ROM hack made by Zaoldieck. It is a light kaizo hack with one Star at the end of one level.
There is one long course of increasing difficulty for the player to navigate. It is divided up into sections that Mario moves between via designated warp points, which are clearly marked with black sparkles. The course itself is called Runner Paradise, and its singular Act is called Will You Be The WR Holder?.
Overworld[]
The overworld area is a small grassy square of land with all three Cap Switches (only the Vanish Cap is needed for this hack), a Toad house which acts as the entrance to the course, and a Bob-omb Buddy standing under a palm tree. The Bob-omb Buddy, who is a mouthpiece for the hack creator, Zao, challenges the player to complete the course in under 8 minutes.
Runner Paradise[]
Section 1[]
Follow the path of wooden platforms as indicated by the red arrows, jumping between and up to the next platform as necessary.
At the first significant obstacle, Mario needs to time his jumps carefully to platform across the three pink platforms, which are continuously moving in a circle- longjumps may be your best option for this. Ignore the Chain Chomp.
On the other side, dodge the Chuckya and wallkick up to brick pillar, then jump along to the adjacent floating platform that has a tree on it. Jump up to the next platform that has. Chain Chomp ahead- dodge the Chomp and run up the slope on the left (the slope is not slippery).
The last part of this section involves using a Note Block to reach the distant platform. The Note Block is slightly embedded into a platform made of quicksand, so being slightly off-target will get Mario killed. To pull this off, make sure to longjump as far as possible from the dead centre of the starting platform. Keep the control stick pointed forwards and the A button pressed the whole time, until Mario lands on the distant platform with the warp on it.
Section 2[]
The second section requires Mario navigate through a series of glass compartments. Firstly, jump across the first three platforms, then wallkick upwards a short distance. Then, longjump through the hole in the wall and land on the platform on the other side.
For the second glass compartment, wallkick off of the left glass wall to reach the top of the platform above, and jump along to the next platform to the right. Fall into the square hole in the corner of the glass compartment and drop down to the next nook. In this closed off space, wallkick up and over the wall between Mario and the warp to the next section.
Section 3[]
This next section continues inside the glass compartments, and is the introduction of some significantly more tricky platforming.
Up ahead is a short upwards slope; on the other side is a similar downwards slope, and a narrow platform at the base of that. Here's what you can do:
- Longjump towards the first (and only visible) slope.
- Jump off of the upwards slope after landing- this will only work if the Z button is still being held. It won't make Mario groundpound as long as it's being continuously held from the initial longjump.
- (You can let go of the Z button now) After jumping off of the first slope, dive forwards. This needs to be done quickly and fairly early into the jump in order to maintain Mario's momentum.
- Mario will slide down the downward slope on his belly. The next platform, which is at the base of this slope, is narrow, but perfectly positioned. When Mario touches down, immediately jump off of it. This should be a double jump that has enough forwards momentum to carry him over to the far glass wall. If it's not a double jump or Mario isn't maintaining enough momentum to reach the glass wall, you'll need to press your buttons faster.
- Wallkick off of the glass wall, and continue wallkicking upwards. There is not a lot of room to land on either side at the top, so be careful about landing. Jump through the hole in the glass wall and land on the grass island on the other side.
This next part involves using a Vanish Cap, but before picking it up, stop and take a look up ahead. You see those large glass floor-to-ceiling windows in the tower up ahead? That is NOT what you'll be passing through with the Vanish Cap. Ignore those glass walls for now. Instead, grab the Vanish Cap and platform up the sand block to the platform with a recovery heart, then onto the next sand block, then longjump over to the tower's doorway. If you already activated either of the sand blocks, you can wait a short while for them to respawn in their whole state. Once inside the tower, run around the bookshelves and through the doorway up ahead- the one with blue stars on it (this doorway is what the Vanish Cap was needed for).
Next, run across the wooden bridge and longjump directly forwards, to perform a 45 degree wallkick off of the wall ahead. Rinse and repeat for the second wall, and Mario should land on the black platform ahead. Run straight up it- it's not slippery. If Mario isn't colliding with the wall correctly, and he's sliding past it, you need to slightly adjust the angle he's longjumping towards it at, so that it is slightly more perpendicular to the wall. Remember that Mario cannot change the direction of his momentum while in the air on his own- he needs to be influenced by an object or environment to move (for example, hitting a wall or wallkicking will change the direction of his momentum).