The base game was always a classic example of the travelling salesman problem, albeit with the added complexity of mastering your actual travel technique. With the coop version the problem of routing has become infinitely more complex and therefore entertaining. Pause starts are part of that complexity and part of the entertainment. But in the long run of the evolution of runs, I don't think it will play as big of a role as routing will.
I agree with Chiara here. The evolution of optimizing coop runs is not going to revolve around the pause starts. It's going to be around the co-operative nature of routing. The fastest runs are not going to be two people who have planned their separate levels. It's going to be the teams that combine levels.
Anytime there is a 'collection' based star (secrets, reds, ghost hunt, 100-coin) there is the potential to send two or more people after the collectable thing and save huge swaths of time. If you'd like proof of concept, check out the routing used by Newmanbeatbox and Tnewm, Thier WR is listed under the archived EX versions, but it is still minutes faster than anything else we've seen. And both of those runners openly admit that they are not the fastest speedrunners out there. This effect is diminished outside of the 120 category. But I wouldn't be surprised if we see more 100 coin stars even in lower star categories.
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Co-Op Cup 64 Registration
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