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| 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. | | 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. |
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| Switch between zoomed-in and zoomed-out. | | Switch between zoomed-in and zoomed-out. |
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− | ====Dashboard: C>==== | + | ====Dashboard: C>==== |
| Switch between course map, speedometer, and big progress-rectangle. | | Switch between course map, speedometer, and big progress-rectangle. |
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| ===Turning=== | | ===Turning=== |
− | "Turning" refers to pressing left/right to turn, without sliding.
| + | "Turning" refers to pressing left/right to turn, without sliding. |
| * Turning slows you down, so avoid turning more than necessary. | | * Turning slows you down, so avoid turning more than necessary. |
| * The normal way to go around a turn is with an [[MK64_Tactics#Mini-turbos|MT]]. | | * The normal way to go around a turn is with an [[MK64_Tactics#Mini-turbos|MT]]. |
| * Occasionally you'll need to turn slightly without sliding. | | * Occasionally you'll need to turn slightly without sliding. |
− | ** If turning <20&deg;, simply press left/right. | + | ** If turning <20°, simply press left/right. |
− | ** If turning >20&deg;, then do a hop-turn. | + | ** If turning >20°, then do a hop-turn. |
| * Every time you turn, the kart becomes tilted. After you finish turning, always [[MK64_Tactics#Untilting|untilt]], unless you have to immediately turn again. | | * Every time you turn, the kart becomes tilted. After you finish turning, always [[MK64_Tactics#Untilting|untilt]], unless you have to immediately turn again. |
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− | {| align="right" | + | {| align="right" |
| |- | | |- |
| |[[Image:Untilt1.jpg|thumb|About to release a left-facing SSMT]] || [[Image:Untilt2.jpg|thumb|Straightened out, after turning right, but still tilted]] || [[Image:Untilt3.jpg|thumb|Completely untilted, after tapping left]] | | |[[Image:Untilt1.jpg|thumb|About to release a left-facing SSMT]] || [[Image:Untilt2.jpg|thumb|Straightened out, after turning right, but still tilted]] || [[Image:Untilt3.jpg|thumb|Completely untilted, after tapping left]] |
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| ===Mini-turbos=== | | ===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 ([[MK64_Tactics#SSMTs|SSMTs]]). | + | 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 ([[MK64_Tactics#SSMTs|SSMTs]]). |
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| ====MT Speed==== | | ====MT Speed==== |
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| * Non-sharp corners (a): Release the MT as soon as soon as it is charged, straighten out if needed, and untilt. | | * 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. | | * 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&deg;) 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. | + | ** 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. | | ** 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. | | * 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. |
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| ====Straight Stretch Mini-turbos==== | | ====Straight Stretch Mini-turbos==== |
− | Usually referred to as "SSMT". You can save time by MTing on straightaways. | + | Usually referred to as "SSMT". You can save time by MTing on straightaways. |
| * To perform an SSMT, [[MK64_Tactics#Angling slides|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. | | * To perform an SSMT, [[MK64_Tactics#Angling slides|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 [[MK64_Tactics#Untilting|untilt]]. | | * After releasing the SSMT, turn back (do not hop) to '''straighten out''' so that you are moving in the right direction, and then [[MK64_Tactics#Untilting|untilt]]. |