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Spinning Out (Read 125 times)
dragondragon
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Spinning Out
02/25/09 at 17:53:45
 
After I made the switch 100% to Bowser, I spin out ALL the time.  It is especially obvious on the retro Mario Circuit courses.  On rMC1, I can never make it past like lap 3, without my kart spinning out.  I'm seconds ahead of my ghost by taking smooth turn after smooth turn, but it seems like if I take a few quick turns in a row, my kart doesn't know what to do and just spins out.  I think I spun out about 30 times in a row on the 180 degree turn trying for a flap.  The kart doesn't even get into the slide and just spins out immediately.  Help!
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Re: Spinning Out
Reply #1 - 02/25/09 at 18:17:16
 
Someone here can give you the nerd explanation but this is the simple one.

Tracks like RMC1 let you take really long slides and if you do that and go into another slide quickly, this will cause your kart to spin out.  You either release the mt first or let the kart straighten momentarily so that the game knows you are not technically sliding more.

Kind of like mk64 if you hold a slide out too long, minimize that and you should be fine.
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Harvey Kartel
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Re: Spinning Out
Reply #2 - 02/25/09 at 19:08:45
 
Well, I always referred to this as "spon-spin" (for spontaneous) and yes, it seems to happen much more often with heavyweights, which is why I used Mario in my current Sky Garden PR (he can "carry" the boosts better). The shroomless SG jump is probably too advanced for you right now, but you should still learn to prevent spon-spin when sliding to do MTs. If you're not going to do an MT, don't slide much around short corners... hop around them and make your slides as brief as possible. You want to close each non-MT turn with a jump because it helps straighten you. On DP2 and MC2, you'll spon-spin a lot when going for the MTs if you overslide... you just have to learn to release the MT early and let it work for you. I never have a spinning problem with MC1... maybe I just know when to release the MT gotten from the last turn. You get a feel for it with practice.
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Nicholas Harvey, The Gulfport Oracle

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Fant0m
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Re: Spinning Out
Reply #3 - 02/26/09 at 01:27:25
 
It sometimes happens to me too  Wink
What you just need to do, is to do a normal side and then, jump in the next slide (if you want to make another one).
But if you want to do just one slide, the spin happens if you slide too much (you can notice it by watching if you need to go back on the right direction by turning the pad). This will count as the continuation of the slide.
So a short advice to give you, just slide normally, and if you feel you didn't slide enough, then turn on the opposite direction, and you will surely get a boost.  Smiley
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termoPilucco
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Re: Spinning Out
Reply #4 - 02/26/09 at 01:53:49
 
You may have a lucky handheld that make ZZMT easy for you.
When you are able to ZZMT, spinning is more common.
By the way, if you want to avoid it, just use the MT   Grin
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dragondragon
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Re: Spinning Out
Reply #5 - 02/26/09 at 09:55:24
 
I've found that I'm chaining multiple turns in a row, that if I hop right after one of the turns, it delays the boost, but more importantly doesn't spin me out.  Kind of annoying though, because that hop slows you down.
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termoPilucco
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brilliant!

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Re: Spinning Out
Reply #6 - 02/26/09 at 10:51:38
 
That means you can do ZZMTs... and that mean you can use them for the best strats.
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Chuck Foster
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Re: Spinning Out
Reply #7 - 02/26/09 at 13:09:17
 
@termo:

The situations that Eric is describing happen to me in the exactly the same way. Does that mean ZZMTs can be done on a regular DS?
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termoPilucco
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brilliant!

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Re: Spinning Out
Reply #8 - 02/26/09 at 13:39:03
 
Yes.. i had a DS lite ZZMT capable w/o modify anything.
But only modifying it you can do it consistently.
Doing it like 1/2 or 1/3 is real frustrating, when you are trying to get a PR.
With this unmodified DSL i did just some flaps and one or two 3lap record.
Then the handheld was damaged and i had to change it. The new one did not allow me to do ZZMTs (maybe once on 10 tries) and this is the reason why i've modified it.
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Harvey Kartel
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Re: Spinning Out
Reply #9 - 02/26/09 at 14:10:00
 
dragondragon wrote on 02/26/09 at 09:55:24:
I've found that I'm chaining multiple turns in a row, that if I hop right after one of the turns, it delays the boost, but more importantly doesn't spin me out.  Kind of annoying though, because that hop slows you down.


You WANT to delay MTs. The best place to release one usually isn't the place where you get it. This skill is used very extensively in both SMK and MKSC to "carry" an MT to the place where it will serve you the best, usually to cut across off-road areas (in SMK, this is called NBT). In the case of MC1, you want to create an MT on the last turn, and carry it to the straightaway after the first turn of the following lap, or use it to cut across the sand at said first turn. You can also carry an MT to the finish line to "prime" a f-lap if you can't cut across off-road with it. Try that on GV1.

Once you've gotten this down to a science, you'll then learn to use delayed MTs to take shortcuts that may otherwise use a shroom, allowing you to use the shroom in a more profitable spot (the best PC, LC, and SG strats require this)
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Nicholas Harvey, The Gulfport Oracle

SMK: NTSC- #47 Emperor B; PAL- #49 Emperor E
Non-NBT: #25 Legend G; PAL- #36 King C, USA Champion
WR holder on PAL GV2 SC flap
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Re: Spinning Out
Reply #10 - 07/19/09 at 21:05:21
 
What I do to help me stop is to let go in the middle of the slide, then start again. BTW this doesn't always work...  Undecided
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