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'''This page is under construction.'''
 
'''This page is under construction.'''
  
Racing '''Tactics''' used in the world of '''[[Mario Kart 64]]''' time trials competition.
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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.
This page is a must-read before moving on to the course strategies, as it will provide the necessary building blocks for understanding more complicated strategies.  This page will explain in detail everything you need to know about Mario Kart 64 game physics, and make it easier for you to spot the small mistakes in your runs.  All tactics on this page are for non-shortcut, unless noted otherwise.
 
  
 
==Controls==
 
==Controls==
  
; Acceleration (A button) and Brakes (B button)
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See the [[MK64_Tactics#Tactics|Tactics section]] for more info on each control.
: For non-shortcut, always press A and never press B, no exceptions.
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; [[MK64_Tactics#Turning|Turning]] (left/right on the control stick)
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====Acceleration: A====
: The farther you move the control stick left/right, the more sharply you turn.
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Always press A.
; [[MK64_Tactics#Shrooming|Shrooming]] (Z button)
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:'''Exception:''' [[MK64_Tactics#Fast_Acceleration|Triple-tapping A]]
; [[MK64_Tactics#Hopping|Hopping]]/[[MK64_Tactics#Sliding|Sliding]] (R button)
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: R+left/right to slide. While holding R, move the control stick back and forth twice to charge the MT (mini-turbo), and then release R to release the mini-turbo and get a speed boost. More info in the [[MK64_Tactics#Mini_Turbos|MT section]].
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====[[MK64_Tactics#Turning|Turning:]] left/right====
; AB-spinning (A+B+left/right while standing still)
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Move the control stick farther to turn sharper.
: Can be used in combination with a [[MK64_Tactics#Rocket_Boost|Rocket Boost]], or in combination with a [[MK64_Tactics#Shrooming|shroom]] or [[MK64_Tactics#Shroomsliding|shroomslide]] if you are not moving when you shroom (shortcut only).  Press down+left/right while AB spinning to do a reverse-AB-spin (shortcut only).
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; Reverse (B+down)
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====[[MK64_Tactics#Shrooming|Shrooming:]] Z====
: Shortcut only.
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; Change view (C-up)
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====[[MK64_Tactics#Hopping|Hopping]]/[[MK64_Tactics#Sliding|Sliding:]] R+left/right====
: Switch between zoomed in and zoomed out.
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Release R to stop sliding.
; Dashboard (C-right)
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: Switch between course map, speedometer, and big progress-rectangle.
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====[[MK64_Tactics#Mini-turbo (MT)]]====
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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.
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====AB-spinning: A+B+left/right====
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You must be standing still when you begin AB-spinning.  Can be used in combination with a [[MK64_Tactics#Rocket_Boost|rocket boost]] or [[MK64_Tactics#Shrooming|shroom.]]
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====Change view (C-up)====
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Switch between zoomed-in and zoomed-out.
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====Dashboard (C-right)====
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Switch between course map, speedometer, and big progress-rectangle.
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===Shortcut-only===
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====Reverse (B+down)====
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====Reverse-AB-spin====
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Press down+left/right while AB-spinning.
  
 
==Tactics==
 
==Tactics==
  
 
===Weight Class===
 
===Weight Class===
* All 3 lightweights are identical.  Lightweights have faster speed, faster acceleration, and faster off-road speed than middleweights and heavyweights.
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* Always use a lightweight (Toad, Peach, or Yoshi)
* The 3 lightweights and Bowser are the only 4 karts with [[MK64_Tactics#Fast_Acceleration|fast acceleration]] ability.
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:'''Exception:''' [[Wario_Stadium_(MK64)#Shortcut_flap|Wario Stadium shortcut flap]] (Bowser)
* Always use a lightweight (Toad, Peach, or Yoshi), except...
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** All 3 lightweights are identical.  Lightweights have the fastest speed, acceleration, and off-road speed.
*; Exception
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** The 3 lightweights and Bowser are the only 4 karts with [[MK64_Tactics#Fast_Acceleration|triple-tapping A]] ability.
*: [[Wario_Stadium_(MK64)#Shortcut_flap|Wario Stadium shortcut flap]]: Use Bowser.
 
  
 
===Rocket Boost===
 
===Rocket Boost===

Revision as of 20:08, 13 August 2008

This page is under construction.

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.

Acceleration: A

Always press A.

Exception: Triple-tapping A

Turning: left/right

Move the control stick farther to turn sharper.

Shrooming: Z

Hopping/Sliding: R+left/right

Release R to stop sliding.

MK64_Tactics#Mini-turbo (MT)

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-up)

Switch between zoomed-in and zoomed-out.

Dashboard (C-right)

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: Wario Stadium shortcut flap (Bowser)
    • All 3 lightweights are identical. Lightweights have the fastest speed, acceleration, and off-road speed.
    • The 3 lightweights and Bowser are the only 4 karts with triple-tapping A ability.

Rocket Boost

  • To get a speed boost at the beginning of a race:
    • Press and hold A after the 2nd red light finishes dimming, and before the blue light is halfway lit up.
      • You have a 10 frame (1/3 second) time frame to press A. Earlier within those 10 frames is better, but makes a very small difference.
  • To save an extra .01 (known as Everettstart):
    1. Start holding A much earlier (before Lakitu gets into position).
    2. Release A before reaching the aforementioned 10 frames. Then press A again during those 10 frames, as you would for a normal rocket boost (again, earlier is better).
    3. The less time you spend releasing A is better.
      • If you release/press A too soon, you wipe out with gray smoke. If you release/press A too late, you wipe out with orange smoke.
  • As when shrooming, sliding is faster, so typically you want to start a slide as soon as possible, and then either MT or shroom at the end of the rocket boost.
    • If you need to turn sharply at the beginning of a race (e.g. FS or YV), do a quick AB-spin before starting the slide.
  • If you need to go in reverse at the beginning of a shortcut race (e.g. FS or DK), do a reverse-AB-spin. Once you're facing the right direction, release down to start moving fast.

Turning

  • "Turning" refers to simply pressing left/right to turn, but the typical method of going around turns is with an MT, and only turning for a short amount of time after the MT.
  • Turning slows you down, so avoid turning more often than necessary.
  • Occasionally you'll need to make direction-adjustments without an MT.
    • If a small adjustment (<20°)), then simply press left/right.
    • If a larger adjustment, then do a hop-turn.
  • After any kind of turn, always untilt, unless you're in the middle of a turn that's too sharp for untilting.
About to release a left-facing SSMT
Finished straightening out, but still tilted
Now completely untilted, after tapping left

Untilting

  • Possibly the most overlooked tactic among lower-level karters, so I can't stress this enough: Being tilted slows you down.
  • If you can see the character's head leaning to one side, or if the front tires are not centered in front of the back tires, then you know you're tilted.
  • To untilt, quickly tap the control stick in the opposite direction of the way you're tilted.
    • If you were just turning left, then quickly tap right to untilt. If you just did a left-facing SSMT and then turned right to straighten out, then quickly tap left to untilt.

Mini Turbos

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

MT Speed

  • To MT, you need to slide, and sliding slows you down, so MTs should be as fast as possible (with some exceptions).
  • You cannot just charge an MT as fast as you want. You must follow a certain rhythm. Also, you cannot charge an MT while in the air.
  • To perform a left-facing MT: (right-facing is just 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) (or sometimes more than 9). It's a good idea to do this step slow (but not too 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), and then instantly release R to release the MT. However, most people are unable to press left/right for fewer than 4 frames, so most people should do the whole left-right-left motion as fast as they can. If you're PAL or have a fast thumb, you might need to slow down slightly.
    Common mistake
    Many beginners have trouble MTing because as soon as the slide starts, they instantly move the control stick back and forth as fast as they can. However, this just makes the MT much slower. You must follow the rhythm.

MT Spacing

  • Each time you MT, the slide slows you down, so if you keep MTing in quick succession, you'll be slowed down many times.
  • It's not worth it to be slowed down so often, because the speed boost slows down gradually, so it's better to space out your MTs rather than do them in quick succession.
    • On straightaways, typically each SSMT should be 2-2.5 seconds apart (adjust up or down to fit the track)
    • For long gradual turns (e.g. TT), the spacing is a little closer.
    • For long sharper turns (e.g. LR), the spacing is even closer, because if you waited too long between MTs, you would need to turn, which slows you down anyway, so you might as well MT again.
    • For corners or shorter turns, in general you should just space your MTs in whatever way fits the track, which usually means MTing around every corner, even if they are closer or farther than the ideal spacing.

Boost Turns

SSMTs

Wall-hitting MTs

Shrooming

Shroomsliding

Shroomspots

Flaps on Lap 2

Fast Acceleration