# Two players standing on top of each other (stage 4 through Stage Select Mode), with their kinds poked
# so that check_hit lets the pair through: check_player_contacts' table entries for kinds 0, 1 and 2
# (00E4DF, 00E4E2, 00E4E5), which no touch of the game reaches.
#
# Kinds 0-2 (field 47) are the players' (player_start copies the player number, 00286B; the character
# choosers write the character, 08FC02/0901E0), and check_hit skips every pair whose kinds are both 0-2
# (001E33-001E3F): a player's touched_by only names objects whose kind was above 2 when check_hits
# paired them. Players are hitters and are tested against each other (check_hits, every hitter against
# the hitters after it), which is how a poked kind gets a player paired with another player.
# check_player_contacts also ignores touches while an autopilot path is set (player field B2, except paths
# 0x14-0x16): the start run's path 2 ends at 3770 (player 1) and 3781 (player 2); the pokes come after it.
#
# - 3800-3802: trackball 2 moves player 2 to x F222, y 0FFF (from x F228, y 1005), 11 from player 1 (x
#   F227, y 0FF5): both have round hitboxes of radius 8, and after the start run they are 16.03 apart.
# - 3850: player 2's kind (204F07, 1) = 3 (a ring): the pair is tested; player 2's touched_by is player 1
#   (kind 0: 00E4DF), player 1's is player 2 (kind 3: player 1 takes a ring, 00E55D).
# - 3851, 3852: player 1's kind (204FA7) = 1, then 2: player 2 reaches 00E4E2 and 00E4E5.
# - 3853: both kinds back (player 1 0, player 2 1).
1800  press coin1
1830  press coin1
1920  press start1
1980  press start2
3300  poke 20F061 08
3400  poke 20F06E 04
3400  poke 20F06F 00
3500  press start1
3800  roll 2 8 0
3803  roll 2 0 0
3850  poke 204F07 03
3851  poke 204FA7 01
3852  poke 204FA7 02
3853  poke 204FA7 00
3853  poke 204F07 01
3900  end
