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A lot of video games have a pause feature.
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The main goal of pausing is to suspend gameplay
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until the player either unpauses
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or decides to save and quit.
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Mario Sunshine's pause menu fulfills this goal with flying colors,
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but it turns out there's also a side effect of
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completely altering Mario's physical interaction with objects.
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Uhhh....whoops Nintendo...
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Uhhh....whoops Nintendo...much?
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Alright, so it's not nearly as egregious as it sounds,
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but it's an interesting oversight regardless.
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00:31.6
Quick shoutout to Noki Doki for helping me to understand this stuff --
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if there's anyone I'd trust more than myself with obscure SMS knowledge...
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00:37.2
It's probably him.
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00:40.3
There's a couple useful clips in Delfino Plaza that involve
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00:42.8
running down a sloped surface and throwing a fruit.
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For now, let's focus on the Chuckster shine building clip.
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00:48.4
If you're speedrunning on the non-Japanese version,
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00:50.8
this shine actually gives you a slight advantage.
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00:53.8
Instead of messing around with spraying a banana out of a tree,
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You can simply just use this papaya which is
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00:58.6
one of many fruits missing on the Japanese version.
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That's weird.
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I forgot to
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I forgot to pause my game first.
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Now if you think that having to pause the game for this papaya clip to work is strange...
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That's because it is.
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But, there's at least a solid explanation for this.
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Mario Sunshine, much like some other Gamecube classics,
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had a pretty rushed development.
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In the interest of saving time,
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it borrowed pretty heavily from its predecessor, Mario 64.
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It may not have kicking or
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That EPIC long jump,
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01:35.3
but a surprising amount of the underlying physics are exactly the same.
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One of these physics's quirks that carried over is that
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Mario's collision is checked four times every frame.
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These are known as either quarter-steps or quarter-frames
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01:48.0
and Bismuth explains it best in his Mario 64 TAS Explained video.
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Bismuth: As Mario's moving,
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01:52.5
Bismuth: the game checks if there's an obstacle on each quarter-step of his movement.
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Bismuth: As long as nothing is in the way,
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Bismuth: Mario will keep being moved on each quarter-step.
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Bismuth: However,
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Bismuth: if he's about to move into a ceiling,
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Bismuth: the quarter-step will be cancelled and he will stay in place.
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While the game is running physics calculations
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a hundred twenty times a second,
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it can only read your inputs thirty times a second --
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once at the beginning at each frame.
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08:53.0
Every time you jump