Advanced Power Sliding Techniques
Red means an MT as a whole, jump included
Blue means normal driving
Green represents steering directions
"JUMP" refers to a jump excluding the MT or SSMT
Magenta is an imaginary line
This is done in approximate order of difficulty. Some images are slightly exaggerated.
Series MT
This is the easiest of the advanced MT techniques. It is essentially several MTs strung together with no breaks on a big curve. You slide and MT as close to the curve as you can safely do so. As soon as you release R for a turbo, you immediately jump straight into another one. This is a little slower, but it has much better control.
Corner Curve
On some turns, it noticably juts out and comes back in again, such as Koopa Troopa Beach. The safest way is to take a few long MTs around the corners, treating them like a square in a circle.
Corner MT 1: Improvised
The point of corner 1 is to aim straight right after an MT. You powerslide hard around the corner, release the MT, and jump once or twice to set yourself straight.
Needle Thread
Once one becomes better at cornering, the Needle Thread is used between multiple corners on opposing sides. It is connecting the corners with the glide(straight driving with MT boost) of an MT for the shortest path possible.
Corner Series
This takes the uneven edge situation in the used in the Corner Curve, but instead of a few smooth powerslides, the edges are treated for what they are. Corner MTs are used around each corner, and you drive straight between corners.
Quantum Turn
The Quantum Turn is an adjustable slide. It adjusts to stay with the "quanta" of some of the oddly-shaped turns, such as in Frappe Snowland or Choco Mountain.
Boost Turning
After an MT of any sort, there is a speed boost, during which you can turn but drive at the speed of an MT boost. However, this only works for approximately 1 second after the MT; after that turning slows you. Therefore, the boost turn must be done immediately to use the full benefit.
Straight Stretch MT (SSMT)
The Straight Stretch MT(SSMT) is a nearly crucial technique for advancing beyond Elite. It is doing an MT on a straight stretch, centered around an imaginary straight line. First you turn in the opposite direction you want your SSMT to face. Then you powerslide and MT around the line, crossing the middle and then straightening up. The straightening-up motion uses the Boost Turn to your advantage.
Corner MT 2: Anticipated
Corner 2 is a way to take harder corners and set yourself straight after the corner. You start and charge up the slide as soon as possible to allow more turning, but hold the slide outward at first. Turn super hard around the corner so you come out of the corner parallel to the wall. Punch the MT right into the straight.
Tangent MT (TMT or StTMT)
The Standard Tangent MT is a faster, harder form of series MT. On a big curve, you slide as close to the edge as possible. Toward the end, you let yourself slide outward a bit. Then you release it in a line converging toward the edge of the curve. The slide should be far longer than the tangent line.
Advanced Straight Stretch MT
This higher level of SSMT needs fluent SSMT skill because it is very difficult. It is an SSMT that works on only one side of an imaginary line, as such that it could be done along a wall. This is more versatile than the SSMT and is not slower, and is useful for heading into a curve.
Perfect Tangent MT (PTMT)
This difficult technique is faster than the TMT on the principles of the perimeter of a polygon around a circle. In the TMT, the slide and glide, together as a cycle, touch the curve once. For the PTMT, the slide and glide EACH touch the curve once.
Super Tangent MT (STMT)
The game can only handle a certain amount of polygons causing jagged curves; the Super Tangent MT takes advantage of that. Instead of releasing a line generally tangent to the curve, the line is parallel to one of the lines of the curve and must be VERY CLOSE. The STMT has two advantages: 1. Automatic PTMT, 2. Tangent across line saves time
Corner MT 3: Refracted
Most high-level players have gotten this before, but rather randomly. Controlling it is immensely difficult. Corner MT 3 is Corner MT 2 plus using the corner to help swing the kart for an insanely tight turn. How it seems to work is one tire is temporarily "stuck", while the outside flies around at normal speed. Corner 3 works with walls(Bowser's Castle) or slopes(Yoshi Valley).
Super Quantum Turn
Super Quantum Turn is turning with the little jags on the curves, moving several times a second for a polygon-like slide. This is super hard and intended to push the limits of courses. It makes a difference, but the difference is very small. To really work, you must be within a tire's width of the curve.
Ultimate MT
The Ultimate MT is the combination of the Super Tangent MT and the Super Quantum Turn. While not incredibly hard to pull one off, doing it consistently and skillfully enough to gain time is a different story. While the earlier MT techniques are a breeze, doing successive Ultimate MTs requires absolute concentration!!! Doing them well enough to save time and without hitting the wall is almost humanly impossible!
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