u/EstablishmentSad286

World Record Bowser's Castle Turnskip Guide

https://reddit.com/link/1wna9dk/video/hc8tjbvxt2rh1/player

  1. Make sure to perform the left rail trick at the bend so that you're in a boost when tricking off the end of the rail.

  2. Trick as LATE as possible off the rail. The biggest mistake people make is tricking too early. If you trick too early, you'll clip the wall and kill the run.
    See the two wires connecting the end of the rail to the ceiling? Trick JUST before passing through those. The timing is almost frame-perfect, so this will take a lot of time.

  3. As soon as you trick off, perform as many left air tricks as possible. Some people prefer shaking, which you can try, but I like spamming ZR more. Continue holding left the whole time after tricking off the sign as well.

Yeah... Not a very in-depth guide, I know. It's because this strategy is similar to the Rainbow Road gap jump (to those of you who don't know, I made a post on that as well): There aren't many steps needed to execute it, but the small amount of steps needed are incredibly precise.

I advise doing this on lap 1 since it's right at the start, and then work your way up to doing it on the other laps if you're grinding Bowser's Castle at that high of a level.

You're welcome, and good luck!

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u/EstablishmentSad286 — 23 days ago

Great ? Block Ruins Box Cut Guide

https://reddit.com/link/1w7gumz/video/t1mvnbu4iknh1/player

  1. Start by aiming for the brown + on the wall after tricking off the ring.
  2. Just as your sparks turn orange, trick off and aim for the small patch of moss on the inside of the second ring.
  3. Aim just to the left of the corner of the third box in the cluster to the left, and then perform two right air tricks.
  4. Hold left as you hit the box and tap B as needed.

Important things to know: This shortcut can still be made even if not everything is perfect. As you understand it more, you'll be able to make adjustments and improvisations to help make it work under different circumstances.

Also, because of how much handling the exit requires, I'd recommend not doing this on a character any heavier than a featherweight. MAYBE lightweight, but nowhere heavier than that.

You're welcome, and good luck!

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u/EstablishmentSad286 — 1 month ago

Starview Peak Glider Clip Guide

https://reddit.com/link/1w3gjka/video/rmbdsqyv5qmh1/player

  1. Release or orange mini-turbo early, and begin a right drift.

  2. These tricks can be done several ways: either two forward tricks, two right tricks, or a forward trick and then a right air trick, and vice versa. Do them however it works best for you, although two right tricks usually make it slightly easier.

  3. DO NOT LAND IN A CHARGE JUMP! Make sure to hop to start one. Now, this part can be tricky. You need to make sure not to accidentally start a right drift. Hop, and as soon as you touch the ground again, begin holding hard right to make sure your charge jump comes out.

  4. Use the mushroom on the thick grey line that separates the green and yellow parts of the road, and continue holding right. You want to be to the right of the thinner grey line, just to the left of the floating spire. (Watch the video again to know what I mean.)

  5. Release the charge jump right at the edge, and guess what, KEEP HOLDING RIGHT. The right air trick before hitting the spire helps a lot to get the redirect.

  6. Hold right as you hit the glider, and now keep holding your breath, because now you need to make the NISC.

Important things to know: For those of you wondering, even if you don't get the redirect, unless it's REALLY bad, getting the glider clip is still faster than shrooming through the snow, and still saves about .400, but the perfect one I showed saves .600.

Remember, any questions and suggestions for other shortcut guides are always welcome!

You're welcome, and good luck!

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u/EstablishmentSad286 — 2 months ago

DK Spaceport Ending NISC Guide

https://reddit.com/link/1w1pqe8/video/b9vfv2vo2cmh1/player

  1. As you approach the finish line, you need to commit to holding right.

  2. Trick off the edge and aim to trick again off the edge of the off-road.

  3. Aim for the wall or to land back on the road and trick again while your boost is still active.

This one is tricky to get at first, but make sure to use the B-Dasher, as its large hitbox makes getting the edge trick on the off-road easier!

You're welcome, and good luck!

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u/EstablishmentSad286 — 2 months ago

Boo Cinema Glider Skip Guide

https://reddit.com/link/1vx1yno/video/k47q3co6jblh1/player

  1. Go in tight and perform a LEFT edge trick. A common way people fail this is by doing a right edge trick because they know you need to be as right as possible to skip the glider, but you then end up too right and either fall off or approach the edge of the track too directly, and end up hitting the glider panel by accident. Also, the edge trick is necessary in order for the rest to be possible, so don't attempt the rest unless you've gotten it.

  2. Drive to the right of the glider, and don't worry about facing too right most of the time, as your left trick off the track and then all the left air tricks you do will usually be enough to get you on the road.

  3. Make sure you land anywhere past the second-to-last dark line on the road, as anywhere behind this is OOB.

  4. Hop right as or slightly before touching the last grey line on the road, and hold right if your alignment is more left so that you don't lose time by going to the edge of the road as I did. A common fail here is missing the boost panel because your brain tells you to hop later, so remember to hop earlier.

  5. Trick off the boost panel and land in a boosted charge jump to finish it off.

Thing to know: This strategy is 100% consistent if you do everything right. There are no weird rail physics or anything similar that will have you failing without you knowing why. After practicing this, getting it in runs won't be too hard.

Let me know if you have any questions or other shortcuts you simply cannot understand that you'd like to see a guide about. I've spent a LOT of time wth this game, so chances are I'll know how to do it.

You're welcome, and good luck!

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u/EstablishmentSad286 — 2 months ago

Optik Wall Guide

https://reddit.com/link/1vvk96g/video/gim5s2byzykh1/player

  1. Begin by doing the regular gap jump. Make sure not to be too tight so that you are cleanly aligned with the edge of the road.

  2. This is the very hardest part of the strategy. This trick is very odd, and I am going to explain what it actually is, so you can know what you're actually trying to do: Aim to drive off the track, just where the yellow rail ends. If you are not exactly on the right spot, you will attach too much to the rail and will not be able to trick, as this snaps you back into a straight alignment.

What you are doing is a trick off the track that is close enough to the very end of the rail so that it snaps you back into alignment just as you go off, letting you fly off the track but still be at a very straight alignment.

  1. After getting the trick, aim to trick off the pole, and then hold left and do a left air trick to attach to the wall as soon as possible. The wall is bumpy because of the red parts, so make sure to do another trick after landing so you don't detach by hitting one of those in an awkward way.

Since this strategy is at the very start, and once you have an understanding of how it works, you could begin implementing this in your runs. Of course, it will take a long time; it just depends on your patience, determination, and drive to work on it.

Ask any questions you have if you're failing in any way, and I'll let you know what to do differently!

You're welcome, and good luck!

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u/EstablishmentSad286 — 2 months ago

Peach Stadium Turn Wallride Guide

https://reddit.com/link/1vtrl98/video/qij6sc3hnkkh1/player

This strategy comes down to very precise timings and visual cues.

  1. Align yourself to aim at the spot where the first white segment of the curb and the second red segment of the curb touch, and make sure to adjust your angle depending on how you're approaching it.

  2. Make sure to forward trick, and do not trick again instantly. You need to wait for the boost to come out a little, so trick as soon as you build up a mini-turbo, and hold right.

  3. When you land back on the wall, trick just as your boost comes out, almost instantly, but not quite.

  4. After tricking off the wall for the second time, perform a left air trick right after you trick off the wall to get a little lower. After attaching once more to the wall, trick off and breathe a sigh of relief.

Important things to mention: Make sure to use the curb and the mini-turbos as your main visual cues for each trick. If you want to implement this in a run, I'd suggest going for it on lap 1 if you are not doing the turnskip, and as you get more consistent, you can implement it on the other two laps as well.

You're welcome, and good luck!

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u/EstablishmentSad286 — 2 months ago

Gazpacho Tutorial

Yes, this strategy is named Gazpacho, and no one knows why.

https://reddit.com/link/1vs7rd5/video/7cr1c1xvb8kh1/player

  1. Get the edge trick as late as you can and instantly begin a charge jump, aiming for the pole.

  2. Release your charge jump as soon as you can and aim for the left side of the pole. After tricking off, hold right.

  3. If you get on the rail, pay VERY close attention to whether you get a slight wiggle. If you do, the forward trick will be slow, or you will simply go too far and fly off the rail entirely. If you get a clean attachment, forward trick instantly.

  4. After the forward trick, the hardest part of the sequence happens, and you have a THREE-FRAME window to perform the following left trick. Because of this extremely tight timing, sometimes you will fail and not know why, but rest assured, after having practiced this strategy for a long time, you will understand it better, and it will be consistent. Right after the left trick, shake your controller while still holding hard left, and now is the moment of truth.

  5. After shaking instantly off the wrench, hold left and left-neutral in the air and shake your controller right before you hit the ground to get the phantom. Obviously, I went a bit too far left and hit the off-road, but if I were slightly more right, it would've been flawless.

Important things to remember about this strategy: NO PART CAN BE DONE WITHOUT THE FOLLOWING PART. You need the boosted cj to get the correct height for a high and clean trick off the pole, and you need the forward trick on the rail so that the boost barely lasts into the following left trick. Without the forward trick, the correct left trick becomes impossible, and you will go OOB after shaking off the wrench.

Ask any questions you have! You're welcome, and good luck!

reddit.com
u/EstablishmentSad286 — 2 months ago

Crown City Glider Skip Guide

https://reddit.com/link/1vjqw8o/video/na0wzeqsucih1/player

On my first post on teaching you guys how to do difficult Time Trials strats, I got a request for the Crown City glider skip. So... Here it is!

  1. Begin by aiming to the left of the leftmost coin. Make sure to hop early so that you don't actually trick off the ramp, and then get an air trick. As you hit the ground, perform the phantom trick and do a RIGHT trick. The phantom trick is performed by tricking as late as possible, right when you get that small bounce after landing on the road after the ramp. It'll take some tries, but it is by far the most consistent phantom trick in the game.

  2. As you begin your right drift, you might have to adjust slightly to set up the angle to hit the CORNER of the barrier, but you want to make sure you do this fast, as you want to quickly commit to holding hard right. This can be difficult because sometimes you might start holding hard right too early and just miss the barrier, or begin holding hard right too late and not hit the right spot on the barrier, so this will take some practice.

  3. YOU MUST RELEASE THE MINI-TURBO JUST BEFORE HITTING THE BARRIER. I have failed this many times by releasing too late, and one of two things can happen: First, you might just slam into the barrier and lose all your speed, and second, release it too late but still have it come out, but late enough that the full boost of it couldn't come out, and although it is small, it matters.

  4. Trick into the barrier after releasing the mini-turbo, like a standard mini-turbo trick. You need to trick off the edge of the road into the corner of the barrier as you release the mini-turbo to get the best launch. Then, spam right tricks, and as you land, start a charge jump, go on the rail, trick, EOR trick, and so on. (You're actually supposed to get an EOR and then a left air trick immediately after the second one, but I messed up the air trick and landed on the third one.) Regardless, the hardest and most important part is over.

Pro tip: The barrier RESPAWNS, so if you knock it away, it is not like some objects on tracks that don't come back; just rewind back to the big trophy statue after the final boost panel, and it should be there again.

If you have any more questions, let me know, and if you really want to learn this and get it in your runs, send me clips of fails, and I'll pinpoint the issue. Finally, shoutouts to Pluto for teaching me this.

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u/EstablishmentSad286 — 2 months ago

Help For Time Trial Strategies

Hello everyone, it has been a while since I posted.

I am going to start posting some TT strats and answering questions you all may have about it to help everyone get better at the game.

Sometimes strategies look like they are being done a certain way, and when you try it yourself, doing what you think is being done, it just doesn't work.

This is the first one I'll be helping out with:

Ask any questions you have!

u/EstablishmentSad286 — 2 months ago

Your Best Friend Is A Character From Mario Kart World

If your best friend were a character from Mario Kart World, who would they be? And why?

It could be because of personality, energy, or, in some cases, looks. Even if they don't look exactly like a character, maybe one feature reminds you of them, like their eyes, for example.

I'm looking forward to hearing your answers!

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u/EstablishmentSad286 — 4 months ago

Favorite Mario Costume

What are all of your favorite Mario costumes? And why?

My favorite is Dune Rider. I like it because Mario just looks ready to race through all the environments and tracks in the game. It's practical but flexible, and evokes a feeling of going on an adventure.

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u/EstablishmentSad286 — 4 months ago

One Has Got to Join...

Okay, some of you might have expected this to come after my last post, but if you could ADD one character to MK World, who would it be, and why?

You cannot include characters like the Koopalings, since those are obviously 7, it can only be ONE. It was hard for me to decide since I really like all the characters, and there are many I'd like to see, so it was hard to decide on just one.

In the end, it would probably have to be Diddy Kong, but I also want Wart and King K. Rool to join. I just think more DK characters would be cool since they're part of the same universe Mario and Co. are in.

Let me know your thoughts!

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u/EstablishmentSad286 — 4 months ago

One Has Got to Go...

If you had to remove one character from Mario Kart World's roster, who would it be? For me, it's Snowman.

I know this is long, but please read it to see if you agree with my thoughts!

I was thinking about the characters in this game a little while ago, and I still see complaints about the roster having too many random characters. There are definitely some more main or well-known characters we didn't get, like the Koopalings, but we got a lot of the main characters you'd think would be in a Mario Kart Game. The main cast of Mario, Luigi, Peach, Daisy, DK, Bowser, Yoshi, Toad, etc.

And the enemy characters that got included are a lot of known enemies and more common ones you'd also think would be included in a game like this, such as Koopa, Goomba, Piranha Plant, Nabbit, Hammer Bro, Lakitu, Cheep Cheep, and even Chargin' Chuck, who has been around for a while.

Then we have some really funny, bizarre picks, like Fish Bone, Conkdor, Swoop, and of course, Cow and Dolphin. It's fine for Nintendo to include new, funny characters we've never seen before, and it gets people excited to play as them. Since it takes place in this huge world, it makes sense that a ton of enemies that inhabit it are here.

Sidestepper is probably the second-weirdest pick, since he was just an obstacle on Cheep Cheep Beach in MK8DX, and Cow and Dolphin are probably tied with how odd it is they are playable, which again, is fine. Cow has been on Moo Moo Meadows for a long time, and Dolphin has shown up in several Mario games before. But SNOWMAN!? Literally a random Snowman from MKDS on DK Pass, and Sherbet Land in MK8DX, and the only other time I can think of them showing up is on snowy levels in Super Mario 3D World.

I think he feels the most random of all the characters, and I've only been him twice.

What do you think? Which character would you remove from the game and why? Do you agree with my Snowman statement?

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u/EstablishmentSad286 — 4 months ago

If You Had One MK World Character to Dinner, Who Would it Be?

The title says pretty much everything that needs to be said, but I'd love to know, and tell me why!

Answers more interesting and elaborate than 'because he's cool' or 'because I like him' would be appreciated! Unless, of course, there really is no other reason you're picking this character.

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u/EstablishmentSad286 — 4 months ago

Track Poll - Cheep Cheep Falls vs. Faraway Oasis

These two tracks have their differences, but both share water and a massive ending shroom cut.

Cheep Cheep Falls's strategies are more difficult, particularly Tarzan, and the wall ride at the start, and the many ways of doing the ending cut shroomless are very satisfying to pull off.

Both tracks also share the fact that they are both good for bagging and frontrunning, if you know how to do all of the shortcuts shroomless, and if you get hit or fall behind, grabbing triple mushroom-star is a safe backup.

Personally, I prefer Farway Oasis. I like that there are optional paths like the wooden one to the left and the rail to the right to skip the water more easily and avoid driving through it.

On Cheep Cheep Falls, unless you have mushrooms and go for Tarzan and fail it, or simply cannot go for it at all because it's unsafe, you are forced to go through the long water section, which feels very slow and awkward.

Faraway Oasis includes the cool rail and sign strat, and the new drift into charge jump strat over the rail, and the pole water bounce can be done consistently. Like Cheep Cheep Falls, the ending shortcut can be done shroomless, and although it's more difficult than any method of doing the Cheep Cheep Falls cut shroomless, it is decently consistent if you know the angle and where to aim to clip the box. I do this in real races myself.

I also like the music on Faraway Oasis more, and it was the first track I practiced when I got the game.

Let me know which track you prefer and why!

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u/EstablishmentSad286 — 4 months ago

Track Poll - Wario Stadium vs. DK Pass

Both these tracks are very technical and have strategies involving rails, walls, and precise angles and trick timings.

Both tracks feature a large shortcut right at the end, which gives players some similar decision-making, as everyone is going to want a mushroom to take this cut.

They're also good for frontrunning, but in my opinion, they aren't the most amazing tracks visually.

It's a close match, but in the end, I prefer Wario Stadium. I like the layout and music more, but DK Pass also has a fun layout on its own.

Let me know which track you prefer and why!

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u/EstablishmentSad286 — 5 months ago