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MK64 Tactics
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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.
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:
- Start holding A before Lakitu gets into position.
- 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.
- Releasing A for less time is better.
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.
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)
- Press R+left to start a slide.
- 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.
- 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.