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[[File:MKDD Cover.png|thumb|right]]
[[File:MKDD Cover.png|thumb|right]]
== Overview ==
== Overview ==
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Mario Kart: Double Dash!! is a kart-racing game and the fourth main instalment of the Mario Kart series developed and released by Nintendo in November 2003. It brought new features such as two drivers per kart, special character items and LAN play. There are various game modes including Grand Prix, Versus Mode, Battle Mode and Time Trials. The majority of MKDD speedrunning has been focussed on Time Trials and is known for its fast dextrous technical driving, high skill ceiling, and as of recent years new game-breaking glitch shortcuts.
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[[File:MKDD AGDQ 2016.jpg|thumb|right|Former Champion "druvan7" running All-Cup Tour at AGDQ 2016]]
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Mario Kart: Double Dash!! is a kart-racing game and the fourth main instalment of the Mario Kart series developed and released by Nintendo in November 2003 for the Nintendo Gamecube. It brought new features such as two drivers per kart, special character items and LAN play. There are various game modes including Grand Prix, Versus Mode, Battle Mode and Time Trials. The majority of MKDD speedrunning has been focussed on Time Trials and is known for its fast dextrous technical driving, high skill ceiling, and as of recent years new game-breaking glitch shortcuts.
Early on in Japan many different websites hosted time trial leaderboards, most notably the [https://web.archive.org/web/20040202090202/http://commander.versus.jp/dd/ Mario Kart DD Stadium site] where players could submit times, post videos and discuss strats in the bulletin boards for each track. Most of these sites are now defunct.
Early on in Japan many different websites hosted time trial leaderboards, most notably the [https://web.archive.org/web/20040202090202/http://commander.versus.jp/dd/ Mario Kart DD Stadium site] where players could submit times, post videos and discuss strats in the bulletin boards for each track. Most of these sites are now defunct.
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Drift - The kart will enter a drifting state after the R or L button has been pressed and a certain turn threshold has been met. If the threshold hasn't been met the kart's wheels will have smaller trickling sparks and not enter the drift state. Drifting can increase a kart's acceleration and is useful on its own during lakitu drop boosts such as the Mushroom Bridge shortcut fast lap.
Drift - The kart will enter a drifting state after the R or L button has been pressed and a certain turn threshold has been met. If the threshold hasn't been met the kart's wheels will have smaller trickling sparks and not enter the drift state. Drifting can increase a kart's acceleration and is useful on its own during lakitu drop boosts such as the Mushroom Bridge shortcut fast lap.
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MT (Mini-turbo) - An MT is performed by holding the R or L button, charging to orange then blue sparks by shifting the analogue stick, then releasing the trigger button to gain a temporary boost in speed. The kart will slightly shift outwards opposite the drift direction when initiating a drift; players will direct the analogue stick slightly before pressing the trigger button to control the kart better. Failing to charge an MT is referred to as a Dropped MT or Missed MT (sometimes a Missed MT might be further distinguished as missing a drift entirely)
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MT (Mini-turbo) - An MT is performed by holding the R or L button, charging to orange then blue sparks by shifting the analogue stick, then releasing the trigger button to gain a temporary boost in speed. The kart will slightly shift outwards when initiating a drift; players will direct the analogue stick slightly before pressing the trigger button to control the kart better. Failing to charge an MT is referred to as a Dropped MT or Missed MT (sometimes a Missed MT might be further distinguished as missing a drift entirely)
MT Speed - The speed which a player can consistently charge MTs. Generally a player's MT speed will increase over their career, and a player's MT speed will in part inform their racing lines. Executing faster MTs can allow players to drive more optimal lines and space better. On Co-Op mode the charging speed limit is removed.
MT Speed - The speed which a player can consistently charge MTs. Generally a player's MT speed will increase over their career, and a player's MT speed will in part inform their racing lines. Executing faster MTs can allow players to drive more optimal lines and space better. On Co-Op mode the charging speed limit is removed.
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Fast Drop - On some tracks where the kart will be falling, players can make the kart fall faster by pressing the trigger button. Tilting the kart forwards/backwards during an airtime section can also be effective. Players will often charge an MT during these sections referred to as a Mid-Air MT.
Fast Drop - On some tracks where the kart will be falling, players can make the kart fall faster by pressing the trigger button. Tilting the kart forwards/backwards during an airtime section can also be effective. Players will often charge an MT during these sections referred to as a Mid-Air MT.
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A-Tech - The part of momentum control provided by releasing the accelerator (A button). The current momentum of the kart, how long and when the accelerator is held and let go for, analogue stick movement, timing of drift initiation and other minutiae can all impact the A-tech effect. Generally players are recommended to start learning it after reaching Expert/Hero standard where it is typically simplified as "Releasing A during an MT" to practise keeping the kart straighter on straight sections like on Mushroom Bridge and Peach Beach. Players will eventually start to master the technique as they begin to intuit its effect, analyse top players and learn variations such as Fancy A-Tech, Smooth A-Tech, Half A-Tech, Swag Strat, A-less MT, Full A-Tech, A-tech Hop. Though some top players knew the effect of releasing the accelerator - and was used in limited fashion by player Leuca in June 2004<ref>https://www.youtube.com/watch?v=DKvhNiuQnHk</ref> - it wasn't until February 2006 that the technique was fully formed and refined by player JSX<ref>https://www.mariokart64.com/cgi-bin/yabb2/YaBB.pl?num=1087733131/1502#1502</ref> fundamentally changing how the game would be played at top level.
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A-Tech - The part of momentum control provided by releasing the accelerator (A button). The current momentum of the kart, how long and when the accelerator is held and let go for, analogue stick movement, timing/length of an MT/drift and other minutiae can all impact the A-tech effect. Generally players are recommended to start learning it after reaching Expert/Hero standard where it is typically simplified as "Releasing A during an MT" to practise keeping the kart straighter on straight sections like on Mushroom Bridge and Peach Beach. Players will eventually start to master the technique as they begin to intuit its effect, analyse top players and learn variations such as Fancy A-Tech, Smooth A-Tech, Half A-Tech, Swag Strat, A-less MT, Full A-Tech, A-tech Hop. Though some top players knew the effect of releasing the accelerator - and was used in limited fashion by player Leuca in June 2004<ref>https://www.youtube.com/watch?v=DKvhNiuQnHk</ref> - it wasn't until February 2006 that the technique was fully formed and refined by player JSX<ref>https://www.mariokart64.com/cgi-bin/yabb2/YaBB.pl?num=1087733131/1502#1502</ref> fundamentally changing how the game would be played at top level. A visual cue for releasing the accelerator is a small puff of light grey smoke from the Barrel Train's chimney.
R-Tech - Repeatedly pressing the R or L button in a specific fast rhythm in order to exceed the kart's usual turning radius. Useful on the spirals on Rainbow Road and Wario Colisseum but also in short bursts round sharp corners such as the advanced strat on Baby Park. The rhythm depends on 60Hz/50Hz and is sometimes quoted as "3 frames held, 8 frames let go" for 60Hz. The technique was discovered by Andre W in June 2004<ref>https://web.archive.org/web/20041122035202/www.foren.defw.de/mariokart-forum/ftopic371.html</ref> after mimicking a similar technique in F-Zero.
R-Tech - Repeatedly pressing the R or L button in a specific fast rhythm in order to exceed the kart's usual turning radius. Useful on the spirals on Rainbow Road and Wario Colisseum but also in short bursts round sharp corners such as the advanced strat on Baby Park. The rhythm depends on 60Hz/50Hz and is sometimes quoted as "3 frames held, 8 frames let go" for 60Hz. The technique was discovered by Andre W in June 2004<ref>https://web.archive.org/web/20041122035202/www.foren.defw.de/mariokart-forum/ftopic371.html</ref> after mimicking a similar technique in F-Zero.
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== Shortcuts ==
== Shortcuts ==
Waluigi Stadium:
Waluigi Stadium:
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Bowser Castle:
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== Custom Tracks ==
== Custom Tracks ==
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== Tournaments ==