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Full Indepth Guide of all MK7 tracks (Read 606 times)
SilverMK
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Full Indepth Guide of all MK7 tracks
06/27/16 at 06:16:09
 
Please reserve all posts until all tracks are covered, pm me until then
If someone could get video for me showing how to do the SSMT for beginners that would be cool, some people struggle with GB as well so a video for that as well would do good
-------------------------------------------------------------------------------
This first post will be for the Terminology and Mechanics for MK7

MT: Mini Turbo (Blue flames)
SMT: Super Mini Turbo (Red flames)
SSMT: Straight-Stretch Mini Turbo
SB: Start boost
GB: Glider boost
GBounce: Glider Bounce

To achieve a SB press and hold A or Y just when 2 starts to disappear from the screen.

To start a MT or SMT, you cant simply press R and hold a direction on the joystick to start a drift. To start a proper drift without losing speed you must press and release R and then wait until you are about to hit the ground repress R and the direction you want to drift in at the same time, then still holding R adjust your angle using the joystick until you achieve a MT or SMT. MTs and SMTs charge much faster when you turn sharper inwards. https://youtu.be/eZg_bUYf2zU

To perform a SSMT press R and hold a single direction with the joystick until you achieve a MT, then hop once while holding the opposite direction until you are going straight along the track again. Don't adjust too much! Video: https://m.youtube.com/watch?v=WvfiW8Kq9Zo

To achieve a GB first you must gain some height over a ledge in the air, then begin a straight descent by holding directly up on the joystick and get as close to the ledge as possible without hitting it and you should notice a small rise in your flight pattern and gain a boost.

Glider bounces are essential to Mario Kart 7, optimally, during a glider, you press directly up on the joystick until you reach the ground where you very quickly press all the way down on the joystick immediately followed by pressing R, though the R press is unnecessary if timed perfectly, and then land normally. The glider will not cancel if you do this right and you will maintain the speed gained from the dive until you fall back to the ground or stay in glider for more than .25 seconds.

Some Kart, Wheel, and Glider abbreviations

Karts-
BD: B Dasher
E1: Egg 1
KC: Koopa Clown
ZC: Zucchini
B7: Blue Seven
BR: Bruiser

Wheels-
SL: Slick
MSH: Mushroom
WD: Wood
RM: Red Monster

Gliders-
SG: Standard Glider
GG: Gold Glider
BG: Beast Glider
PP: Peach Parasol
FG: Flower Glider
SW: Swooper
PG: Paraglider
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General Tips
-Lots of players think they have to use first person mode because a lot of WR videos are in first person, this isn't necessary, and most people use regular 3rd person view, but there is no disadvantage/advantage to either mode, so do what's comfortable for you.
-Jumping downhill in MK7 gives you a small boost, while jumping uphill decreases your speed.
-MK7 has a small mechanic where you lose speed if you lose your glider in midair. This can be prevented, and is useful on some tracks, by holding R during the glider.
-Another glider mechanic is that you lose speed when you press down on the joystick when not in boost, make sure you only hold down on the joystick when you absolutely have to or in a boost.
-Use ghosts! Ghosts help you make small adjustments in your driving. When driving with a ghost it is easy to tell where and when you gain or lose time on a track.
-Watch live replays! Live replays are really useful because they give you the same angle you would see while driving on your game. They also show what the best lines to take on a track in most cases. I recommend going to this thread (http://www.mariokart64.com/cgi-bin/yabb2/YaBB.pl?num=1429535553) to watch some live runs, or go onto youtube and find some live runs.
-Ask people on the thread questions you have, this message board is super friendly so don't be afraid to ask any questions you have.
MK7 Discord: https://discordapp.com/invite/ctN8Spp
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« Last Edit: 01/21/20 at 12:28:22 by SilverMK »  

Matthew Huinker
#69 on the MK7 PP

Favorite quote:
Zepple wrote on 03/02/13 at 02:20:22:
AdroMaster wrote on 03/01/13 at 02:06:59:
In fact, Bowser + Bruiser + Red Monster + Beast Glider should be used in every track. CCL is one of the weakest WRs because of that :fp:


CCL? Are you serious? This combination is just terrible and much slower for water tracks, It's impossible to get a WR with this.



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Re: Full Indepth Guide of all MK7 tracks (WR)
Reply #1 - 06/27/16 at 09:20:50
 
Mushroom Cup
-------------------------------------------------------------------------------

Toad Circuit        Metal Mario, BD, RM/M, PP/FG

https://youtu.be/BTCvE37aWZM

Immediately turn yourself slightly towards the wall and perform a SSMT away from the wall. Adjust yourself so you are parallel and relatively close to the wall, then perform a SSMT towards the same wall. These must be done very quickly along the bridge. After adjusting yourself so you are parallel to the wall again, begin a drift and collect two coins from every group of three. The first group you must collect the outer-most coin, this will be important for later. For the second and third groups of coins you must collect the inner most coins as to stay as close to the grass as possible. When collecting the second group of coins you should have charged a SMT, release it and immediately drift again in the same direction to collect the third group of coins. After collecting all groups of coins get as close to the grass as possible to charge a SMT, once you get it, release it and go straight towards the right zipper. Adjust yourself very slightly left and perform a SSMT to the left and adjust yourself straight towards the tunnel almost parallel to the grass. Just before entering the tunnel start a drift and get as close to the inner wall as possible to charge a SMT. Once you get an SMT wait until you are almost out of the tunnel, where you can see the outside and release your SMT so that you drive straight towards the red and white lines on the right side, near the dirt. Just before you get there start a drift to the right and manipulate your kart to collect three of the four coins, this might take some practice. Adjust yourself to the left side of the road and start and drift. Here you have two options, the first is easier, but saves less time, the second is harder but saves more time. The first option is to hold to the right during your drift until you get to a little past the last part of the grass that touches the main road where the pipes then turn into the dirt and use a mushroom while navigating yourself between the pipes. Once you are back on the main road release your SMT and head to the right side of the road.. The second option for this shorcut is to release the drift you started before once you get a MT and jump into the grass from the red and white strip on the side of the road, then use a mushroom and adjust yourself straight, parallel to the wall, on the inside of all the pipes, start a drift before the last pipe, but after the middle pipe, turning left to maneuver between the wall and the last pipe. Once you are out the grass make a sharp left while still drifting to charge a SMT, release the SMT and head for the right side of the road. Once there perform a SSMT left or right and adjust yourself close to the wall you are heading for in the next lap. Once in the second lap perform a SSMT to the right and adjust yourself close to the wall again making sure to be parallel to the wall. Perform another SSMT to the right if you are feeling risky, adjust yourself straight towards the coin we missed on purpose in the earlier lap, start a drift to the right, collect the coin and stay as close to the grass as possible, on the red and white strip, release your SMTs whenever you charge one, it should be charged twice. During this turn it is best to quickly oscillate your joystick left and right so that you maintain the same angle as the turn. Head for the zipper again and go slightly to the left again and perform a SSMT to the left and adjust yourself towards the entrance of the tunnel. Start a drift a little earlier than last time, stay really close to the wall to charge a SMT, release it a little earlier than last time and head towards the ramp in the dirt this time, once you get to the edge of the dirt hop at the very last second and aim yourself for the ramp. You want to hit the ramp very slightly to the right of the middle, trick at the last second and hold down until you are about to reach the ground, hold up before you hit the ground and aim for the same shorcut as before. Lap three should be performed exactly the same, except you can go along the red and white strip after the bridge the entire time. Good Luck!  Grin

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Daisy Hilly        MM, BR, SL, BG

https://youtu.be/veiisxXiU_U

Immediately align yourself slightly to the left to prepare for an SMT around the turn, making sure to stick really close to the grass. On this first turn some players prefer to counter drift to make the SMT easier, if you find it hard to charge an SMT align a bit further left and make sure to counter drift early enough that you begin your drift left before your start boost ends as to not lose any time. Adjust yourself so you are facing the grass after the turn and perform an MT as close the the grass as possible. Adjust facing to the right of the log with two coins above it. This is done because performing a counter drift just before the log makes it so that your kart is facing diagnally and therefore makes it easier to collect the coins, trick on the log and immediately begin drifting left tight into the grass section, use a shroom right when entering the grass as to not lose speed or your drift and drift inside the ramp, making sure to not hit it at all. This shortcut is a little tricky as the kart feels like it slides on ice, so try not to tilt your joystick too much right as you will slide really far right. As soon as your boost from the SMT you will get after the shortcut ends drift right to collect the coins on the bridge, release the MT as soon as you get it and align with the edge of the grass. Drift as close as possible to the grass section to try and get an SMT. Once you get the SMT release it and begin hopping and aligning yourself so you end up going left off of the glider panel. Do not trick off of the glider panel, immediately press up on your joystick to go into a nose dive, the balloon boost is a bit tricky, and top players often go off of muscle memory once they finally figure out the timing, but generally after about a second and a quarter, press down on your joystick to start going back up and try to hit the bottom left of the balloon. You will know you got a good balloon boost if you shoot directly forward. If you shoot a bit left you still get a boost, but it wont save as much time. Go high to avoid the windmills and once you are sure you wont hit the windmill press up to nosedive, try to aim to the left of the 2 coins lined up as you will hold R to drift when you hit the ground and the kart will go right when initially drifting left. Drift as close to the wall as possible and release your SMT before the stairs and align yourself parallel with the wall. Lap 2 and 3 play very similar to lap 1, except you dont have to collect coins. When going up the hill, instead of counter drifting to collect the coins on the log just stay right of the log and drift into the shortcut as before in lap 1. In lap 2 after the glider section collect the final coin keeping drift mechanics in mind.

--------------------------------------------------------------------------------
-------------------------------------------------------------------

Cheep Cheep Lagoon        QB, BD, SL, BG

https://youtu.be/wHl_Y2ExGyU

Immediately align yourself to be tangent with the furthest part of the fence ahead of you, counterdrift and start a drift to the right drifting as close to the grass as possible in order to perform an SMT. Go wide near the end of the SMT drift in order to get the furthest coin on the left and rek\lease the SMT as you collect the coin, hopping to adjust straight along the track. Aim for the middle right two coins and move your joystick up to get a water boost. Aim for the first underwater coin on the right and as soon as you hit the ground trick and flick your joystick down to get height to reach the second coin. Don't move your joystick this time as you'll make it across the gap anyway. Press up a little bit in the air to adjust for height, aiming for the closest edge of the track. Drift immediately to the hard right and as you approach the wall go neutral, as soon as you leave the ground flick right to dodge the clam and then go neutral. Hold left occasionally to adjust for the second clam while attempting to charge an SMT. Release your drift after you exit the water and aim for the middle two coins. Hold after you trick on the ramp and then hold up to get a water boost. Adjust while in boost to avoid the crab if needed and aim for the right edge of the boost ramp. Hold up while going over the ramp and hold R after the trick opportunity, making sure not to trick to get a drift after landing. Drift tight into the wall in the grass while mushrooming to get an SMT. Align parallel with the wall and counter drift just after the finish line to enter a drift to the right again getting as close to the grass as possible to charge an SMT, collect the rightmost coins on the dock and after the boost panel. Hold up to get a water boost and aim more to the left than on lap one but essentially do the same thing as lap one up to the clams. Once you pass the second clam hold hard left until you are sure you will take the left path with the glider. release your SMT and once that boost is gone use your mushroom to get a glider boost. Trick on the glider and press up to barely hit the boost panel, hold down to get more height as soon as you hit the ground, pressing R to get a trick at the same time. hold hard right after getting max height, aiming for the grass on the right side of the track. Glider bounce on the grass and then land outside the grass and charge an MT, release as soon as possible and align parallel with the fence, start a drift to the right and perform the rest of the track the same as lap two.

--------------------------------------------------------------------------------
-------------------------------------------------------------------

Shy Guy Bazaar        MM, ZC/BR, RM, BG

https://youtu.be/rA9IGwzDSss

Aim for the left side of the pole on the right, counter drift and start a drift to the left, going as tight as possible, as soon as you pass the pole hold right and release your MT until you align with the edge of the bridge to ensure the tightest line possible. Drift to the right while anticipating to line up with the coin on the left. To line up for stallboost you should be able to hold neutral as you pick up the next coin. After collecting the second coin start a drift to the left and aim for the stall with the sharp corner, if you hit it just right you will get a boost, this will take some practice. After the stallboost you should be aligned to start a drift to the right in order to collect the coins on the right path and charge an MT. Release the MT well before the boost panel in order to get the full boost. For the next few turns your goal is to start wide and take the turn as tight as possible. On the last turn some people like to go through the middle of two pots, but this is not necessary. After the S turns SSMT twice while collecting the two leftmost coins. Most people go right SSMT then left SSMT. Next trick off of every ramp while holding up on the joystick. SSMT after the last two ramps,first to the right then to the left. Align your glider so you collect some coins from the last circle of coins in the air, as soon as you reach the wall on the right, which you should be just to the left of, hold up and right to land and glider bounce, mushroom as soon as your glider cancels while holding hard right to get the tightest line possible. Go neutral down the descending path so you don't slide, unless adjustment is really needed. Just before the finish line start a drift to the left to charge a MT that you will release as soon as you pass the lightpost on the right, holding left to adjust to the edge of the bridge. Start a drift to the right early on the end of the bridge in order to get an MT and align for the next stall boost. After releasing the MT start a drift to the left and drift straight into the stall on the left, releasing the MT just before hitting the wall. Align for the coin before the yellow stall counterdrift and start a drift to the left to stallboost off of the yellow stall. From here align to go to the rightside path and perform the lap just like lap 1, then perform lap 3 just like lap 2.
   
Will continue to update
If I dont feel free to annoy me on discord @Silver_MK
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« Last Edit: 01/20/20 at 22:01:10 by SilverMK »  

Matthew Huinker
#69 on the MK7 PP

Favorite quote:
Zepple wrote on 03/02/13 at 02:20:22:
AdroMaster wrote on 03/01/13 at 02:06:59:
In fact, Bowser + Bruiser + Red Monster + Beast Glider should be used in every track. CCL is one of the weakest WRs because of that :fp:


CCL? Are you serious? This combination is just terrible and much slower for water tracks, It's impossible to get a WR with this.



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SilverMK
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Re: Full Indepth Guide of all MK7 tracks
Reply #2 - 06/28/16 at 04:53:41
 
Reserved 0000
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Matthew Huinker
#69 on the MK7 PP

Favorite quote:
Zepple wrote on 03/02/13 at 02:20:22:
AdroMaster wrote on 03/01/13 at 02:06:59:
In fact, Bowser + Bruiser + Red Monster + Beast Glider should be used in every track. CCL is one of the weakest WRs because of that :fp:


CCL? Are you serious? This combination is just terrible and much slower for water tracks, It's impossible to get a WR with this.



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SilverMK
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Re: Full Indepth Guide of all MK7 tracks
Reply #3 - 06/28/16 at 04:54:08
 
Reserved 0001
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Matthew Huinker
#69 on the MK7 PP

Favorite quote:
Zepple wrote on 03/02/13 at 02:20:22:
AdroMaster wrote on 03/01/13 at 02:06:59:
In fact, Bowser + Bruiser + Red Monster + Beast Glider should be used in every track. CCL is one of the weakest WRs because of that :fp:


CCL? Are you serious? This combination is just terrible and much slower for water tracks, It's impossible to get a WR with this.



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SilverMK
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Re: Full Indepth Guide of all MK7 tracks
Reply #4 - 06/28/16 at 04:54:44
 
Reserved 0010
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Matthew Huinker
#69 on the MK7 PP

Favorite quote:
Zepple wrote on 03/02/13 at 02:20:22:
AdroMaster wrote on 03/01/13 at 02:06:59:
In fact, Bowser + Bruiser + Red Monster + Beast Glider should be used in every track. CCL is one of the weakest WRs because of that :fp:


CCL? Are you serious? This combination is just terrible and much slower for water tracks, It's impossible to get a WR with this.



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SilverMK
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Re: Full Indepth Guide of all MK7 tracks
Reply #5 - 06/28/16 at 05:16:45
 
Reserved 0011
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Matthew Huinker
#69 on the MK7 PP

Favorite quote:
Zepple wrote on 03/02/13 at 02:20:22:
AdroMaster wrote on 03/01/13 at 02:06:59:
In fact, Bowser + Bruiser + Red Monster + Beast Glider should be used in every track. CCL is one of the weakest WRs because of that :fp:


CCL? Are you serious? This combination is just terrible and much slower for water tracks, It's impossible to get a WR with this.



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Re: Full Indepth Guide of all MK7 tracks
Reply #6 - 07/11/16 at 07:37:37
 
Mind the bump?
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MKDS Non-PRB (as of 22/Jun/2021): #53 out of 821, Titan A. Best time: rSG flap 21.324 (#24). My profile.
MK7 (as of 24/Oct/2015, inactive since then): #157 out of 330, Adv. A.

ALAKTORN wrote on 08/18/16 at 15:07:13:
I don’t make mistakes. Others do and I pick up on them.
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Re: Full Indepth Guide of all MK7 tracks
Reply #7 - 07/11/16 at 17:01:46
 
Give us an update update update
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Re: Full Indepth Guide of all MK7 tracks
Reply #8 - 07/11/16 at 19:07:38
 
md21 wrote on 07/11/16 at 17:01:46:
Give us an update update update



He's doing it all on word and will copy and paste it here when he's done.
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Re: Full Indepth Guide of all MK7 tracks
Reply #9 - 07/11/18 at 16:43:32
 
Bradon wrote on 07/11/16 at 19:07:38:
md21 wrote on 07/11/16 at 17:01:46:
Give us an update update update



He's doing it all on word and will copy and paste it here when he's done.


Smiley
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Matthew Huinker
#69 on the MK7 PP

Favorite quote:
Zepple wrote on 03/02/13 at 02:20:22:
AdroMaster wrote on 03/01/13 at 02:06:59:
In fact, Bowser + Bruiser + Red Monster + Beast Glider should be used in every track. CCL is one of the weakest WRs because of that :fp:


CCL? Are you serious? This combination is just terrible and much slower for water tracks, It's impossible to get a WR with this.



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Re: Full Indepth Guide of all MK7 tracks
Reply #10 - 07/11/18 at 17:28:32
 
I could probably write some of these for the tracks i know how to play if you need additional help (RRM, MP, rAF, rKTB, WS...)
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Re: Full Indepth Guide of all MK7 tracks
Reply #11 - 07/11/18 at 17:37:34
 
paradox. wrote on 07/11/18 at 17:28:32:
I could probably write some of these for the tracks i know how to play if you need additional help (RRM, MP, rAF, rKTB, WS...)


Im no good at MP, rAF, or RR if you could help me out with those,
Go ahead and dm me on discord so we dont annoy people on here with our bumps
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Matthew Huinker
#69 on the MK7 PP

Favorite quote:
Zepple wrote on 03/02/13 at 02:20:22:
AdroMaster wrote on 03/01/13 at 02:06:59:
In fact, Bowser + Bruiser + Red Monster + Beast Glider should be used in every track. CCL is one of the weakest WRs because of that :fp:


CCL? Are you serious? This combination is just terrible and much slower for water tracks, It's impossible to get a WR with this.



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Re: Full Indepth Guide of all MK7 tracks
Reply #12 - 05/09/19 at 21:01:19
 
Wouter wrote on 04/05/15 at 05:25:29:
DreamMK:
I need an help on WS !
Today at 05:14:19   Can someone help me on WS please ? I have 01:58.451 but I don't understand this track.. Please help me  Undecided


3 2 1...

Beginning
Hop a few times, then drift to the left. Release your red miniturbo right as you touch the water (this is faster than doing so earlier/later). Trick on the ramp and hold up on your slidepad. Hold r and when you land go right.

Ramps
Try tricking as late as you can and hold up on slidepad after tricking (waterboost). It's possible to get 2 coins on each ramp, but it isn't necessary to get a good time. If you fail your waterboost try pressing up then down and up again (this is still pretty fast, but always aim for a waterboost, as they are easy on l2 and 3 anyways)

Tunnel to ship
Land your last waterboost far to the right. If done well you can hug the wall, but make sure not to hit the bones (you hold right when you pass bone 1, then hold neutral until you're almost at the middle. Then go in right very sharp And when you pass the last bone, release your mt and hold right. This way you stay close to the wall and keep a nice line. On your right you see a pipe. Before getting close, hop (you'll float).
After landing drift left and when you reach the next pipe, hop out of your MT. You'll now be floating again, so don't do anything except aiming for the down left part of the big pipe (fastfall down towards it). Let it push you up. Then fastfall into the sand. When you hit the sand. Wait a bit and you'll be sent up. Now shroom. You'll land in the middle of the mud so hold r and drift left when landing. Do not hug the fence untill the very end

Ship to end
Drive on the boostpads. Then hop to start your drift right as you hit the edge of the water exit (again, this is faster). Now hold right untill the middle of the turn. Release mt and do a quick neutral to left on slidepad. Get a hightrick so you get a waterboost.
Tip for crab movement: swing up down up during waterboost. So you can see where they are at while still having room to anticipate.
Go left on the glider and do not trick. Aim for the coin on the mast. When you hit it hold down so you go higher. Now collect the first and most left coin on the platform (land in it, but gliderbounce and hold upright so you fastfall of the platform and get a sharp angle. Now prepare your line for the ramp. Release your red mt before it, hold down, trick. For laps 1 and 2 jump over the wall, lap 3 you can try landing onto it but maybe you shouldn't risk it.


Lap 2/3 differences:
Glider:
Now go right on the glider. When exiting hold down for like a second so you land just after the water


An old vid of mine: https://youtube.com/watch?v=hHznDpw8xik


Goodluck!

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Re: Full Indepth Guide of all MK7 tracks
Reply #13 - 05/11/19 at 01:01:48
 
rKTB

[3/01/15 02:17:53] ĐVP Eric: For strats I would say it all depends on your glider bounce and boost but yeah. I would watch FF's live if you need help
[3/01/15 02:18:12] ĐVP Eric: Be sure to go into the cave before you bounce. I made the mistake of bouncing on the edge


Frederiek wrote on 05/04/15 at 23:03:24:
Glider bounce and glider boost on rKTB explained by FinalFight:

Glider bounce:
bounce at the beginning of the downhill portion of the cave, hold down on your control pad right as you bounce and then hold left to start your drift upon landing

Glider boost:
for rock glider boost don't trick on the glider pad. Start going down  over the tip of the rock as soon as you hear your glider pop out of the kart
this is the only way I can figure out when to go for the glider boost, I think Marv's way is different
but it works for me and it works pretty well
when you go over the rock btw, start fast falling asap because it gives you a strong boost
in my old prs i wasn't doing it because iwas scared of losing glider, but you have nothing to be afraid of
rock boost is much harder than the bounce because there's a strict timing for when you have to go down
sometimes you will feel like you did it right and it didn't work D:

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Re: Full Indepth Guide of all MK7 tracks
Reply #14 - 06/02/19 at 12:20:42
 
TC tips from Nicola

you should try to take the tunnel turn tighter every lap
you tend to go wider because you start the drift somewhat early
if you start it a bit later and stay tighter you'll save some time each lap
you can enter the shroomspot sc slightly earlier too, I know how hard that part is to do well though
also at the start of lap 2/3 you should try to stay more to the right
it matters much more than it looks
you should do the second SSMT before the big turn earlier lap 2/3
it will allow you to go more to the right and go there earlier
and will also make you stay tighter for the big turn
if you try to implement these things 1:19 shouldn't take too long
also if you can release the two SMTs early enough on the big turn lap 2/3 you can hop over the grass at the end of it
which saves some time

Here's the run: https://www.youtube.com/watch?v=scQ-PjFhwGA

Big jump tips

Kryzz: Two good big jumps should save 1.2 seconds. The way to do it, is when the front of your front tyres are just over the end of the boost pad, you should quickly tap R (apparently twice works better). After you do that you should hold down on the analog pad until you land right inbetween the green and red mushrooms. Sometimes you'll just go straight up in the air without being pushed forwards, but that means you were pretty close. Also if you go too high and risk hitting the cave roof, you should just lightly tap left or right to slow down a little

The timing is kinda tricky but probably still easier than the big jump on WP, if you practice it enough you'll be able to do it more consistently

Zepple: I don't press R twice randomly. First press when my front wheels are at the end of the zipper, and second press when they are at the middle-end of the "grey ramp".
And for having a 100% ratio (I mean never hit the rock over the cave), I always put the pad up before hitting the green mushroom (during a really short time).

Jacob: And if you know you won't hit the cave you should hold down on the circle pad for a tiny bit.

Evan: Try spacing out the 2 R presses.  It is a precise timing that you have to get used to.  My first press is when my tires touch the boost panel, the second is when my Kart is about halfway up the metal ramp.
Also, you could be tricking the mushroom too early.  Try tricking a little later

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Re: Full Indepth Guide of all MK7 tracks
Reply #15 - 06/04/19 at 00:48:58
 

rMG tutorials by Evan:

bridge cut: https://youtu.be/ac2kFgqb1p8
big jump: https://youtu.be/hIpPoN2fUAU
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Use this tool for MK7 time submissions:

http://www.mariokart64.com/mk7/submit
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Re: Full Indepth Guide of all MK7 tracks
Reply #16 - 08/01/19 at 07:51:08
 
Feel free to make corrections and more indepth suggestions on this thread, anything helps
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Matthew Huinker
#69 on the MK7 PP

Favorite quote:
Zepple wrote on 03/02/13 at 02:20:22:
AdroMaster wrote on 03/01/13 at 02:06:59:
In fact, Bowser + Bruiser + Red Monster + Beast Glider should be used in every track. CCL is one of the weakest WRs because of that :fp:


CCL? Are you serious? This combination is just terrible and much slower for water tracks, It's impossible to get a WR with this.



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Re: Full Indepth Guide of all MK7 tracks
Reply #17 - 01/21/20 at 07:51:30
 
By the way
The ultimate plan is to make videos to go along with these as well
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Matthew Huinker
#69 on the MK7 PP

Favorite quote:
Zepple wrote on 03/02/13 at 02:20:22:
AdroMaster wrote on 03/01/13 at 02:06:59:
In fact, Bowser + Bruiser + Red Monster + Beast Glider should be used in every track. CCL is one of the weakest WRs because of that :fp:


CCL? Are you serious? This combination is just terrible and much slower for water tracks, It's impossible to get a WR with this.



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