they did arise some comments. I'm trying to get your first linked video to see how much height is gained from boosting off of a shell, but the link is down. I want to see how much height is possible and if there's any speed run potential in the maneuver.
edit: woopsie, apparently 2 player vs. mode started playing too quickly just like GP 2 player. I don't know if this is what I had happen before, but hrumph. More importantly, I realized that vs. mode in fact does not keep an in-game timer, thus removing any sort of cool world record breaking potential that it had. so, it looks like unless the speed problem can be fixed in 2 player GP (maybe it has to do with whether you're recording or not?) then Time Trials beating all world record on 16 courses is the ideal run.
edit: hm those MK64 players are really good. I'm curious as to how trivial beating their times is.
did some testing and it takes 23 frames to charge up an MT, optimally. For straights, what would the optimal amount of time between each MT be? it's possible to do one right after the other in rapid succession, do start charing a MT as soon as you finish one, but is it better to let the MT go for a little whole as you're facing straight for a while? like how long does a MT last, and is it more beneficial to start charging the next one at the end of your boost or in the start/middle?
MT Sidewinding
I'm checking with mariokart64.com to see if this is a good strategy or not.
Edit: after a lot of discussing, I concluded that
This is the proper and fastest method. I did some very thorough calculations/observations, and found the optimal time to start a MT after the first one begins to fade. I also found a slight speed boost from the beginning boost that utitilized one of the minor glitches mentioned here.
"what I did find is that the speed boost from the green light goes to 80, and it stays at that speed until the boost is over. 75-80%% through the boost, if you jump and start a MT, your speed actually goes to 83ish for a brief moment. This is probably due to the small glitch where when you jump at the end of a speed strip you maintain the same boost speed for a little while longer, mush like in other games sliding on ice or other slippery surfaces and jumping at the end to keep the sliding speed (Sonic, Rayman 2, Megaman X, etc.) The game probably considers the boost at the beginning of the race to be the same kind. that, coupled with MTing sidewinding in a very straight pattern is what caused the gain in time, but I also think some of it has to do with using Yoshi. I'm restarting and using the strategy of the second video I posted.
with more in depth looking at optimiziations and stuff, because you're speed decreases a little when powersliding, it's good to start your MT as soon as your speed reaches a little above your maximum normal driving top speed. let's use the 70-80 range assuming using Yoshi.
when the MT is in effect, your speed is 80. when driving at top normal speed, it's 70. when powersliding, assuming you're driving on the pavement, your speed will drop to 70. The speed takes more time to drop from 75 to 70 when the MT is done than starting to MT as soon as the speed decreases to 75. The optimal time to start a MT is when your speed has reduced to about 73; by then, when you start powersliding, you'll still be at the same speed as if you were still driving at top normal speed."