Genesis and evolution of the Turbo Light. Boost from the snaking
In this article I will examine the evolution of the Turbo Light, technical symbol of Mario Kart, which characterizes different every episode of the series.
In the beginning was the boost.
Super Mario Kart introduced, in a secret (or not explicitly documented), the boost.
Personally, I experienced for the first time on the track Mario Circuit 1 The first track of SMK.
I wandered and wandered around the track, and at some point I realized that sometimes the end of the last curve, the engine noise became slightly more strident and, at the same time, gained ground against my ghost.
This behavior is totally wanted (planned) and it works in a precise and reproducible without the intervention of the case.
This instant boost, which is called Turbo Light, works in exactly the same way Mario Kart Super Circuit , but the episode for GBA has been explicitly made visible thanks to a video animation of blue sparks in the back of the kart.
Here are the details how it works: The Turbo Light is emitted when
, following a skid long enough (and then hold down R while turning), the kart will be realigned and finishes le forze di inerzia laterali (in pratica quando viaggia perfettamente dritto).
Potete immaginare che il kart abbia un parametro di carica del miniturbo (non viene visualizzato a video, dovete "sentirlo").
Quando siete in derapata il parametro sale. Quando il parametro raggiunge un certo valore, si verificano due casi:
se continuate a girare troppo a lungo finirete in testa coda, se invece raddrizzate il kart, verrà sprigionato il miniturbo.
Un miniturbo, a parità di traiettoria, permette di guadagnare quasi un decimo di secondo.
Inoltre, durante l'esecuzione del miniturbo il kart può viaggiare su qualsiasi terreno senza rallentare.
Per questo motivo, è possibile utlizzare il miniturbo per tagliare small portions of the track, taking advantage.
Using an emulator, the community has discovered the precise mechanism that regulates the generation of a mini turbo.
Basically there is a charge value of the Turbo Light, which normally is 0.
This value is increased to 1 as soon as you press the back right key (drift).
Each frame (or image drawn on screen) following different situations may happen:
- if the back button is not pressed, the variable is reset
- if the Pad is in neutral position (ie neither right nor left), the variable is reset
- If the speed of the kart is below a threshold (significantly inferiore della normale velocità del kart), la variabile si azzera
- se si rilascia l'acceleratore, la variabile si azzera
Se nessuna delle precedenti situazioni si verifica, la variabile viene incrementata di una unità nel caso si sia sotto l'effetto di un fungo, o di due unità nel caso si stia procedendo normalmente.
Quando la variabile raggiunge almeno il valore 128 (ovvero dopo un secondo e tre centesimi di secondo se si stava procedendo senza l'utilizzo del fungo - si noti che il gioco disegna 60 immagini al secondo), il mini turbo è carico ed è pronto per essere rilasciato.
Una volta caricato, è sufficiente raddrizzare il kart e il mini turbo verrà sprigionato.
Il gioco, come si vede, does not verify that the drift is always in the same direction, but make sure that at no time Pad is in neutral position.
The difference is substantial, since you can switch from left to right and vice versa in a very short time interval.
If this interval is less than the detection of the game (one sixtieth of a second), you can 'cheat'.
In a nutshell, you can switch from right to left and back as many times as you like within 103 hundredths of seconds needed to load the mini turbo, provided that, whenever you change direction, we do so almost instantly.
A high number of reversals of direction requires a certain amount of luck because you can not know exactly when the game detects the position of the cross direction.
This technique is commonly called the Zig Zag ZZMT or Turbo Light.
order to 'abuse' of this technique can change the controller (in the case of SMK) or console (in case of MKSC), so that they can be pressed simultaneously to both the left and the right direction.
so doing can we ensure that even with a poor manual dexterity, the neutral position is never reached during the loading of the Turbo Light.
This change is not prohibited in the competition and because the community is not in any way to check the status of the joypad to the player, and because each joypad è construito in modo differente e in alcuni la croce direzionale è già abbastanza sottile da permettere la suddetta tecnica senza modifiche.
Passiamo ad analizzare l'evoluzione del miniturbo in Mario Kart 64
La descrizione è in prima persona ed a cura di NikeXTC, vista la mia incompetenza a riguardo :)
--Nasce il miniturbo.--
In realtà, una specie di miniturbo esisteva già nel primo Mario Kart (il lettore sappia che MKSC, nonostante sia quasi un clone di SMK è stato pubblicato successivamente a MK64 - n.d. termoPilucco), ma era "nascosto"... Questa volta è esplicitamente citato nel libretto di istruzioni ed è chiaro fin da subito che si tratta della key technique of this game.
mechanics is that then becomes a constant drift, double issue of counter steering and skidding.
- Timing -
Personally (NTSC version) I have never had difficulty loading the Turbo Light, but I remember Steven Zwartjes told me that the PAL version you could not counter steering too quickly or the risk of "jumping" a ride.
There are no differences in the load more or less quickly, so the idea is to prepare as quickly as possible and then release it.
- In a straight line: SSMT -
That Stretch-slide mini-turbo. The hardest part of making a SSMT is to run it well. The risk is that when you jump your kart glimpsed too, blasting what it is instead the ideal line. We must be gentle inclination the Control Stick, then, to make sure that the parties actually SSMT "stretch". If you can, you can afford to do it on parts of the track particularly close as the small straight after the first level crossing Kalimari Desert.
What is needed is still a good straight, or very long in space, as the counter-steering should be done cautiously, always to avoid skewing the kart too. Happen if, in fact, we would lose the advantage of having issued a Turbo Light with the need to straighten out the kart.
--Uscita dal miniturbo: gliding--
Il gliding fu una caratteristica che fu trovata dopo qualche tempo e consiste nel raddrizzare il kart appena viene rilasciato il miniturbo (che sia in rettilineo o meno). In parole povere, il miniturbo va lasciato "sfogare" e il massimo vantaggio lo si ha se è perfettamente dritto.
--Concatenamento dei MT--
Per via del gliding, fare miniturbo a raffica uno dopo l'altro non è la migliore scelta, poiché la velocità cala bruscamente se viene iniziata una derapata. Trovare il ritmo giusto è una questione di occhio e abitudine, ed è ovviamente difficile spiegarlo a parole.
Riprendo la parola e passo a parlare dell'episodio che ha portato alla nascita phenomenon of 'snaking': Mario Kart Double Dash . To run a Turbo Light
MKDD in, you enter skid is pressed twice, the analog stick out (with a precise timing, or, rather, not too fast) to get the blue sparks and the key is released back . The snaking
(ie proceed to register) is a consequence of the fact that you are forced to tilt the kart to run a Turbo Light (you must log in drift) and therefore should toggle the orientation of the same when they are in sequence to balance the path (unless of course that does not run along a curve). In
MKDD the kart is slowed down if it is off the track, even if you are running a Turbo Light, so it tends to be on track. An advanced technique
id Turbo Light Guide, is to release the accelerator and resume (at the right time) during the escape.
In this way the kart sits up quickly, thus limiting the serpentine course will give you extra time.
That would include the snaking MKDD or not, Nintendo has left virtually unchanged Turbo Light System most recent episode: Mario Kart DS . In the Turbo Light
MKDS runs entering the drift (movement common to all the episodes).
To get the sparks you have to pass twice on the direction of the skid external to internal (double counter steering).
Once you have the red sparks simply release the button to release the Turbo Light drifting.
There is a minimum time for each reversal of direction, but there is a minimum time that must pass between the arrival of the first spark and the next. If you act too quickly, the sparks do not change color. The Turbo Light
of MKDS is very efficient: it is almost as powerful a mushroom, except for the fact that off-track loses much of its effectiveness (as opposed to the mushroom which is traditionally the tool that allows you to 'cut through meadows').
You can also start charging a Turbo Light even when the effect of previous is in progress.
This was possible even in MKDD and MK64 with the difference that, as soon as the action began, the kart was losing speed gained thanks to the Turbo Light.
For this reason, experienced players of MKDD MK64 and must learn to stagger to perfection Turbo Light, instead of trying to find the most suitable.
In MKDS, due to a (probable) bug, and you can get the infinite boost technique (known as PRB stands for Prolonged Rocket Boost).
Rocket Boost is the starting technique turbo MKDS. For a couple of seconds, if you start with the right timing, you can travel at maximum speed senza venire rallentati anche andando fuori pista.
Se, in seguito alla Rocket Boost, riuscite concatenare una serie di miniturbo senza alcuna esitazione (verosimilmente senza scendere al di sotto di una certa velocità), potete mantenere l'effetto di 'invulnerabilità fuori pista' anche per tutti i giri della gara.
Questa 'evoluzione' dello snaking è molto difficile da ottenere e necessita di mesi di allenamento, anche da parte dei giocatori più dotati, per poter essere sfruttata in una gara di tre giri.
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