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  1. #1
    EmuTalk Member
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    Help: Mario Kart Running too fast!!

    Hi everybody,

    I just discoved PJ 64 last week and am having a great time playing all my old games again. You guys at PJ 64 are doing a great job. As soon as your site is back online ill be donating.

    Anyway, I have been playing multiplayer mario Kart and everything works perfect apart from the Donkey Kong Jungle level in the special cup and also bowsers castle. For some reason the game starts running 50% faster, it still plays real smooth, but everything is so quick that its too hard to control the racers and it takes the fun away.

    Does anyone else have this problem? How can i slow it down to its normal speed?



    Thanks, Luke


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  2. #2
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    i forgot to mention that this only happens when playing multiplayer. its really strange.

  3. #3
    Moderator Clements's Avatar
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    DK's Jungle Parkway is very fast on the real N64. You get used to it after a while.

  4. #4
    Moderator NES_player4LIFE's Avatar
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    if it's to fast 4 u just set a new counter factor
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  5. #5
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    NES_player4LIFE, how do I do that. i cant find it in the settings.

    Is it really like that in the N64 game??? no one else has mentioned it.

  6. #6
    Moderator Clements's Avatar
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    DK Jungle Parkway really is faster on the real thing. I've had the game for nearly 10 years.

  7. #7
    Moderator NES_player4LIFE's Avatar
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    Quote Originally Posted by pukey
    NES_player4LIFE, how do I do that. i cant find it in the settings.

    Is it really like that in the N64 game??? no one else has mentioned it.
    yes dk is faster

    2 change the C\F
    click on options then settings then rom settings and it's the 6th row down
    1 is fast 6 is slow

    ps
    the game must be running
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  8. #8
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    do any of the other circuits run fast for u guys on multiplayer? like bowsers castle, moo moo farm and the sky scraper battle zone?
    thanks for the info on counter factor, has made it a bit better.

  9. #9
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    Yes, that is the way the real console game is... Try playing it sometime.

  10. #10
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    I remember this from when i played a long time ago.

    My guess was that nintendo had to tweak the performance in those levels for multi cause of extra controller support to multi + complexity of those levels would have been bogged down under regular cicumstances.

    just my shot in the dark.

    Its seems to me someones done a hell of a coding job for this to stay in syc with the true n64
    machine. Kudos Project 64 team.
    Last edited by Tri4ce; February 26th, 2006 at 08:01.

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