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Last updated: March 24th 2017

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Micro-Strat Guide by Matthias Rustemeyer

About LR MMF KTB KD TT FS CM MR WS SL RRy BC DKJP YV BB RRd

Foreword
This strat guide covers all 16 tracks and is strictly about non-shortcut strategies. It may contain many details which are well-known among top players, but probably some new techniques or perspectives of doing moves you are able to do well, but like to master and do perfectly. Of course I'm not omniscient and only tried to describe everything as precise as my English and my knowledge about this game allow me.

Terminology
MT: mini turbo (drift boost)
SSMT: straight stretch mini turbo
LF/RF: left/right facing
Triple A: fast acceleration by tapping the A-button at least 3 times

General advice
- Use a ghost to compare small details, find out your strenghts and weaknesses. I prefer a ghost which starts strong so that I chase it more often than it chases me. The latter increases pressure and may distract more when the ghost drives between the real kart and the player's view, which can also cause more lag (even on PAL, e.g. 1st shroom on YV flap).
- Whenever you drive towards steady or moving obstacles in a straight line and are unsure whether you have to dodge them or not because the kart aims for their edges, don't steer to the direction where you want to pass it. Come very close and move the joystick just a little to the "wrong" direction which points towards the obstacle. Before the kart will actually go there, it will be pulled slightly to the outside. Especially useful if you need to turn inwards for the next corner anyway. This is rather a rescue move on misjudged lines than a recommended driving technique, but shows the game's own physics!


Notes
You can't always separate MTs and SSMTs strictly from each other, the difference on short turns or slightly curved straights can be marginal. In my opinion, the best way to describe them is by looking at the outward momentum just after you have jumped into the drift, which is my main criterion to differentiate between them in this strat guide.

Any references to (dis-)appearing objects in order to define good timings are based on the PAL screen ratio and zoom-in perspective. There can be a significant difference if you play the NTSC game and/or zoomed out.