7: Leaf Cup Tracks

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7: Leaf Cup Tracks

Post by Josh1995 on Wed Jun 17, 2009 11:57 am

7: Leaf Cup Tracks
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Leaf Cup Tracks

DS Desert Hills

Desert Hills is fairly short, but the track seems longer if you're unlucky and get hit with shells or some other item.

Super pyramid shortcuts: Right after the first turn, you can boost behind the pyramid of bricks to the left of the track. Quite nice if you can make it. Alternatively, if you miss the pyramid, you can boost over the corner on the next turn (past the jumping fire snakes). 427x240
Do the twist: Before the finish, the track gets extra curvy with several wide, somewhat sloped turns. They're great for constant drifting, especially if you're in a kart and can chain super mini-turbos. The Item Boxes here are placed so as to lure you to the outside of the curves. It won't be the end of you if you go and collect them, but if you're confident you don't need items, stay away from them and remain on the inside as much as you can (time trial runners should obviously stay on the insides anyway). 427x240

GBA Bowser Castle 3

Being another GBA track, Bowser Castle 3 is flat, and more about avoiding obstacles than drifting and jumping (not to say drifting isn't needed). Our most important tip: keep your eyes forward when passing over the wire-fence sections of the track, especially towards the end when they zig-zag and make it real easy for you to fall head first into the lava if you're not moving when you should. On that note, be prepared for zealous opponents who can ram into you and send you flying off the sides of those sections.
Big drifts: You can perform a nice, long drift after the fifth turn -- a long stretch of wire track lets you do so. The only problem is one of the Thwomps at the end, who slams down right at the corner. Keep an eye on it, and be prepared to sacrifice your drift boost if it slams down and doesn't rise again before you get there.
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Trick boost series: At around halfway down the track, you'll start hitting several yellow boost jumps that will take you across some lava gaps. Start tricking off of every one, and you'll land and boost long enough to reach the next jump, then trick and boost again. It's a nice little way to get ahead.
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Watch the corners: It's important to drift around every corner you can, but at some points, patches of dried lava can sneak up on you and slow you down. Of course, after a couple of laps you'll be ready for them, but for once, staying on the outside of turns may do you better than staying on the inside.

N64 DK's Jungle Parkway

DK's Jungle Parkway is a pretty fun track. The turns aren't too crazy on their own, but the series of turns at the halfway mark can turn the tides if you have a bunch of racers ramming and throwing items at each other -- who knows who will be first to cross the bridge after that?
The big jump: Shortly after starting the race, you'll turn a corner and hit a huge boost jump that takes you across the river. Hold left and the drift button while you're flying and you can touch down while drifting, getting that nice little boost of speed. This is most useful to karts that can get a super mini-turbo almost assuredly this way. 427x240
The curvy maze: After the big jump, you'll have to weave through several turns. Drift and boost as much as you can here. Creative players can take little jumps off the corners, but tricking off of them won't really work. 427x240
The bridge and the cave: The rope bridge is a great place to perform a wheelie. Or better yet, you can leave an item like a Banana or False Item Box in the middle -- a computer opponent is almost guaranteed to hit it, and maybe a less dexterous human, too.

Pass the bridge and into the cave, where you have one nice big shortcut before the finish line. Of course, it will require a boost item, but go for it when you can. 427x240

GCN Mario Circuit

A lot of tracks from Double Dash are crazy, and Mario Circuit is no exception despite its face-value simplicity. It starts with super-wide turns and a Chain Chomp that meets you in the middle of them (stay to the right to avoid it), then onto Piranha Plants and Goombas who can really make your life miserable -- on top of the 11 other people you'll be racing against.
Sneaky shortcut: If you're lucky enough to get a Mushroom from the first Item Boxes, you can use it to boost over the grass and behind the Chain Chomp.
Jump the mounds: The mounds you'll come up to after the passing the first series of Piranha Plants are great to trick-boost off of. Just make sure you're pointed straight ahead before taking them on.

Same goes for the small hill right before the finish line. Stay towards the middle of the road when jumping it or you could fly right into the next Piranhas.
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