Translations:Yeskindo Noormimiz/9/en
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- The track starts and finished with Twisted Library part, chronologically the first track that had no major problems. One should collect nitros and avoid possible crashes at the start, because the distance from the grid to the first turn is really small. When racing alone, you can cross the start line and go reverse to rejoin at Pinguino Square section, this can potentially save up to a second.
- Then the Pinguino Square part follows,
happilywithout the ending of famous ramp of the old version of the track. Be careful and don't hit another part of track while flying from the Twisted Library part, and save nitro to use it when the track starts going up. - Nasty Void part is what goes next, containing the difficult cut part. The cut itself is even more difficult than in the original track.
- Dry Sand part has a few nitros, and a few items at the end. One needs NOT to pick the center item because it will lead to problems later, better go a bit to the left or right. Also a skip to the end of Rock Stadium section can be used by going to the right using 45° angle, but it is pretty hard and landing after the checkline is possible.
- Then Rock Stadium section goes, players need to land properly, going not too much to the right or left, neither going straight. Also some nitro should be saved in order to accelerate properly after the landing. In the end, it's a good idea to go a bit to the right on zipper because that's the direction of the road later.
- Then a controversial Color Road part follows, starting with a flat part, where players should avoid bananas and preferably take the big nitro. This is decided by the kart location on the previous part's zipper, though. The second half of the part is painted as most of Color Road track and is skippable because it leads to a flat Four Paths part and it is possible to get onto it jumping from the flat half of this part.
- Four Paths part follows, again consisting of flat and non-flat parts. The flat part has a huge amount of powerups, probably the fastest way is to pick two big nitros avoiding a banana after, but during a normal race it may be better to try to get a zipper. The second half is a 2nd part of the original track, which is cuttable if the kart is slowed down enough (but not too much) and has a correct angle of landing into the returning part. This part ends with a zipper, to achieve a perfect time in the next part, the kart should be placed on the right side, directed like 45° to the right.
- The next part represents the starting part of Twisted Library 2, including a 45° tilted alternative path. Going right from the zipper will save time, but this way walls or a banana can be hit if additional nitro is not used, so be careful. Also there is a danger of falling off the track or onto the Four Paths part at the end. After the part karts are carried to the next part using a long long cannon so players can chat or just rest during that time.
- The following part is the part of Shipyard Tower after the cannon (again!). There is a cut which is doable by using thin karts like Emule, Sara the Racer or Sara the Wizard. Probably it is doable with Pidgin too, but for now there are doubts whether the checkline is touched.
- It transforms into the last turn and start-finish straight of Zejumio where probably the time-trial zipper should be applied, but different options are possible. Most likely, there are no skips here (except if someone managed to make a long long jump to Rhomboor section, but a checkline is making it even more complicated).
- Then a player sees U-shaped Twisted Library 3 part, where players should pay attention to sand slowdowns (and save a bit of nitro beforehand to accelerate faster) and a banana. When going back, the most reliable path is the leftmost, as one needs nothing to stay on track, while two other paths require a correct usage of track zippers, but are faster. While moving from Zejumio part to TL3 part, players shouldn't touch the apex of the turn, as it may result in a rescued kart.
- Then it's Rhomboor part's turn, featuring a 495° loop around Rhomboor (without Rhomboor itself though). While it is hard itself, it should be noted that if someone makes a mistake in this part and goes off to USC74 part, in most cases the player cannot continue from there and should use rescue, otherwise a checkline is missed. However, using a certain angle and the on-track zippers, you can both cross the checkline and land into USC74 part properly, which saves quite a lot of time if done perfectly (discovered by Wax). Several zippers can rescue you if you touch their edges because there is no ground below them.
- USC74 part follows, though in the original track this part is avoidable. Sometimes the transition between Rhomboor and USC74 parts is not smooth, in which case the lap is failed, congratulations (it is avoidable if you take the left side; obviously it doesn't apply if you succeeded to do the cut from Rhomboor part). One needs to complete fully at least the first several turns of this part, as they contain a checkline, denoted by powerups (as in the USC74 itself). The last two 'S'-shaped corners are relatively easily cuttable, but it should be trained a bit in order to not fall.
- The track then becomes Leaf Clouds part with innovative straight part that goes up and down. The most important thing here is to pick all three small nitros, and not to fall when flying to the next part...
- ...which is Hello, not the most difficult part of the track, but still be careful with bananas and walls.
- Then players meet the starting section of Twisted Library 4, where it's a bit difficult to take a small nitro between bananas while flying. Also it's possible to mess up here hitting the wall or the sand between left and right parts of the track, taking a big nitro which leads to nothing, or not taking some small nitros that actually require some risk of hitting the wall.
- The previous part's zipper leads us to Pipe Track section, where the tube is the only dangerous part. Five small nitros are really important, as well as keeping the kart on the driveline.
- Then the Mod Circuit follows, though without grass maintaining the speed. It's still important to take a big nitro while not falling.
- Sweet Cake part is the next one, having one circular driveline,
at least without that strange curve.Contains a checkline. - The previous part ends with a Mod Circuit's bridge. It's preferred to be on the right side while transferring to this part, so that the kart doesn't hit the wall of the bridge. There is a cut, first discovered by mv81 and therefore being called "mv cut", possible before this part, if the kart flies out of Sweet Cake part to the end of Quiet Breeze part, but this cut is a bit difficult.
- The lap gets to its end through Quiet Breeze part, which has many nitros and items. It's important to be careful enough to no fall off, though.
- Then the cannon moves the kart to the Twisted Library section again, where, as in the original track, one needs to carefully move down (preferrably using saved nitro) and avoid bananas while going through a zipper. You can also cut the first part of the next lap / final part of the only lap fully by jumping towards Pinguino Square part (but you need enough nitro/speed to land before an invisible wall).