Mario Kart 64 running at 60 FPS on real hardware

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Okay, to give some compensation for the cruddy last bit of the video I uploaded yesterday (the one of what would Mario Kart 64 look like running at 60 FPS), I actually found GameShark codes that allow the game to run at higher framerates.

Now, these codes were clearly made to be used on an emulator, not on a console, and as such, it just doesn't work very well at all. I don't know what the codes do, but I assume it changes the logic speed of some parts of the game (other bits remain too fast, like the menus and the Chomps on Rainbow Road) and another code to unlock the framerate. I am assuming there's something messing up the blanking intervals or something since when the framerate goes too high, you get black bars covering the screen.

I mentioned on the previous video that emulators don't really do cycle-accurate emulation of the console, and they're noticeably faster than the real deal. Most of the time it's not really noticeable and it can break games a little bit here and there, but in this case, it's very desirable to have that extra power, since unfortunately, using this code, the game slows down when the framerate goes down, and the console can't keep up most of the time. I found out the best track for this is Rainbow Road. Luigi Raceway and Banshee Boardwalk almost work fine, but they start lagging at one point, all the rest are pretty much slow motion the whole way through. Still, it's pretty sweet to see this game running so smoothly on the real deal!







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CoTeCiOtm presently has 3,703 views for Mario Kart 64 across 7 videos, and about 9 hours worth of Mario Kart 64 videos were uploaded to his channel. This is less than 0.50% of the total video content that CoTeCiOtm has uploaded to YouTube.