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Tricks
Tricks spin and flip your kart in the air off ramps and drops, motocross style. Land them cleanly for a boost. They are off by default.
− menu > Game > Tricks:
| Setting | |
|---|---|
| Off | the default: the game as it was |
| On | tricks in the air; landing mid-trick just sets the kart back upright, without a boost |
| On + Wipeouts | as On, but landing in the middle of a trick spins you out, as a wall hit at speed does |
Tricks work for every player (1 to 4) and in every camera view (Driver FPV and Kart FPV turn with the kart). They are off in LAN play. Computer karts don't do tricks.
- Only off a ramp or a drop: the kart must be in the air for a moment (12 frames, a fifth of a second) and high enough above the ground. The drift hop and small bumps are too low, so a D-pad press then is just steering.
- A press made before take-off doesn't count: it is steering too.
- A press made close to the landing doesn't start a trick either: when there isn't time left to finish one, the press stays steering, so you can set up the next turn while still in the air. This also applies to the next trick of a combo.
Use the D-pad, or flick the left stick: from the middle to the edge quickly. Holding the stick over to steer doesn't do tricks, only a quick flick does. On a keyboard the D-pad is the numpad's 8, 4, 2 and 6.
| Press | Trick |
|---|---|
| Up | front flip |
| Down | backflip |
| Left | 360 (a flat spin) |
| Right | barrel roll |
| Up, Up | double front flip |
| Down, Down | double backflip |
| Left, Left | double 360 |
| Right, Right | double barrel roll |
| Up + Right (or Up, Right) | corkscrew, front and right |
| Up + Left (or Up, Left) | corkscrew, front and left |
| Down + Right (or Down, Right) | corkscrew, back and right |
| Down + Left (or Down, Left) | corkscrew, back and left |
| Left, Right | whip, to the left |
| Right, Left | whip, to the right |
| Up, Down | tabletop, laid on its right side |
| Down, Up | tabletop, laid on its left side |
| JUMP | rider superman, then cliffhanger |
+ is both at once (a diagonal), , one after the other.
Early in a trick, a second press changes it:
| Second press | Becomes | When |
|---|---|---|
| the same direction again | a double: the same trick twice round | in the first half of the trick |
| a crossing direction (up or down with left or right) | a corkscrew: flip and roll at once, front or back, left or right | within a few frames (pressing both at once, a diagonal, does it too) |
| left then right, or right then left | a whip: the kart thrown sideways and back | within 10 frames |
| up then down, or down then up | a tabletop: the kart laid on its side and back | within 10 frames |
A press later in a trick queues the next one, which starts as soon as the first finishes. Keep pressing while the kart stays in the air to chain more, as many as the jump has time for.
Press JUMP in the air and your back rider does a trick on the kart: superman first, then cliffhanger on the next press. They can be done together with the kart's tricks. JUMP has no button by default: give it one in Controls > Button mapping (Game > Jump height can stay Off, then the button only does rider tricks).
Land with every trick finished (or almost: the last 15% of a turn still counts) and you get a mini-turbo style boost:
| Landed | Boost |
|---|---|
| 1 turn | 20 frames (a third of a second) |
| each extra turn (double, combo) | 15 frames more |
| most | 75 frames (1.25 seconds) |
Land before the trick is done and there is no boost: the kart settles upright quickly (On) or spins out (On + Wipeouts).
- Big ramps fit a double or a combo; small drops fit one trick. If a press does nothing, the jump was too low or the landing too close.
- Wipeouts only happen in a trick: landing a clean trick, or not doing one, never spins you out.
- For bug reports, Debug > Logging writes a
trick:line tologs/mkdd.logfor each trick, each press that was too close to the landing, and each jump.