Mini-Turbo: Difference between revisions

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====''Mario Kart Arcade GP DX''====
====''Mario Kart Arcade GP DX''====
[[File:Arcade GP DX Mini Turbo.jpg|thumb|[[Mario]] boosting after performing a stage-1 Mini-Turbo]]
[[File:Arcade GP DX Mini Turbo.jpg|thumb|[[Mario]] boosting after performing a stage-1 Mini-Turbo]]
The Mini-Turbo appears in ''[[Mario Kart Arcade GP DX]]'', marking its first appearance in an arcade game. The Mini-Turbo is executed by holding down both pedals while performing a hard turn. It can be charged up in a similar fashion to its other appearances in the ''Mario Kart'' series, except there are three stages instead of two (which would later be used in ''[[Mario Kart 8]]'') and a meter appears to indicate how long it needs to be held before it reaches the next stage. The first stage creates blue sparks, the second creates orange, and the third creates rainbow sparks, which are exclusive to this game. Releasing the pedals and straightening the steering wheel activates the Mini-Turbo, although the boost has a slightly different impact than other games.
The Mini-Turbo appears in ''[[Mario Kart Arcade GP DX]]'', marking its first appearance in an arcade game. The Mini-Turbo is executed by holding down both pedals while performing a hard turn. It can be charged up in a similar fashion to its other appearances in the ''Mario Kart'' series, except there are three stages instead of two, with the third one being weaker than the other two, this is a feature which would later be used in ''[[Mario Kart 8]]''. A meter appears to indicate how long it needs to be held before it reaches the next stage. The first stage creates blue sparks, the second creates orange, and the third creates rainbow sparks, which are exclusive to this game. Releasing the pedals and straightening the steering wheel activates the Mini-Turbo, although the boost has a slightly different impact than other games.


====''Mario Kart 8''====
====''Mario Kart 8''====

Revision as of 09:33, May 10, 2024

It has been requested that this article be rewritten and expanded to include more information. Reason: include information on Mario Kart Arcade GP DX Drift Boosts stats.

Daisy performs in the Time Trials at the Daisy Circuit.
A Mini-Turbo in action as seen in Mario Kart Wii. In most games, the charging of a Mini-Turbo is indicated by blue sparks igniting from the rear wheels.

A Mini-Turbo, also known as a Turbo Slide, a Boost Slide, Slide Boosting, or simply a Boost, is a technique used in the Mario Kart series. It consists of a short speed boost following a successful drift. It appears in every game in the series since Super Mario Kart.[1] Especially in the games in which a Mini-Turbo is manually charged, several consecutive Mini-Turbo boosts can be immediately charged, one after the other, in order to maintain a higher speed; said technique is known as snaking due to the need to alternate the directions of the drifts on straightaways, creating peculiar waving lines.

Charging methods

Boost counter

What is commonly known as a boost counter[2] is a value that is meant to start at 0 when a drift begins and gradually increase while the player drifts, at a rate that can vary depending on certain conditions. When a certain threshold value is reached, an event happens: either a cosmetic event (sparks appearing, indicating that the full charge of a degree of Mini-Turbo is near) or the charge of a certain degree of Mini-Turbo (either Mini-Turbo, Super Mini-Turbo, or Ultra Mini-Turbo). Once drifting ends, the counter resets and the degree of Mini-Turbo charged is released.

Manual charging

This method of Mini-Turbo charging relies on the player steering toward the outside of the turn, then toward the inside and then toward the outside again during a drift to charge a Mini-Turbo.[3] After the first time the player correctly steers toward the outside of the turn, there are visual indicators coming from the driving wheels that the Mini-Turbo has been half charged: either a different color of the letters or sparks coming out of the tires. When the Mini-Turbo is fully charged, said indicators change color again. After it is charged, the Mini-Turbo is released by releasing the drift button.

History

Mario Kart series

Super Mario Kart

Charging method Boost counter[2]
Charging rate 1 unit per frame the first 20 frames[2]
2 units per frame the following frames[2]
Thresholds 128 units full charge of Mini-Turbo[2]

The Mini-Turbo boost is introduced in Super Mario Kart (where it is a technique documented only in the official guides[1] and improperly commonly known as Boost[4]), using the boost counter as charging method. Said counter is increased every time a combination of three buttons are pressed: B Button, R Button or L Button, +Control Pad left or +Control Pad right.[2] The counter is reset to 0 and the Mini-Turbo is released when this combination of buttons is no longer pressed.

According to the Nintendo Official Guidebook of Super Mario Kart, the Mini-Turbo leads to a speed increase of 2-3 km/h, where the maximum speed in normal roads ranges from 120 km/h to 135 km/h.[1]

There is no animation associated to the charging of the Mini-Turbo, but during the release the kart animation stops and the engine revs up.[4][5]

In addition, the boost is somewhat able to skip off-road surfaces, similar to the Mushroom.[2][4][5]

Mario Kart 64

Charging method Manual charging
Boost duration 14 frames[6]

In Mario Kart 64, Mini-Turbos are now officially documented in the manual, and their charging method is changed to manual charging.[3] Said charging is denoted by a change in the color of the smoke trails (which resemble the letters V and E) that come out from the rear tires, from white to yellow to indicate a half charge and from yellow to orange to indicate a full charge. The release has no animation associated and is denoted by drivers shouting. According to the speedometer, a Mini-Turbo gradually increases the player's top speed for a few seconds.

Mario Kart: Super Circuit

Charging method Boost counter
Charging rate currently unknown, presumably the same of Super Mario Kart
Thresholds currently unknown, presumably the same of Super Mario Kart

Mario Kart: Super Circuit fully reuses the Mini-Turbo mechanics of Super Mario Kart, both in terms of charging and in terms of reduced slowdown in off-road terrains.

The main difference is that in Mario Kart: Super Circuit there is an animation associated with its release, with blue flames bursting from the exhaust and an associated sound.

Mario Kart: Double Dash!!

Charging method Manual charging
Boost duration dependent on the Mini-Turbo in-game statistics

Mario Kart: Double Dash!! reintroduces the manual charging of Mini-Turbo[7] boosts, with the difference that in this game steering toward the inside of the turn is not needed. The charging is indicated by a change in the color of the sparks coming from the wheels of the kart from yellow to orange to indicate a half charge, and then blue to indicate a full charge. There is a small animation associated with the release, with flames from the exhaust pipes and small yellow sparks coming from the rear wheels, along with a sound effect and call by the driver who is behind. In co-op, the player who is driving must press the R Button or L Button button to drift while the back player must tilt the Control Stick to left and right; however, in single-player or non-co-op VS modes, each player controls both parts. In this game, a Mini-Turbo in-game stat is introduced, that indicates how many frames the Mini-Turbo boost lasts. As an example, all large karts, such as the Koopa King, have a Mini-Turbo boost that lasts 10 frames, while the small karts and the Parade Kart have a Mini-Turbo boost that lasts 30 frames.

Well-timed Mini-Turbo boosts can be used to avoid Spiny Shells when they are about to hit the players.

Mario Kart DS

A Mini-Turbo used in Mario Kart DS.
Yoshi charging a Mini-Turbo.
Charging method Manual charging
Boost duration dependent on the Mini-Turbo in-game statistics

In Mario Kart DS, Mini-Turbos[8] are again manually charged, although unlike in Mario Kart: Double Dash!!, the steering toward the inside of the turn is mandatory again. The charging animation is similar, but with sparks' color reversed from blue, then orange. There is no evident animation following the release, but a small sound is associated with it along with a revving up of the engine (a similar sound as if driving through a Dash Panel or using a Mushroom), along with a wind lines on the screen akin to Slipstreaming. Like in Mario Kart: Double Dash!!, there is a hidden Mini-Turbo stat that determines how long a boost lasts. Karts with higher handling and lower weight tend to have a stronger Mini-Turbo boost, with Dry Bomber being the strongest and the Tyrant being the weakest.

Well-timed Mini-Turbo boosts, possibly accompanied by hopping, can be again used to avoid Spiny Shells.

Mario Kart Wii

Charging method Boost counter[9]
Charging rate 5 units per frame when the lateral component of the directional input is at least 0.5 toward the direction of the turn[9]
2 units per frame in all the other cases[9]
Thresholds 148 units appearances of blue sparks[9]
270 units charge of Mini-Turbo[9]
448 units appearance of orange sparks[9]
570 units charge of Super Mini-Turbo[9]
Boost duration dependent on the Mini-Turbo in-game statistics, Super Mini-Turbo boosts lasting three times as much as Mini-Turbo boosts[10]

Mario Kart Wii reintroduces the boost counter, this time charged exclusively when drifting. The charge rate is affected by how much the player is steering toward the inside of the turn while drifting: if the lateral component of the directional input is more than halfway toward the inside of the turn, the charging rate becomes 2.5 times the charging rate obtained in all the other cases.

The imminent charge of a Mini-Turbo or Super Mini-Turbo boosts is denoted by blue and orange sparks coming out of the vehicle, respectively. More vibrant sparks coming out of the driving wheels of the vehicle indicate the Mini-Turbo or Super Mini-Turbo is ready and its release is denoted by flames coming from the exhaust pipes along with a nitrous-like noise and racers shouting.

In Mario Kart Wii only karts can charge a Super Mini-Turbo, which lasts three times as long as than the regular Mini-Turbo. The Bullet Bike and Mini Beast have the best Mini-Turbo stats, while the Jetsetter and Spear have the worst. Koopa Troopa, Dry Bones, Birdo, Diddy Kong, Wario, and Dry Bowser each give the strongest Mini-Turbo bonuses to their respective vehicles.

Furthermore, a special Mini-Turbo can be charged while standing still by using the same button combination used for a Spin Turn, but without the need of turning the vehicle. It is fully charged in 75 frames and blue sparks indicating its imminent charge are missing. Karts in this case only charge a regular Mini-Turbo and not a Super Mini-Turbo. This kind of Mini-Turbo is released immediately when the jump/brake button is no longer pressed.

Mario Kart 7

Charging method Boost counter
Charging rate currently unknown, presumably the same of Mario Kart 8 and Mario Kart Wii
Thresholds currently unknown, presumably the same of Mario Kart 8
Boost duration dependent on the MiniTurbo in-game statistics

In Mario Kart 7, the mechanics remain unchanged from the previous installment, though standstill Mini-Turbo is no longer possible. If racing in First-Person View, the sparks appear from the front wheels instead of rear wheels. The duration of both Mini-Turbo and Super Mini-Turbo boosts is now defined in a dedicated table and directly depends on the hidden MiniTurbo statistics. The characters don't shout from either Mini-Turbo level.

Mario Kart Arcade GP DX

Mario boosting after performing a stage-1 Mini-Turbo in Mario Kart Arcade GP DX
Mario boosting after performing a stage-1 Mini-Turbo

The Mini-Turbo appears in Mario Kart Arcade GP DX, marking its first appearance in an arcade game. The Mini-Turbo is executed by holding down both pedals while performing a hard turn. It can be charged up in a similar fashion to its other appearances in the Mario Kart series, except there are three stages instead of two, with the third one being weaker than the other two, this is a feature which would later be used in Mario Kart 8. A meter appears to indicate how long it needs to be held before it reaches the next stage. The first stage creates blue sparks, the second creates orange, and the third creates rainbow sparks, which are exclusive to this game. Releasing the pedals and straightening the steering wheel activates the Mini-Turbo, although the boost has a slightly different impact than other games.

Mario Kart 8

Charging method Boost counter[9]
Charging rate While drifting 5 units per frame when the lateral component of the directional input is at least 0.5 toward the direction of the turn[9]
2 units per frame in all the other cases[9]
While autodrifting 2 units per frame when the lateral component of the directional input is at least 0.5 toward the direction of the turn[9]
0.8 units per frame in all the other cases[9]
Thresholds 135 units appearances of blue sparks[9]
270 units charge of Mini-Turbo[9]
570 units charge of Super Mini-Turbo[9]
Boost duration dependent on the MT in-game statistics

In Mario Kart 8, the boost counter is again used as charging method, reusing the charging rate and thresholds of Mario Kart Wii, with the only exception of blue sparks signaling the incoming charge of a Mini-Turbo[11] boost that now appear when said boost is half charged. Furthermore, the orange sparks indicating the incoming charge of a Super Mini-Turbo boost are missing and the characters shout only from the Super Mini-Turbo. Importantly, unlike in Mario Kart Wii, in Mario Kart 8 bikes can perform a Super Mini-Turbo and the charge continues when the vehicle is detached from the ground, provided that the drift button is held. When a Super Mini-Turbo is charged in anti-gravity mode, the vehicle parts that normally glow blue will change color to orange, then return to blue when the Mini-Turbo is released. In 200cc, the player can brake in order to charge Mini-Turbos more effectively.

The boost counter can be also increased when autodrifting, although in this case the rate is 2.5 times slower than the charging rate while drifting and the boost is immediately released as soon as the autodrift ends.

Mario Kart 8 Deluxe

Inkling Girl drifts in Mario Circuit in Mario Kart 8 Deluxe
Inkling Girl charging an Ultra Mini-Turbo
Charging method Boost counter
Charging rate While drifting maximum 5 units per frame
While autodrifting maximum 2 units per frame
Thresholds dependent on the MT in-game statistics
Boost duration dependent on the MT in-game statistics

Mario Kart 8 Deluxe introduces a fourth level of Mini-Turbo known as Ultra Mini-Turbo, that is indicated by purple (pink in the British English version) sparks and a purple glow in anti-gravity mode, and grants a boost that is even longer than the one of the Super Mini-Turbo. This kind of Mini-Turbo can only be performed if Smart Steering is disabled. Ultra Mini-Turbo also has a slightly different sound effect that indicates its charge. Brake-drifting is also notably more effective in 200cc.

According to an official Mini-Turbo tutorial video released by Nintendo for Mario Kart 8 Deluxe, regular Mini-Turbo lasts for 0.621 seconds, Super Mini-Turbo lasts for 1.674 seconds and the Ultra Mini-Turbo lasts for 2.633 seconds. [12]

Mario Kart Tour

Horsetails and a happy Petey Piranha on 3DS Piranha Plant Slide
Petey Piranha performing a Mini-Turbo
Charging method Boost counter
Thresholds dependent on the MiniTurbo in-game statistics
Boost duration dependent on the MiniTurbo in-game statistics

Mario Kart Tour reuses the Mini-Turbo mechanics of Mario Kart 7, with the impossibility of increasing the boost counter in mid-air, but features many additions from Mario Kart 8 Deluxe, in particular the Ultra Mini-Turbos, that cannot be charged when autodrifting, and the internal statistics affecting the duration, strength and boost counter thresholds of the various Mini-Turbo stages, with the time coded in seconds instead of frames. In the Penguin Tour, players can obtain event tokens by performing Mini-Turbos. In 200cc, brake-drifting is no longer possible due to this game's more limited controls.

Some of the game's challenges require the player to perform a certain number of Mini-Turbos, either in a single race or across multiple races. These challenges can also be completed by performing Super Mini-Turbos and Ultra Mini-Turbos in addition to regular Mini-Turbos.[13]

The following karts increase boost time and points from Mini-Turbos.

Special skill Karts
Mini-Turbo Plus icon from Mario Kart Tour
Mini-Turbo Plus
Increases Mini-Turbo boost time and points earned for performing one.
+2 points
LandshipWarship
+3 points
Soda JetSuper BlooperGold BlooperZucchiniEgg 1Red Standard 8Koopa ClownDark ClownTurbo BirdoGreen Turbo Birdo
+4 points
Carrot KartRibbon RiderPlatinum TaxiP-WingWild BlackRose QueenChoco MacharonHappy RideClackety KartBlack Kabuki Dasher8-Bit Pipe FrameStar-Spangled FlyerPumpkin KartCat CruiserRambi RunnerLime Tea CoupeCleanup HitterIce DozerRed B Dasher Mk. 2Sleigh RiderSports Coupe 2022Magma BroomWarrior WagonBlack Turbo YoshiWhite BruiserGoo-Goo PinkSweet RideLightning StreamlinerIce-Cream MinibusBlue SpeederCamo Tanooki KartGold Jingle BellGold QuickshawRainbow StreetleTaiko Drum DasherHuffin Puffin EggCream ClassicPink CometGold Shielded SpeedsterBlue Sub ScooterChocolate Mint Soft SwerveBadwagonBlue BadwagonBanana MasterGold Cheep ChargerHead HonchoParty-WingDark Hop RodSilver KingYellow OffroaderCombo CruiserCact-BBlue Crawly KartDry Bones DasherFish Bone Ferry

The Super Mario Bros. Movie

In The Super Mario Bros. Movie, while drifting on the Rainbow Road, Mario's vehicle produces blue sparks similar to those preceding Mini-Turbos in the Mario Kart series.

Exploits

New Boost Techniques (NBT)/Zig Zag Mini-Turbos (ZZMT)

The New Boost Techniques (NBT)[4][5] are special exploits executed in Super Mario Kart and Mario Kart: Super Circuit, among them in the latter game the Zig Zag Mini-Turbos (ZZMT) are the most popular.[14] They stem from the observation that drifting is not actually required to charge the boost counter,[2] and it is also possible to delay the release of the Mini-Turbo boosts.[4][5]

A-tech

A-tech is one of the main exploits of Mario Kart: Double Dash!!.[15] It consists in releasing the A Button button as soon as the Mini-Turbo boost begins in order to prevent the vehicle from sliding slightly when starting the following drift.[15]

Firehopping, sliding and firesliding

An exploit found only in Mario Kart 8, firehopping[16] is done by repeatedly hopping in alternating directions after getting a boost of any kind (usually after a Super Mini-Turbo, a Mushroom boost or on Dash Panels), except for Slipstreams, to increase speed during said boost. This exploit requires precise timing to hop after releasing the boost and does not work when riding sport bikes or on downhills. Sliding,[16] more commonly known as "Demon" sliding after Demon, a professional player in the Mario Kart 8 competitive community, involves consecutive drifts that are immediately interrupted as soon as they are started. The purpose of sliding is to slow down the return to normal speed after a boost. Firesliding[16] serves the same purpose as firehopping, but is performed on downhill segments where fire hopping would slow down the player, and is somewhat similar to sliding. Firehopping, sliding and firesliding are only possible in the original Wii U version, and do not work in Mario Kart 8 Deluxe.

Profiles

Mario Kart 7

  • Electronic manual: "After drifting for a bit, blue sparks will shoot from your tires. Release R Button when you see these sparks to perform a Mini-Turbo, which gives you a short speed boost."
  • Electronic manual (Super Mini-Turbo): "If you continue to drift after the blue sparks appear, they will turn orange. Release R Button at this point to execute a Super Mini-Turbo, which gives you a bigger speed boost than a Mini-Turbo."

Mario Kart 8

  • Electronic manual: "If you maintain a drift for long enough, your vehicle will start giving off blue sparks. Release ZR Button at this point for a brief speed boost."
  • Electonic manual (Super Mini-Turbo): "If you continue drifting, the blue sparks will turn orange. Releasing ZR Button at this point will give you a greater boost than the Mini-Turbo."

Mario Kart Tour

  • Tips & Tricks: "You can boost with a Mini-Turbo by holding a drift until blue sparks appear, and then lifting your finger off the screen."
  • Tips & Tricks (Super Mini-Turbo): "If you hold a drift for long enough, the blue sparks will turn into orange sparks. If you lift your finger off the screen when this happens, you'll boost for longer than a regular Mini-Turbo."
  • Tips & Tricks (Ultra Mini-Turbo): "If you hold a drift for long enough, blue sparks will turn into orange, and then the orange sparks will turn into pink sparks. If you lift your finger off the screen when this happens, you'll boost for longer than a Super Mini-Turbo. This high-level technique is only possible when drifting manually."

Names in other languages

Language Name Meaning Notes
Japanese ミニターボ[?]
Minitābo
Mini Turbo
Chinese 迷你加速[?]
Mínĭ Jiāsù
Mini Turbo
Dutch Miniturbo[?] -
French Mini-turbo[?] -
German Mini-Turbo[?] -
Italian Miniturbo[?] -
Korean 미니 터보[?]
Mini teobo
Mini turbo
Portuguese (NOA) Miniturbo[?] -
Portuguese (NOE) Miniturbo (Mario Kart 8)[17]
Mini-Turbo (Mario Kart 7)[18]
-
Russian Мини-ускорение[?]
Mini-uskoreniye
Mini-acceleration
Spanish Miniturbo[?] -

See also

References

  1. ^ a b c Template:Media link.
  2. ^ a b c d e f g h Game Resources / SNES / Super Mario Kart. TASVideos. Retrieved February 19, 2018.
  3. ^ a b Official manual of Mario Kart 64. Retrieved February 19, 2018.
  4. ^ a b c d e Joe Bernier. NBT (New Boost Technique) Strategy Description. SMK Players' Page. Retrieved January 18, 2016.
  5. ^ a b c d Kanal von Boom3r2007 (January 20, 2008). Discover The Opportunities Of The New Boosting Techniques. Youtube. Retrieved january 18, 2016.
  6. ^ Game Resources / N64 / Mario Kart 64. TASVideos. Retrieved February 19, 2018.
  7. ^ Mario Kart: Double Dash!! instruction booklet, page 12.
  8. ^ Nintendo of Europe (2005). Mario Kart DS manual. Nintendo of Europe CDN. Retrieved January 18, 2016.
  9. ^ a b c d e f g h i j k l m n o Mister Wu (February 18, 2018). Meet the Boost Counter, Mini-Turbo's best friend since 1992!. MKBoards. Retrieved February 19, 2018.
  10. ^ Jonathan Aldrich (July 27, 2012). MARIO KART WII Detailed Kart/Character/Item Stats FAQ. GameFAQs. Retrieved April 11, 2016.
  11. ^ Nintendo of Europe (2014). Mario Kart 8 manual. Nintendo of Europe CDN. Retrieved January 18, 2016.
  12. ^ Mario Kart 8 Deluxe Mini-Turbo Tutorial - Nintendo Switch. YouTube. Retrieved May 22, 2017.
  13. ^ Koopa con Carne (October 29, 2023). Halloween Tour 2023 week 2 Mini-Turbo challenge. YouTube. Retrieved October 29, 2023. In this video, the "Do 10 Mini-Turbos in a single race using a driver wearing earrings." challenge in the 2023 Halloween Tour is completed using only Super Mini-Turbos and Ultra Mini-Turbos.
  14. ^ Mario Kart: Super Circuit speedruns. Speedrun.com. Retrieved February 19, 2018.
  15. ^ a b Techniques section of the MKDD-opedia. Retrieved February 22, 2018.
  16. ^ a b c Ice (Mar 28, 2015). MK8 Techniques Thread. MKBoards. Retrieved May 12, 2018.
  17. ^ Mario Kart 8 Portuguese Eletronic Manual
  18. ^ Mario Kart 7 Portuguese Eletronic Manual

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