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
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.