Regarding controller mods:
I think controller mods are fine as long as they are not electrical (e.g. remapping buttons or changing the output signal of the controller).
Putting on tape to prevent D-pad inputs seems fine imo. As Sword said, this is not too different than what's allowed in SMK/MKSC with regards to modifying the D-pad.
But doing something like rewiring the controller so that the side D-pad inputs instead give D-pad UP inputs shouldn't be allowed imo. Since then mashing diagonal could give you more chances at chain wheelies.
Regarding pause buffering:
Bryce729 wrote on 02/05/19 at 18:46:00:pausing is an in game mechanic added by nintendo. sorry if some of you dont like how you can save time with it, but who is any of us to say pausing isnt aloud because of the way you do it
Sword wrote on 02/07/19 at 14:15:06:Speaking of which, this pause situation reaches new levels of absurdity. I was always taught that if you don't like how the game is, don't play it. Either adapt or move on. Trying to engineer the playing field to fit your own criteria just seems... kind of off to me.
Winbag4 wrote on 02/05/19 at 21:04:07:The HOME menu is a Wii system thing, but in-game pausing is CODED INTO MARIO KART WII. I don't see why it should be disallowed. You can't frame advance with it. Anyone can use it. I don't, and lots of other people don't, but we've seen examples of a time getting pushed to the limit because of it.
These are are all similar points, and I think this is the main reason why some people are against this rule.
IMO it is always up to the competitive community to create the best ruleset to maximize the enjoyment and competitiveness of a game. To me, that is better than having rules that perfectly match with what's possible in-game, but I see why some people disagree.
I have already given this example, but imagine if MKWii also had the MK64 timer glitch, where you could leave your console on for days to get faster flaps. Since flaps aren't played as much in this game let's say this also worked for 3laps (e.g. pausing at the beginning of the 3lap for a few days causes the timer to move slower when you resume). It's something possible in-game, so if we make our rules based on what's possible in-game then it should be allowed. Hunter offered an explanation that this kind of thing shouldn't be allowed since it's a "glitch". But aren't we supposed to allow everything in-game, since everyone can do it and is on a level playing field? To me, I can't see why any competitive community would want to allow something like this where they have to take multiple days to do one attempt. Therefore, allowing everything that's possible in-game seems like a bad strategy for making rules.
So then the question is whether pause/HOME buffering negatively impacts the game enough that it warrants banning it. In my opinion, it does. I feel that pause buffering takes away from the spirit of TTs, since TTs should be driven in real-time. Pause/HOME buffering takes away many aspects of skill from the game, such as timing, input speed, consistency, alignment, reaction time, etc. Overall it would be less enjoyable to compete in a game with widespread pause buffering, and I think many of the top players would agree with this. MKWii with widespread pause buffering is almost like a completely different game that is more akin to doing TASes on Dolphin. Those runs are impressive in their own right but it's generally different types of skills being tested there. I think we should stick with the type of game we already have (real-time TTs).
I am convinced that banning pause buffering is the best course of action for the long-term competition in this game. Brett feels the same way which is why he wanted to give up his own WR. The poll (even though it was 2 years ago) also shows there's many people who don't think pause buffering belongs in competitive TTs.
Many games that use IGT (in-game time) or high scores ban pause buffering. I looked at Cyberscore and "pause abuse" is banned for most games. There are some that allow it though, for example the Smash Stadium games seem to allow it (homerun contest). But imagine for example playing a score attack on a fast-paced puzzle game. If you were able to pause every few frames to give yourself infinite time to plan your moves it would basically trivialize the competition. A similar concept applies to MK. It takes away from the spirit of the game and the removes the skill involved.
Other MKs ban techniques that are only possible with pause, even though they are apart of the game (SMK/MKSC). I imagine that the other MK games wouldn't allow pause buffering either although they probably haven't had the discussion like this thread.
In RTA (real-time attack) Speedrunning, it's a bit different since pause buffering has a tradeoff between losing RTA time by pausing and saving time in-game using the buffered inputs. So there's more strategy there, and I can see why most speedruns allow it. In IGT and score-based games pausing can be way too anti-competitive though, since you can pause as long as you want without losing time/score.
Sword wrote on 02/07/19 at 14:15:06:Either way no solution is perfect now as the rPG history is tainted and people aren't going to understand why the hands of the record have been swapped over and why the time is now .3 slower than it once was. Any improvement set that doesn't beat his former time won't even feel like a record in the eyes of many. So either way it seems like a lose lose.
I see your point but I also think that a fully HOME buffered 1:17.8 on MC3 wouldn't feel like a real WR in the eyes of many. It's better to handle this situation now before it gets out of hand.