The purpose of this page is to document aspects of Mario Kart 64 that are important to Tool Assisted Speedrunning.
Please note that the following Game Resources page uses terms consistent with the game's original instruction booklet and operation card, where possible.

Increasing Speed

Rocket Start

As Lakitu counts down at the start of the race, pressing "A" revs your engine. The largest boost is obtained by pressing "A" for the entire pre-race sequence except for a single frame. Releasing "A" for additional frames (inclusive of this frame) may still receive a boost but it will be smaller. On some levels a smaller boost may be faster (e.g. to receive an optimal jump off another driver).
The frame where A must be released to receive the boost: [To Do: Enter picture of correct frame]

Shrooming

The start boost is actually the same effect as using a mushroom. When "shrooming", you gain additional speed by sliding (~+10%). While "shroom sliding" it is also slightly faster (~+3%) to oscillate the horizontal joystick position every frame. This oscillating slide or "Xenos slide" (named after the discoverer) typically requires you to take a slightly less direct route, so it is not always worth doing. Also of note is the fact that a Mini Turbo (MT) can be charged while shroom sliding, this is typically worth doing and thus further reduces the time frame for Xenos sliding.

Respawn Rev

When being placed back on the course after having gone out of bounds, the fastest way to accelerate is to hold "A" at the first possible frame that will not spin you out (i.e. any earlier and your driver spins out). This frame depends on whether you fell into ice water or not, because the ice shattering animation takes additional time.

Triple-Tap "A"

In many cases you may lose speed as consequence of a maneuver. The fastest way to regain speed (without the use of an item) is to triple-tap "A", which is optimally performed by alternating pressing and releasing "A" each frame (i.e. A_A_AAAA...). This technique is effective from a complete stop as well as from a partial loss of speed. It can be combined with Spin-Turning to turn quickly. Triple-Tapping is most effective with the light-weight characters and Bowser (the other characters benefit but to a much smaller degree).

Mini Turbo (MT)

A MT is a small boost awarded after a player performs a complicated drift process used to build the boost. The MT is a core advanced driving technique and is a primary differentiator between beginner and advanced players. It can be done around corners as well as on straightaways (a "Straight Stretch Mini Turbos" or SSMT). A MT has seven unique phases which can be performed "frame perfect". The longer a player spends on each step beyond what is necessary, the more speed they lose while building the MT boost and the greater overall distance they travel. Thus, for a TAS it is important to understand the absolute limits of this technique. The following table summarizes the MT phase requirements:
MT PhaseFramesΣFramesPhase Description
1. Inward jump66Jump and turn (on the same frame) in the direction you wish to MT. 6 frames assumes flat ground.
2. First outward slide915Once you land, immediately turn the opposite direction and hold the slide to charge.
3. First inward toggle116Toggle inward to change smoke from white to yellow
4. Second outward slide420Immediately toggle back outward and hold the slide to charge.
5. Second inward toggle121Toggle inward to change smoke from yellow to orange. Release "R" immediately and, if done frame-perfect, the red smoke will not be visible
6. Glide turn8-1229-33Once you release the slide a MT boost is active for 14 frames (speed is still elevated for some time after the boost ends). During this boost you can turn without losing speed. This MT glide allows you to angle yourself correctly coming out of the MT
7. Untilt1-230-35Once angled correctly, you must toggle the opposite direction for at least one frame to align your kart to the track. If you do not do this the kart drives at an angle or is "tilted" to its direction of travel and loses speed.
Note that optimal MT spacing is situation dependent. However, assuming an infinitely long, flat surface, optimal spacing would be XX (To do: test exact value) frames after the MT boost starts.
Depending on the terrain and situation several different options... The following table details these limits as they are currently understood. Note that the internal game requirements are not fully understood and the inputs in these tables were developed through experimentation:
MT PhaseXYRAComment
1. Inward jump+65000RA}}
1. Inward jump+20000RA}}
1. Inward jump+20000RA}}
1. Inward jump+20000RA}}
1. Inward jump-35000RA}}For unknown reasons, values as low as -35 are permitted on this frame.
1. Inward jump+65000RA}}
2. First outward slide-65000RA}}
2. First outward slide-65000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
3. First inward toggle+39000RA}}A toggle with a magnitude of at least 39 is almost always required to charge a MT.
4. Second outward slide-50000RA}}
4. Second outward slide-50000RA}}
4. Second outward slide-50000RA}}
4. Second outward slide-50000RA}}
5. Second inward toggle+39000RA}}
6. Glide turn-65000 A}}Beginning a glide turn with max turning allows the fastest possible adjustment back to straight
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
7. Untilt+63000 A}}+63 for one frame is all that is required to completely untilt with this MT
8. MT Spacing000000 A}}
MT PhaseXYRAComment
1. Inward jump+62000RA}}
1. Inward jump+20000RA}}
1. Inward jump+20000RA}}
1. Inward jump+20000RA}}
1. Inward jump-35000RA}}
1. Inward jump+64000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
3. First inward toggle+39000RA}}
4. Second outward slide-50000RA}}
4. Second outward slide-50000RA}}
4. Second outward slide-50000RA}}
4. Second outward slide-50000RA}}
5. Second inward toggle+50000RA}}
6. Glide turn-56000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
7. Untilt+61000 A}}
8. MT Spacing000000 A}}
MT PhaseXYRAComment
1. Inward jump+65000RA}}
1. Inward jump+65000RA}}
1. Inward jump+65000RA}}
1. Inward jump+20000RA}}
1. Inward jump+20000RA}}
1. Inward jump+65000RA}}
2. First outward slide-65000RA}}
2. First outward slide-65000RA}}
2. First outward slide-65000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
2. First outward slide-60000RA}}
3. First inward toggle+39000RA}}
4. Second outward slide-50000RA}}
4. Second outward slide-50000RA}}
4. Second outward slide-50000RA}}
4. Second outward slide-50000RA}}
5. Second inward toggle+40000RA}}
6. Glide turn-55000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
7. Untilt+65000 A}}
8. MT Spacing000000 A}}
MT PhaseXYRAComment
1. Inward jump+65000RA}}
1. Inward jump+65000RA}}
1. Inward jump+65000RA}}
1. Inward jump+65000RA}}
1. Inward jump+65000RA}}
1. Inward jump+65000RA}}
2. First outward slide-65000RA}}
2. First outward slide-65000RA}}
2. First outward slide-65000RA}}
2. First outward slide-65000RA}}
2. First outward slide-65000RA}}
2. First outward slide-65000RA}}
2. First outward slide-65000RA}}
2. First outward slide-65000RA}}
2. First outward slide-65000RA}}
3. First inward toggle+39000RA}}
4. Second outward slide-50000RA}}
4. Second outward slide-50000RA}}
4. Second outward slide-50000RA}}
4. Second outward slide-50000RA}}
5. Second inward toggle+39000RA}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-65000 A}}
6. Glide turn-40000 A}}
7. Untilt+65000 A}}
8. MT Spacing000000 A}}
MT in mneumonic formats:
|..|   65,    0,.................r|
|..|   20,    0,.................r|
|..|   20,    0,.................r|
|..|   20,    0,.................r|
|..|  -35,    0,.................r|
|..|   65,    0,.................r|
|..|  -65,    0,.................r|
|..|  -65,    0,.................r|
|..|  -60,    0,.................r|
|..|  -60,    0,.................r|
|..|  -60,    0,.................r|
|..|  -60,    0,.................r|
|..|  -60,    0,.................r|
|..|  -60,    0,.................r|
|..|  -60,    0,.................r|
|..|   39,    0,.................r|
|..|  -50,    0,.................r|
|..|  -50,    0,.................r|
|..|  -50,    0,.................r|
|..|  -50,    0,.................r|
|..|   39,    0,.................r|
|..|  -65,    0,..................|
|..|  -65,    0,..................|
|..|  -65,    0,..................|
|..|  -65,    0,..................|
|..|  -65,    0,..................|
|..|  -65,    0,..................|
|..|  -65,    0,..................|
|..|  -65,    0,..................|
|..|  -65,    0,..................|
|..|  -65,    0,..................|
|..|   63,    0,..................|
|..|    0,    0,..................|

Drafting

If you follow closely behind another character for several seconds, you receive a draft boost. This boost is not very significant, however, and a MT would be more effective in all known cases.

Back Up

Pressing "B" and down while stopped allows you to back up. One unique aspect of backing up is that acceleration is nearly instantaneous. A velocity of -12 (from 0) is achieved within [To Do: Calculate number] frames.

Methods of Turning

Degree of TurnMethod
SlightSlight adjustments in direction can be made without losing much speed by nudging the control stick in the desired direction for a few frames and then nudging back in the opposite direction for one or two frames to untilt the kart and realign to the new path. This should only be done in a TAS if necessary but is common in realtime speedrunning to make small adjustments.
Small
Normal
Tight
Spin

Driver Attributes

Classes

Capabilities

Acceleration curves [To do: Add tables for each of the following, with a column for each character and a row for each frame (including a graph would also be helpful)]:
YoshiToadPeachMarioLuigiD.K.WarioBowser
Top Speed (50cc)294294294290290290290290
Top Speed (100cc/Extra)314314314310310310310310
Top Speed (150cc)324324324320320320320320
Top Speed (Battle)245245245245245245245245
Turn Speed1.281.281.281.251.251.151.151.15
Turn Speed Reduction0.0020.0020.00200-0.002-0.002-0.002
Triple Tap A333221.51.53
Size5.55.55.55.55.55.566
Weight0.90.70.91.2121.82.3
This table is a summary of the entries that start at memory addresses 0x800E257C and 0x802B8790.

Driver States

Shrooming

MT Boost

AB Spinning

Off ground

It is important to know when you are off the ground as this generally means that you are losing speed. Being on the ground allows you to maintain your speed while driving on flat ground, charge a MT more quickly and accelerate while going down hill. The acceleration possible while going downhill is significant but can be tricky to initiate as your kart will tend to want to go airborne on steeper slopes. The right combination of pre-jumping and/or tapping "A" can help stick your kart to the down-slope.

States Table

Note: States are not (necessarily) mutually exclusive. Many can be active concurrently.
Bit 0x0F6AD40x0F6A4C0x0F6A4D0x0F6A4E0x0F6A4F0x0F6A5A0x0F6A5B
1000 0000 (128)unknownBoo activeLarge feather jump activeDazed (e.g. penguin hit)Spin-out (hit object)unknownFrozen
0100 0000 (64)Spin-out swerveStruck by lightning"REVERSE"unknownSpin-out "WHIRRR!"unknownunknown
0010 0000 (32)No kart rollOutward slidingDraft boostShroomingAB SpinningDripping waterDefrosting
0001 0000 (16)BonkunknownDash Zone boostCPU controlled (After losing GP race)"BOING!" speed (can slide)SmokingFrosty (blue tint after ice breaks)
0000 1000 (8)Freeze kart in air (activates 32)Un-flatteningSmall feather jump activeSpin-out (banana)Off GroundunknownStuck (out of bounds)
0000 0100 (4)Spin-out bonk (activates 8)FlattenedunknownTumble rotation (momentum)Zipper boostunknownLow opacity (Lakitu fade-out)
0000 0010 (2)Ghost activation smokeDirectional tumble (i.e. green shell)Slightly off groundStar powerJumped (pressed "R")unknownLakitu holding
0000 0001 (1)Big jump landing smokeVertical tumble (i.e. fake item box)Wall tumbleMT boost activeBrakingOver water/lava/spaceWater (out of bounds)

State activators

Many of these might be used for CPUs
Bit 0x0F699C0x0F699D0x0F699E0x0F699F
1000 0000 (128)unknownDash Zone activatorWeak shroom (unknown use)Spinout start (save)
0100 0000 (64)unknownChomp/train/car/bomb hit tumble activatorLightning hitunknown
0010 0000 (32)unknownSpiny/crab hitStarunknown
0001 0000 (16)SpinoutunknownSmall feather jump activatorunknown
0000 1000 (8)unknownBoat hitBoo activator (translucent)unknown
0000 0100 (4)Boo activator (invisible)Holding item(s) zoom outunknownGreen shell hit
0000 0010 (2)Start boost activatorLarge feather jump activatorShroomMole hit
0000 0001 (1)Shell hitunknownSquishedSpinout
0x0E9F74 = 1; Driving while underwater is indicated by
0x0F6A9D; Piranha plant hit sequence
0x0F6A43; Feather use sequence / some spinouts
0x0F69D4 gets set to 24 during the trophy sequence to simulate a spin jump. It's unclear why the developers didn't just use one of the spin jump states they left in the game.

2D animation states

Bit 0x0F6A460x0F6A47
1000 0000 (128)
0100 0000 (64) "CRASH"
0010 0000 (32) Music note (spinout save)
0001 0000 (16)Shell hit
0000 1000 (8)"BOING!"
0000 0100 (4)
0000 0010 (2)
0000 0001 (1)"POOMP!"

Kart Location / Speed

Shortcuts

Wall Jumps

Luigi Raceway (brick wall jump) - Example Video

Angled Wall Jumps

Seam Jumps / Breaks

Luigi Raceway (Mylestyle)

Kalimari Desert

Tenko Jumps

Gregstyle

Weathertenko

Collision Jumps

Lakitu Warps

Lakitu Effect

Finish line glitches

This refers to an incorrectly mapped polygon overlapping the finish line plane. When a player is on a polygon like this but behind the finish line, the game will read that player as being at the start of the lap instead of the end. The benefit of the glitch is that is allows the player to get items (usually 8th place) that they normally would not get while in first because the game sees them as being a lap behind. The zones where this can be used are shown below.

Koopa Troopa Beach

Royal Raceway

Yoshi Valley

Items

Probabilities

ItemCode1st2nd3rd4th5th6th7th8th
Banana130%
Banana Bunch25%5%
Green Shell330%5%
Triple Green Shell45%10%10%
Red Shell55%15%20%15%10%
Triple Red Shell6 20%20%20%20%20%20%20%
Spiny Shell7 5%5%10%10%15%
Thunder Bolt8 5%5%10%10%15%20%20%
Fake Item Box910%5%
Super StarA 5%10%15%15%20%30%30%
BooB5%5%
MushroomC10%5%5%5%5%
Triple MushroomsE 15%20%20%25%25%10%5%
Super MushroomF 5%10%10%10%10%10%10%
Total 100%100%100%100%100%100%100%100%
This table is a summary of the entries that start at memory address 0x1A7A90.
ItemCode1st2nd3rd4th5th6th7th8th
Banana160%50%40%35%30%30%30%25%
Banana Bunch2
Green Shell325%25%25%25%20%20%20%20%
Triple Green Shell4 5%10%15%20%20%20%20%
Red Shell5
Triple Red Shell6
Spiny Shell7
Thunder Bolt8 1%
Fake Item Box910%10%10%10%5%5%
Super StarA 5%5%10%10%
BooB5%5%5%5%
MushroomC 5%10%10%20%20%20%24%
Triple MushroomsE
Super MushroomF
Total 100%100%100%100%100%100%100%100%
This table is a summary of the entries that start at memory address 0x1A7DBO.
ItemCode1st2nd
Banana125%
Banana Bunch210%5%
Green Shell330%
Triple Green Shell45%5%
Red Shell55%5%
Triple Red Shell6 15%
Spiny Shell7 5%
Thunder Bolt8 15%
Fake Item Box910%
Super StarA 15%
BooB5%
MushroomC10%
Triple MushroomsE 15%
Super MushroomF 20%
Total 100%100%
This table is a summary of the entries that start at memory address 0x1A80D0.
ItemCode1st2nd3rd
Banana135%5%
Banana Bunch25%5%
Green Shell330%
Triple Green Shell4 10%
Red Shell55%15%10%
Triple Red Shell6 15%20%
Spiny Shell7 10%
Thunder Bolt8 5%15%
Fake Item Box910%5%
Super StarA 5%15%
BooB5%5%
MushroomC10%5%
Triple MushroomsE 20%20%
Super MushroomF 5%10%
Total 100%100%100%
This table is a summary of the entries that start at memory address 0x1A8198.
ItemCode1st2nd3rd4th
Banana135%5%
Banana Bunch25%5%5%
Green Shell330%5%
Triple Green Shell4 10%5%
Red Shell55%15%10%
Triple Red Shell6 15%15%20%
Spiny Shell7 5%10%
Thunder Bolt8 10%15%
Fake Item Box910%5%5%
Super StarA 5%10%20%
BooB5%5%
MushroomC10%5%5%
Triple MushroomsE 25%25%25%
Super MushroomF 5%10%
Total 100%100%100%100%
This table is a summary of the entries that start at memory address 0x1A82C4.
ItemCodeActive Players
Banana110%
Banana Bunch25%
Green Shell35%
Triple Green Shell420%
Red Shell520%
Triple Red Shell6
Spiny Shell7
Thunder Bolt8
Fake Item Box915%
Super StarA20%
BooB5%
MushroomC
Triple MushroomsE
Super MushroomF
Total 100%
This table is a summary of the entries that start at memory address 0x1A8454.

Manipulation

Items are based the tables above but can be manipulated in some ways.
The randomness for the item selection works as follows:
Formula: (RNGValue + ABRFrames + RaceFrames + LastItem) % 100
RNG Value: Returned value of random number call giving a random number from 0 to 99
A/B/R Buttons: Counter goes up each frame (29.97fps) that on of these buttons is pressed. Can go up by 1, 2, or 3 depending on how many of them are pressed at once (or more if using more than 1 controller).
Race Frames: Counter that goes up each frame (59.94fps) during a race (including startup with Lakitu and points screens)
Last Selected Item: Last item table number that was produced from the formula above
Because of the way the RNG works, it is possible to cycle the RNG rotation by using the A, B, and R buttons when they otherwise don't affect the driving (before the race starts for example).
The full lookup table is helpful when manipulating ABR frames, so I'm including those here as well:
RNG Value12345678
00102040505060606
10102040505060606
20102040505060606
30102040505060606
40102040505060606
50103040505060606
60103040505060606
70103040505060606
80103040505060606
90103040505060606
100104050506060606
110104050506060606
120104050506060606
130104050506060606
140104050506060606
150104050606060606
160104050606060606
170104050606060606
180104050606060606
190104050606060606
200105050606070707
210105050606070707
220105050606070707
230105050606070707
240105050606070707
250105050606070707
260105050606070707
270105050606070707
280105050606070707
290105050606070707
300205060607080807
310205060607080807
320205060607080807
330205060607080807
340205060607080807
350306060708080808
360306060708080808
370306060708080808
380306060708080808
390306060708080808
400306060808080808
410306060808080808
420306060808080808
430306060808080808
440306060808080808
45030606080A0A0808
46030606080A0A0808
47030606080A0A0808
48030606080A0A0808
49030606080A0A0808
500306080A0A0A0A08
510306080A0A0A0A08
520306080A0A0A0A08
530306080A0A0A0A08
540306080A0A0A0A08
5503080A0A0A0A0A0A
5603080A0A0A0A0A0A
5703080A0A0A0A0A0A
5803080A0A0A0A0A0A
5903080A0A0A0A0A0A
6003090A0A0C0A0A0A
6103090A0A0C0A0A0A
6203090A0A0C0A0A0A
6303090A0A0C0A0A0A
6403090A0A0C0A0A0A
65040A0C0C0E0E0A0A
66040A0C0C0E0E0A0A
67040A0C0C0E0E0A0A
68040A0C0C0E0E0A0A
69040A0C0C0E0E0A0A
70050B0E0E0E0E0A0A
71050B0E0E0E0E0A0A
72050B0E0E0E0E0A0A
73050B0E0E0E0E0A0A
74050B0E0E0E0E0A0A
75090C0E0E0E0E0A0A
76090C0E0E0E0E0A0A
77090C0E0E0E0E0A0A
78090C0E0E0E0E0A0A
79090C0E0E0E0E0A0A
80090E0E0E0E0E0E0A
81090E0E0E0E0E0E0A
82090E0E0E0E0E0E0A
83090E0E0E0E0E0E0A
84090E0E0E0E0E0E0A
850B0E0E0E0E0E0E0E
860B0E0E0E0E0E0E0E
870B0E0E0E0E0E0E0E
880B0E0E0E0E0E0E0E
890B0E0E0E0E0E0E0E
900C0E0F0F0F0F0F0F
910C0E0F0F0F0F0F0F
920C0E0F0F0F0F0F0F
930C0E0F0F0F0F0F0F
940C0E0F0F0F0F0F0F
950C0F0F0F0F0F0F0F
960C0F0F0F0F0F0F0F
970C0F0F0F0F0F0F0F
980C0F0F0F0F0F0F0F
990C0F0F0F0F0F0F0F
RNG Value12345678
00101010101010101
10101010101010101
20101010101010101
30101010101010101
40101010101010101
50101010101010101
60101010101010101
70101010101010101
80101010101010101
90101010101010101
100101010101010101
110101010101010101
120101010101010101
130101010101010101
140101010101010101
150101010101010101
160101010101010101
170101010101010101
180101010101010101
190101010101010101
200101010101010101
210101010101010101
220101010101010101
230101010101010101
240101010101010101
250101010101010103
260101010101010103
270101010101010103
280101010101010103
290101010101010103
300101010103030303
310101010103030303
320101010103030303
330101010103030303
340101010103030303
350101010303030303
360101010303030303
370101010303030303
380101010303030303
390101010303030303
400101030303030303
410101030303030303
420101030303030303
430101030303030303
440101030303030303
450101030303030304
460101030303030304
470101030303030304
480101030303030304
490101030303030304
500103030304040404
510103030304040404
520103030304040404
530103030304040404
540103030304040404
550103030304040404
560103030304040404
570103030304040404
580103030304040404
590103030304040404
600303030404040404
610303030404040404
620303030404040404
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Lap Progress Trick

Miscellaneous Tricks

Shells

Item cancel jump.

Fake Item Box

Vertical speed multiplier

Bananas

Although probably not useful in a TAS, it's worth documenting that spinning out results in a set speed. Normally this speed is slower than you could otherwise travel. However, if you have been shrunken by lightning the spin out speed is faster than you could otherwise travel.

Lag Reduction

Helpful Game Shark Codes

When testing new strategies, particularly shortcuts, it can be helpful to change some memory addresses to test concepts. The following codes are particularly helpful for this purpose: "Turn in Mid Air"
800F6A4F 0000
D00F6915 0020
810F69C8 4000
800F699D 0000
"Drive Through Walls"
8002E000 0010
8002E058 0010
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GameResources/N64/MarioKart64 last edited by adelikat on 8/31/2023 4:16 PM
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