Hey, I still have a Game Pack of this game here and its checksum is "4F9DAC86,113110640"
with the Magic Code "DODGYROMMER", coincidentally the same ROM used in the published run.
So I did some tests using Banjo on Ancient Lake, Tracks Mode, on Car, with TT On:
Top Speed Starting Blue Turbo While Sliding and Releasing A;
Console = 70
Emulator = 100
Top Speed Without Turbo, Zero Bananas, not Sliding and Holding A;
Console = 60
Emulator = 60
Top Speed Sliding With 10 Bananas and Tapping A;
Console = 90
Emulator = 90
Top Speed Zippers Green Turbo Releasing A;
Console = 145
Emulator = 145
(estimated values as the speedometer is analog)
About the staff's ghost mentioned by xenos or the player's ghost mentioned by ALAKTORN,
it seems to be saved as "player's position" and not "player's input".
Save a ghost wobbling your character and then follow it from behind to see what I mean;
it won't wobble any more but instead will follow a smooth line along the track.
Also, with an empty Controller Pack you can save a ghost up to 3 minutes long,
no matter how many inputs there are, after that a message "Can't Save Ghost"
is displayed over TT's face, so the player's position theory seems accurate.
So, the ghost will probably sync if created on emulator and played back on console,
but the TAS won't sync given the turbo speed differences between emu and a real N64.
I just found a small trick that can save more time than those turbo inaccuracies,
but it require frame precision so I doubt you'll see it done on console anyway :)
http://dehacked.2y.net/microstorage.php/info/622124192/DKRtas20.m64