I've listed some common areas of difficulty. If you have a good feel of how to do it, speak on up.
TechniquesChain Wheelie/Luck Wheelie LASH wrote on 01/17/11 at 23:52:57:Description: A wheelie that follows another.
How to: The easiest way to do it without the bike's front wheel hitting the ground is counting the "wooshes" that the bike makes. You should hear 6 "wooshes". If you have just MTed straight into a wheelie, it will be 5. A luck wheelie, however, the same technique just takes a bit of luck.
TAS demonstrating differing frame-precision chains:
Spindrift LASH wrote on 01/17/11 at 12:00:53:Description: a way of hopping and drifting to narrowly avoid walls when it appears you are about to hit them.
How to do: Start the drift in the direction of the turn, but during the hop, quickly move the analog stick or wheel in the opposite direction so that you narrowly miss the wall from a seemingly impossible angle.
Quickdrift/ChaindriftDescription: A drift with no air in the hop.
How to do:
Low JumpDescription: A jump off a ramp that is lower than the "typical" jump expected from that launcher.
How to do: Changes in technique slightly from course to course, but it usually involves a special combination of hopping and lineup/trick timing.
Slipdrifts:Jaws wrote on 01/18/11 at 14:52:10:Slip Drift: Getting a drift without hitting the hop button via going from high ground to lower ground. Ex. MMM last turn.
Superman:Jaws wrote on 01/27/11 at 13:44:41:Basically it's releasing your MT and Wheelie before a stair set, can be done on BC Wii etc.
Blue-Zipper Boosting:DdR Dan wrote on 07/25/09 at 18:36:10:On DKS, you have to do the first jump on the zipper at a low angle, like almost going parallel with the zipper, but angled just enough to go in the air (if you can understand that). After you land you have to press right and go up at a low angle again (it takes practice to understand how long to press right, I'm not sure how to explain it). Oh, and if I know I went too high on the first jump, I hop right on the second jump.
And on WS I make sure I do the first jump low and then just hold left and hop every time I hit the zipper.
Course StrategiesMoo Moo Meadows Ramp Low Jump:
Oli2210 wrote on 01/18/11 at 12:16:27:Mushroom Gorge Strategies:
Fintan wrote on 01/17/11 at 12:41:32:If anyone wants to improve MG, just look at a few videos with Quacker (that gets 13/14/15 second laps) and try it out for yourself. You'll find it much easier than with Mach Bike. When on the mountain, you'll mainly want to point the control stick to the bottom-left, but not for too long or else you'll land in the grass. This is for those that are stuck with something like 0:55.xxx or 1:10.xxx or can't get it 3/3 times.
Oh, and race against such a ghost if you can so that it will help you hit the correct part of the mountain if you can't currently do so.
Sword wrote on 09/10/09 at 08:21:12: It's all about tilting the position of the bike to get a smoother landing when you hit the mountain. Generally you can tilt the bike back alot faster with the wheel, compared to controllers.
About the lap not counting, once you hit the mountain try to move up it a little before shifting around the mountain side. The higher you go, the more chance you'll have of making it.
Toad's Factory Final Ramp Low Jump:
LASH wrote on 01/18/11 at 12:04:40: Simply hop at the base of the ramp, or just before the ramp by a very small amount, andperform a trick at the same time. Your trick should start earlier, and the jump should be lower.
Mario Circuit Ramp Low Jump:
Coconut Mall Escalator Low Trick:
Coconut Mall Glitch Flap Strategy:inviso87 wrote on 07/05/11 at 00:09:42:How to do the CM flap glitch properly:
[
Coconut Mall Lap in 0'05"830]
When you enter the parking lot, go to the checkpoint car and then enter the grass that leads up to the finish line.
Get VERY close to the line but do not cross.
Then get off the grass (without crossing the line) back into the parking lot.
Go to the right and drift left.
Hold the MT to where the video above does so and do the flap.