The purpose of this page is to document aspects of Mario Kart 64 that are important to Tool Assisted Speedrunning.
For basic driving strategies, see this tips page

Methods of Gaining Speed

Race Start Boost

As Lakitu counts down at the start of the race, holding "A" revs your engine. The largest boost is obtained by holding "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 using a mushroom, it is optimal to slide...

Lakitu Rev Start

After going out of bounds, when Lakitu is placing you on the ground, 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). The fastest way to regain speed is to triple-tap "A", which is optimally performed by alternating holding 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.

Mini Turbo (MT)

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 yellow to orange
4. Second outward slide420Immediately toggle back outward and hold the slide to charge.
5. Second inward toggle121Toggle inward to change smoke from orange to red. Release "R" immediately and, if done frame-perfect, the red smoke will not be visible
6. Glide turn8-1229-33Once you release the slide an MT boost is active for 14 frames. 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 to the road 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.

Reverse

Holding "B" and down while stopped allows you to reverse. One unique aspect of reverse is that acceleration is instantaneous. A reverse speed of 12 (from 0) is achieved in a single frame.

Drafting

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

Methods of Turning

Slight

Small

Normal

Tight

Spin

Driver Attributes

Classes

Capabilities

Acceleration curve Top speed Off road Turning Weight

Driver States

Bit 0x0F6A4C0x0F6A4D0x0F6A4E0x0F6A4F
1000 0000 (128)Boo activeFace southDazed (e.g. penguin hit)Spin-out (hit object)
0100 0000 (64)Struck by lightning"REVERSE"unknownSpin-out "WHIRRR!"
0010 0000 (32)Outward slidingDraft boostShroomingAB Spinning
0001 0000 (16)unknownAcceleration(type unknown)CPU controlled (After losing GP race)"BOING!" speed (can slide)
0000 1000 (8)Un-flatteningFace southSpin-out (banana)Off Ground
0000 0100 (4)FlattenedunknownTumble rotation (momentum)Zipper boost
0000 0010 (2)Directional tumble (i.e. green shell)Slightly off groundStar powerJumped (pressed "R")
0000 0001 (1)Vertical tumble (i.e. fake item box)Wall tumbleMT boost activeBraking

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.

Kart Location / Speed

Shortcuts

Wall Jumps

Seam Jumps / Breaks

Tenko Jumps

Collision Jumps

Lakitu Warps

Lakitu Effect

Finish line glitches

Items

Probabilities

Manipulation

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 from a banana results in a set speed. Normally this speed is slower than you could otherwise travel. However, if you have been shrunken by lightning spinning out on a banana peel, the spin out speed is faster than you could otherwise travel.

Lag Reduction

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GameResources/N64/MarioKart64 last edited by Weatherton on 2/28/2015 10:28 PM
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