Mario Kart 64 / Advanced Strategy / Page 3

Wario Stadium
This is one helluva long course so I'll try and be as brief as possible or I'll be here all day. I used to start the lap by just driving straight towards the first corner, but I've realised recently that there's a more risky but definitely quicker way. I now jump straight into a left facing MT from the start and try and let it go before the first corner without going all over the place or hitting walls. This takes a lot of practice and I still can't manage to do it consistently. Anyways, once you reach the first corner (whatever way you choose to reach it), I do 2 MTs tightly around it and then get an SSMT just before the hill. The SSMT here is slightly fast if you can get those 2 MT's around the corner off pretty quickly. When I land I then do 3 MT's around the next corner, Drive straight for a bit and then do a left facing MT followed by a right facing MT for the next set of turns and then MT around the next corner just before the 2 hills. I manage to jump into a left facing MT before landing for the next corner and then drive straight for a little before the next turn. I MT around this to the right and then (sometimes) either do 2 MT's around this or use a shroom here. Then I drive straight for over the next hill and sometimes jump at the top of it. If you can manage to drive over this so that you drive down the second hill rather than being in the air for it, you tend to gain speed and time. Tis a bit like the Rainbow road hill in that respect. MT around the next corner and then I drive pretty straight along this wide road. Maybe pulling off an SSMT here would be quicker but I don't do it...(often). I then start an MT for the next corner pretty early and have it ready to be let go just as I reach the corner, I then hop a little around it and drive roughly in the middle of this road over the hills. (Sometimes I jump at the top of the big one for some reason). Then I hop around the next corner, cutting it as tightly as I can and MT at the end of it just before the series of small bumps. When these are finished I jump straight into an SSMT and another one before MTing around the next corner. Then we get to the long right hand corner. I get around 3 or 4 MT's around this before getting to the long hill jump. I might get a quick SSMT before this. I stay roughly to the right on this jump but not too far right. I then get 2 MT's around this next bed and then get one around the tight next bend, trying to cut it as much as I can and not lose too much time. Then I get around 2 MT's around the last bend (or use my shroom here) and another 2 SSMT's on the start/finish straight before the set of hills. On the second and third laps I do the same except that I stay straight for the hills on the start/finish straight. Maybe trying an SSMT here would be quicker.

Flap: My PR here was gotten on the first lap. The first shroom I used was directly after the starting shroom wore off and was part of the one big long slide/MT across the hills at the start and ended at the first corner The second and third shrooms I used in the spots where I would normally use them going for the 3lap record. One on the corner before the set of two hills and one on the last corner.

Sherbet Land
I hadn't raced this course in a very long time, not for months and months as it was the first course I got a GOD time on and so therefore gets my vote for having the easiest standards to meet.

Then I came back to it and pushed it towards WR pace. Immediately jump or turn to the right and then jump into a left facing MT and hop the crack. The second you land get a quick SSMT...then drive straight and over the next crack. It's quicker if you don't hop over this crack but you'll probably need to. The next corner is very important to getting a good time on this course. You need to cut it as much as you can. I start an MT coming up to it and then release it and jump a moment later to the other side. When I reach the other side I tend to hop once to the left and then jump into an SSMT. I think I get around 3 or 4 of these before the tunnel. Keep in mind that it's faster to take the most direct route to this tunnel. You should be driving very close to the cracks on the left before you reach it. Obviously modify your strat depending on where those darned Penguins are. Once I reach the tunnel, I get an MT to the right and then one to the left and then use my shroom to slide around the next set of corners. (You might have to adjust your slide depending on where the penguin is, sometimes I go on the inside of him and sometimes I can go on the outside). The inside is quicker though, but awkward to get consistently with a badly placed penguin. When I'm around the corner I let go of an MT and get another two on the next corner and then one at the exit of the tunnel. I then get an SSMT before the last corner. Here another penguin will come into play, it's possible to cut inside him to the left but also very tricky and most of the time I just go around him to the right and for the WR I went around him to the right on the first lap so do that, unless you can do it the otherway and it's quicker. So I get an MT and jump over the crack and go to the right of the penguin there before getting an SSMT before the line and starting another MT into the first corner as I cross the line.

Flap: As with most lap strats there's no much to describe here except where I use my shrooms. I go for the lap time on my 2nd or 3rd lap and make sure to get an MT before the finish line. The closer the better. So, go around the first two corner as usual and then you drive straight and might have to hop over a crack in the road straight in front of you. Anyway, when you're passed that point, I normally hit my first shroom and quickly jump into an MT, let it go and jump the big crack. You should be able to jump more of these crack with the extra speed of the shroom. Then continue the lap as normal and use your second shroom in the spot I use for the course and hopefully you'll have timed your runup lap so that penguins won't be too much of a problem. Then, after the second shroom wears off I drive a little towards the next corner before using my last shroom to go around it and up and out of the cave. I know some people use their last shroom on the last corner jumping over the crack so you might want to try that as well.

Royal Raceway
For a long time, I didn't like this course, but then it took Kelly Malo to point out what I was doing wrong at one point. :) Jump into a shroom/slide/MT start and hold it til the boost is about to wear off, then get a quick MT around the next corner and an SSMT straight afterwards. Then you should quickly jump into another MT and hold this tight to the next corner and leave it go when you're around it. Very soon after you do this, jump into a right-facing MT and aim for the part of the corner of the wall on top of the hill. Leave the MT go before leaving the road and hop once on the grass or just drive and then try to time a jump to the right, so that you're at the top of the hill when you jump and hopefully you'll land back on the road and will have slid into an SSMT. If not, then try to SSMT before the next corner. Get a tight MT around this corner and drive straight to the next one, MT around this, drive straight to the next left hand turn and MT once around this one too. Now drive slightly diagonally to the righthand side of the road and when you get close enough to the corner (and you'll figure out what's best here), jump into a right-facing MT and hit a shroom across the grass and around the wall. I normally hop twice when I'm around the wall and rejoin the road before the shroom wears off just at the bottom of the long straight. Get an MT back onto the track. Drive up to the first speedup ramp and then I get an SSMT on this ramp, leaving it go when I'm back on normal road. Then drive as straight as possible over the big jump. YOu might try an SSMT between the first speedramp and the next but thre's no great advantage that I've seen. The second you land jump into an SSMT and aim for the next corner. Get an MT around this corner (can be quite difficult), a right-facing MT around the next small corner and then another left-facing one around the next. At this point, the corner turns sharply to the left. You want to jump just as you're about to fall off the road and turn ever so slightly to the right. You should land on the grass but having started into a right-facing MT, letting it go when you're back on the road. You have to balance losing time on the grass and cutting as much of that bend as possible. Practice against a ghost and see how much you can cut without losing too much speed and time. Then get one last MT around the last bend, and drive straight for the finish line. You might want to start an SSMT just before the line on laps 1 and 2. 2nd and 3rd laps are the same except you'll probably mess up on the 3rd lap due to the MK curse.

Flap: I go for this on the 2nd or 3rd lap and get an MT just before the start. I drive the normal course strat for most of the lap until the part on the second last bend where you would normally MT across a little part of the grass. Instead, I drive straight into the grass. This will land you parallel to the road on the right. Then I jump into a left facing MT and hit a shroom and slightly turn towards the road, this will work normally until you reach the road, at that point the Kart should turn more to the left without you actually doing anything, and hopefully land on the grass at the other side of the road. Then you use your last shroom to blast across the grass to the left of the finish line. You'll be blasting diagonally of course. It's always faster to be diagonal when using a shroom no matter where it is in the game. This takes a bit of practice and I still haven't mastered this strat properly.

Bowser's Castle
This is probably the first time this has ever been in print on a webpage but here we go. This is the only course where the first thing you do is set a ghost driver. Start by jumping into a right-facing boost/slide/MT yokey...then when that wears off, use another shroom across the grass..then when this wears off, use another one up to the next corner and then hit your last shroom into the room where the 2 thwomps chase you. Do not turn to the right and go down into this room. Just shroom into the room straight and hit the brakes. Now, if you turn to the right you'll see the thwomps go down the room but not as far as they'd normally go and crash down and come back up. Stay there! Stay there looking at those 2 thwomps get all aggitated that you're still in the room with them...going back and forth and slamming down. Make sure they're doing this and haven't gone asleep..move towards them if they're just idle. Stay there for a couple of minutes, until the time where you'd be past this point on the 3rd lap if you'd just done it normally. Then complete the 3 laps carefully and set your ghost. Now what am I on about you're probably thinking to yourself. Well this is it. Those 2 thwomps in that room chase the first Kart they detect entering the room...even if that happens to be a ghost kart. So, when you go back to doing it normally...those two thwomps should stay out of your way on all 3 laps because they're checking out your ghost guy who's just staying at the top of the room looking at them. With this ghost strat, you never have to worry about them crushing you again!

Now, let's talk about how I actually race this course.

I jump into a right-facing boost/Slide/MT start and let it go on the bridge (this is difficult to master) and point it towards the corner where the grass and wall meet. I then jump into another right-facing MT and use a shroom across the grass which wears off just before entering the Castle. I drive straight a little to the next corner and MT quickly around it and the same for the next corner. After this one I used to drive straight pointing to the left of the thomps at the far end of the room and MT around both of them to the left. Nowadays, I've changed to a more risky strat. I aim for the middle of the two..or slightly to the right, and when I get near them I do a right facing MT straight through the middle of them. This will take practice...but it is possible and it is faster by a tenth or two. Another thing I've started to do is get an SSMT in that room just after I enter it. It's definitely quicker on the 2nd lap so I guess it's quicker on the 1st and 3rd..although harder to get a good line to MT between the blocks on the 1st lap if you SSMT. I drive straight along this next corridor and get a quick MT around the next corner. There should now be two thomps going over and back, but they shouldn't get in your way on this first lap unless you're super quick. This is also why I don't normally go out of my way to be super quick with the SSMT on the 1st lap, because it means having to go around the 2nd of these 2 thwomps even more and the time gained is minimal. I drive straight for the next corner and MT around it making sure not to hit either walls on the left or right. Then I drive over the little bridge staying slightly to the left and the second I'm across it I jump into a right-facing slide and straighten up for going down the stairs. Now, the other way to do this is to jump into a right-facing slide and actually get an MT before the stairs. It's quicker for sure, but you just try getting a good line for the next corner after getting it. I guess it's another thing that'll take practice. I try to stay on the righthand side on these stairs and near the bottom I try to jump into left-facing slide. I then hop around the corner over the grass and MT out onto the track. I then MT around the left corner going over a little piece of grass (this is a great place to look at the clock..just as you're cutting this grass corner) and drive straight on the righthand side of the road towards the spiral turn. Apparently Sami gets an SSMT before the MT into this spiral turn but bleh. I then do a quick left-facing MT just before the corner starts to turn properly and start hopping around to the left as much as I can, making sure not to get slowed down too much when I hit the wall on the righthand side. (Sometimes when you're jumping and hit the wall, you get bounced over to the other side of the track gaining a bit of time and sometimes you snag the turn on the inside and get turned to the left more than usual which is also good). I then start an SSMT before the first jump and finish it when I land and then drive over the next one (I think I hop just before the jump for some reason) and when I land I jump into an MT around the last corner. I then SSMT once on this straight just before the line on laps 1 and 2. The strats for the next two laps are the same and only change slightly depending on where the thwomps are when you reach them. Sometimes you'll have to go out of your way to avoid them but this strangely gets less and less the quicker you get.

Flap: I go for my flap on the 2nd lap.

For this strat you make use of that ghost driver again. I don't get a boost start at the beginning of the first lap. Instead I let the timer reach 1"00 or 1"50 before tapping the accelerator 3 times quickly and chasing after the ghost. This is so that you won't have trouble with _any_ of the blocks around the track on lap2. I drive normally around the course (except I stay on the road at the first corner) and get an MT just before the second lap starts. I use my first shroom across the grass at the first corner as usual. If you've timed it right, there should be no thwomps blocking you at any part of the track. I use my second shroom across the grass at the bottom of the stairs and my last shroom after I've straightened up after the spiral before the first jump. I don't really like where I use my third shroom, so this might change in the future. You could use it around one of the corners inside the Castle or maybe on the spiral...I don't really know. :) (This is why I feel I can go faster)

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