In Mario Kart Wii, karts can get a second level of mini-turbo by holding a drift longer before letting go. Is this any better than getting two regular mini-turbos on the same turn? If so, how? Does it provide more than double the boost? Does it take less than twice as long to get?
If speed is the only factor, I would say they are about the same. I spent some time playing tonight, running time trials on DS Yoshi Falls in a standard S kart. I ran the track about a dozen times, using the same route through the course. Half the time I would drift through the first turn long enough to do a double mini-turbo. The other half, I would use two regular drifts through the first run.
Based on my internal timer (i.e., I didn't use a stopwatch, just counted things off in my head), you have to drift 2 to 3 seconds to charge a regular turbo, for which you get a 0.5 to 1 second boost. The double mini-turbo requires a 4 to 5 second drift, for which you get about a 1.5 to 2 second burst. So, two regular boosts are roughly equivalent to a double.
I give a slight advantage to the double mini-turbo, however. Because you have to drift longer to charge for a double boost, you spend more time with your kart under control, holding the tightest line. Doing two regular boosts, you tend to lose your line between the two, which costs about a half second in lap time.
Of course, most of the turns in the game aren't big enough to allow drifting for 5 seconds, so a mini-turbo is what you'll use 90% of the time. But for big turns, hold your drift as long as possible. Driving the tightest, shortest line is what makes the overall difference.
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The ERA Mini Turbo is a modified Mini city car that was produced by Engineering Research & Application Ltd. under the ERA brand name from 1989 to 1991 at Dunstable in Bedfordshire, England. The fastest-ever version of the original Mini to be sold through official dealers, it has been described as "the spiritual successor to the Cooper and the 1275 GT".[3]
To create the car, ERA installed a turbocharged Austin Rover A-Series 1300 MG Metro engine, which produces 94 bhp (70 kW) at 6200 rpm and gave the car a claimed top speed of 115 mph (185 km/h),[2] in a standard Mini and modified the body, suspension, brakes, water and oil cooling systems, and interior. The body kit was styled by Dennis Adams,[3] who also designed the Marcos sports cars and the Probe 16 (the car used in 'A Clockwork Orange').
The interior has specially narrowed MG Metro front seats trimmed in Connolly Leather hide or a mix of grey tweed and leather, VDO instruments in an ERA-designed dash panel, pile carpeting, and a sunroof.
Torque steer, common in a front-wheel drive layout, is mitigated by greater front-wheel toe-out and specially-made lower front suspension arms that provide 1.5 degrees of negative camber. The 6" x 13" aluminium alloy wheels are intended for either Goodyear or Dunlop 165/60HR13 low-profile tyres.[4][5]
The servo-assisted braking system has Metro ventilated discs and four-pot calipers at the front, with modified drums at the rear. The car has adjustable shock absorbers all round, and the ride height is lowered.
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In Mario Kart 64, a Mini-Turbo is performed by executing a drift and turning the kart in the opposite direction it is drifting, then back again. (If drifting to the left, tilt the Control Stick right, then left again, while holding the drift.) If done correctly, the trail of smoke behind the kart will turn yellow. Repeat the previous step to turn the smoke orange/red, then release the drift to launch the boost. If the drift is held to the inside too long, the kart may suddenly go too sideways, slowing it down. The boost is not so noticeable due to lack of animation, but it's denoted by the driver shouting.
In Mario Kart Super Circuit, Mini-Turbos are charged automatically by drifting in a 90-degree angle for more than a second and released by returning straight afterwards. This time, the boost is made more noticeable with the engine back-firing with blue flames, along with an associated loud sound.
In Mario Kart DS, the method is the same as it was in Double Dash!!. This the charging animation is altered. The charging is denoted by orange sparks from the rear tires and in addition, small blue sparks will appear once the player alternates the drifting direction for the first time. The release has no animation such as flames bursting from the exhaust or the driver shouting, but only a sound effect and a blurred motion.
Due to the introduction of kart stats, each kart also has a different degree of effectiveness when a mini-turbo is performed. When this is done on time-trials, the bottom screen shows a red path on the turbo part of the mini-turbo, as if a boost pad were being driven on.
In Mario Kart Wii, the method has been altered. It is charged by drifting until blue sparks appear, then release drifting. In this game, only karts can perform the stronger Super Mini-Turbo by holding the drift longer until the sparks turn orange. A spin turn/Mini Turbo Boost can be performed if the racer has stopped by holding both the accelerate and brake buttons until blue sparks appear. The tires appear to have a roundish flame while the mini-turbo is held. Mini-Turbos cannot be performed if drifting is set to "Automatic".
In Mario Kart 8, the mechanic is once again largely unchanged from Wii and 7, though now bikes can perform Super Mini Turbos. While driving on an Anti-Gravity segment, Mini-Turbos can be performed much easier.
In Mario Kart 8 Deluxe, a new version of mini-turbo is introduced called the Ultra Mini-Turbo, which causes purple sparks, takes even longer to charge than the Super Mini-Turbo, and gives an even longer boost. This type of mini-turbo is only available if smart steering is disabled.
It is important to keep in mind what the acceleration, mini-turbo (MT), and speed stats are for when choosing your combo. These are your most important stats and will have an impact on how you drive and what lines you take.
When you start a drift, a counter starts which keeps track of how much mini-turbo (MT) you have accumulated. This counter value increases every frame (with 60 frames per second) and when this counter reaches a certain value, the colour of the sparks under your tire will change indicating what kind of MT you will get when you release the drift. Blue sparks means you will create a Mini-Turbo (MT), orange sparks means you will create a Super Mini-Turbo (SMT), and purple sparks means you will create an Ultra Mini-Turbo (UMT).
In Mario Kart 8 for the Wii U, it was possible to get the best MT accumulation at exactly 45 degrees and this is what led to people using D-Pad because it let them take the widest drift while still building MT optimally. It seems that the way they patched this in Mario Kart 8 Deluxe was to disable the ability to use exactly 45 degrees and so the actual angle is about 45.5 degrees from the vertical.
As mentioned earlier, once this MT counter value reaches a certain threshold, it will activate the different levels of MT. This threshold is determined by the MT stat of the combination you are racing with. A table showing the different thresholds for each MT stat value is found below:
Using this table, if you have a combination with an MT stat of 4.25 such as Waluigi, Wild Wiggler, Rollers, and Cloud Glider and you wanted to get an SMT you would need to reach a MT counter value of 510.
The control stick angle diagram and the data about the various MT thresholds were done by whoami and his research can be found at the link below. The research is in Japanese however google translate seems to do a good job of translating and I would definitely recommend reading through this if you wanted to learn more about all the details.
Now we have gotten through the technical aspects of building up MTs we can cover some basic driving techniques. The most important thing to understand is that if you are driving, and you start turning, then it will reduce your speed and you will start to go slower. This is true regardless of whether you are turning normally, drifting, or turning in the air. Knowing this will give you a better intuition as to why many techniques are useful and will help you adapt to different scenarios when driving and ensure you are taking the best lines you can.
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