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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. |
| + | |
| + | The course map shows other players as dots, whereas the progress rectangle shows every player's picture (except in Yoshi Valley, where their pictures appear as question marks, due to the route's vagueness). |
| | | |
| ===Shortcut-only=== | | ===Shortcut-only=== |
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| # Press and hold A after the 2nd light finishes dimming, and before the 3rd 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 10 frames (1/3 second) to press A. Earlier is better, but the difference is insignificant. | | # 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. | + | * During a rocket boost, sliding is faster, so you should start sliding as soon as possible. |
| + | ** If you are not good enough to [[MK64_Tactics#Straight_Stretch_Mini-turbos|SSMT]] yet, sliding during the rocket boost still saves time. Just be sure to [[MK64_Tactics#Untilting|untilt]] after you straighten out. |
| * If you need to turn sharply at the beginning of a race ([[Frappe_Snowland|FS]]/[[Yoshi_Valley|YV]]), do a quick AB-spin before sliding. | | * If you need to turn sharply at the beginning of a race ([[Frappe_Snowland|FS]]/[[Yoshi_Valley|YV]]), do a quick AB-spin before sliding. |
| * 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. | | * 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. |
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| * 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. |
| | | |
− | {| align="right"
| + | <gallery> |
− | |-
| + | Image:Untilt1.jpg|About to release a left-facing SSMT] |
− | |[[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:Untilt2.jpg|Straightened out, after turning right, but still tilted |
− | |}
| + | Image:Untilt3.jpg|Completely untilted, after tapping left |
− | ====Untilting====
| + | </gallery> |
| + | |
| + | === Untilting === |
| Being tilted refers to the direction the kart is facing, not the direction it is moving. It is not the same thing as [[MK64_Tactics#Straight_Stretch_Mini-turbos|straightening out]]. | | Being tilted refers to the direction the kart is facing, not the direction it is moving. It is not the same thing as [[MK64_Tactics#Straight_Stretch_Mini-turbos|straightening out]]. |
| * '''Being tilted slows you down.''' | | * '''Being tilted slows you down.''' |
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| *# 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. | | *# 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:''' 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:''' Many beginners overlook MT speed on corners. It is important to note that MTing as fast as possible often means starting the MT as late as possible. | + | *: '''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. | | * In some cases, it is better to drag out an MT a little in order to release it onto a straightaway. |
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| ====Corner MTs==== | | ====Corner MTs==== |
| In general, you should MT around every corner. Always charge up the MT as fast as possible, and take the corner tightly. | | 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 possible, 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°) corners (b): Release the MT as soon as possible as you go around 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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| *: '''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. | | *: '''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 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 hopping (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. | + | * 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. | | * 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. |
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| ====Shroomsliding==== | | ====Shroomsliding==== |
| While shrooming, sliding is faster than driving straight, so you should always slide while shrooming. The same is true for rocket boosts. | | While shrooming, sliding is faster than driving straight, so you should always slide while shrooming. The same is true for rocket boosts. |
− | : '''Common mistake:''' Many people overlook 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. | + | : '''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. |
− | * Because sliding without shrooming slows you down, you usually want to shroom almost immediately after beginning the slide, and release an MT exactly as the shroom wears off (if you release the MT too early, part of it will be wasted). | + | * 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, don't shroom again before the first shroom wears off, or part of the shroom 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==== | | ====Shroomspots==== |