The tunnel on Koopa Troopa Beach. You clip the right edge coming off the sand, drop through the gap in the rock, and if your line is any good you pop out the far side ahead of three people who took the sensible route. I have been doing that since 1997. In twenty-nine years of doing it, I had never once looked up.
I Have Known That Koopa Troopa Beach Shortcut Since 1997. This Week I Finally Saw It.

This week I did, because a modder who goes by RaYRoD TV built a version of Mario Kart 64 that runs in a headset with real head tracking, and the ceiling of that tunnel turns out to be about four feet above Yoshi's helmet. It is claustrophobic in a way the game has never been. Nintendo drew that rock in 1996 assuming nobody would ever be in a position to inspect it. Somebody is now.
I want to talk about the mod, because it is genuinely great and it is free. But the more interesting thing is how I found out about it, which is that a VR YouTuber posted thirty seconds of it on August 5 and the entire games press noticed a project that had been sitting on GitHub, finished and public, since roughly June.
What RaYRoD actually built
The foundation is SpaghettiKart, Harbour Masters' PC port of Mario Kart 64, which is itself built on libultraship, the same decompilation-derived engine layer that powers a growing pile of N64 games running natively on modern hardware. RaYRoD forked it and bolted OpenXR onto the renderer. That is the short version. The long version is twenty years of experience, which he sums up as "pulling shipped engines apart," and it shows in the parts most VR mods get wrong.
There are four view modes, not one. First Person is the headline, and it is the one in the clip everybody saw. But there is also Third Person, which keeps the original chase camera and just gives it stereo depth and head tracking, so you can lean around your own kart. There is Theater, which puts the flat game on a big screen in a void. And there is Diorama, which shrinks the whole track into a table-sized model you look down at, like a Hot Wheels set. Diorama is the one nobody is talking about and the one I have spent the most time in. Rainbow Road as a physical object hanging in space in front of you is a genuinely strange thing to see.
The options menu goes deeper than it needs to. World scale. Camera distance. Eye height. Stereo depth as a separate slider from world scale, which matters more than it sounds like, because the two do different things to your sense of speed. HUD opacity, HUD distance, HUD lock mode, and the ability to turn the HUD off entirely. First-person has its own submenu with flip and ease-back settings, which is RaYRoD's fix for the fact that a first-person camera welded to a drifting kart will absolutely wreck you if it snaps.

Controls take VR motion controllers with rumble, or a gamepad, or a keyboard. I used a gamepad, because holding a Touch controller like a steering wheel for a 150cc Special Cup is a young person's game and I am not a young person. It is still in beta. There are bugs. Netplay is on the roadmap and does not exist yet, which means the four-player split screen that was the entire point of this game in my house in 1998 is not part of the VR build. That is the real limitation, and I will come back to it.
Fifteen stars
Here is the number that has been rattling around my head all week. As I write this on Saturday, two days after Engadget and Time Extension both covered it, the repository has fifteen stars. Fifteen. Two forks. Two open issues.
The mod was not new either. Version 1.0 went up on GitHub on June 10 and sat there, complete and working and free, for eight weeks, while every one of us who covers this stuff wrote about headset release dates. Then the VR YouTuber BeardoBenjo posted a short clip of the Koopa Troopa Beach shortcut with the caption "I can now hit my favourite shortcut in Mario Kart 64 in glorious first person VR," and within about forty-eight hours it was on Engadget.
Nothing about the software changed in those forty-eight hours. It was exactly as good in June. What changed is that one person with an audience pointed at it.
I keep hearing that VR does not have enough content. I do not think that is the problem, or at least not the whole problem. There is a version of the problem that is much more embarrassing and much easier to fix, which is that the good stuff exists and nobody can find it. A storefront would have surfaced this. A tag would have surfaced this. Instead the discovery mechanism for one of the more impressive VR ports of the year was a guy with a beard filming his monitor.
The week the mods outran the platform
You have to put this next to what else happened in the last seven days, because the pattern is not subtle.
On Wednesday the Source VR Mod Team's free Half-Life 2 VR mod cleared Steam Frame Verified, becoming one of the first substantial things confirmed to run properly on Valve's unreleased headset. On Thursday we found that The Lab, Valve's own VR showcase, is rated Unsupported on that same headset. A volunteer team cleared the bar. The company that set the bar did not clear it with its own software.
Now add a hobbyist putting a 1997 kart racer into a headset with four view modes and a stereo depth slider, for free, on a repo with fifteen stars.
I do not think this means the platform holders are lazy. Valve has three translation layers in flight and a hardware launch to land, and shipping a headset is harder than shipping a mod. But there is something worth sitting with in the fact that the most exciting VR things I played this summer were made by people who do not work in VR, do not get paid for it, and are not counted in anybody's content pipeline slide.

What it costs you to try it
Nothing, and also a small amount of hassle. The build is Windows only. You need a US copy of the ROM in .z64 format, and the project checks it against a specific SHA-1, so a random file off the internet will not necessarily work and I am not going to tell you where to get one. Dump your cartridge. Mine is in a bin in the garage with a Rumble Pak that has not held a battery since the Clinton administration.
Grab the newest zip off the releases page, unzip it wherever, start your VR runtime first, then run Spaghettify.exe and point it at the ROM. Note that RaYRoD pushed v1.1.0 on Thursday, the day after the clip went around, so make sure you are not pulling the June build. It speaks OpenXR, so Virtual Desktop, SteamVR, Quest Link, and Air Link all work. I ran it over Virtual Desktop on a Quest 3 and it was fine, though this is exactly the kind of game that will benefit from the wired USB streaming Virtual Desktop just pushed into beta this week.
Now the warning, and I mean this one. First person Mario Kart 64 is the most nauseating thing I have put on my face in about two years. I have good VR legs. I play racers. I made it through roughly a lap and a half of Choco Mountain before I had to take the headset off and look at a wall, and the culprit is not the frame rate, which is fine. It is that Mario Kart's camera was designed around a drift mechanic that whips the car sideways while the player's actual head sits still on a couch. Put your head in the car and that whip has nowhere to go. RaYRoD's ease-back setting helps. It does not solve it.
So my honest recommendation is backwards from the headlines. Try First Person, get the thrill, take the screenshot. Then switch to Third Person and actually play, because third person with stereo depth and head tracking is comfortable, it is beautiful, and it makes tracks I have had memorized for decades feel like real places with real geometry. Wario Stadium is enormous. I did not know that. I have raced on it hundreds of times and I did not know that.
Diorama mode is the sleeper. It is also the only mode where I could imagine playing a full Grand Prix without needing a break.
The thing I actually want
Netplay. That is it. Mario Kart 64 was never really a single-player game in my life, it was four people on a couch elbowing each other, and the VR build cannot do that yet because online is still on RaYRoD's list rather than in the download. The day that lands, this stops being a novelty you show people and becomes something you schedule with friends.
Until then it is a free, well-built, slightly reckless piece of work by somebody who also has VR versions of Banjo-Kazooie, Star Fox 64, Sonic Robo Blast 2, Dr. Robotnik's Ring Racers, and the Super Mario 64 co-op project on his list. Go look at that list. It is more shipped VR content than several funded studios managed this year.
And then somebody please build a storefront that would have shown it to me in June.
