Please join our Discord server! https://discord.gg/XCazaEVNzT

User:Best-Robot-Vacuum-And-Mop0878

From Speedrunwiki.com
Revision as of 21:57, 24 July 2010 by Mjf314 (talk | contribs)
Jump to navigationJump to search

Racing Tactics used in the world of Mario Kart 64 time trials competition. This page explains in detail everything you need to know about Mario Kart 64 physics, and covers many important details that are not covered in the course-specific strategies.

Controls

See the Tactics section for more info on each control.

Non-shortcut

Acceleration: A

Always press A.

Exception: Triple-tapping A

Turning: left/right

Move the control stick farther to turn sharper.

Shrooming: Z or Cv

Hopping/Sliding: R+left/right

Release R to stop sliding.

Mini-turbos: R+left/right

While sliding, move the control stick back and forth twice to charge the MT. Release R to release the mini-turbo and get a speed boost.

AB-spinning: A+B+left/right

You must be standing still when you begin AB-spinning. Can be used in combination with a rocket boost or shroom.

Change view: C^

Switch between zoomed-in and zoomed-out.

Dashboard: C>

Switch between course map, speedometer, and big progress-rectangle.

Shortcut-only

Reverse: B+down

Reverse-AB-spin

Press down+left/right while AB-spinning.

Tactics

Weight Class

Always use a lightweight (Toad, Peach, or Yoshi)

Exception: WS shortcut flap (Bowser)
  • All lightweights are identical. Lightweights have the fastest speed, acceleration, and off-road speed.
  • The lightweights and Bowser have better triple-tapping A ability than the other karts.

Rocket Boost

To get a speed boost at the beginning of a race:

  1. Press and hold A after the 2nd light finishes dimming, and before the 3rd light is halfway lit up.
  2. You have 10 frames (1/3 second) to press A. Earlier is better, but the difference is insignificant.
  • During a rocket boost, sliding is faster, so you should start sliding as soon as possible.
    • If you are not good enough to SSMT yet, sliding during the rocket boost still saves time. Just be sure to untilt after you straighten out.
  • If you need to turn sharply at the beginning of a race (FS/YV), do a quick AB-spin before sliding.
  • If you need to go in reverse at the beginning of a shortcut race (FS/DK), do a reverse-AB-spin. Release down to start moving.

Everettstart

To save an extra .01 during a rocket boost:

  1. Start holding A before Lakitu gets into position.
  2. Release A before reaching the 10 frames. Then press A again during those 10 frames.
    • Releasing A for less time is better.
    • If you press A again too soon, you wipe out with gray smoke. If you release A too late, you wipe out with orange smoke.

Hopping

Hopping slows you down, so avoid hopping more than necessary.

  • Never hop on straightaways.
  • Hop repeatedly when you need to turn sharply.
  • Hopping can occasionally be used to hop over gaps to save distance, or to lose less speed offroad.

Turning

"Turning" refers to pressing left/right to turn, without sliding.

  • Turning slows you down, so avoid turning more than necessary.
  • The normal way to go around a turn is with an MT.
  • Occasionally you'll need to turn slightly without sliding.
    • If turning <20°, simply press left/right.
    • If turning >20°, then do a hop-turn.
  • Every time you turn, the kart becomes tilted. After you finish turning, always untilt, unless you have to immediately turn again.
File:Untilt1.jpg
About to release a left-facing SSMT
File:Untilt2.jpg
Straightened out, after turning right, but still tilted
File:Untilt3.jpg
Completely untilted, after tapping left

Untilting

Being tilted refers to the direction the kart is facing, not the direction it is moving. It is not the same thing as straightening out.

  • Being tilted slows you down.
  • You know you're tilted when you can see the character's head leaning to one side, or if you can see the sides of the tires.
  • To untilt, quickly tap the control stick slightly in the opposite direction of the way you're tilted.
    • For example, if you were just turning left, then quickly tap right to untilt.
    Common mistake: Untilting is very important, yet many beginners overlook it. Try to learn untilting early, and it will help you a lot.

Mini-turbos

Usually referred to as "MT". MTs are the normal way to go around turns, because they give you a speed boost. MTs can also be used on straightaways (SSMTs).

MT Speed

Sliding slows you down, so MT as fast as possible.

  • There is a limit to how fast you can MT. If you try to MT too fast, it will not register.
  • You cannot charge an MT while in the air.
  • To perform a left-facing MT (right-facing is the mirror image):
    1. Press R+left to start a slide.
    2. Continue to hold R, and as you reach the ground, press and hold right for at least 9 frames (.3 second). You may want to do this step a little slow to be safe. Anything less than .5 second is good.
    3. Press left for 1 frame (yellow), right for 4 frames, and left for 1 frame (red). Then instantly release R to release the MT. Note that these are theoretical minimums; realistically your MTs will be slower than that. Most people should do this step as fast as they can. You will only need to slow down if you have a very fast thumb.
      Common mistake: Many beginners instantly move the control stick back and forth as fast as they can, and then get stuck on the white-yellow transition. Do not rush that step; it will only make the MT slower.
    Common mistake: Overlooking MT speed on corners. It is important to note that MTing as fast as possible also means starting the MT as late as possible, so that you can charge it up quickly and release it instantly without having to wait.
  • In some cases, it is better to drag out an MT a little in order to release it onto a straightaway.

MT Spacing

MTs last for a few seconds each, during which you slow down gradually. Sliding also slows you down, so you should space out your MTs, by waiting until you have slowed down considerably before MTing again.

  • On straightaways, SSMTs should be about 2-2.5 seconds apart.
  • SSMTs should be spaced evenly, so adjust this number up or down to fit the section of track.
  • If you have to turn again shortly after releasing the MT, the spacing is closer, because you need to turn and slow down anyway, so you might as well MT.
  • The sharper the turn, the closer the spacing. For example, spacing is closer in LR than in TT.
File:Corners.PNG
Corners: non-sharp (a), semi-sharp (b), and very sharp (c)

Corner MTs

In general, you should MT around every corner. Always charge up the MT as fast as possible, and take the corner tightly.

  • Non-sharp corners (a): Release the MT as soon as soon as it is charged, straighten out if needed, and untilt.
  • Sharper corners: After charging up the MT, hold the control stick towards the corner for a split second while holding the slide.
    • Semi-sharp (~90°) corners (b): You should be very close to the corner at the moment you release the MT. Release the MT at the earliest possible moment where you can begin turning without hitting the corner. Continue turning until you are moving in the right direction, and untilt.
    • Very sharp corners (c): Release the MT from farther away from the corner, and then hop repeatedly around the corner, until you are moving in the right direction.
  • Don't aim directly at sharper corners as you approach them. Instead, aim slightly outside the corner, so that you can turn a little during the slide before reaching the corner.

Long turns

There are a few techniques that can help you take long turns more tightly.

  • In general, you want to be fairly close to the turn when you begin the MT.
  • On sharper smooth turns (LR), you should stay very close to the turn throughout the entire slide.
    • When you release the MT, untilt only partially. Then immediately push the control stick slightly towards the turn. This has the effect of pushing the kart slightly away from the turn to avoid the sand. This technique will enable you to release the MT closer to the turn, saving distance. Continue holding the control stick slightly to the left to stay close to the sand until you begin the next MT.
  • On more gradual smooth turns (TT), you should come a little farther away from the turn, so that you can MT faster.
    • Try to angle the slide as close to the turn as possible, while still being able to MT fast without hitting the fence. After releasing MT, untilt and drive tangent to the fence.
      • Slightly too tight is better than slightly too wide. If you are slightly too tight, then wait until you are far enough away from the fence to release the MT. If you are much too tight, then release the MT quickly and hit the fence.
  • For ragged turns (WS), usually you want to release the MT around one of the corners, so that when you release the MT you're driving parallel to one of the small walls.

Straight Stretch Mini-turbos

Usually referred to as "SSMT". You can save time by MTing on straightaways.

  • To perform an SSMT, angle the slide so that you are pushed in the opposite direction of the way you are facing. For example, if you are driving in the center of the road, and you perform a left-facing SSMT, then you should be farther to the right when you release the MT. You also want the kart to turn as little as possible during the slide.
  • After releasing the SSMT, turn back (do not hop) to straighten out so that you are moving in the right direction, and then untilt.
  • Between SSMTs, drive straight.

Angling slides

To angle the slide for a normal MT, usually you want to press R and left/right at about the same time, and then push the control stick in the opposite direction as you reach the ground. SSMTs work a little differently.

  • To angle the slide for a left-facing SSMT (right-facing is the mirror image):
    1. Start pressing left slightly before you press R, and only push the control stick part of the way.
    2. Slightly before reaching the ground, push the control stick quickly to the right.
    Easier strategy: Before starting the left-facing SSMT, turn slightly to the right. Untilt before you begin the SSMT. Now if you angle the slide poorly, you won't end up turning so far to the left. This strategy is only slightly slower, and is especially useful for the tricky uphill SSMTs.
  • If you do turn too far to the left, you can sometimes hop back to the right to avoid going offroad. However, if there is a wall on the side of the road, it is usually better to just turn back to the right normally, and let yourself hit the wall.
  • If the road is not perfectly straight (for example curved slightly to the left), then you want to do something in between a normal MT and an SSMT. Either wait slightly longer before pressing right (so that you turn farther to the left), or press right slightly slower. If you do a normal SSMT, it will bring you too far away from the inside wall.
  • Angling normal MTs: The same technique of only pushing the control stick part of the way before hopping is also sometimes useful for angling normal MTs, because small movements are easier to control than large sudden movements.

Wall-hitting MTs

After charging up an MT, you can hit a wall to help straighten out faster. This can be done in two ways:

  • Hit the wall with the inside of the kart (LR only).
  • Hit a wall with the back of the kart during an SSMT (several tracks). This is hard to do consistently, so it's not recommended.

Shrooming

Use a mushroom to get a speed boost.

Shroomsliding

While shrooming, sliding is faster than driving straight, so you should always slide while shrooming. The same is true for rocket boosts.

Common mistake: Overlooking tightness while shroomsliding in open areas that are followed by turns or corners. When shrooming in open areas, it is important to turn as far as possible as soon as you shroom, rather than turning a lot in the middle of the shroom, so that the path of the shroomslide is as straight as possible.
  • To do a shroomslide, hop first and then shroom almost immediately after landing (if you wait too long, the slide will slow you down). Release an MT exactly as the shroom wears off (if you release the MT too early, part of it will be wasted).
  • For double shrooms, wait until the first shroom wears off before shrooming again, or part of the shroom will be wasted.

Shroomspots

  • Because shroomsliding is faster, the best shroomspot is usually around a turn.
  • If there is any offroad in the track, then shroom through the offroad section.
  • Usually you want to release an MT just as the shroom wears off. Releasing it too early will waste part of the MT.

Flaps on Lap 2

On lap 1, you start slightly behind the finish line, and it takes .19 second (.18 with everettstart) to reach the line, so flaps are faster on lap 2 for some tracks.

  • Lap 2: LR, MMF, KTB, TT, FS, CM, WS*, SL, RRa, BC, BB, RRo*
  • Lap 1: KD, MR, DK, YV
  • The most important track to do on lap 2 is FS, while CM and WS are not quite as important.
  • The world records for WS flap and RRo flap were done on lap 1, even though lap 2 is faster.

Fast Acceleration

If you have to slow down for some reason, there are two ways to accelerate quickly:

  • Quickly tap A 3 times in a row. This works with all karts, but helps the most with the lightweights and Bowser.
  • If Lakitu is towing you back to the road, start pressing A as soon as possible. If you press A too early, you'll wipe out.