3: Star Cup Tracks

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3: Star Cup Tracks

Post by Josh1995 on Wed Jun 17, 2009 11:54 am

3: Star Cup Tracks

Star Cup Tracks

Daisy Circuit

The inviting orange glow of Daisy Circuit doesn't quite reflect the relatively nasty nature of the track design. Hopefully you have a good grip on drifting, because nearly every corner here is worth pulling mini-turbos on.
The town square (plus hidden shortcut): Soon after the starting line, you'll enter the square, a short sequence of right-angle turns, which are super easy to cut across, provided you don't hit the traffic cones on the corners.
Don't be too anxious to fly straight through, though, because there's a sort-of-hidden shortcut inside the pink building off to the right. Head into the doorway and up the stairs to be boosted forward to the fountain sections. 427x240
Once you spot the fountains, the track splits into a figure-eight here. It won't matter which directions you take, so don't make any sudden turns that could slightly slow you down.
The seaside hairpin: The track widens to the south and turns into a hairpin. It's totally possible to drift around the entire thing, then boost out of the exit, around the last turn and towards the finish. For what it's worth, we wouldn't worry too much about the raised sidewalks on the left side of the track in this section. They're not too helpful for getting ahead, but, you can actually hop on the one before the last left turn to stay on the inside and get that slight advantage, especially if you can maintain a drift through there. 427x240

Koopa Cape

Koopa Cape is surprisingly trick-friendly. There are all sorts of jumps and bumps you can use to stay in the air and chain boost after boost. Things get hairier once you enter the water, but if you can maintain control, you can get back to tricking in no time.
First big trick: The Cape is easy to get through for the first few seconds, but make sure you always trick-boost off the small wire half-pipe that comes just before you enter the creek. Not only does it provide a helpful boost, but the "come-down" animation does the turning for you, so when you land you're already heading straight for the water. 427x240
The waterway: After passing through the first big metal Koopa shell (the teal-colored one), you can drive on a wide part of the track to avoid the water temporarily. However, we'd suggest staying in it, since it's easier to reach two small jumps that you can trick-boost off of (and boost through the grassy corner after the first jump). Otherwise, you can literally go with the flow and just drive as you normally do. 427x240
The water tunnel: Watch out for the electric bars rotating inside the tunnel -- one touch and they work just like a regular Lightning Bolt, shrinking you. Keep an eye on them and dash through an opening. 427x240
Last big trick: Another half-pipe waits once you exit the tunnel. It's one last chance to get a good boost before the finish line, stay away from the waterfall to the right of the track and scoot on up there. 427x240

Maple Treeway

It's a nice change of scenery on Maple Treeway. You'll start by racing up a giant tree, then come back into the maple forest, then back up again...
Instant-gratification shortcut: Right after the starting line, beyond the first root of the huge tree to the right, you can sneak up onto the grass of the track and travel down a wooden tunnel that has boost strips and will take you right to the huge cannon.
Risk and reward within the leaves: Once you're blasted out of the big cannon, you'll notice mounds of leaves dotted along the track. Running into them will sometimes toss an item out in front of you: either a Mushroom, Banana, a Star (in rare cases) or nothing at all. Avoid the Bananas, hit the Mushrooms. Simple enough. 427x240
Weaving past Wigglers: Once you travel up the big branch to the top of the tree, two big Wigglers will be stomping around. Sometimes they'll leave a wide open space for you to drive by; sometimes you'll have to squeeze through or go around. As usual, the best advice is to keep your eyes forward and watch where they're going. 427x240
Another half-pipe: Following the Wigglers, you'll come upon a couple of boost strips that pretty much take you straight onto a half-pipe. Whether you boost from it or not isn't too important, but if you have to choose, it's probably best to drift around the corner normally. 427x240
The net bridge: Just before entering the maple forest, you'll do a little bouncing on a wavy bridge. If you keep hitting the trick button/motion, this is a great way to get multiple boosts the entire way -- whenever the net bounces you up, that's when you can trick, then come down with a boost and then another trick.
Forest shortcuts: Once you get off the net, veer to the left or right for some narrow shortcuts that have Item Boxes and end with a boost jump that will propel you over to the finish line. 427x240

Grumble Volcano

It looks complex, but there isn't a whole lot to Grumble Volcano. There are enough wide turns to keep up drifting, and the only real track-borne danger comes towards the end.
Fork #1: After about 20 seconds after the start, you'll enter the cave and face a fork that leads to a high road and low road. The high road (to the left) is a bit shorter, so take that way to ensure the best path. 427x240
Outside forks: Once out of the cave, continue to stay on the high road as the path splits again. The higher ledges have boost strips that can give you that extra edge, and you can also trick in midair for yet another boost. Oh, and watch out for the boulders that rain down onto the track! They're easy to dodge, but the flames they leave behind can be easy to graze and then get knocked-out by.

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