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Difference between revisions of "MK64 Tactics"

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See the [[MK64_Tactics#Tactics|Tactics section]] for more info on each control.
 
See the [[MK64_Tactics#Tactics|Tactics section]] for more info on each control.
 +
 +
===Non-shortcut===
  
 
====Acceleration: A====
 
====Acceleration: A====
 
Always press A.
 
Always press A.
:'''Exception:''' [[MK64_Tactics#Fast_Acceleration|Triple-tapping A]]
+
: '''Exception:''' [[MK64_Tactics#Fast_Acceleration|Triple-tapping A]]
  
 
====[[MK64_Tactics#Turning|Turning:]] left/right====
 
====[[MK64_Tactics#Turning|Turning:]] left/right====
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Release R to stop sliding.
 
Release R to stop sliding.
  
====[[MK64_Tactics#Mini-turbo (MT)]]====
+
====[[MK64_Tactics#Mini-turbo (MT)|Mini-turbo]]====
 
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.
 
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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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.]]
 
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.]]
  
====Change view (C-up)====
+
====Change view (C^)====
 
Switch between zoomed-in and zoomed-out.
 
Switch between zoomed-in and zoomed-out.
  
====Dashboard (C-right)====
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====Dashboard (C>)====
 
Switch between course map, speedometer, and big progress-rectangle.
 
Switch between course map, speedometer, and big progress-rectangle.
  
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===Weight Class===
 
===Weight Class===
* Always use a lightweight (Toad, Peach, or Yoshi)
+
Always use a lightweight (Toad, Peach, or Yoshi)
:'''Exception:''' [[Wario_Stadium_(MK64)#Shortcut_flap|Wario Stadium shortcut flap]] (Bowser)
+
: '''Exception:''' [[Wario_Stadium_(MK64)#Shortcut_flap|WS shortcut flap]] (Bowser)
** All 3 lightweights are identical.  Lightweights have the fastest speed, acceleration, and off-road speed.
+
:* All lightweights are identical.  Lightweights have the fastest speed, acceleration, and off-road speed.
** The 3 lightweights and Bowser are the only 4 karts with [[MK64_Tactics#Fast_Acceleration|triple-tapping A]] ability.
+
:* The lightweights and Bowser are the only 4 karts with [[MK64_Tactics#Fast_Acceleration|triple-tapping A]] ability.
  
 
===Rocket Boost===
 
===Rocket Boost===
* To get a speed boost at the beginning of a race:
+
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.
+
* Press and hold A after the 2nd light finishes dimming, and before the 3rd 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.
+
** You have 10 frames (1/3 second) to press A.  Earlier is better, but the difference is insignificant.
* To save an extra .01 (known as Everettstart):
+
During a rocket boost, sliding is faster, so usually it's best to start sliding as soon as possible.
*# Start holding A much earlier (before Lakitu gets into position).
+
* If you need to turn sharply at the beginning of a race ([[Frappe_Snowland#Non-Shortcut_3lap|FS]]/[[Yoshi_Valley#Non-Shortcut_3lap|YV]]), do a quick AB-spin before sliding.
*# 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).
+
* If you need to go in reverse at the beginning of a shortcut race ([[Frappe_Snowland#Shortcut_3lap|FS]]/[[D.K.'s_Jungle_Parkway#Shortcut_3lap|DK]]), do a [[MK64_Tactics#Reverse-AB-spin|reverse-AB-spin]].  Release down to start moving.
*# 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.
+
====Everettstart====
* As when [[MK64_Tactics#Shrooming|shrooming]], sliding is faster, so typically you want to start a slide as soon as possible, and then either [[MK64_Tactics#Mini_Turbos|MT]] or [[MK64_Tactics#Shrooming|shroom]] at the end of the rocket boost.
+
To save an extra .01 during a rocket boost:
** If you need to turn sharply at the beginning of a race (e.g. [[Frappe_Snowland#Non-Shortcut_3lap|FS]] or [[Yoshi_Valley#Non-Shortcut_3lap|YV]]), do a quick AB-spin before starting the slide.
+
# Start holding A before Lakitu gets into position.
* If you need to go in reverse at the beginning of a shortcut race (e.g. [[Frappe_Snowland#Shortcut_3lap|FS]] or [[D.K.'s_Jungle_Parkway#Shortcut_3lap|DK]]), do a [[MK64_Tactics#Controls|reverse-AB-spin]].  Once you're facing the right direction, release down to start moving fast.
+
# 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.
  
 
===Turning===
 
===Turning===

Revision as of 20:53, 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.

Non-shortcut

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.

Mini-turbo

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 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 light finishes dimming, and before the 3rd light is halfway lit up.
    • 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 usually it's best to start sliding as soon as possible.

  • 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.
    1. 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.

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