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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:04,753 --> 00:00:09,440 This guide will cover everything  you need to know to win in Mario Kart World. 2 00:00:09,440 --> 00:00:15,200 Starting from picking a good character and vehicle  combo, basic driving controls, all the way to the 3 00:00:15,200 --> 00:00:20,800 incredible flashy itemless shortcuts, and how  to use strategy to win against your friends, 4 00:00:20,800 --> 00:00:27,120 win online, and win against the best players in  the world. But first, let's make one thing clear. 5 00:00:27,120 --> 00:00:32,880 Mario Kart is not a luck-based game. If you  think that, I don't blame you. Mario Kart 6 00:00:32,880 --> 00:00:38,560 is crazy. Items are completely random. They're  luck based, and you've probably been caught in 7 00:00:38,560 --> 00:00:46,248 the vortex of unplayable madness. This does not  have to be you. Instead, this can be you. 8 00:00:46,248 --> 00:00:52,640 You can be better and dominate your competitors. But  that's not you. That's me. But it could be you. 9 00:00:52,640 --> 00:00:59,200 Once you see past the chaos, you will see  structure, strategy, and a game that is 5% luck, 10 00:00:59,200 --> 00:01:06,989 95% skill, and 100% a blast to play for both  beginners and pros. So, let's get started. 11 00:01:11,120 --> 00:01:15,280 If you just started playing Mario Kart World,  you may have been picking whatever looks good 12 00:01:15,280 --> 00:01:21,040 or maximizing the speed stats to try to win. But  because this is a Nintendo game, things are never 13 00:01:21,040 --> 00:01:26,880 as they seem. So, let's clear up which stats are  actually important. The best combo in the game 14 00:01:26,880 --> 00:01:33,760 for beginners is any character with a low weight  stat, such as Baby Daisy driving the Mach rocket. 15 00:01:33,760 --> 00:01:37,761 And both of these are already unlocked when you  start playing the game for the first time. 16 00:01:37,761 --> 00:01:43,360 And you can press the Y button to see your stats. What  we're going for here is a high acceleration stat 17 00:01:43,360 --> 00:01:48,720 and handling stats. Acceleration is how quickly  you can get back to full speed after stopping, 18 00:01:48,720 --> 00:01:53,840 which is very important after getting hit by an  item. Handling controls how well you can turn, 19 00:01:53,840 --> 00:01:59,040 whether it's basic steering left and right or  drifting. High handling also makes it possible 20 00:01:59,040 --> 00:02:03,280 to take lots of precise shortcuts where you  need to turn sharply. And we'll talk about 21 00:02:03,280 --> 00:02:07,690 this more later in the guide. Now, you may  have noticed your speed stat is very low. 22 00:02:07,690 --> 00:02:14,150 So, how are you supposed to win? Well, this combo has  three hidden stats that will help you win. 23 00:02:14,150 --> 00:02:19,920 First, the Mock Rocket has a hidden ground speed bonus  that makes it actually above average on ground 24 00:02:19,920 --> 00:02:26,320 surfaces, which is most surfaces. It also secretly  has a high mini turbo stat, which affects how long 25 00:02:26,320 --> 00:02:32,720 certain speed boosts last for. And also, this is  going to sound crazy, but having a low weight stat 26 00:02:32,720 --> 00:02:37,760 means you get a bigger speed boost when you  have more coins. If that sounds ridiculous, 27 00:02:37,760 --> 00:02:43,360 don't worry. It is true, and we're not going to  get into it right now. Why are these stats hidden? 28 00:02:43,360 --> 00:02:48,480 I don't know. Thanks, Nintendo. In the future,  I will make a guide on how to pick a good combo, 29 00:02:48,480 --> 00:02:54,640 but for now, just know that lightweights are the  best and not just for beginners. At the time of 30 00:02:54,640 --> 00:03:01,137 making this video, the most popular combo used by  pro Mario Kart players is this exact combo. 31 00:03:01,137 --> 00:03:06,560 Well, a reskin of that combo, but it has the same stats.  And if you'd like, you can swap out for other 32 00:03:06,560 --> 00:03:11,920 lightweights or switch your vehicle to the Rob  Hog or Baby Blooper, as these are just as good. 33 00:03:11,920 --> 00:03:18,800 For now, my advice is do not go for a high-speed  combo. Not only is it probably going to be worse, 34 00:03:18,800 --> 00:03:23,840 you will have a much harder time improving at  this game. Now, heavyweights are viable and 35 00:03:23,840 --> 00:03:29,280 you absolutely can win with them, but I would  not recommend it for now if you are trying to 36 00:03:29,280 --> 00:03:33,520 learn the game and improve. While you have the  character select screen open, you'll want to 37 00:03:33,520 --> 00:03:39,520 press X to change your settings. Make sure you  turn smart steering off, auto accelerate off, 38 00:03:39,520 --> 00:03:44,960 auto item use off, and tilt controls off. Smart  steering helps you stay on the track without 39 00:03:44,960 --> 00:03:49,920 falling, but it can move you unpredictably and  prevent you from taking shortcuts. It's good 40 00:03:49,920 --> 00:03:55,520 for total beginners, but not if you're trying to  improve. Auto accelerate just holds A for you, 41 00:03:55,520 --> 00:04:00,400 but there are times where you will want to slow  down on purpose, so it's better to turn this off. 42 00:04:00,400 --> 00:04:05,200 Auto item use is not a good idea because of  course learning how to plan and use your items 43 00:04:05,200 --> 00:04:10,240 is one of the most crucial skills to master  in Mario Kart. And finally, tilt controls 44 00:04:10,240 --> 00:04:15,520 allows you to physically tilt the controller  left and right to steer, which is obviously 45 00:04:15,520 --> 00:04:20,647 not useful. So just turn all of these off as  you will not be needing them for highle play. 46 00:04:24,960 --> 00:04:29,200 You might think you know how this game works  if you've played previous Mario Kart games, 47 00:04:29,200 --> 00:04:35,280 but Mario Kart World introduces some insane brand  new mechanics. And not just that, but there are 48 00:04:35,280 --> 00:04:41,920 also significant changes to familiar mechanics. So  even if you are a veteran Mario Kart player who's 49 00:04:41,920 --> 00:04:46,640 played all the previous games, you need to watch  this section or you will not know what you are doing. 50 00:04:46,640 --> 00:04:51,840 The basic controls in this game are very  simple. Hold the A button to go forward and the 51 00:04:51,840 --> 00:04:56,800 B button to slow down or reverse. At the start  of the race, you can get what's called a start boost. 52 00:04:56,800 --> 00:05:02,880 During the countdown, do not press A. Wait  until the second light turns on and then press 53 00:05:02,880 --> 00:05:07,920 and hold A. If you do this correctly, you will  get the maximum length start boost. Now, if you 54 00:05:07,920 --> 00:05:13,040 miss the timing and start holding A too late, you  will get a shorter start boost, which is not bad, 55 00:05:13,040 --> 00:05:18,960 but what you want to avoid is holding A too early.  If this happens, you will get a burnout. 56 00:05:18,960 --> 00:05:24,400 That's really bad. So, if you think you might have held A  too early, you can quickly let go of A for a split 57 00:05:24,400 --> 00:05:30,000 second, then hold it again. Then you will probably  get an okay start boost. Now, if you are playing a 58 00:05:30,000 --> 00:05:35,600 track with a rolling start, where you are already  moving during the countdown, then it is impossible 59 00:05:35,600 --> 00:05:41,280 to burn out. If you hold A too early here, you  will just get no start boost at all. As you drive 60 00:05:41,280 --> 00:05:47,093 the track, hold the A button to go forward and use  the left control stick to move left and right. 61 00:05:47,093 --> 00:05:52,000 You do not need to hold forward to go forward.  Usually, it is clear where the main road is, 62 00:05:52,000 --> 00:05:57,040 and you'll want to stay on the main road as much  as you can. Falling off of the main road takes you 63 00:05:57,040 --> 00:06:02,240 out of bounds, and you will get picked up. If this  happens, press and hold A right before you touch 64 00:06:02,240 --> 00:06:07,440 the ground, and you will get a respawn boost. If  you see patches of grass or rough terrain next to 65 00:06:07,440 --> 00:06:12,640 the main road, these are usually off-road, which  is a surface that slows you down significantly. 66 00:06:12,640 --> 00:06:17,440 And you'll know you're in the off-road if you see  your tires suddenly get bigger. You generally want 67 00:06:17,440 --> 00:06:22,960 to avoid off-road. However, there are some items  such as the mushroom where you can use it to drive 68 00:06:22,960 --> 00:06:27,440 through the off-road at full speed. And this  is how you'll take shortcuts. At the top left, 69 00:06:27,440 --> 00:06:31,600 you can see your item, and you can get up to  two items by going through item boxes on the track. 70 00:06:31,600 --> 00:06:37,440 Press the L or ZL button to activate your  first item. Once you finish using the first item, 71 00:06:37,440 --> 00:06:42,000 the second item will move over. Now, there  are a lot of different items in the game, 72 00:06:42,000 --> 00:06:47,680 all with different effects. And what item you  get from an item box is random, but racers that 73 00:06:47,680 --> 00:06:53,040 are farther behind will get better items. We'll  talk more about items later as they are extremely 74 00:06:53,040 --> 00:06:58,400 important for winning a race. When driving around  a turn, hold the direction you want to go and hold 75 00:06:58,400 --> 00:07:04,480 the R or ZR button. This begins a drift, which  lets you turn sharper. Once you begin your drift, 76 00:07:04,480 --> 00:07:09,440 then you can switch between holding left and  right to control your direction. If you drift 77 00:07:09,440 --> 00:07:14,480 for long enough, sparks will build up under your  tires. Once this happens, you can release R to 78 00:07:14,480 --> 00:07:19,600 end your drift and get a speed boost called a  mini turbo. By holding the drift for longer, 79 00:07:19,600 --> 00:07:26,160 the sparks will upgrade from blue to orange to  rainbow, which each represent a mini turbo boost 80 00:07:26,160 --> 00:07:32,320 that will last longer. I refer to these by color,  but they are also called miniurbo, super miniurbo, 81 00:07:32,320 --> 00:07:37,120 and ultra mini turbo. You want to get in the  habit of drifting around most turns in this 82 00:07:37,120 --> 00:07:42,400 game as it helps you turn sharper and gives you a  speed boost. And especially for the sharp turns, 83 00:07:42,400 --> 00:07:46,720 it's best to start your drift much earlier than  the beginning of the turn, and this will help 84 00:07:46,720 --> 00:07:51,840 you turn sharply through it. You can press the  X button to look backwards. In order to use this 85 00:07:51,840 --> 00:07:56,480 effectively, make sure you find a comfortable way  to continue holding the A button while being able 86 00:07:56,480 --> 00:08:01,600 to tap X. Now, this is not something you'll need  until you're really good. So, don't worry about 87 00:08:01,600 --> 00:08:07,040 pressing X if you're just starting. Pressing and  holding the down direction on the D-pad allows you 88 00:08:07,040 --> 00:08:12,560 to rewind. Of course, you can only use this in  single player mode, but it's incredibly useful 89 00:08:12,560 --> 00:08:17,920 for practicing shortcuts. If you plan to get good  at Mario Kart World, this is a button you'll be 90 00:08:17,920 --> 00:08:23,760 using a lot, so I recommend remapping it to a more  comfortable location on your controller, such as a 91 00:08:23,760 --> 00:08:28,080 shoulder button or a button on the back of the  controller if you're using the Pro Controller, too. 92 00:08:28,080 --> 00:08:34,800 The R or ZR button is also used to perform  tricks. Anytime you go off a ramp, you can press 93 00:08:34,800 --> 00:08:40,000 R near the edge to do a trick, which gives you a  speed boost after you land. Not everything that 94 00:08:40,000 --> 00:08:45,280 you can trick on will be immediately obvious, so  be ready to trick anytime you think something will 95 00:08:45,280 --> 00:08:50,240 send you into the air. Another way that you can  trick is by shaking the controller, even if you 96 00:08:50,240 --> 00:08:55,280 have motion controls turned off. Just one flick of  the controller is enough, and this can be helpful 97 00:08:55,280 --> 00:09:01,680 for some difficult tricks. However, do not rely on  shake tricks as it's usually less consistent than 98 00:09:01,680 --> 00:09:07,520 just pressing R. Unlike in previous Mario Kart  games, you can now trick anytime you are in the air. 99 00:09:07,520 --> 00:09:12,960 This also gives you a speed boost when you  land, but it will be a shorter boost than if you 100 00:09:12,960 --> 00:09:18,320 had tricked on the ground. But the main benefit  of air tricks is to help you move. You can already 101 00:09:18,320 --> 00:09:23,840 move around slightly in the air, but adding left  or right tricks will help to push you even farther 102 00:09:23,840 --> 00:09:29,040 in that direction, which helps with alignment  and with shortcuts. You can also trick when you 103 00:09:29,040 --> 00:09:34,640 touch a blue glider panel, and driving over this  turns your vehicle into a glider. In a glider, 104 00:09:34,640 --> 00:09:39,920 you can still move left and right, but you can  also move up and down. You need to hold down to go 105 00:09:39,920 --> 00:09:45,200 up and hold up to go down. If that sounds weird,  think about it like you're leaning back or leaning 106 00:09:45,200 --> 00:09:50,800 forward. Positioning yourself while gliding is  very slow and restricted, but thankfully you 107 00:09:50,800 --> 00:09:56,720 can hold a direction while pressing R to trick to  push yourself in a direction very quickly. This is 108 00:09:56,720 --> 00:10:02,240 especially important for trying to hit boost rings  or dodge items. Other than ground and gliding, 109 00:10:02,240 --> 00:10:07,840 there is one other main driving surface, and that  is water. While on water, your vehicle turns into 110 00:10:07,840 --> 00:10:13,040 a boat and controls very differently. The main  difference is that turning and drifting become 111 00:10:13,040 --> 00:10:18,080 much more difficult as your turning action  is delayed compared to what you're used to. 112 00:10:18,080 --> 00:10:22,560 You might find yourself often not turning sharp  enough and then suddenly turning too sharp when 113 00:10:22,560 --> 00:10:27,040 you try to correct it. Just keep in mind that your  turning will happen. It just happens a bit later 114 00:10:27,040 --> 00:10:32,000 than expected. And as long as you notice this and  try to account for it, water controls are not too bad. 115 00:10:32,000 --> 00:10:36,960 The other difference is that you can trick  anytime you bounce in the water. This can be when 116 00:10:36,960 --> 00:10:42,480 you land from a jump or when the water has intense  waves. Some tracks naturally have wavy water, 117 00:10:42,480 --> 00:10:47,287 but even an item like a bomb or a blue shell  can create these waves for you to trick on. 118 00:10:48,266 --> 00:10:55,040 Now, here's where we get into the brand new mechanics  of Mario Kart World. This is a rail. All you have 119 00:10:55,040 --> 00:11:00,160 to do is drive onto it with enough speed and you  will attach. If you just keep holding A, you will 120 00:11:00,160 --> 00:11:05,360 drive the entire length of the rail with no other  controls necessary. The main thing you need to 121 00:11:05,360 --> 00:11:11,200 know about rails is that at any time you can press  R to trick and get a speed boost. However, if you 122 00:11:11,200 --> 00:11:16,640 hold left or right on the control stick as you  trick, then you will do a trick in that direction. 123 00:11:16,640 --> 00:11:21,680 This can help you attach to other rails or help  you take shortcuts due to the powerful speed of 124 00:11:21,680 --> 00:11:27,200 side tricks. Driving on a rail is usually faster  than driving on the ground and often requires 125 00:11:27,200 --> 00:11:33,040 very precise trick timings to stay on the rail.  However, rails are easily trapped with items, 126 00:11:33,040 --> 00:11:38,880 and attack items follow the rails, making them  often unsafe. So, choosing whether or not to go on 127 00:11:38,880 --> 00:11:43,840 a rail is an important decision to make during a  race. For now, this is all you really need to know 128 00:11:43,840 --> 00:11:49,440 about moving on rails. But since this is a new  mechanic to Mario Kart World, I will go over some 129 00:11:49,440 --> 00:11:55,040 extra details about how rails work. Like drifting,  staying on a rail causes you to naturally charge 130 00:11:55,040 --> 00:11:59,760 up mini turbo sparks from blue to orange to  rainbow. When you do a trick, this will give you 131 00:11:59,760 --> 00:12:04,640 the mini turbo boost that you have charged up. You  can also trick right away with no sparks, and this 132 00:12:04,640 --> 00:12:09,120 gives you the same boost as if you had charged  up to blue sparks. Most of the time on rails, 133 00:12:09,120 --> 00:12:14,480 charging up these sparks is not important, as you  can just repeatedly do tricks to go faster. And 134 00:12:14,480 --> 00:12:19,600 there is one more thing to know about rails, which  is that tricking at the very end of the rail works 135 00:12:19,600 --> 00:12:25,200 differently than tricking anywhere else on the  rail. If you trick at the very end, you will get a 136 00:12:25,200 --> 00:12:30,560 longer trick boost, which is a good thing, but you  have less control over your movement in the air, 137 00:12:30,560 --> 00:12:36,640 and side tricks don't work the same at all, making  this usually a worse option. So, in general, 138 00:12:36,640 --> 00:12:42,640 avoid tricking at the very end of the rail. The  final basic movement technique is the charge jump. 139 00:12:42,640 --> 00:12:47,440 Once you're driving with enough speed, press  and hold the R or ZR button while keeping your 140 00:12:47,440 --> 00:12:52,880 control stick in the neutral position. This begins  a charge jump. Once the sparks build up to blue, 141 00:12:52,880 --> 00:12:58,000 you can release the R button to jump. As you  release, you can hold the control stick in neutral 142 00:12:58,000 --> 00:13:03,280 left or right to control the direction of the  charge jump. Now, while the charge jump does give 143 00:13:03,280 --> 00:13:09,440 you a speed boost after you land, the charging  phase and the airtime are both slow, meaning that 144 00:13:09,440 --> 00:13:14,560 repeatedly doing charge jumps is actually slower  than just driving straight. So, the main purpose 145 00:13:14,560 --> 00:13:20,480 of a charge jump is not to get a speed boost, but  it is to jump to places that you otherwise could 146 00:13:20,480 --> 00:13:26,000 not reach. For example, you can use a charge jump  to get onto a rail that is high up. Or you can 147 00:13:26,000 --> 00:13:31,520 use a charge jump to clear a large gap to take a  shortcut. Or you can use a charge jump to reach a 148 00:13:31,520 --> 00:13:38,800 high area of the track that you otherwise could  not reach. Or you can use it to drive on walls. 149 00:13:39,680 --> 00:13:45,200 Now, let's talk about some more specific controls  and movement mechanics that you need to know. And 150 00:13:45,200 --> 00:13:50,640 keep in mind, you can get away with not knowing  these as a beginner. So, if you're just starting 151 00:13:50,640 --> 00:13:56,160 out with the game and everything I've said so far  is overwhelming. That's completely normal. Don't 152 00:13:56,160 --> 00:14:01,600 worry, you will get it with practice. Just learn  everything I've already talked about because those 153 00:14:01,600 --> 00:14:06,720 are necessary to play this game. And you can  definitely ignore this next section for now by 154 00:14:06,720 --> 00:14:12,320 skipping to the next timestamp in the description.  But once you have a good grasp on the controls, 155 00:14:12,320 --> 00:14:18,480 let's talk about advanced movement. Wall riding  is not absolutely necessary to learn to be able 156 00:14:18,480 --> 00:14:23,520 to play Mario Kart World. But if you don't learn  it, then you are missing out on a huge portion of 157 00:14:23,520 --> 00:14:28,480 where you can explore on the tracks, leading to  very fun and important shortcuts. So let's talk 158 00:14:28,480 --> 00:14:33,920 about how wall riding works. Now, you cannot  simply drive onto a wall. The only way to drive 159 00:14:33,920 --> 00:14:39,840 on a wall is to first do a trick before landing on  the wall. And this can be anything that gives you 160 00:14:39,840 --> 00:14:46,080 a trick animation. Whether it's tricking from  a ramp to the wall, from a rail to the wall, 161 00:14:46,080 --> 00:14:54,000 by doing a charge jump, or by using the feather  item. Now, this next part might surprise you, 162 00:14:54,000 --> 00:15:00,000 but once you are on the wall, you have no control  over your direction. The direction that you move 163 00:15:00,000 --> 00:15:05,760 is actually determined by your angle towards the  wall as you approach it. For example, if you stay 164 00:15:05,760 --> 00:15:10,960 very parallel with the wall, then you will drive  low on the wall, which is good for reducing air 165 00:15:10,960 --> 00:15:16,080 time. If you angle sharply at the wall, then you  will drive high up, which is good if you want to 166 00:15:16,080 --> 00:15:21,600 access a higher area of the track. And just like  rails, driving on a wall will automatically charge 167 00:15:21,600 --> 00:15:28,160 up sparks under your tires, except wall charging  is way faster. And at any time you can trick off 168 00:15:28,160 --> 00:15:32,720 the wall. Because of this, you often want  to wait for the sparks to turn orange before 169 00:15:32,720 --> 00:15:37,920 tricking off to get a longer trick boost. Now,  before you suggest we wall ride the left side 170 00:15:37,920 --> 00:15:44,640 of the airship fortress spiral, you cannot ride  a convex wall. The wall has to be at least flat 171 00:15:44,640 --> 00:15:50,880 or you will detach off of it immediately. In fact,  flat walls will automatically detach you after a 172 00:15:50,880 --> 00:15:56,160 short period of time. Concave walls let you drive  on them for much longer. And this is pretty much 173 00:15:56,160 --> 00:16:02,080 the only time you will see rainbow sparks on  a wall. However, long concave walls are quite rare. 174 00:16:02,080 --> 00:16:07,600 Knowing which walls are useful to drive on,  when to trick off of them, or when to just detach 175 00:16:07,600 --> 00:16:14,240 from them intentionally is all very specific and  depends on what shortcuts are allowed by the track layout. 176 00:16:14,240 --> 00:16:19,360 All of the clips I've shown in this  section are extremely useful examples of driving on walls. 177 00:16:19,360 --> 00:16:26,560 Wall riding is not easy. It takes a lot  of practice, but learning each one makes learning 178 00:16:26,560 --> 00:16:32,000 the next one easier. Now, let's talk about  trickable objects. Mario Kart World's environments 179 00:16:32,000 --> 00:16:37,360 has a ton of trickable objects, usually taking the  form of a pull. Just like how you need to trick to 180 00:16:37,360 --> 00:16:43,200 ride a wall, you need to trick before touching  a pole in midair in order to get a pull trick. 181 00:16:43,200 --> 00:16:48,880 But unlike most tricks, you do not need to hit  the R button to trick. Simply touching the pole 182 00:16:48,880 --> 00:16:54,000 will automatically do the trick for you. A pole  trick launches you forward and gives more height, 183 00:16:54,000 --> 00:16:58,960 allowing for a lot more cool shortcuts where you  otherwise would not expect to see one. And pretty 184 00:16:58,960 --> 00:17:05,760 much any thin object usually counts as a pole that  you can trick on. For example, trees. Most trees, 185 00:17:05,760 --> 00:17:11,360 as long as they're not too thick, are poles.  Even sideways trees are poles. And even though 186 00:17:11,360 --> 00:17:17,600 it's not vertical, this ring is a pole. You cannot  even ignore poles that are just out in the middle 187 00:17:17,600 --> 00:17:24,240 of nowhere because somehow this will create a  shortcut. Even the finish line might be a pole. 188 00:17:24,240 --> 00:17:30,640 And again, every example shown here is a real and  important shortcut in Mario Kart World. Unexpected 189 00:17:30,640 --> 00:17:35,520 track elements that prove to be crucial is part  of the beauty of this game. And I hope you're 190 00:17:35,520 --> 00:17:40,160 excited to learn all of these shortcuts. Now,  before we end the section about the controls, 191 00:17:40,160 --> 00:17:44,960 I do want to say a few more things that are  sometimes useful. If there is a sharp turn, 192 00:17:44,960 --> 00:17:50,560 slowing down can be helpful. While drifting,  you can press or tap the B button to slow down, 193 00:17:50,560 --> 00:17:55,600 and this is called brake drifting. But if you slow  down too much, you will stop drifting entirely, 194 00:17:55,600 --> 00:18:00,560 so make sure you use this sparingly. If you are  not moving, you can hold A and B at the same 195 00:18:00,560 --> 00:18:06,320 time to help you turn quickly. This has almost no  use in regular races and is more just to help you 196 00:18:06,320 --> 00:18:11,520 out in free roam or while setting up to practice  shortcuts. And finally, you can use the right side 197 00:18:11,520 --> 00:18:16,560 control stick on your controller to move the  camera. And this serves two functions. One is 198 00:18:16,560 --> 00:18:21,840 that you can look around, especially to the side  where you otherwise cannot see. And another use is 199 00:18:21,840 --> 00:18:28,320 that you can throw items in the direction of the  camera. This can be used for sneaky and unexpected 200 00:18:28,320 --> 00:18:33,280 snipes without having to drive in a different  direction. Now, if you plan to use this a lot, 201 00:18:33,280 --> 00:18:39,120 I recommend remapping A to an additional other  button on your controller, such as a shoulder 202 00:18:39,120 --> 00:18:44,000 button or a button on the back of the controller.  This way, anytime you want to use the camera, you 203 00:18:44,000 --> 00:18:49,120 can switch to accelerating with a different finger  while your right thumb moves the camera. Camera 204 00:18:49,120 --> 00:18:54,080 snipes are not crucial to learn, but they are fun,  and they are useful sometimes. So, that's it for 205 00:18:54,080 --> 00:18:59,280 the controls and movement mechanics in Mario Kart  World. As you learn new shortcuts and techniques, 206 00:18:59,280 --> 00:19:04,080 especially with rails and walls, if you ever  get confused, come back to this section as I 207 00:19:04,080 --> 00:19:09,120 have covered all the important details about  how they work. At any time, if you want a quick 208 00:19:09,120 --> 00:19:14,000 refresher on the controls, then you can go to the  bottom of the main screen and go to manual. Now, 209 00:19:14,000 --> 00:19:18,880 these are not very detailed, but it does tell you  all of the things that you can do. For example, 210 00:19:18,880 --> 00:19:24,880 jump boost or tricks. Uh they don't even mention  air tricks and you can get on a rail, but they 211 00:19:24,880 --> 00:19:29,680 don't tell you how to get off of a rail. So, while  this does exist and can help, it's not really the 212 00:19:29,680 --> 00:19:35,642 best resource. But at least they did mention  that the mushroom is tasty. Thanks, Nintendo. 213 00:19:39,520 --> 00:19:44,880 All right, now that we've learned the controls  and mechanics, let's start racing. Mario Kart 214 00:19:44,880 --> 00:19:50,720 races are incredibly complex as there can be  up to 24 players in total. Lots of crazy items 215 00:19:50,720 --> 00:19:55,920 and different paths you can take, resulting in a  lot of important decisions to be made during the race. 216 00:19:55,920 --> 00:20:02,560 And this is before we even talk about doing  shortcuts and having precise driving skills. So, 217 00:20:02,560 --> 00:20:07,520 how should you get started? You definitely want  to keep things simple at first. Anytime there is 218 00:20:07,520 --> 00:20:13,040 a turn, try to take the turn tightly to go faster.  The path you take throughout the track is called a 219 00:20:13,040 --> 00:20:18,320 racing line. And having a good line can make you  go much faster than a bad line. But of course, 220 00:20:18,320 --> 00:20:23,760 taking a tighter line can be dangerous. You risk  driving into the off-road or out of bounds if 221 00:20:23,760 --> 00:20:29,200 you're not careful. And you risk getting hit by  other players who are taking the same optimal line. 222 00:20:29,200 --> 00:20:35,120 So, you need to go for a balance of good  lines to go fast and safe lines to avoid getting hit. 223 00:20:35,120 --> 00:20:40,080 And sometimes it's important to move off  of the best line in order to get resources. 224 00:20:40,080 --> 00:20:45,680 In Mario Kart World, there are two types of  resources, coins and items. When you collect 225 00:20:45,680 --> 00:20:51,280 coins, your coin counter at the bottom left will  increase. You can hold up to 20 coins at once, and 226 00:20:51,280 --> 00:20:58,000 each coin increases your top speed. At 20 coins,  you will move 5% faster compared to zero coins, 227 00:20:58,000 --> 00:21:03,840 which may not sound like much, but this small  difference adds up. over a two-minute race. That's 228 00:21:03,840 --> 00:21:10,080 about six seconds faster with 20 coins, which is  often more than the difference between first and 229 00:21:10,080 --> 00:21:16,000 last place. However, this doesn't mean you should  always try to reach 20 coins because going out 230 00:21:16,000 --> 00:21:22,400 of your way for them is slow. Thankfully, making  coin decisions is not actually that complex. You 231 00:21:22,400 --> 00:21:27,440 might think that each coin gives you the same  speed increase, but this is actually not true. 232 00:21:27,440 --> 00:21:34,400 The first few coins and the last few coins matter  way more because Nintendo designed the coin boost 233 00:21:34,400 --> 00:21:40,000 not as a straight line but as a curve. For  example, the speed increase you get going from 234 00:21:40,000 --> 00:21:46,960 0 to 1 coin is way more than the speed boost you  get going from 13 to 14 coins. Because of this, 235 00:21:46,960 --> 00:21:54,000 a good rule of thumb is to try and get to around 5  to eight coins early on and then stop prioritizing 236 00:21:54,000 --> 00:21:59,600 coins after that point. Of course, having more  coins is always better, but it's often not worth 237 00:21:59,600 --> 00:22:04,560 it to go out of your way for them if you already  have a few. The other resource in Mario Kart is 238 00:22:04,560 --> 00:22:10,240 items. You get these by touching an item box on  the track, and most item boxes are single boxes, 239 00:22:10,240 --> 00:22:15,440 but sometimes an item set has a double item  box, which gives you two items at once. These 240 00:22:15,440 --> 00:22:21,600 are very valuable, but they're usually placed on  a worse line, requiring you to take a longer path. 241 00:22:21,600 --> 00:22:26,400 Just keep in mind that the closer you are to first  place, the worse your items will be. So maybe you 242 00:22:26,400 --> 00:22:30,960 don't need a double box. But if you are near  last place, then getting the double box is very 243 00:22:30,960 --> 00:22:36,720 important as you will get two amazing items. In a  later section, we will go in depth about what each 244 00:22:36,720 --> 00:22:42,480 item does. But for now, what you need to know is  that you can group items into two main categories, 245 00:22:42,480 --> 00:22:48,960 speed items and attack items. Speed items include  the star, bullet bill, mega mushroom, golden 246 00:22:48,960 --> 00:22:54,800 mushroom, and the most common speed item, which is  the mushroom or triple mushrooms. Speed items are 247 00:22:54,800 --> 00:22:59,840 the best items you can get, as you can use them to  catch up. You can use them to break away from the 248 00:22:59,840 --> 00:23:05,680 pack, take shortcuts, and also to reacelerate  after being hit. If you have a speed item, 249 00:23:05,680 --> 00:23:11,120 what you should usually do is hold on to it and  use it to take a shortcut. Some shortcuts are just 250 00:23:11,120 --> 00:23:16,960 an obvious patch of grass, but this is where track  knowledge is very important because some shortcuts 251 00:23:16,960 --> 00:23:22,320 are not so obvious, and knowing about them  can give you a big advantage. And keep in mind 252 00:23:22,320 --> 00:23:28,240 that some shortcuts may require more speed items  than just a single mushroom to be able to take. 253 00:23:28,240 --> 00:23:33,520 Consistently taking the best shortcuts is one of  the most important keys to winning a race in Mario Kart. 254 00:23:33,520 --> 00:23:39,680 Attack items are generally not as strong  as speed items. This is because attacking another 255 00:23:39,680 --> 00:23:45,120 player only helps you pass that player. But if  you use a speed item, you gain time against every 256 00:23:45,120 --> 00:23:51,440 other player at once. But there is one exception,  the lightning or shock. This is an attack item 257 00:23:51,440 --> 00:23:56,720 and it is the best item, but that's because it  hits everyone in front of you at once and slows 258 00:23:56,720 --> 00:24:01,680 them down, which if you think about it, basically  makes it a speed item. Now, because attack items 259 00:24:01,680 --> 00:24:07,440 are generally not as strong, you usually want to  get rid of attack items before the next item set. 260 00:24:07,440 --> 00:24:13,120 So, you have a chance to get something better.  However, all attack items can be used as defense 261 00:24:13,120 --> 00:24:18,240 with some being better than others. For example,  triple bananas or triple shells can block incoming 262 00:24:18,240 --> 00:24:23,920 attacks and the super horn can just wipe out  everyone and all projectiles around you to prevent 263 00:24:23,920 --> 00:24:29,280 them from hitting you first. So, especially if  you are in a top position where mushrooms are more 264 00:24:29,280 --> 00:24:34,880 rare, holding on to a good defense item is also  a smart play. And also, first place cannot get 265 00:24:34,880 --> 00:24:40,720 mushrooms from item boxes. So, you definitely want  a good defense item in first place. A very strong 266 00:24:40,720 --> 00:24:46,320 strategy in Mario Kart is chaining items. This  is where you hold onto an item all the way until 267 00:24:46,320 --> 00:24:51,840 the next item box set, then get rid of it there.  Now, why would you want to chain items instead of 268 00:24:51,840 --> 00:24:57,120 just using the items as soon as you get them? The  reason chaining items is powerful is because you 269 00:24:57,120 --> 00:25:02,880 still get to use up all your items for your own  benefit, but you spend less time being itemless 270 00:25:02,880 --> 00:25:08,640 and therefore defenseless. When you chain items,  as soon as your defense is gone, you have already 271 00:25:08,640 --> 00:25:13,840 replaced it with more. Now, this doesn't mean you  should always chain items, as there's often a good 272 00:25:13,840 --> 00:25:18,800 reason to use your item sooner, or just don't even  use the item because you want to save it for later 273 00:25:18,800 --> 00:25:24,240 for a shortcut. But if you don't need the items  you have, then chaining them is usually better 274 00:25:24,240 --> 00:25:28,960 than using them right away. When racing with other  players, there are a few more things to keep in 275 00:25:28,960 --> 00:25:34,320 mind. If you stay right behind another player for  a few seconds, you will get a speed boost called 276 00:25:34,320 --> 00:25:39,760 a draft. This is an incredibly powerful boost  and is crucial for breaking away from the pack 277 00:25:39,760 --> 00:25:45,440 or just gaining positions without using up your  limited items. And this is especially important at 278 00:25:45,440 --> 00:25:51,040 the start of the race as everyone is close by and  easier to draft. When you play with other racers, 279 00:25:51,040 --> 00:25:56,560 getting bumped can also be really bad, especially  if you get bumped off the track since you will 280 00:25:56,560 --> 00:26:01,680 also lose your items. So, whenever you choose  to take a line close to the edge of the road, 281 00:26:01,680 --> 00:26:06,880 always be aware of your surroundings. Even if you  think you're safe, somebody could always speed up 282 00:26:06,880 --> 00:26:12,960 with a draft or with a mushroom and bump you or  hit you off. You must try to anticipate these 283 00:26:12,960 --> 00:26:19,120 bumps and actively steer against them before the  bump even happens because once the bump happens, 284 00:26:19,120 --> 00:26:24,880 it's too late. As long as you steer against bumps  before they happen, then bumps will never be too bad, 285 00:26:24,880 --> 00:26:30,320 even with a low weight stat. In general,  in Mario Kart World, you also want to stay out 286 00:26:30,320 --> 00:26:35,360 of the middle of the road. Unless there's some  good reason why you need to be there right now, 287 00:26:35,360 --> 00:26:40,080 it's better to just always avoid the middle. And  this is because of items that move down the middle 288 00:26:40,080 --> 00:26:46,000 of the track, specifically the coin shell and the  blue shell. This is so common in Mario Kart World 289 00:26:46,000 --> 00:26:50,720 that, let's just say, if you ever get hit by one  of these two items moving down the middle of the track, 290 00:26:50,720 --> 00:26:56,880 it's probably your own fault. Just don't  be there. Now, the end of the race is especially 291 00:26:56,880 --> 00:27:01,760 crucial as everyone is getting rid of their  items and they've finished catching up. So, 292 00:27:01,760 --> 00:27:07,280 getting hit at the end is the most deadly spot  in the entire race. At the end of the race, 293 00:27:07,280 --> 00:27:13,200 it is so important to think about how safe  you are. And if there is any danger at all, 294 00:27:13,200 --> 00:27:19,120 you should do everything you can to avoid that.  You don't want to play a great race just to mess 295 00:27:19,120 --> 00:27:24,000 it all up with one mistake at the finish line  because you will get passed and you will get 296 00:27:24,000 --> 00:27:29,840 passed by a lot of players. I'm sure we've all  been there before. Now, these are just the basics, 297 00:27:29,840 --> 00:27:34,240 things you should be thinking about all the time  as you race. In a later section of this guide, 298 00:27:34,240 --> 00:27:39,520 I will give even more highle tips on how to win  more. We'll talk in-depth about rails, walls, 299 00:27:39,520 --> 00:27:45,120 shortcuts, item planning, and the best strategy  to use depending on your position in the race and 300 00:27:45,120 --> 00:27:50,480 how late it is into the race, and what to do about  certain powerful items like the shock and the blue 301 00:27:50,480 --> 00:27:56,640 shell, and how to better avoid getting hit by all  the chaotic items. And in addition to this, I have 302 00:27:56,640 --> 00:28:01,840 been making video guides on different tracks and  shortcuts, and I will be continuing to make these. 303 00:28:01,840 --> 00:28:06,160 You can just search for a track guide on the  YouTube search bar, and there's a good chance I've 304 00:28:06,160 --> 00:28:12,480 made a guide for that track. While it is mostly  these broad useful concepts that will get you far, 305 00:28:12,480 --> 00:28:17,920 knowing the specifics of each track is also  incredibly important, especially for tracks like 306 00:28:17,920 --> 00:28:22,880 Bowser's Castle, where not knowing the beginning  shortcuts pretty much guarantees that you lose 307 00:28:22,880 --> 00:28:28,160 the race. On tracks like Cheap Cheap Falls, where  no matter how well you're dodging items in first 308 00:28:28,160 --> 00:28:33,680 place, you're not really winning unless you've set  yourself up to take the shortcuts on lap three, 309 00:28:33,680 --> 00:28:39,040 or tracks like Shy Guy Bazaar, which are the  opposite. You need to take a lead early or 310 00:28:39,040 --> 00:28:44,560 you're not going to make a comeback. Mario Kart  is not just fun because it's a racing game. What 311 00:28:44,560 --> 00:28:51,520 elevates this game above all else is that it is  also a complex strategy game and each track is a 312 00:28:51,520 --> 00:28:57,200 completely different battlefield. But perhaps the  most important tip I have for you in this video is 313 00:28:57,200 --> 00:29:03,920 The number one thing that will make you a  better Mario Kart player is memorizing the track layouts. 314 00:29:03,920 --> 00:29:10,080 When you play against good players,  no amount of game sense or quick reaction time 315 00:29:10,080 --> 00:29:16,560 or creativity is going to make up for falling  off the track once a race or taking a turn too 316 00:29:16,560 --> 00:29:21,600 wide by mistake and someone catches up and hits  you. If you know the track layout and you can 317 00:29:21,600 --> 00:29:27,200 drive it confidently without making mistakes, and  you know where all the big shortcuts are located, 318 00:29:27,200 --> 00:29:32,800 so you know when to use your mushrooms, then  you are already at a huge advantage against 319 00:29:32,800 --> 00:29:38,800 most people that play Mario Kart. And I'm mainly  talking about the 30 tracks in this game. Well, 320 00:29:38,800 --> 00:29:42,960 there are only 30 at the time of making  this video. Hopefully DLC comes out soon, 321 00:29:42,960 --> 00:29:49,600 but in reality, there are over 200 tracks if you  count going from one track to another. However, 322 00:29:49,600 --> 00:29:55,600 these are a lot easier to drive. They have a lot  of overlap with each other, and they all end in 323 00:29:55,600 --> 00:30:00,960 one of the 30 tracks anyway. So, just by knowing  the 30 tracks, you will always be able to end the 324 00:30:00,960 --> 00:30:06,320 race strong. If you still don't remember which way  to go on a track, practice playing the tracks in 325 00:30:06,320 --> 00:30:12,000 versus mode or time trials, and I guarantee you  that you will have them all memorized with just a 326 00:30:12,000 --> 00:30:17,360 few weeks of casual play. Once you have the track  layout memorized and you always know where to go, 327 00:30:17,360 --> 00:30:22,560 this frees up your brain for other crucial skills  like thinking about your items, positioning 328 00:30:22,560 --> 00:30:28,247 yourself among other racers, and looking  backwards. But until then, memorize the tracks. 329 00:30:32,560 --> 00:30:36,960 There are six main game modes in Mario Kart  World, and we'll quickly talk about what you 330 00:30:36,960 --> 00:30:42,560 get in each one. Grand Prix is pretty much Mario  Kart's classic mode where you play through four 331 00:30:42,560 --> 00:30:48,000 tracks at a time against computer players, but  this time with a twist. In Mario Kart World, 332 00:30:48,000 --> 00:30:52,560 you can drive from one track to another.  So, what happens is on the very first race, 333 00:30:52,560 --> 00:30:56,640 you play the normal version of the first  track, and then on every subsequent race, 334 00:30:56,640 --> 00:31:02,240 you race from one track to the next, followed by  just one lap of the resulting track. Afterwards, 335 00:31:02,240 --> 00:31:06,640 you will unlock a character and get a trophy and  star rating for how well you performed. Through 336 00:31:06,640 --> 00:31:11,200 the Grand Prix mode, you get to really see the  size of the world and how all these tracks connect 337 00:31:11,200 --> 00:31:17,520 to one another. However, you will not get a lot  of practice and repetition for each track because 338 00:31:17,520 --> 00:31:22,560 you're mostly driving between tracks. I think  everyone should start with Grand Prix mode and 339 00:31:22,560 --> 00:31:28,480 aim to eventually get a gold trophy in each cup as  a badge of your skill in this game and also just 340 00:31:28,480 --> 00:31:34,560 to unlock everything, but eventually I recommend  playing other game modes instead. Time trials is 341 00:31:34,560 --> 00:31:39,920 exclusive to single player. In this mode, you get  three mushrooms and you race against the clock to 342 00:31:39,920 --> 00:31:44,480 complete a track as fast as possible. Once you  complete a race, if it's your best time, you can 343 00:31:44,480 --> 00:31:49,520 save it as a ghost and then you can even race  against that ghost to try and improve. You can 344 00:31:49,520 --> 00:31:55,040 even download ghosts from online to race against  your friend's best time or race against the top 345 00:31:55,040 --> 00:32:01,040 10 in the world, including the world record time  trial. Don't do this unless you really want to 346 00:32:01,040 --> 00:32:06,080 know how bad you are at the game. But you don't  have to use time trials to try and set records 347 00:32:06,080 --> 00:32:11,440 since it's great as just a practice environment  where you can rewind or restart anytime you'd like. 348 00:32:11,440 --> 00:32:16,240 Although personally, I don't think time  trials is necessarily the best practice mode, 349 00:32:16,240 --> 00:32:20,560 which I will talk about more soon. Another cool  thing about time trials is you can go download 350 00:32:20,560 --> 00:32:26,480 and watch a ghost to see what strategies they are  using, then learn and implement those in your own races. 351 00:32:26,480 --> 00:32:33,040 But keep in mind that some strategies you  see the time trial world records do are incredibly 352 00:32:33,040 --> 00:32:39,040 difficult and inconsistent. So not everything you  learn here will be applicable in versus races. 353 00:32:39,040 --> 00:32:44,320 On this channel, I make short videos and long  videos that are guides on how to do important shortcuts. 354 00:32:44,320 --> 00:32:50,160 And I always mention how consistent  a shortcut is with practice. Some techniques are 355 00:32:50,160 --> 00:32:55,920 far too precise to be consistent for humans to be  doing every single race, which is why I recommend 356 00:32:55,920 --> 00:33:01,360 learning the tracks from watching these guides  or watching videos of highlevel online races, 357 00:33:01,360 --> 00:33:07,120 whether from me or from other Mario Kart pros.  The time trial world records are really cool, 358 00:33:07,120 --> 00:33:12,640 but you can't always tell just how hard something  is supposed to be. Versus mode allows you to play 359 00:33:12,640 --> 00:33:18,400 regular races with a custom rule set, and this  is mostly what you'll be using to race against 360 00:33:18,400 --> 00:33:24,880 friends offline. You can also set the speed, which  I recommend to set at the default 150 C. But if 361 00:33:24,880 --> 00:33:31,040 the game feels too fast, you can lower it to 100cc  or even 50 C. After setting the rules, you can 362 00:33:31,040 --> 00:33:35,920 pick any track in the game, not just one of the  main 30 tracks, but also any of the intermission 363 00:33:35,920 --> 00:33:41,520 tracks where you race from one track to another.  There are over 200 of these, most of which are 364 00:33:41,520 --> 00:33:47,600 only accessible through versus mode. Okay, they're  not technically called intermission tracks, but 365 00:33:47,600 --> 00:33:53,920 that is the community accepted term at this point,  and the reason is pretty silly. If you want, you 366 00:33:53,920 --> 00:33:59,680 can call them highways, routes, or connectors, and  everyone will still understand you. A really cool 367 00:33:59,680 --> 00:34:05,120 thing about versus mode is that you can turn off  computer players and set the items to mushrooms 368 00:34:05,120 --> 00:34:11,120 only. This puts you in a race with just yourself,  always in first place. And you might be wondering, 369 00:34:11,120 --> 00:34:16,080 what's the point of this? Well, this is actually  my favorite way to practice shortcuts in Mario 370 00:34:16,080 --> 00:34:21,920 Kart. I mostly like to race against real players  online. That is where I care about my skills. So, 371 00:34:21,920 --> 00:34:27,200 versus mode is a way I can practice in the most  similar environment. There are item boxes on the 372 00:34:27,200 --> 00:34:32,400 track. I have an unlimited supply of mushrooms  to keep redoing shortcuts. And the coins actually 373 00:34:32,400 --> 00:34:37,280 respawn when you rewind. And yes, some precise  shortcuts actually require a coin to still be 374 00:34:37,280 --> 00:34:41,280 present on the track. And there's actually  a lot more you can do with versus mode. You 375 00:34:41,280 --> 00:34:45,680 can set custom items to any item you would  like to practice with. And this could be for 376 00:34:45,680 --> 00:34:50,000 feather shortcuts. You could be taking specific  combinations of shortcuts with a mega mushroom or 377 00:34:50,000 --> 00:34:55,520 a golden mushroom. Or you can even practice this  shortcut with green shells only. You can also 378 00:34:55,520 --> 00:35:00,640 pause to restart a race or quickly go to the next  race to practice a different track. And overall, 379 00:35:00,640 --> 00:35:05,440 this just gives you a lot more different and  effective ways to practice than in time trials. 380 00:35:05,440 --> 00:35:10,560 Now, of course, time trials are valuable. If you  want to set your best time or compare your driving 381 00:35:10,560 --> 00:35:15,840 against a ghost, then time trials is the only  place to do this. This is important practice, 382 00:35:15,840 --> 00:35:20,320 but mainly for optimization. If you are learning  shortcuts and techniques for the first time, 383 00:35:20,320 --> 00:35:25,360 or you want to get as many repetitions with them  as you can, especially with the huge variety of 384 00:35:25,360 --> 00:35:30,080 different items that you may want to use, then  versus mode is definitely the way to go for most 385 00:35:30,080 --> 00:35:35,200 of your practice. Another thing you can do with  versus mode is set the computer players on and 386 00:35:35,200 --> 00:35:40,240 turn on custom items. If you set the items to only  the coin shell and coin block, then you can get a 387 00:35:40,240 --> 00:35:44,560 whole bunch of coins dropping on the track, and  this makes it a lot faster to unlock vehicles. 388 00:35:44,560 --> 00:35:49,520 You can also set the items to Kamek only, and  this makes it faster to unlock characters. This 389 00:35:49,520 --> 00:35:54,400 only applies to unlocking enemy characters, which  are the ones that Kamek can transform you into, 390 00:35:54,400 --> 00:35:59,840 and certain characters can only be unlocked on  certain tracks. Knockout Tour is brand new to 391 00:35:59,840 --> 00:36:05,520 Mario Kart World and is a very different format  compared to regular races. There are currently 392 00:36:05,520 --> 00:36:11,040 eight different rallies, a rally meaning a long  track layout to race on. And Knockout Tour always 393 00:36:11,040 --> 00:36:17,040 begins with 24 players, and you race up to the  next checkpoint. At each checkpoint, the bottom 394 00:36:17,040 --> 00:36:22,720 four racers get eliminated, reducing the player  count over and over until there are just four 395 00:36:22,720 --> 00:36:28,880 racers left as you finally reach the destination  track. Then the final lap determines the winner. 396 00:36:28,880 --> 00:36:34,480 This is a very long endurance race where you make  aggressive plays to eliminate others and try to 397 00:36:34,480 --> 00:36:39,840 avoid being at the bottom at all costs. The  concept of Knockout Tour honestly sounds like 398 00:36:39,840 --> 00:36:45,120 way more fun than regular races, but there are  some downsides. If you play with real players, 399 00:36:45,120 --> 00:36:49,840 then getting eliminated early means you have to  wait for the race to finish before you can play 400 00:36:49,840 --> 00:36:55,040 again. And the track layouts are mostly simple  straight lines with slight turns, which can be 401 00:36:55,040 --> 00:37:00,080 less interesting to drive on. However, this makes  it easier to hit other players, which is perfect 402 00:37:00,080 --> 00:37:05,040 for the type of gameplay in Knockout Tour. Now,  because a lot of Knockout Tour does not have 403 00:37:05,040 --> 00:37:10,000 sharp turns, and you're often going to be at 20  coins, so the whole weird thing about the weight 404 00:37:10,000 --> 00:37:15,680 stat doesn't even matter, the best combo to use in  Knockout Tour is not necessarily going to be these 405 00:37:15,680 --> 00:37:21,200 super lightweights. In my experience, combos that  have a better balance of speed and acceleration 406 00:37:21,200 --> 00:37:26,160 work better in Knockout Tour. You can even get  away with having a very high amount of speed, 407 00:37:26,160 --> 00:37:31,840 and you may not even have to use your acceleration  stat that much. And you can build a big lead to 408 00:37:31,840 --> 00:37:36,080 the point where when you reach the final track  because there are so few players, the chances 409 00:37:36,080 --> 00:37:40,880 of items hitting you like the shock and the blue  shell are actually very low and you mainly just 410 00:37:40,880 --> 00:37:46,240 worry about red shells. So the gameplay is a lot  more peaceful by that point and you can definitely 411 00:37:46,240 --> 00:37:50,880 get away with having lower acceleration. This  is just my experience in Knockout Tour. I'm 412 00:37:50,880 --> 00:37:55,040 not amazing at Knockout Tour since it's not the  main way that I play this game, but that's just 413 00:37:55,040 --> 00:38:01,280 something to keep in mind where Knockout Tour is  different than regular races. Battle mode will not 414 00:38:01,280 --> 00:38:06,160 be covered in this video. Um, as of right now,  there are only two game modes, balloon battle 415 00:38:06,160 --> 00:38:11,280 and coin runners. And they're more about hitting  other players or reaching a specific objective, 416 00:38:11,280 --> 00:38:16,320 and they're not races. It's fun for sure, but  it's not what most people play in Mario Kart, 417 00:38:16,320 --> 00:38:22,000 and I am not an expert in these. And finally, free  roam. When you're at the main menu screen, you'll 418 00:38:22,000 --> 00:38:26,800 see a character just driving around the Mario Kart  world. Press the plus button to take over. And 419 00:38:26,800 --> 00:38:31,760 this enters the free roam mode. Once you're here,  you can explore the entire world, and there's lots 420 00:38:31,760 --> 00:38:38,240 to do. You can grab food bags to unlock character  costumes. You can get in a UFO to kidnap, I mean 421 00:38:38,240 --> 00:38:43,680 unlock new characters. You can press the minus  button to take cute photos. If you press Y, you 422 00:38:43,680 --> 00:38:48,480 can open up the map to go to any track and also  see how many P switch missions you have completed, 423 00:38:48,480 --> 00:38:52,959 question mark panels you have found, and peach  medallions you have obtained. Question mark panels 424 00:38:52,959 --> 00:38:57,760 are mostly just hidden around the world,  but peach medallions are a challenge to collect 425 00:38:57,760 --> 00:39:02,640 with them often being in strange places that you  need to figure out how to reach. P switches send 426 00:39:02,640 --> 00:39:08,320 you into a mission, some being easy and some being  extremely difficult with the goal of teaching 427 00:39:08,320 --> 00:39:18,160 you some basic game mechanics. There are a lot  of secrets in the world, so go out exploring. 428 00:39:18,160 --> 00:39:23,120 Before we move on to more advanced strategy and  decision-making, we need to talk about how the 429 00:39:23,120 --> 00:39:28,560 item system works and what every item does so you  know what you're dealing with and what options you 430 00:39:28,560 --> 00:39:34,240 have at any given moment. Item boxes are laid  around the track in groups called item sets, 431 00:39:34,240 --> 00:39:39,520 and most tracks will have three item sets per  lap. Typically, the first item set only has 432 00:39:39,520 --> 00:39:45,360 single boxes, and every other set has at least  one double item box. When you have two items, 433 00:39:45,360 --> 00:39:50,000 you cannot swap the order of these items. You  have to use the items in order. You have to use 434 00:39:50,000 --> 00:39:54,720 the first item and then the second item after  touching an item box. There is a short cool 435 00:39:54,720 --> 00:40:00,800 down about half a second before you are allowed  to grab another item box. So this means if you 436 00:40:00,800 --> 00:40:07,200 grab two single boxes at once, you will still  only get one item. But if there is more time 437 00:40:07,200 --> 00:40:12,480 in between touching these boxes, then you can  get two items. Regardless, it's a good idea to 438 00:40:12,480 --> 00:40:18,480 always try and aim for two different item boxes at  once as you drive through the item set. That way, 439 00:40:18,480 --> 00:40:24,080 it's less likely you can get your item stolen  by another player who grabs it first. Remember, 440 00:40:24,080 --> 00:40:29,840 there are 24 players. You can't always tell when  somebody's about to take a box before you do. So, 441 00:40:29,840 --> 00:40:34,000 better be safe than sorry. After you get  your item, the item roulette will spin, 442 00:40:34,000 --> 00:40:38,640 and it takes a while before you actually  get your item. But, there is a way to get it 443 00:40:38,640 --> 00:40:42,720 faster. You should listen to the roulette  sound and after the sound plays twice, 444 00:40:42,720 --> 00:40:49,135 you can press L or ZL to get your item faster. And  just to show you what I mean, here is an example. 445 00:40:53,520 --> 00:41:00,240 And this is rare, but if you get two items at two  separate boxes, pressing L at this time will only 446 00:41:00,240 --> 00:41:05,520 give you your first item because the second one  is not done rolling, and so it spins for the full duration. 447 00:41:05,520 --> 00:41:10,960 To prevent this, press L after the  second item roulette spins twice, and you will 448 00:41:10,960 --> 00:41:17,715 get both at once. This can be extremely important  in some situations, mainly the beginning of Sky-High Sundae, 449 00:41:17,715 --> 00:41:21,920 so you know if you get a mushroom  to be able to take the shortcut. When racing, 450 00:41:21,920 --> 00:41:27,280 you can always see your first item held behind  your vehicle. Certain items, like the banana, 451 00:41:27,280 --> 00:41:32,800 are actually physically behind you, meaning that  other racers can run into it and it can block red shells. 452 00:41:32,800 --> 00:41:37,920 But most items are not actually  placed behind you. You can see it there, 453 00:41:37,920 --> 00:41:43,280 but other players cannot. The only items that you  can see another player holding are the ones that 454 00:41:43,280 --> 00:41:47,280 you can run into on your own screen. So, just  because somebody doesn't look like they have an 455 00:41:47,280 --> 00:41:53,040 item doesn't mean they don't have a super horn or  a star or a boomerang, and they can still hit you 456 00:41:53,040 --> 00:41:58,640 with it. Because of this, it's often important to  give space to other players when possible or try 457 00:41:58,640 --> 00:42:04,720 to hit them before they can whip out their secret  item and hit you first. Now, generally how items 458 00:42:04,720 --> 00:42:10,320 work is that the further back you are, the better  items you will get. This is mostly based on your 459 00:42:10,320 --> 00:42:16,320 placement from first to 24th with first getting  the worst items and 24th getting the best items. 460 00:42:16,320 --> 00:42:21,840 But it's also partially based on your distance to  first place. So, if first place is very far away, 461 00:42:21,840 --> 00:42:27,360 you can get good items even if your placement is  high. Now, you might think that this system is 462 00:42:27,360 --> 00:42:32,560 cheap and that the point of such an item  system is to allow less skilled players 463 00:42:32,560 --> 00:42:38,640 to still have a chance to win, but this is not  true. Remember, items make up part of the core 464 00:42:38,640 --> 00:42:44,320 identity of Mario Kart, and knowing how to use  the item system to your advantage is a fundamental 465 00:42:44,320 --> 00:42:50,160 skill. If all you can do is drive fast, but your  item play is bad and everyone passes you with 466 00:42:50,160 --> 00:42:55,840 their items at the end, then you're not losing  because the game is unfair. You're losing because 467 00:42:55,840 --> 00:43:00,880 you're not good at Mario Kart. Most players  will use their items to benefit themselves, 468 00:43:00,880 --> 00:43:06,320 but it's the great player who knows exactly when  is the best spot to use this item for maximum 469 00:43:06,320 --> 00:43:12,880 benefit. This is how the item system almost  always benefits the more skilled player. So, no, 470 00:43:12,880 --> 00:43:19,200 items are not the reason why you lost. A great  player can frontr run and build a massive lead 471 00:43:19,200 --> 00:43:24,640 so that there is no item that can make them lose,  but when they get unlucky and sent to the bottom, 472 00:43:24,640 --> 00:43:29,680 a great player knows how to use those items  and still find a way back to first place. So, 473 00:43:29,680 --> 00:43:34,720 now let's talk about what each item does. There  are a lot of items, and even if you think you know 474 00:43:34,720 --> 00:43:39,600 what the items do, I still recommend watching the  section as you will probably learn something new 475 00:43:39,600 --> 00:43:46,000 about one of the items. Of course, item strategy  goes from basic all the way to infinitely complex, 476 00:43:46,000 --> 00:43:51,360 and this is just the beginner guide. We will  eventually dive much deeper into items in the 477 00:43:51,360 --> 00:43:56,800 pro guide. Let's start off with the attack items.  Some attack items are strong, but in general, 478 00:43:56,800 --> 00:44:01,840 the attack items are not nearly as useful as the  other items in Mario Kart World, especially with 479 00:44:01,840 --> 00:44:07,760 there being 24 players. I mean, attack items are  collectively quite strong when 23 other players 480 00:44:07,760 --> 00:44:12,720 are trying to hit you, but actually having an  attack item is not that great compared to speed 481 00:44:12,720 --> 00:44:17,760 items. You can become a great player and totally  get away with not knowing all the details about 482 00:44:17,760 --> 00:44:23,440 the attack items, but it's still good to know.  The banana or banana peel is an attack item and 483 00:44:23,440 --> 00:44:28,720 defense item. If it is in your first item slot,  it will automatically trail behind your vehicle, 484 00:44:28,720 --> 00:44:33,680 and this is true for many items. The banana  behind you can hit other players, protect you 485 00:44:33,680 --> 00:44:39,360 against attacks from behind, and most importantly,  protect you against red shells. Pressing L makes 486 00:44:39,360 --> 00:44:43,920 you place the banana behind you by default, but if  you press forward on the stick, it will throw the 487 00:44:43,920 --> 00:44:49,280 banana forward. The banana is the only permanent  trap item that you can place on the track. So, 488 00:44:49,280 --> 00:44:54,000 place it where it's hard to avoid. It's often  best placed right in front of a double item box, 489 00:44:54,000 --> 00:44:58,880 which allows you to chain items, or on a rail,  which makes them incredibly difficult to avoid. 490 00:44:58,880 --> 00:45:03,360 The green shell also trails behind you  automatically. So it functions the same way as 491 00:45:03,360 --> 00:45:08,400 a banana defensively. But if you throw it forwards  or backwards, it moves in a straight line and can 492 00:45:08,400 --> 00:45:13,200 bounce several times on walls before breaking.  But what's even more powerful is if you throw it 493 00:45:13,200 --> 00:45:19,040 on a rail since it will follow that rail, which is  very important for making snipes both forwards and 494 00:45:19,040 --> 00:45:23,600 backwards. The red shell is just like a green  shell but with two differences. When thrown 495 00:45:23,600 --> 00:45:28,960 forward, it targets the player in front of you and  tries to hit them. This makes red shells extremely 496 00:45:28,960 --> 00:45:34,080 powerful as it forces players in front of you  to keep their defensive items or risk getting 497 00:45:34,080 --> 00:45:38,640 a sure hit. When thrown backwards, red shells  move in a straight line just like green shells, 498 00:45:38,640 --> 00:45:43,280 but they cannot bounce on walls as hitting  anything causes them to break. This is why red 499 00:45:43,280 --> 00:45:47,680 shells should typically be thrown forward. Red  shells move very fast, and if someone is close 500 00:45:47,680 --> 00:45:53,680 behind you and throws a red shell, it is often  impossible for a human to react to this in time. 501 00:45:53,680 --> 00:45:57,920 Because of this, it is very important to  frequently look backwards for red shells. 502 00:45:57,920 --> 00:46:02,720 And if you see one, make sure you're ready for  it or preemptively put your trail item in the 503 00:46:02,720 --> 00:46:07,120 first slot so that you can block it automatically.  When a red shell is coming for you, it will show 504 00:46:07,120 --> 00:46:12,000 you a warning at the bottom of the screen. And  the red shell has a distinct sound that you can 505 00:46:12,000 --> 00:46:17,120 hear. Because you have to react to red shells so  quickly, if there are no other threats around you, 506 00:46:17,120 --> 00:46:21,200 get your finger ready on the L button to  protect against red shells and watch and 507 00:46:21,200 --> 00:46:26,379 listen for the warning. because if you don't  react quite fast enough, it can be disastrous. 508 00:46:33,120 --> 00:46:37,520 Now, for all three of these items, the banana,  green shell, and red shell, there is a triple 509 00:46:37,520 --> 00:46:42,400 version of this item. This is a great defensive  item as it forces players to stay away from you 510 00:46:42,400 --> 00:46:47,680 and blocks attacks from all directions. And it is  also a great offensive item as you can crash into 511 00:46:47,680 --> 00:46:52,160 other players to take them out. However, because  they don't trail behind you, it's harder to block 512 00:46:52,160 --> 00:46:56,240 red shells with them. In order to block a  red shell, you will need to throw the shell 513 00:46:56,240 --> 00:47:01,840 backwards. And this is by holding down on the left  stick while you press L. But the red shell may not 514 00:47:01,840 --> 00:47:06,560 be directly behind you. So, you also want to look  backwards as you throw the item back at the red 515 00:47:06,560 --> 00:47:11,440 shell. This can be very difficult, especially  because red shells do not give you much time to 516 00:47:11,440 --> 00:47:17,280 react. The bob-omb or bomb is a trail item that  can also block red shells and also an item that 517 00:47:17,280 --> 00:47:22,080 you can place behind you or throw forward just  like the banana. When a bomb is on the ground, 518 00:47:22,080 --> 00:47:27,040 you have to be very close for it to explode.  So, just stay away. But it also explodes after 519 00:47:27,040 --> 00:47:31,120 several seconds. So, make sure you pay attention  to if it's about to explode. Now, even if you 520 00:47:31,120 --> 00:47:36,240 think it shouldn't explode, somebody else or some  other item could hit the bomb. So, you often want 521 00:47:36,240 --> 00:47:42,240 to stay outside of its blast radius just to stay  safe. Dropping a bomb behind you is very powerful, 522 00:47:42,240 --> 00:47:46,720 especially if there are multiple racers behind  you, as they are more likely to run into it, 523 00:47:46,720 --> 00:47:52,000 and the explosion can take them all out at once.  You can also make bomb snipes forward, but this is 524 00:47:52,000 --> 00:47:56,480 a lot more difficult. The blue shell is an item  that you can throw forward, and it moves down 525 00:47:56,480 --> 00:48:01,120 the middle of the track, hitting any player that  it runs into. For this reason, you should pretty 526 00:48:01,120 --> 00:48:06,000 much always stay out of the middle of the road.  Then once it reaches first place, it delivers a 527 00:48:06,000 --> 00:48:11,840 deadly hit with massive stun, lasting far longer  than the stun from any other item. The blue shell 528 00:48:11,840 --> 00:48:17,680 is usually not a very strong item to have, but it  is an important item to watch out for. After the 529 00:48:17,680 --> 00:48:22,480 blue shell is obtained by any player, there is  a 30-second cool down before another blue shell 530 00:48:22,480 --> 00:48:28,240 can be obtained. So, it's often not safe to be in  first place unless you have an item that protects 531 00:48:28,240 --> 00:48:33,280 you against the blue shell or a blue shell has  already been thrown recently. The existence of the 532 00:48:33,280 --> 00:48:37,760 blue shell greatly affects racing strategy and is  something you should frequently be thinking about 533 00:48:37,760 --> 00:48:43,440 as you race. And the more players there are, the  more likely a blue shell will get pulled at some 534 00:48:43,440 --> 00:48:49,440 point in the race. In my experience, in 12 player  races, which is how I play competitive Mario Kart, 535 00:48:49,440 --> 00:48:55,120 there are typically one or zero blue  shells in a race. But with 24 players, 536 00:48:55,120 --> 00:49:00,400 it feels like an average of about two blue shells  per race. Now, there is counterplay to blue shells 537 00:49:00,400 --> 00:49:05,520 as even without an item, you can jump off the  track in first. And because of the respawn boost, 538 00:49:05,520 --> 00:49:10,000 this is much faster than being hit by a blue  shell. But the best counterplay to blue shells in 539 00:49:10,000 --> 00:49:15,520 24 player races is just to not be in first place,  unless you have an item to protect you against it, 540 00:49:15,520 --> 00:49:21,520 like a Super Horn or a mushroom. The Super Horn  is a very powerful item for a few reasons. When 541 00:49:21,520 --> 00:49:27,760 you use it, it has a lasting hitbox all around you  that blocks every single projectile item and hits 542 00:49:27,760 --> 00:49:33,840 any racer nearby that is not invincible. The Super  Horn can be used to break any item, including the 543 00:49:33,840 --> 00:49:39,040 blue shell, which makes it a very powerful item to  have in first place. The Super Horn also cannot be 544 00:49:39,040 --> 00:49:44,640 stolen by a Boo, which gives a strong advantage to  anyone in first with a Super Horn. And remember, 545 00:49:44,640 --> 00:49:50,480 since this item does not actually trail behind  you, it is invisible to all other players. You can 546 00:49:50,480 --> 00:49:56,240 use this as a guaranteed surprise hit on players  around you to keep yourself safe. The fireflower 547 00:49:56,240 --> 00:50:02,080 and ice flower are essentially reskins of the  same item. You can throw up to eight fireballs or 548 00:50:02,080 --> 00:50:06,480 ice balls, and they're similar to green shells in  that they move in a straight line and can bounce. 549 00:50:06,480 --> 00:50:11,440 After one throw, the timer will countd down and  eventually run out, making you lose the item. Now, 550 00:50:11,440 --> 00:50:16,560 of course, you can also throw these backwards  to block red shells. But for any item that you 551 00:50:16,560 --> 00:50:21,360 have to throw to block a red shell, just  keep this in mind. If you're in the air, 552 00:50:21,360 --> 00:50:26,800 it is sometimes impossible to block a red shell  without a trail item because when you try to toss 553 00:50:26,800 --> 00:50:31,440 the item backwards, the red shell might be aiming  for your head. But don't get angry like I did when 554 00:50:31,440 --> 00:50:36,880 that happened to me. That's just unlucky. And you  can use this knowledge to your advantage and throw 555 00:50:36,880 --> 00:50:41,680 red shells in a way that is hard for someone to  block even if they should be able to block it in theory. 556 00:50:41,680 --> 00:50:47,680 The boomerang is a really obnoxious item.  It can be thrown forwards or backwards and it has 557 00:50:47,680 --> 00:50:53,040 a hitbox as it moves away from you and as it moves  back to you. And it slightly curves on its own to 558 00:50:53,040 --> 00:50:58,960 try and hit other players. And it can bounce  on walls and it can break through any item to 559 00:50:58,960 --> 00:51:04,560 hit the opponent except for a super horn. And to  make matters worse, it can be thrown four times. 560 00:51:04,560 --> 00:51:09,680 And on the final throw, the boomerang just keeps  going and doesn't come back. But you bet it will 561 00:51:09,680 --> 00:51:15,280 bounce on walls and curve to target other players  extremely far away. When a boomerang gets pulled, 562 00:51:15,280 --> 00:51:19,840 there is no skill involved. Somebody is  getting hit. And if you thought that was all, 563 00:51:19,840 --> 00:51:25,520 it gets worse. Not only is the boomerang nearly  guaranteed to hit everyone around you, often you 564 00:51:25,520 --> 00:51:30,560 don't even want this thing because you have to use  up all four throws to get rid of it or wait for 565 00:51:30,560 --> 00:51:36,480 the timer to run out. And if you have another item  you want to get to, sorry, you have to wait and 566 00:51:36,480 --> 00:51:44,160 somehow it gets even worse. The Boo cannot steal  a boomerang. So, you're really truly stuck with 567 00:51:44,160 --> 00:51:49,200 this thing until you finish using it. Now, there  are times when you will want to use a boomerang, 568 00:51:49,200 --> 00:51:53,200 especially to block a red shell. So, a good  strategy when you get the boomerang is to just use 569 00:51:53,200 --> 00:51:58,480 one throw of it and let the timer run down. Unlike  the fire or ice flower, once it runs out of time, 570 00:51:58,480 --> 00:52:03,040 it will still stay in your inventory until you  use the final throw. So, if you get to another 571 00:52:03,040 --> 00:52:08,240 item set by that point, you can still easily chain  items. And because a boomerang cannot be stolen, 572 00:52:08,240 --> 00:52:12,800 it's actually a decent item to have in first  at the end of the race, as it can protect you 573 00:52:12,800 --> 00:52:17,920 against up to four red shells. Now, if you do need  to quickly get rid of a boomerang, there are a few ways. 574 00:52:17,920 --> 00:52:22,400 You can repeatedly throw it against a wall,  which helps you get rid of it faster, or you can 575 00:52:22,400 --> 00:52:27,520 throw it against someone in an invincibility item,  such as a star, mega mushroom, or bullet bill. 576 00:52:27,520 --> 00:52:32,400 This breaks the boomerang instantly. The hammer is  one of the most powerful attack items. It can be 577 00:52:32,400 --> 00:52:38,160 thrown forwards or backwards four times. It has  a massive hitbox, and the hitbox lingers on the 578 00:52:38,160 --> 00:52:43,120 ground afterwards, making it incredibly difficult  to avoid. There are some situations where your 579 00:52:43,120 --> 00:52:48,000 only realistic option to hit another player is  if you had hammers. Another cool thing you can do 580 00:52:48,000 --> 00:52:53,120 with hammers is to throw them forward on an upward  ramp, and they will land extremely close to you, 581 00:52:53,120 --> 00:52:58,240 catching other players with the ground hitbox with  no time to react. The main downside to hammers, 582 00:52:58,240 --> 00:53:02,880 however, is that they cannot be used to block  red shells, so you usually want to get rid of 583 00:53:02,880 --> 00:53:09,040 them quickly. The kamek is a very rare item,  and it can be powerful, but it's usually not. 584 00:53:09,040 --> 00:53:14,720 It really depends. When you use Kamek, he flies  down the track and transforms anyone near his 585 00:53:14,720 --> 00:53:19,920 flight path into an enemy character. If you get  transformed by the Kamek into a character you 586 00:53:19,920 --> 00:53:25,120 have not unlocked yet, then you will unlock the  character. Some characters require specific areas 587 00:53:25,120 --> 00:53:30,560 to be unlocked. For example, you can unlock Rocky  Wrench on Airship Fortress or Conkdor on Faraway Oasis. 588 00:53:30,560 --> 00:53:36,720 While being transformed, you cannot drift.  This is a very strange effect and it's usually not 589 00:53:36,720 --> 00:53:41,840 a big deal, but sometimes it can be absolutely  race ending. For example, in the spiral section 590 00:53:41,840 --> 00:53:47,520 of Airship Fortress, you have to hold a drift to  take a good line. Getting hit by anything here, 591 00:53:47,520 --> 00:53:53,280 including Kamik just ending your drift, is  disastrous. And this is true for any sharp turn. 592 00:53:53,280 --> 00:53:58,560 When you get hit by a kamik, you have about 1 to  2 seconds before you can start drifting again. So, 593 00:53:58,560 --> 00:54:03,200 don't panic and just wait that amount of time  before you start your next drift. This will 594 00:54:03,200 --> 00:54:07,760 help you manage the damage from ending your drift  a lot better. In addition to ending your drift, 595 00:54:07,760 --> 00:54:13,680 Kamik will spawn enemies in a certain area.  Kamik is such a party game item that usually does 596 00:54:13,680 --> 00:54:20,080 nothing, but sometimes does something completely  unfair, and I love it. The blooper is probably 597 00:54:20,080 --> 00:54:25,680 the rarest item you can get, and it just sprays  ink onto the screen of everyone in front of you. 598 00:54:25,680 --> 00:54:30,640 Now, for beginner players, this can be a big  hindrance as you can no longer see the track, 599 00:54:30,640 --> 00:54:35,200 but experienced players don't really need  to see the track to drive that well, so it's 600 00:54:35,200 --> 00:54:41,600 really no big deal. Oh, and if you use a blooper  in first place, nothing happens. Like, this item 601 00:54:41,600 --> 00:54:47,200 literally does nothing. Thanks, Nintendo. And  finally, we have the best attack item by far. 602 00:54:47,200 --> 00:54:52,960 Arguably the number one best item in the game,  the lightning, or as experienced players call it, 603 00:54:52,960 --> 00:54:57,680 the shock. I could make a whole video about the  strategy for using the shock and the strategy for 604 00:54:57,680 --> 00:55:03,040 dodging the shock as the shock has devastating  effects on the race. When used, the shock hits 605 00:55:03,040 --> 00:55:08,560 every player in front of you, brings them to a  stop, makes them small and slow and squishable 606 00:55:08,560 --> 00:55:15,520 by regularsized players for a period of time and  removes their items. If that sounds overpowered, 607 00:55:15,520 --> 00:55:20,640 it absolutely is. And keep in mind that there's a  big difference between this shock and shock from 608 00:55:20,640 --> 00:55:25,520 previous games. In previous Mario Kart games,  the shock hits every other player at once. But 609 00:55:25,520 --> 00:55:31,520 in Mario Kart World, the shock only hits players  in front of the shock user. So often you can dodge 610 00:55:31,520 --> 00:55:36,480 a shock just by being in last place. You can only  get the shock if you're very close to last place. 611 00:55:36,480 --> 00:55:42,160 And it is a very rare item to get. But if you  get the shock, you can often just use the shock 612 00:55:42,160 --> 00:55:47,760 to win the race or at least guarantee a very high  placement. But this is only if you use it well. 613 00:55:47,760 --> 00:55:53,920 So, for now, I'll give you a very quick rule of  thumb for when to use the shock. Use the shock at 614 00:55:53,920 --> 00:56:00,720 the item set before a big shortcut. Just remember  that and you'll usually make the best play. Okay, 615 00:56:00,720 --> 00:56:06,480 so now let's break that down. Why use the shock  at an item set? Well, when you use the shock, 616 00:56:06,480 --> 00:56:10,960 you are slowing everyone down and you're going  to pass them. So, if you pass a bunch of players, 617 00:56:10,960 --> 00:56:16,160 then grab an item box, you will be in a higher  spot, which means you get a worse item. But if you 618 00:56:16,160 --> 00:56:22,080 chain the shock into an item set, then you will  get two great items, except you also just use the 619 00:56:22,080 --> 00:56:28,240 shock. So you get the full benefit of three great  items at once. And why use it at the item set 620 00:56:28,240 --> 00:56:33,280 before a shortcut? Well, that's to stop everyone  else from taking the shortcut since you just 621 00:56:33,280 --> 00:56:38,880 removed their items, while you are guaranteed to  take the shortcut thanks to your two good items. 622 00:56:38,880 --> 00:56:44,800 This creates a massive time save relative to your  opponents that is often enough to outright win 623 00:56:44,800 --> 00:56:49,600 the race if you do it on the final lap. Now, of  course, this means that there are certain spots 624 00:56:49,600 --> 00:56:54,320 on certain tracks that are considered the  best shock spot. And with this information, 625 00:56:54,320 --> 00:56:59,680 you should be able to figure out some of them. For  example, where's the best shock spot on Dino Dino Jungle? 626 00:56:59,680 --> 00:57:04,960 The best jock spot is at the bridge item  set because there's the massive grass shortcut 627 00:57:04,960 --> 00:57:10,560 afterwards. What about on Cheep Cheep falls?  The best jock spot is at the waterfall item set 628 00:57:10,560 --> 00:57:16,400 because there are two big shortcuts afterwards.  Now, knowing this also means that if you have 629 00:57:16,400 --> 00:57:22,080 an item that can dodge the shock, which is the  star, bullets, boo, or mega mushroom, especially 630 00:57:22,080 --> 00:57:27,760 on lap three, you should try to use it at the best  shock spot. Not just because shock is common here, 631 00:57:27,760 --> 00:57:33,520 but also because you know how devastating it would  be to lose your items here since you can no longer 632 00:57:33,520 --> 00:57:38,960 take the shortcuts. So, better to protect your  items here than anywhere else. This does mean you 633 00:57:38,960 --> 00:57:44,320 open yourself up to getting shocked at a different  spot, but remember that's not as bad. Usually, 634 00:57:44,320 --> 00:57:49,280 if that happens, you can still get items and make  a comeback anyway. Another important thing to note 635 00:57:49,280 --> 00:57:54,160 about the shocked is that the shock makes players  drop their items onto the ground. While this can 636 00:57:54,160 --> 00:57:58,880 benefit you sometimes, like by picking up a star  or mushrooms, you also have to watch out for 637 00:57:58,880 --> 00:58:04,240 bananas and shells as they will be everywhere.  Anytime a shock is obtained by any player, 638 00:58:04,240 --> 00:58:09,920 there is a 30-se secondond cool down before the  next shock can be obtained by somebody else. This 639 00:58:09,920 --> 00:58:15,920 means that it is possible for there to be multiple  shocks in one race. However, it is actually quite 640 00:58:15,920 --> 00:58:20,960 rare. So, this creates situations where if you  still haven't seen a shock by lap 3, then you want 641 00:58:20,960 --> 00:58:25,680 to play as if there will be a shock at the best  shock spot. But if a shock already has happened 642 00:58:25,680 --> 00:58:30,240 earlier in the race, you can usually safely assume  there will be no shock for the rest of the race 643 00:58:30,240 --> 00:58:35,760 and you don't have to worry about dodging it. Next  up, let's look at the speed items. Speed items 644 00:58:35,760 --> 00:58:40,480 are typically better than attack items, as you can  use them to take shortcuts, and these are also the 645 00:58:40,480 --> 00:58:45,920 items that lend themselves to long-term planning.  The mushroom is the simplest speed item. When you 646 00:58:45,920 --> 00:58:51,040 use the mushroom, you go faster for a short period  of time. You can use the mushroom to reacelerate 647 00:58:51,040 --> 00:58:56,000 after being hit. You can use it to get away from  a dangerous attack item, and you can use it to 648 00:58:56,000 --> 00:59:01,200 take shortcuts. With most off-cro shortcuts on a  turn, you'll want to drift and use the mushroom, 649 00:59:01,200 --> 00:59:05,360 then release a mini turbo at the end of it.  Now, some shortcuts are just a little too 650 00:59:05,360 --> 00:59:10,640 big for one mushroom, but you can get creative  to take these shortcuts anyway. Especially on 651 00:59:10,640 --> 00:59:16,080 intermission tracks, you'll often find rocks in  the ground, or you can do a charge jump to jump 652 00:59:16,080 --> 00:59:20,880 out of the rest of the off-road. You can even  take advantage of trickable poles to gain a 653 00:59:20,880 --> 00:59:26,000 lot more distance by using a charge jump with the  mushroom and hitting the pole. And this can help 654 00:59:26,000 --> 00:59:31,280 you clear shortcuts that should typically be too  big for one mushroom. And also very importantly, 655 00:59:31,280 --> 00:59:36,320 you can use a mushroom to dodge a blue shell. When  a blue shell is circling above you, wait for it 656 00:59:36,320 --> 00:59:40,720 to stop moving. Now you can use your mushroom  and you will dodge the blue shell. It's quite 657 00:59:40,720 --> 00:59:46,400 a forgiving timing and it feels really nice to do.  The golden mushroom is an unlimited mushroom that 658 00:59:46,400 --> 00:59:53,120 you can spam for over 7 seconds, being equivalent  to using about five mushrooms in a row. This is a 659 00:59:53,120 --> 00:59:58,640 very powerful item for making comebacks, as you  can often use it to take multiple shortcuts. And 660 00:59:58,640 --> 01:00:03,920 especially on intermission tracks, you will find  shortcuts that are so large that you actually need 661 01:00:03,920 --> 01:00:08,320 a golden mushroom to be able to make it all  the way through. This one leading up to Wario 662 01:00:08,320 --> 01:00:14,160 Shipyard might just be the biggest shortcut on  any intermission track. and probably the single 663 01:00:14,160 --> 01:00:19,040 biggest shortcut in the entire game. One downside  to the golden mushroom is that you cannot get rid 664 01:00:19,040 --> 01:00:23,920 of it right away as it has to stay in your item  slot for its entire duration. Because of this, 665 01:00:23,920 --> 01:00:29,120 it's important to learn golden mushroom spots, or  in other words, where to use a golden mushroom so 666 01:00:29,120 --> 01:00:34,800 that it runs out before the next item set while  still getting you through the important shortcut. 667 01:00:34,800 --> 01:00:39,520 Triple mushrooms is one of the best items in  the game, and whether or not triple mushrooms 668 01:00:39,520 --> 01:00:45,680 are better than the golden mushroom is a hotly  debated topic among casual Mario Kart fans. But 669 01:00:45,680 --> 01:00:50,800 every single pro player knows that the triple  mushroom item is incredibly overpowered while 670 01:00:50,800 --> 01:00:56,000 the golden mushroom is just pretty good. But why  is that? Shouldn't the item that is equivalent to 671 01:00:56,000 --> 01:01:01,840 five mushrooms be better than three mushrooms?  Well, no. And it's because you can use triple 672 01:01:01,840 --> 01:01:06,640 mushrooms whenever you want. Once you use a  golden mushroom, it's done. You're now in a 673 01:01:06,640 --> 01:01:11,360 higher position where you probably won't get items  that are quite as good. But with triple mushrooms, 674 01:01:11,360 --> 01:01:16,880 you can use them one at a time in shortcuts  that are an entire lap apart from each other 675 01:01:16,880 --> 01:01:23,280 and gradually make a gigantic comeback while still  holding an overpowered item in your second slot. 676 01:01:23,280 --> 01:01:28,480 This strategy is called item smuggling, where you  take a powerful item from a bottom spot to a top 677 01:01:28,480 --> 01:01:34,160 spot. And there are pretty much only three ways to  accomplish this. be way better than everyone else 678 01:01:34,160 --> 01:01:40,640 you're racing against or get an early shock dodge  or just use triple mushrooms. One of the most 679 01:01:40,640 --> 01:01:46,400 common items. So, while this item may be weaker  in terms of raw speed, you will typically get a 680 01:01:46,400 --> 01:01:51,680 much bigger overall time save from using triple  mushrooms compared to the golden mushroom. So, 681 01:01:51,680 --> 01:01:56,960 use these mushrooms wisely. The star is not  too much of a speed item as it doesn't make 682 01:01:56,960 --> 01:02:00,960 you go that much faster, but it does make  you invincible for a long period of time, 683 01:02:00,960 --> 01:02:06,240 and you can trample other players while in a star.  You can also use a star to take shortcuts as you 684 01:02:06,240 --> 01:02:11,120 move at full speed through the off-road. But  perhaps the most broken thing that a star can do 685 01:02:11,120 --> 01:02:17,040 is it leaves your item slot when you use it. This  means that if you chain a star into an item set, 686 01:02:17,040 --> 01:02:23,280 you essentially have three good items at the same  time. You can use the star to take shortcuts, 687 01:02:23,280 --> 01:02:28,800 but you don't even have a star. You have two  other great items, and the star is the one 688 01:02:28,800 --> 01:02:34,160 taking shortcuts. It's the star of the show. This  is why chaining a star is such a powerful play, 689 01:02:34,160 --> 01:02:39,040 especially right before a shortcut. Now, when  using a star, make sure to listen to the music, 690 01:02:39,040 --> 01:02:43,612 as it always ends on a particular note, so you  know when you're about to lose your invincibility. 691 01:02:53,680 --> 01:02:59,200 The mega mushroom is like a star but better in  every way except for one. It makes you really large, 692 01:02:59,200 --> 01:03:04,880 invincible, able to squish other players,  which is a deadly attack, and it gives you a huge 693 01:03:04,880 --> 01:03:10,160 speed boost that is much faster than a star,  and it lasts just as long as a star. Also, 694 01:03:10,160 --> 01:03:15,280 it cannot be stolen by the Boo. From this, you  may think that the mega mushroom is just better. 695 01:03:15,280 --> 01:03:20,160 But unfortunately, it lacks one crucial element  of the star, which is that it stays in your item 696 01:03:20,160 --> 01:03:25,440 slot when you use it, making you unable to chain  this item like you could in Mario Kart Wii. If 697 01:03:25,440 --> 01:03:30,000 after all this, you still think the mega mushroom  is better, just wait until a moment where you have 698 01:03:30,000 --> 01:03:35,280 a horrible item trapped behind a mega mushroom and  think about what could have been if you just had a 699 01:03:35,280 --> 01:03:40,560 star instead. And you can chain all of this at the  next item set. The bullet bill, also known as the 700 01:03:40,560 --> 01:03:47,200 bullet or bill, is the fastest item in the game.  It's also fully invincible. It drives for you, 701 01:03:47,200 --> 01:03:52,320 and you can still steer it slightly to try and  bump other racers and grab coins and take tighter lines. 702 01:03:52,320 --> 01:03:58,080 And it cannot end on a sharp turn, turning  some parts of some tracks into what's called a 703 01:03:58,080 --> 01:04:04,000 bullet extension zone, where the bullets can often  last up to 14 seconds, completely winning you the 704 01:04:04,000 --> 01:04:10,720 race. And the bullet bill cannot be stolen.  The bullet is completely overpowered, but to 705 01:04:10,720 --> 01:04:16,560 balance it, it is also severely underpowered.  The bullet stops after passing too many racers, 706 01:04:16,560 --> 01:04:22,000 which is around half of the racers in front of  you, making it often very weak in top spots, 707 01:04:22,000 --> 01:04:27,920 where it may only pass two players before dropping  you. It also will stop as soon as it can in first 708 01:04:27,920 --> 01:04:34,240 place, and you can try to extend it by using it on  a turn, but it still often proves to be very weak. 709 01:04:34,240 --> 01:04:38,240 And while the bullet bill can take some  shortcuts, this does not work for all 710 01:04:38,240 --> 01:04:43,760 shortcuts. So to maximize the benefit from using  a bullet, you typically want to either use it 711 01:04:43,760 --> 01:04:48,880 through some kind of shortcut that you know it  can take or use it into a bullet extension zone, 712 01:04:48,880 --> 01:04:53,440 but also watch the mini map to make sure it's not  about to pass too many players on the way there. 713 01:04:53,440 --> 01:04:58,560 Another great time to use the bullet is into a  very chaotic section with turns and walls where 714 01:04:58,560 --> 01:05:03,360 you are very likely to get hit by items and  bumping everyone on this turn is deadly for 715 01:05:03,360 --> 01:05:08,640 them because I forgot to mention a bullet bill  will also make you lose your drift if you get 716 01:05:08,640 --> 01:05:14,080 bumped by it which is usually not a big deal  but is a pretty big deal on a turn. The boo is 717 01:05:14,080 --> 01:05:19,360 less of a speed item and more of an invincibility  item but you still go at full speed through the 718 01:05:19,360 --> 01:05:24,000 off-road so you can use a boo to take shortcuts.  When you use the boo, you'll become invincible 719 01:05:24,000 --> 01:05:29,040 for a period of time, and you will steal an item  from a random player in front of you. This will 720 01:05:29,040 --> 01:05:34,400 always steal from their first item slot, so you  will often be able to see what your potential 721 01:05:34,400 --> 01:05:39,760 steals are and make a calculated play to try and  steal a great item. Of course, this also means 722 01:05:39,760 --> 01:05:44,000 that if you are in second place with a boo,  you will always steal from first place. So, 723 01:05:44,000 --> 01:05:49,600 you can even make a guaranteed play to win you the  race. But if there's no available item in front of 724 01:05:49,600 --> 01:05:54,960 you or you are in first place, you will always get  a single mushroom, which is a pretty great item, 725 01:05:54,960 --> 01:06:00,640 especially in first. It is possible for there  to be multiple boos in play at once. But the 726 01:06:00,640 --> 01:06:06,080 Boo cannot steal another Boo. And as mentioned  earlier, it also cannot steal a mega mushroom, 727 01:06:06,080 --> 01:06:11,680 super horn, bullet bill, or boomerang. Because  the Boo is typically obtained in middle spots, 728 01:06:11,680 --> 01:06:16,000 even all the way up to third place. That  means that when you are in a top spot, 729 01:06:16,000 --> 01:06:21,600 you always have to play around the possibility of  your item getting stolen. This is especially true 730 01:06:21,600 --> 01:06:26,880 in first place who gets stolen from the most. This  is why you should often hold the coin item in your 731 01:06:26,880 --> 01:06:33,040 first slot if possible. That way, the Boo will not  steal your defensive item. The feather is a unique 732 01:06:33,040 --> 01:06:38,800 item that you can get in top spots, and it's not  exactly a speed item. When you use the feather, 733 01:06:38,800 --> 01:06:43,360 it launches you into the air. You can use it to  dodge items on the ground, including red shells, 734 01:06:43,360 --> 01:06:48,880 or use it to take shortcuts. However, you will  not land in a speed boost, so make sure you do 735 01:06:48,880 --> 01:06:54,720 an air trick after using the feather. Depending on  the track, the feather item may be nearly useless, 736 01:06:54,720 --> 01:06:59,440 or it may be one of the best items you can  get. For example, on Whistlestop Summit, 737 01:06:59,440 --> 01:07:04,160 you can take a gap jump shortcut with the feather,  and you can also use it to save yourself from 738 01:07:04,160 --> 01:07:09,120 failing the final rail shortcut. And then there's  Bowser's Castle where you can use it to take the 739 01:07:09,120 --> 01:07:14,240 turn skip shortcut at the start or you can use  it to take a lava shortcut later. The feather 740 01:07:14,240 --> 01:07:21,840 is great on these tracks, but on Boo Cinema, uh,  nothing really. The most important tip for using a 741 01:07:21,840 --> 01:07:27,280 feather effectively is to realize that it does not  send you in the direction you are facing. Rather, 742 01:07:27,280 --> 01:07:32,160 it sends you in the direction you are moving.  So, if you want to use a feather while drifting, 743 01:07:32,160 --> 01:07:36,880 the feather will send you sideways. So, you will  have to turn sharper than you think in order to 744 01:07:36,880 --> 01:07:42,960 take a good line through some feather shortcuts.  The feather is a lot harder to use properly than 745 01:07:42,960 --> 01:07:47,440 it looks because if you haven't used one before,  it's going to place you in a spot that you don't expect. 746 01:07:47,440 --> 01:07:52,080 So, feather shortcuts are something that  must be practiced and they are a lot harder than 747 01:07:52,080 --> 01:07:57,440 mushroom shortcuts. Dash food is a special item  that you can get from a food bag instead of an 748 01:07:57,440 --> 01:08:02,640 item box and it acts similarly to a mushroom.  There are many different kinds of food. Each food 749 01:08:02,640 --> 01:08:08,480 item gives a different length of speed boost when  used. And in general, the bigger the food that you 750 01:08:08,480 --> 01:08:14,160 get, the longer the speed boost that it will give  you. Most regular tracks do not have dash food, 751 01:08:14,160 --> 01:08:19,920 but there are a few that do. For example, Crown  City and Mario Circuit both have a food bag that 752 01:08:19,920 --> 01:08:24,800 can be pretty important in the race if you use it  on a shortcut. However, on intermission tracks, 753 01:08:24,800 --> 01:08:30,000 a lot of them have dash food, and because it is  a speed item, it's usually worth going for. And 754 01:08:30,000 --> 01:08:35,520 finally, we have coin items. These are pretty  underwhelming to use, but they can be quite 755 01:08:35,520 --> 01:08:40,720 impactful in helping you win a race. The coin item  is the most common item in first place, and when 756 01:08:40,720 --> 01:08:46,240 you use it, it increases your coin counter by two.  And remember, each coin that you get raises your 757 01:08:46,240 --> 01:08:51,680 top speed. This is a pretty good source of coins  in first and can help you grow your lead without 758 01:08:51,680 --> 01:08:56,640 having to go out of your way for coins on the  track. Unlike Mario Kart 8 Deluxe, where the coin 759 01:08:56,640 --> 01:09:02,960 item was utterly atrocious due to you only needing  10 coins to max out and second place constantly 760 01:09:02,960 --> 01:09:08,320 pulls redshells, in Mario Kart World, the coin  item is actually pretty all right. First place 761 01:09:08,320 --> 01:09:14,080 often has an easier time reaching 20 coins than  any other placement, and you're not constantly at 762 01:09:14,080 --> 01:09:19,120 risk of being hit by a red shell, so it's okay to  pull a coin sometimes. Now, it's important to note 763 01:09:19,120 --> 01:09:25,440 that in first, you cannot pull two coins at once.  This means that you shouldn't always use your coin 764 01:09:25,440 --> 01:09:30,720 item right away. If there is a single item box  set coming up soon, it's better to hold on to 765 01:09:30,720 --> 01:09:37,200 your coin item until you get the next item, which  is guaranteed to not be another coin and likely 766 01:09:37,200 --> 01:09:42,560 going to be a defensive item. I have to say likely  because there was an update where coin block got 767 01:09:42,560 --> 01:09:47,440 added to first place. So, you're not guaranteed  to get a defense item with two item slots. You 768 01:09:47,440 --> 01:09:52,560 also want to keep your coin in the first slot as  much as possible as getting this stolen by a boo 769 01:09:52,560 --> 01:09:57,760 is no problem. And keep in mind that if you get  hit by the blue shell, you will lose your trail 770 01:09:57,760 --> 01:10:02,800 item. So this is another benefit of keeping the  coin in the first slot. It protects your defensive item. 771 01:10:02,800 --> 01:10:07,600 The coin block is an item that gives you  eight coins when you repeatedly use it, which 772 01:10:07,600 --> 01:10:13,200 is a huge increase at once. It also gives a small  speed boost as you get these coins. And it also 773 01:10:13,200 --> 01:10:17,920 drops coins behind you onto the track for other  racers to pick up. When you get a coin block, 774 01:10:17,920 --> 01:10:23,040 you should almost always just use it right away  so you get these eight coins as early as possible 775 01:10:23,040 --> 01:10:27,600 and that gives you the maximum benefit. Getting  a coin block at the start of the race in first 776 01:10:27,600 --> 01:10:33,200 place is actually the best thing you can get and  immediately puts you far away from others unable 777 01:10:33,200 --> 01:10:38,560 to be drafted. In general, getting a coin block is  a good thing and helps your chances in the race. 778 01:10:38,560 --> 01:10:43,440 It's just that you can't always see the effect  of this right away. The coin shell functions just 779 01:10:43,440 --> 01:10:48,480 like any other shell for defensive purposes. You  can hold it behind you and it blocks other items. 780 01:10:48,480 --> 01:10:53,440 However, if you throw it forward, it moves down  the middle of the road like a blue shell or a 781 01:10:53,440 --> 01:10:58,720 bullet would and it drops an enormous amount of  coins. Now, unless you are actively collecting 782 01:10:58,720 --> 01:11:04,080 coins from a coin shell, do not stay in the middle  of the road. Stay out of the middle of the road 783 01:11:04,080 --> 01:11:09,440 at all times because a coin shell can always hit  you. Now remember, anyone can take these coins, 784 01:11:09,440 --> 01:11:14,720 so it will not always benefit yourself to throw  the coin shell forward. But if nobody is near you, 785 01:11:14,720 --> 01:11:19,920 you could benefit from the coin shell immensely  and immediately get up to 20 coins. If you already 786 01:11:19,920 --> 01:11:24,400 have a lot of coins, you can still use the coin  shell offensively as it goes through other players 787 01:11:24,400 --> 01:11:29,840 and most items even after hitting them. But if  you don't want others to benefit from the coins, 788 01:11:29,840 --> 01:11:33,583 then you can also throw it backwards, which  just makes it move in a straight line. 789 01:11:37,760 --> 01:11:43,120 All right, here is the good stuff. By this  point, you know what every item does. You 790 01:11:43,120 --> 01:11:47,280 can confidently drive on all the tracks, and  you are making decisions with your items, 791 01:11:47,280 --> 01:11:52,320 whether to save them or chain them, and you're  trying your best to prioritize taking important 792 01:11:52,320 --> 01:11:58,240 shortcuts to win. But sometimes the game just  feels too chaotic and out of your control. So, 793 01:11:58,240 --> 01:12:03,520 let's talk about what strategies to use so you  can have a game plan for consistent results. 794 01:12:03,520 --> 01:12:10,320 Remember, Mario Kart is not a random game of luck.  If you have better strategy than your opponents, 795 01:12:10,320 --> 01:12:15,760 you can often win, even if they have faster  driving. So, let's talk about strategy. There 796 01:12:15,760 --> 01:12:21,591 are three general placements that you can be in a  race. This is the front, the middle, and the back. 797 01:12:25,360 --> 01:12:30,960 Starting off with first place. Okay, tactically  first place is also just in the front, but playing 798 01:12:30,960 --> 01:12:35,360 from first place is a little bit different than  playing from any other place. In first place, 799 01:12:35,360 --> 01:12:41,760 you have a very limited and predictable pool of  items, so there is not a lot of decision-making. 800 01:12:41,760 --> 01:12:46,720 The main thing you have to do is drive fast  and don't make any mistakes. As for items, 801 01:12:46,720 --> 01:12:51,840 you pretty much always want to chain items as  this rapidly raises your coin count. The coin 802 01:12:51,840 --> 01:12:56,480 item is one of the big advantages of being in  first as you don't need to go out of your way 803 01:12:56,480 --> 01:13:01,680 to get more coins. Because first place items  are so bad unless you really need a defensive item. 804 01:13:01,680 --> 01:13:06,080 You can often skip double item boxes  so that you can take a better line. Another 805 01:13:06,080 --> 01:13:11,040 advantage of being in first place is that you  cannot get hit by anyone in front of you. And 806 01:13:11,040 --> 01:13:14,960 think about it like this. You will always be  more protected from the back because of your 807 01:13:14,960 --> 01:13:20,720 trail item. So this makes first place safer. And  this is especially important on rails. Whenever a 808 01:13:20,720 --> 01:13:26,240 rail is the fastest path on the track, you should  be taking it in first to maintain your lead. You 809 01:13:26,240 --> 01:13:31,040 can also place trap items on the rails to stop  other players from taking the fastest path, 810 01:13:31,040 --> 01:13:35,920 further extending your lead. When you see a blue  shell coming, if you don't have an item to dodge 811 01:13:35,920 --> 01:13:41,120 it, you can jump off the track to dodge it and get  the respawn boost. This is much faster than taking 812 01:13:41,120 --> 01:13:47,040 the full stun of the blue shell. Now, this is not  always possible, but it is very often possible, 813 01:13:47,040 --> 01:13:50,800 so make sure you're thinking about this when you  see a blue shell. However, if you have a super 814 01:13:50,800 --> 01:13:55,520 horn, you can simply use it when the blue shell  is above you to break it. If you have a mushroom, 815 01:13:55,520 --> 01:13:59,760 you can wait for the blue shell to stop  spinning above you, then use it. And of course, 816 01:13:59,760 --> 01:14:04,160 any other invincibility item can be used  to dodge the blue shell, but you probably 817 01:14:04,160 --> 01:14:09,440 are not going to have other invincibility items  in first. The main advantage of being in first 818 01:14:09,440 --> 01:14:14,480 place is that you can build a lead thanks to  the coin item and by staying safe away from 819 01:14:14,480 --> 01:14:21,360 all the chaos. But this is not possible on all  tracks. On tracks with big mushroom shortcuts, 820 01:14:21,360 --> 01:14:27,120 including pretty much every single intermission  track, it is not possible to stay in first against 821 01:14:27,120 --> 01:14:32,320 good players. Now, this can be a good thing as  getting past means you won't get blue shelled. 822 01:14:32,320 --> 01:14:37,360 But if the shortcuts are too big, then you can  consider intentionally staying out of first as 823 01:14:37,360 --> 01:14:41,097 then you have a chance to get mushrooms,  improving your odds of winning the race. 824 01:14:45,120 --> 01:14:50,560 If you are near the front but not in first place,  keep in mind the potential item distribution of 825 01:14:50,560 --> 01:14:54,800 the players around you. Because if the pack  is close behind you, you can easily get hit 826 01:14:54,800 --> 01:14:59,920 by boomerangs, shells coming forward. You can  also get hit by super horns near you. This is 827 01:14:59,920 --> 01:15:05,520 a recipe for disaster. So, there are two things  that you can do about this. One is to get behind 828 01:15:05,520 --> 01:15:10,800 other players and draft from them to get away. Or  you can keep trying to chain your items until you 829 01:15:10,800 --> 01:15:15,680 get mushrooms and take shortcuts to get away.  Gaining distance from the pack in any way that 830 01:15:15,680 --> 01:15:22,720 you can is crucial. However, there will always be  players near you, and often the best play you have 831 01:15:22,720 --> 01:15:28,800 is to hit them before they hit you. The attack  items in this game are powerful, and you often 832 01:15:28,800 --> 01:15:34,800 cannot even know what item other players have, so  you can use offense as the best defense. Get them 833 01:15:34,800 --> 01:15:39,200 away from you, and you can guarantee they're not  going to hit you. But if you think you'll lose 834 01:15:39,200 --> 01:15:44,640 the battle because you cannot beat their item,  then just slow down and respect their space. Yes, 835 01:15:44,640 --> 01:15:50,800 it's okay to not always hold a in Mario Kart.  Mushrooms are quite common to get near the front. 836 01:15:50,800 --> 01:15:55,520 So, if you have a mushroom, you'll want to hold  it until you can use it strategically. Some tracks 837 01:15:55,520 --> 01:16:00,000 have a big shortcut that you definitely want to  save your mushroom for, even if you have to take 838 01:16:00,000 --> 01:16:06,160 a hit along the way without reacelerating. But  some tracks don't have a clear best mushroom spot, 839 01:16:06,160 --> 01:16:10,640 so you can just save it to get away from  attack items or to recover after getting hit 840 01:16:10,640 --> 01:16:15,440 or even chain it into the next item set if you  don't need it. The main goal when playing from 841 01:16:15,440 --> 01:16:21,040 the front is to gain space from other players  near you. This keeps you safe from most items, 842 01:16:21,040 --> 01:16:25,520 and this can either be accomplished by being  fast or hitting other players before they 843 01:16:25,520 --> 01:16:31,280 hit you. However, you typically don't  want to hit the player in first place. 844 01:16:31,280 --> 01:16:36,080 First place is your protection against the  blue shell, so be peaceful to them as long as 845 01:16:36,080 --> 01:16:41,520 they are peaceful back to you. However, if first  place plays aggressively and tries to hit you, 846 01:16:41,520 --> 01:16:46,818 then it is justified to take them out as they  are a bigger threat to you than the potential blue shell. 847 01:16:46,818 --> 01:16:51,360 And this is especially true if you  can carry blue shell protection into first place, 848 01:16:51,360 --> 01:16:55,642 as this gives you all the benefits of first  place, but without worrying about the blue shell. 849 01:16:59,266 --> 01:17:04,800 If you are in the middle, also known as the  pack, the pack is usually very dense. Most 850 01:17:04,800 --> 01:17:09,840 of the players are around here and they are  frequently pulling items that are completely 851 01:17:09,840 --> 01:17:16,009 unavoidable. There are boomerangs, fireflowers,  triple shells, and stars flying around. 852 01:17:16,009 --> 01:17:22,160 Even the best players in the world cannot dodge all of  this. This is generally a horrible spot to be in, 853 01:17:22,160 --> 01:17:28,000 and you should avoid being in the pack unless  you see a way out. Now, at the start of the race, 854 01:17:28,000 --> 01:17:32,720 being in the pack is mostly fine, as everyone  will have triple mushrooms. But this is because 855 01:17:32,720 --> 01:17:37,600 the item distribution at the start of the race is  different, and you need to find your way out of 856 01:17:37,600 --> 01:17:43,360 here before the item distribution changes and all  the attack items start to show up. For example, 857 01:17:43,360 --> 01:17:48,080 if you have a decent number of coins and you  have triple mushrooms, you can try to stay away 858 01:17:48,080 --> 01:17:53,120 from other players for long enough to take the  next big shortcut. Or if there is no shortcut, 859 01:17:53,120 --> 01:17:57,840 just speed up away from the chaos and hope  you get a good item after this. But let's say 860 01:17:57,840 --> 01:18:02,960 you're not so fortunate. If you have very  few coins and you pull two attack items, 861 01:18:02,960 --> 01:18:07,920 this will not help you escape the pack. You  could continue to stay in the pack and hope 862 01:18:07,920 --> 01:18:14,160 for a good item soon and hope nobody hits you.  But remember, you have a limited amount of time 863 01:18:14,160 --> 01:18:19,440 before the race ends. The timer and the odds  are against you here. So in this situation, 864 01:18:19,440 --> 01:18:24,960 you often want to intentionally slow down and  play from the back instead. So your main goal 865 01:18:24,960 --> 01:18:30,000 while playing in the pack is to just get out of  there. Ideally, you get out of it moving forward 866 01:18:30,000 --> 01:18:34,800 and then you get to play from the front where  it is safer. But if you don't have that option, 867 01:18:34,800 --> 01:18:40,320 then get out of the pack moving backwards and play  from the back. Never stay in the pack for too long 868 01:18:40,320 --> 01:18:46,160 because you cannot dodge everything. Eventually,  something will hit you, and if you're going to end 869 01:18:46,160 --> 01:18:51,250 up in the back anyway, you'd rather that happen  early, so you have time to plan a comeback. 870 01:18:54,983 --> 01:18:59,520 Going forward as fast as you can may just sound  like the typical way you should play Mario Kart, 871 01:18:59,520 --> 01:19:04,080 but to pros, this is a strategy called  running. However, if you do the opposite 872 01:19:04,080 --> 01:19:09,360 by being in the back, then this is a strategy  called bagging. This is short for sandbagging, 873 01:19:09,360 --> 01:19:14,080 meaning to intentionally race poorly for  a period of time. Of course, not everyone 874 01:19:14,080 --> 01:19:19,040 in the back chose to be there intentionally,  so not everyone is technically sandbagging, 875 01:19:19,040 --> 01:19:24,080 but bagging is just the shorthand name  for playing from the back. While bagging, 876 01:19:24,080 --> 01:19:29,360 the driving skill required is easier, but the  decisions you have to make are more complex. 877 01:19:29,360 --> 01:19:33,600 There are several different strategies that you  can use from here. And it all depends on what 878 01:19:33,600 --> 01:19:38,240 items you get, where the other players are, and  which track you are playing on because different 879 01:19:38,240 --> 01:19:42,720 tracks have different shortcut locations and  different amounts of comeback potential. For now, 880 01:19:42,720 --> 01:19:47,680 I will not give you a full rundown of all your  options because that would take a long time and 881 01:19:47,680 --> 01:19:52,800 I'll save it for the pro guide coming out soon.  But here are a few examples of what you can do 882 01:19:52,800 --> 01:19:58,080 to successfully win a race by bagging. On a  track with only one big mushroom shortcut, 883 01:19:58,080 --> 01:20:02,800 you can try to get triple mushrooms in your first  slot and a shock dodge item in your second slot. 884 01:20:02,800 --> 01:20:07,760 This allows you to take one mushroom shortcut per  lap, which would put you in a middle or top spot 885 01:20:07,760 --> 01:20:12,800 with one chance to be invincible on lap three to  make it to the front. If you get a shock dodge, 886 01:20:12,800 --> 01:20:18,080 even better. You just win with two items only. On  a track with lots of big shortcuts, you can stay 887 01:20:18,080 --> 01:20:22,720 far in the back and just focus on collecting  coins and chaining items so you don't end 888 01:20:22,720 --> 01:20:27,840 up too far behind. Near the end of the race, if  you're lucky, you may have two shock dodge items, 889 01:20:27,840 --> 01:20:32,720 which gives you a seriously high chance to dodge  the shock. Or you may end up behind the shock, 890 01:20:32,720 --> 01:20:38,240 which is also a dodge. Or you may pull the shock  yourself. And where should you use it? Of course, 891 01:20:38,240 --> 01:20:44,720 chained into the item set before a big shortcut.  And another option is on any track. If the pack 892 01:20:44,720 --> 01:20:49,680 is pretty close in front of you, like you're not  too far away from first place, you can just spam 893 01:20:49,680 --> 01:20:55,680 all your speed items into shortcuts or even not  into shortcuts. Just be fast on the road and put 894 01:20:55,680 --> 01:21:00,720 yourself in the front. From there, you're safe  from the chaotic pack. Of course, there is a lot 895 01:21:00,720 --> 01:21:05,360 more you could do than just that. The variety of  track layouts, item box placements, positions of 896 01:21:05,360 --> 01:21:10,160 other racers, and which two items you get and in  what order, and whether or not a shock has already 897 01:21:10,160 --> 01:21:16,080 occurred, these all affect the viability of any  given bagging strategy. So, you can probably see 898 01:21:16,080 --> 01:21:22,080 why bagging is such a difficult strategy to make  work consistently. It might look easy when a pro 899 01:21:22,080 --> 01:21:27,680 player does it and just uses two items to pass  the entire lobby, but really ask yourself if you 900 01:21:27,680 --> 01:21:34,320 would have made all the same decisions. And if  your answer is a 100% honest yes, then you are 901 01:21:34,320 --> 01:21:40,720 a pro player. Go online and win a bunch of races  easily. It will feel really good to take down pro 902 01:21:40,720 --> 01:21:45,440 players who claim this game is skill-based when  really you can just beat them without trying. 903 01:21:45,440 --> 01:21:50,880 And the best part is you'll be the first person  who has ever been able to do this without first 904 01:21:50,880 --> 01:21:56,240 having years of practice. So, I can't wait  to see you destroy us on the racecourse. 905 01:21:56,240 --> 01:22:00,960 It will be history in the making. No, but seriously,  I'm sure you can tell that years of people saying 906 01:22:00,960 --> 01:22:06,000 bagging is lame and cheap has completely gotten  under my skin. So, really, the complainers have won. 907 01:22:06,000 --> 01:22:11,600 But remember, bagging is a crucial skill in  Mario Karts because you will often find yourself 908 01:22:11,600 --> 01:22:17,440 in the back just because you got unlucky. And  if you cannot fight your way back to the front, 909 01:22:17,440 --> 01:22:22,320 then you will lose. It's as simple as that. And  if you want to see some highlevel gameplay and 910 01:22:22,320 --> 01:22:27,440 decision-making that of course includes both  running and bagging, then you can subscribe to 911 01:22:27,440 --> 01:22:37,520 Shortcat for amazing videos. I recently hit 9,300  VR in online worldwides, and I'm still going up. 912 01:22:40,720 --> 01:22:45,760 The best way to improve at Mario Kart World is  to play online. This is where you'll find the 913 01:22:45,760 --> 01:22:50,880 best players, and pushing yourself to perform  consistently well in a challenging environment 914 01:22:50,880 --> 01:22:54,960 is the only way that you're going to improve  a lot. You might tell yourself that you can 915 01:22:54,960 --> 01:22:59,600 just practice in time trials and then practice  against your friends and the bots. But let me 916 01:22:59,600 --> 01:23:04,880 tell you right now, that doesn't work. You will  never truly be that great unless you play online. 917 01:23:04,880 --> 01:23:10,880 And as of right now, there are four main ways  that you can race online. After going online, 918 01:23:10,880 --> 01:23:16,800 if you choose the race mode, this is also known  as online worldwide. You will get a rating number, 919 01:23:16,800 --> 01:23:24,000 also called VR or versus rating. This starts at  3,000 and it can go up to the upper 9,000. I mean, 920 01:23:24,000 --> 01:23:28,640 technically, it can go higher than that, but  almost nobody has gotten there. Much like ELO, 921 01:23:28,640 --> 01:23:34,000 your rating goes up or down depending on how  well you performed relative to the rating of your 922 01:23:34,000 --> 01:23:39,520 opponents in that race. Eventually, it settles  on a number that represents your skill level. 923 01:23:39,520 --> 01:23:45,360 And honestly, it's quite accurate. One important  thing about online worldwides is that the track 924 01:23:45,360 --> 01:23:50,800 selection is weighted towards intermission tracks.  About half of the time, you will get one regular 925 01:23:50,800 --> 01:23:54,960 track you can select and two intermission  tracks. and the other half of the time you 926 01:23:54,960 --> 01:24:00,400 can select between three intermission tracks. Even  selecting random does not get you out of this as 927 01:24:00,400 --> 01:24:06,240 random will usually give you one of the already  selectable options and occasionally give you a 928 01:24:06,240 --> 01:24:11,920 random regular track. The second way you can play  online is knockout tour. Just like worldwides, 929 01:24:11,920 --> 01:24:17,040 you have a rating number and once a room gathers,  a random rally out of the eight rallies gets 930 01:24:17,040 --> 01:24:22,400 chosen. If you get eliminated, you have the option  to leave early and find another lobby so you can 931 01:24:22,400 --> 01:24:27,920 start playing immediately. The third way you can  play is by creating or joining a friend room. Of 932 01:24:27,920 --> 01:24:32,720 course, you can invite your actual friends, but  given that you're watching this guide so you can 933 01:24:32,720 --> 01:24:37,760 destroy them at Mario Karts, you're not going to  have friends for much longer. So, because all you 934 01:24:37,760 --> 01:24:43,280 need is the room code to join a friend room, there  are places where you can find public room codes to join. 935 01:24:43,280 --> 01:24:48,960 The best place to go as of making this  video is the Mario Kart World Discord server, 936 01:24:48,960 --> 01:24:54,080 which always has active rooms playing that you  can easily find and join. You don't need to talk 937 01:24:54,080 --> 01:24:58,720 to anybody. It's free to join. You just need to  type in the room code and hope the room is not full. 938 01:24:58,720 --> 01:25:03,840 A link to join this Discord server is in  the description. Now, compared to worldwides, 939 01:25:03,840 --> 01:25:09,760 friend rooms have two main differences. You score  points after each race instead of having a rating, 940 01:25:09,760 --> 01:25:15,200 and you can select any track to play on. During  the track selection, simply press the plus button 941 01:25:15,200 --> 01:25:20,720 to select any track or any intermission to play.  But make sure you respect the rules of the room 942 01:25:20,720 --> 01:25:26,000 you have joined. As you can probably imagine, a  lot of players are only playing in friend rooms, 943 01:25:26,000 --> 01:25:30,960 so they can play the regular tracks instead of the  intermission tracks. The fourth way to play Mario 944 01:25:30,960 --> 01:25:37,040 Kart World online is a way you have probably seen  me play before. This is competitive Mario Kart World. 945 01:25:37,040 --> 01:25:42,000 If you want to become the best player  you can be, then you have to join competitive 946 01:25:42,000 --> 01:25:48,240 races or you will never truly be tested by highly  skilled players in a higher pressure environment 947 01:25:48,240 --> 01:25:54,480 where every race counts. Now, I don't recommend  everyone joins competitive right away because as 948 01:25:54,480 --> 01:26:00,000 much as I'd love for the competitive population  to grow, I have to honestly warn you that if 949 01:26:00,000 --> 01:26:04,640 you're new to Mario Karts or you think you're  pretty good because you can beat your friends, 950 01:26:04,640 --> 01:26:11,360 uh the truth is that the players here are going  to be way better than you can even imagine. 951 01:26:11,360 --> 01:26:17,680 Competitive Mario Kart uses its own rating system  that is separate from online worldwides called MMR 952 01:26:17,680 --> 01:26:22,640 or matchmaking rating. And in the description,  I'll put a resource on how to join competitive 953 01:26:22,640 --> 01:26:27,680 Mario Kart. Once you've signed up and read all the  rules, all you have to do is go into the Discord 954 01:26:27,680 --> 01:26:33,280 server for competitive Mario Kart and find the  12player que or 24player Q channel, whichever 955 01:26:33,280 --> 01:26:38,880 one you would prefer to play in. Type / C and you  will be signed up to join the match that begins 956 01:26:38,880 --> 01:26:45,200 at the next hour. Then every player who signed up  is grouped according to their MMR and each room 957 01:26:45,200 --> 01:26:52,480 plays 12 races. Depending on how well you scored  in those 12 races, your MMR will go up or go down. 958 01:26:52,480 --> 01:27:00,080 At the time of making this video, my MMR is around  7,600, which puts me in the top 400 players in the 959 01:27:00,080 --> 01:27:06,640 world, but the best player in the world has almost  double my rating at 14,000. Why don't you get a life? 960 01:27:06,640 --> 01:27:12,640 Mario Kart is a game with an extremely high  skill ceiling, and playing competitive is going to 961 01:27:12,640 --> 01:27:18,000 be frustrating at first. I guarantee it. When I  first got into competitive Mario Kart 8 Deluxe, 962 01:27:18,000 --> 01:27:26,080 I was already really good, and I was a solid mid  3000 MMR player. It took me months to refine my 963 01:27:26,080 --> 01:27:32,000 game and make big improvements as I struggled  my way up to a high 6000 MMR by the end. 964 01:27:32,000 --> 01:27:36,300 When playing against competitive players, it's going  to feel like you're just getting unlucky. 965 01:27:36,300 --> 01:27:41,520 When in reality, you have to face the hard truth  that there are just a lot of players better than you. 966 01:27:41,520 --> 01:27:47,430 But if you try very hard, you  can improve and one day you can beat them. 967 01:27:50,546 --> 01:27:54,880 When you play online, there are going to be  differences compared to playing offline that you 968 01:27:54,880 --> 01:28:00,480 always have to keep in mind. Because of connection  delay, online play is always going to have some issues. 969 01:28:00,480 --> 01:28:06,080 Whenever you trail an item online or if  you have revolving items like triple bananas, 970 01:28:06,080 --> 01:28:12,080 these are susceptible to lag. If someone else runs  into your trail item, but then just keeps moving 971 01:28:12,080 --> 01:28:17,600 forward, they're not hacking. This is called  a lag trail. Because of the connection delay, 972 01:28:17,600 --> 01:28:23,760 the game predicts approximately where each other  player is located. And sometimes it predicts that 973 01:28:23,760 --> 01:28:28,720 they have run into your item, even if they have  not actually done that. So, in order to hit the 974 01:28:28,720 --> 01:28:33,760 other player, they actually have to get hit  on their own screen. Now, while this sounds 975 01:28:33,760 --> 01:28:39,120 frustrating and unfair because you really can just  randomly lose your items and it's not your fault, 976 01:28:39,120 --> 01:28:44,160 just know that this lag trail system is light  years better than Mario Kart 8 Deluxe. In 977 01:28:44,160 --> 01:28:49,520 Mario Kart 8 Deluxe, if you ran into the item on  your opponent's screen, it counts as a hit. So, 978 01:28:49,520 --> 01:28:55,360 you would literally constantly get hit by nothing.  And so, now you sometimes lose your trail item 979 01:28:55,360 --> 01:29:00,640 for no reason, which sucks. But, at least you're  not getting hit by nothing. Hey, another reason 980 01:29:00,640 --> 01:29:05,600 to hold your coin in the first slots. But you can  use this knowledge to your advantage. If you have 981 01:29:05,600 --> 01:29:10,640 triple items and box somebody into a corner,  you can often hit them on their screen without 982 01:29:10,640 --> 01:29:15,120 actually using one of your own protection items.  And this also can just work out in your favor 983 01:29:15,120 --> 01:29:20,400 for no reason. Someone could hit you on their  screen before you get hit on your own screen, 984 01:29:20,400 --> 01:29:25,360 and this makes their item disappear. Another  weird thing that happens because of lag trails 985 01:29:25,360 --> 01:29:30,400 is a phenomenon called phantom items. Sometimes  a player appears to have lost their trail item 986 01:29:30,400 --> 01:29:36,400 on your screen, but then they just throw the item  again anyway. This is because they never lost the 987 01:29:36,400 --> 01:29:43,120 item on their own screen, so of course they can  still use it, but you couldn't see it. So, this 988 01:29:43,120 --> 01:29:48,880 is a phantom item. I'm not going to go too hard on  criticizing the game design here because believe 989 01:29:48,880 --> 01:29:54,560 me, I've been yelling at Nintendo for years about  what an ideal practical system for this would be, 990 01:29:54,560 --> 01:29:59,040 and this is not it. Like, there is a solution.  and they just are not doing it. But anyway, 991 01:29:59,040 --> 01:30:03,920 this is why paying attention to the items near  you is always important because sometimes they 992 01:30:03,920 --> 01:30:08,800 disappear and you have to know that there was one  there. The only way you can know for sure that a 993 01:30:08,800 --> 01:30:14,880 phantom item is not there anymore is if the player  throws that item away or you can see them trailing 994 01:30:14,880 --> 01:30:19,680 a different item. Now, this game has a really  funny thing about rails online, where the game 995 01:30:19,680 --> 01:30:24,880 knows approximately where the other player is,  but for some reason, it cannot tell you for sure 996 01:30:24,880 --> 01:30:30,400 that this player is on the rail, even if they're  moving, like they definitely are on a rail. Now, 997 01:30:30,400 --> 01:30:35,200 this can sometimes work to your advantage since  you could be right next to somebody and not get 998 01:30:35,200 --> 01:30:40,560 bumped off cuz they're lagging. But it is still  your responsibility to anticipate what your 999 01:30:40,560 --> 01:30:46,320 opponents are probably doing and play as if  the other player is there on the rail because 1000 01:30:46,320 --> 01:30:51,280 even if you don't see them, they can teleport  back to their real position at any moment, 1001 01:30:51,280 --> 01:30:56,560 which could cause you to get hit or get bumped  off. So, while this behavior is pretty silly, 1002 01:30:56,560 --> 01:31:01,280 anytime it messes you up, you have to admit  that you could have seen this coming. And 1003 01:31:01,280 --> 01:31:06,160 one more way that the game tends to lag is  when you hit snipes on other players. Again, 1004 01:31:06,160 --> 01:31:11,200 the game is trying to predict their position, but  there is always a delay between when something 1005 01:31:11,200 --> 01:31:16,320 happens on your screen and their screen. So, by  the time their screen shows them the green shell, 1006 01:31:16,320 --> 01:31:21,200 they are already in a different spot. But there  is a very easy way to counter this, and that is to 1007 01:31:21,200 --> 01:31:27,040 always try to hit the spot in front of where the  other player is. Even if you miss on your screen, 1008 01:31:27,040 --> 01:31:32,160 this is a very reliable way to guarantee a hit  on their screen. While these differences due to 1009 01:31:32,160 --> 01:31:38,000 online lag can be frustrating at first, ultimately  you have to understand that this is just how the 1010 01:31:38,000 --> 01:31:43,280 game is. And if the lag is truly so bad that you  don't even care to improve at this game because 1011 01:31:43,280 --> 01:31:48,720 it's stupid, then stop playing. And this is  actually what people did in Mario Kart 8 Deluxe, 1012 01:31:48,720 --> 01:31:54,800 because constantly getting hit by nothing is so  infuriating. But honestly, Mario Kart World's lag 1013 01:31:54,800 --> 01:32:01,200 issues are almost nothing in comparison. It will  feel silly at first when you get griefed by lag, 1014 01:32:01,200 --> 01:32:06,800 but I promise you that this level of positional  lag is something that you can get used to, and 1015 01:32:06,800 --> 01:32:12,720 it almost never actually affects the outcome of  a race. Is the net code perfect? No, it could be 1016 01:32:12,720 --> 01:32:18,480 a lot better, but it's almost always going to be  good enough. And hey, at least it's not like Super 1017 01:32:18,480 --> 01:32:23,920 Smash Bros. Ultimate where even your controller  inputs are lagging and the game randomly stutters 1018 01:32:23,920 --> 01:32:29,325 and stops. I cannot believe Nintendo released that  game in this condition and it's still like this. 1019 01:32:33,638 --> 01:32:39,600 While it may not seem like it at first, dealing  with luck and understanding luck is fundamental 1020 01:32:39,600 --> 01:32:45,280 to your improvement at Mario Kart. Because if you  crash out about bad luck or you feel like you have 1021 01:32:45,280 --> 01:32:49,840 no control because some things in this game are  random, you will actually just not improve. 1022 01:32:49,840 --> 01:32:55,760 The more skilled player will always win in Mario Kart  on average. There is way too much driving skill 1023 01:32:55,760 --> 01:33:02,240 and item planning required to the point where when  I watch an average Mario Kart player play. I'm not kidding. 1024 01:33:02,240 --> 01:33:08,560 I literally tried this and I took notes.  I would usually do at least one thing differently 1025 01:33:08,560 --> 01:33:13,840 every single second. I would do over a hundred  things differently every single race. And this 1026 01:33:13,840 --> 01:33:18,640 is why when I race online against players below  my skill level, even against players in the 1027 01:33:18,640 --> 01:33:25,040 high 8,000 VR range, these are good players. I  finish in first place. a lot. But even if I'm 1028 01:33:25,040 --> 01:33:31,120 not finishing at first, I almost always finish in  the top six. And I know this because if I don't do 1029 01:33:31,120 --> 01:33:37,120 that even one time, my rating just plummets. And  this is not to mention playing against slightly 1030 01:33:37,120 --> 01:33:43,280 more casual players where I have finished a four  race session with a perfect score of 60 several 1031 01:33:43,280 --> 01:33:48,400 times. I even made an entire video where I said  I'd stop as soon as I lost one of these. And I 1032 01:33:48,400 --> 01:33:54,800 went over two hours in real time where I scored  the most points every single time. And even when 1033 01:33:54,800 --> 01:34:01,120 I finally lost, and look, I lost by a lot, this  included a race where I made all the right plays 1034 01:34:01,120 --> 01:34:06,880 and just had a terrible luck moment right at the  end that cost me big time. If this shock had not 1035 01:34:06,880 --> 01:34:12,240 occurred, I would have actually won again. So,  the reason I'm winning is because I understand 1036 01:34:12,240 --> 01:34:18,640 the game well and I set myself up in situations  where I have a high probability to win. Now, 1037 01:34:18,640 --> 01:34:24,960 that doesn't mean I always win, but the nature  of probability means that I will often win if I 1038 01:34:24,960 --> 01:34:31,040 do this, and I will win on average. Now, look,  I'm not saying this to brag, because according 1039 01:34:31,040 --> 01:34:35,680 to my ranking, there are over 300 other players  in the world who could have done the same thing, 1040 01:34:35,680 --> 01:34:40,800 but even better. Now, I'm saying this because  there is a common misconception that just because 1041 01:34:40,800 --> 01:34:47,440 a game has a core element of chance that this  means the entire game is based on luck. This is 1042 01:34:47,440 --> 01:34:54,400 not true. Almost every competitive card game and  board game and many competitive video games have 1043 01:34:54,400 --> 01:35:00,320 some core element of chance, but that doesn't stop  the best players in the world from consistently 1044 01:35:00,320 --> 01:35:06,240 winning. In fact, having luck play a role in the  game simply raises the skill ceiling because there 1045 01:35:06,240 --> 01:35:12,240 are effectively an infinite amount of situations  that you must be prepared for. An infinite amount 1046 01:35:12,240 --> 01:35:17,200 of problems you must be able to solve quickly.  But of course, this doesn't change the fact that 1047 01:35:17,200 --> 01:35:22,960 sometimes the reason why you lost is really just  bad luck. I mean, if it's happening every single 1048 01:35:22,960 --> 01:35:27,280 race, you're probably doing something wrong.  Maybe you're just not driving as fast as your 1049 01:35:27,280 --> 01:35:32,400 competitors, so they pass you and they hit you  on the way. This is actually really common where 1050 01:35:32,400 --> 01:35:37,440 playing against stronger players than yourself  actually just feels like bad luck when in reality 1051 01:35:37,440 --> 01:35:42,960 they're just better than you. This actually  happened to me in Mario Kart 8 Deluxe. And no, 1052 01:35:42,960 --> 01:35:48,080 I did not realize that at the time. I really  thought it was just the worst luck I've ever had. 1053 01:35:48,080 --> 01:35:53,520 Mario Kart is a very stressful game. In fact, it  has been measured to be one of the most stressful 1054 01:35:53,520 --> 01:36:00,400 games in existence. It is normal to get heated  and get tilted because of bad luck. So sometimes 1055 01:36:00,400 --> 01:36:05,600 you just need to take a break and come back with a  cool head later to think about what you could have 1056 01:36:05,600 --> 01:36:11,440 done better because there's always something you  could have done better. But you won't have all the answers. 1057 01:36:11,440 --> 01:36:18,240 So it's also important to watch highlevel  gameplay to see what pros do differently than you. 1058 01:36:18,240 --> 01:36:23,440 This is something I still do all the time as I  refine my strategies. And I always make an effort 1059 01:36:23,440 --> 01:36:29,840 in my own videos to analyze my gameplay and tell  you what I did poorly and what I did well so you 1060 01:36:29,840 --> 01:36:36,000 can take that advice into your own races. I can  make a beginner guide, a pro guide, a guide for 1061 01:36:36,000 --> 01:36:42,240 every single track, but ultimately because Mario  Kart has so much creativity and brand new unique 1062 01:36:42,240 --> 01:36:48,320 situations, it is impossible to cover all of that  in an organized way. And so watching highlevel 1063 01:36:48,320 --> 01:36:54,000 players play and explain their decision-making  is very important for you to be able to build the 1064 01:36:54,000 --> 01:37:01,120 intuition on how you can improve your own races.  Bad luck streaks can happen and they will happen, 1065 01:37:01,120 --> 01:37:07,360 but good luck streaks happen too. Just because a  bad luck streak happened, that does not mean this 1066 01:37:07,360 --> 01:37:11,897 game is impossible. Keep improving and I promise  you, you will see results. 1067 01:37:13,202 --> 01:37:16,446 So that's the end of the beginner guide. 1068 01:37:16,446 --> 01:37:20,400 If you practice everything  in this guide and memorize the 30 track layouts, 1069 01:37:20,400 --> 01:37:26,480 or more if there's DLC at some point, you will  become an excellent Mario Kart World player. 1070 01:37:26,480 --> 01:37:32,000 Next up is the pro guide. We will be talking about  a lot more specific techniques for both your 1071 01:37:32,000 --> 01:37:37,760 driving and items decisions such as alternate  paths for each track, boosted charge jumps, 1072 01:37:37,760 --> 01:37:42,880 boosted tricks, how to become more consistent at  shortcuts, predicting and managing your items, 1073 01:37:42,880 --> 01:37:47,120 reading the mini map, predicting the  shock, specific powerful item plays, 1074 01:37:47,120 --> 01:37:52,800 and even more that I probably don't even know  about right now because hopefully by then even 1075 01:37:52,800 --> 01:37:58,160 more cool techniques will be discovered in this  game. Mario Kart World is still new and this is 1076 01:37:58,160 --> 01:38:03,040 the best opportunity to try and improve. Who  knows, maybe eventually you will be able to 1077 01:38:03,040 --> 01:38:08,400 compete against the best players in the world.  The pro guide is coming and will be linked in 1078 01:38:08,400 --> 01:38:13,200 the description once I make it. Good luck out  there and I hope to see you on the race course. 143104

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