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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....

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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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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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It's probably him.

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There's a couple useful clips in Delfino 
Plaza that involve

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running down a sloped surface and throwing 
a fruit.

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For now,

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For now, let's focus on the Chuckster shine 
building clip.

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If you're speedrunning on the non-Japanese 
version,

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this shine actually gives you a slight advantage.

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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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one of many fruits missing on the Japanese 
version.

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Uhh...huh.

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That's weird.

27
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Oh, right!

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I forgot to

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I forgot to pause my game first.

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Wonderful.

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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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[OH NO!]

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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

40
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That EPIC long jump,

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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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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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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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Every time you jump

