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Drew Weatherton | [TAS] Mario Kart 64 - MMF GP SC, No Lakitu, No Pause Proof of Concept @weatherton | Uploaded 2 years ago | Updated 8 hours ago
Sharing this because I've referred to it in a few chats. This was something Forest and I figured was possible but hadn't confirmed. I actually did this proof of concept back in August, about two months before we discovered pausing strats.

This works because I'm only within the out-of-bounds area on one frame (yes the grass I touch is coded a out-of-bounds), a physics frame where I'm on the ground. It's actually barely possible to do it, but it saves a lot of time (especially in one player) because you don't have to spend time getting stuck and put down by Lakitu or rapidly pausing.

Assuming good CPU timing at end of lap 1 or 2, this is faster for 3-lap. Though 2-player pausing would get faster in-game time than this. It's worth noting even the 58"58 2-player pausing TAS (which was done pretty quickly and could definitely be improved) is faster than the old TAS in real-time.
Also, note that the real-time could be improved by sacrificing in-game time. This is possible because normally each pause takes 3 frames (start, release, start) but each pause can actually be done in two frames (pause without A held, press A). So, especially in situations where you have a mushroom active, you can either not hold A at all (other than to un-pause) or you tap A every other frame (during the other player's pause). Thus, that would speed-up real-time by roughly 33%. One other thing to note, it's possible to spend less time off road on the last shortcut in that 58"58, I just basically didn't feel like doing it because it's a pain (involves a bounce off the fence, past the bridge).
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[TAS] Mario Kart 64 - MMF GP SC, No Lakitu, No Pause Proof of Concept @weatherton

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