**Key Strats, Glitches & Tricks** There are 6 items I can get in freeroam. 5 from item boxes: shroom (speed boost), triple shroom, golden shroom (many speedboosts), star (invincibility and slight speed increase) and a feather (high jump). One is Dash Food collected from the shiny orange bags. It comes in many flavors but 3 sizes: small, medium and large, each giving appropriate speed boost. Mario Kart World movement is an extension of MK8's one. Karts can drift and releasing a drift gives a mini turbo. Depending on the drift it gives a boost (blue small, orange medium, rainbow big, though you won't see rainbow in this run). Karts can do much more now though. Charge jump - holding the drift button without any direction charges a jump. Release it and, well, jump. I use it to get onto the walls, over fences and to trick off environment objects like poles, trees and others. Of note: releasing charge jump on a slope (Crown City, Moo Moo Meadows) gives much more height, allowing to reach more places. Wall ride - karts can ride on walls. You cannot change the angle you have, and it detaches after some time Rail riding - if it looks like a rail, you can grind it. Karts stay on the rail which you can trick off (or trick back onto the rail to get some speed) Tricking - going off an edge you can trick and get boost after landing. You can trick mid-air to change your angle and position, as well as off walls and rails. There's also a shaketrick you do by physically shaking the controller. It usually would do the same thing as a button, but actually it behaves slightly differently and allows for some tricks and skips. In races that's how you do the Wistlestop Summit end cut. Here I use it for scaling up the Toad's Factory wall. Also there are **phantom tricks**, seemingly tricking in place you shouldn't. If I hit them, DK spaceport has 2. They're caused by how the game detects the end of platform (possibly a raycast that doesn't account for track ahead, only down). Rewind - you all know Forza Motorsport? Here you can rewind the kart back in time. Well, the kart itself only. So all things collected like panels stay collected, and used items will return. This allows to route some tracks like tree with branches (Crown City being the best example), and to use some items more than 1 time. Holding A while stopping a rewind gives you some speed. Sometimes I won't hold A to stop in place (like Crown City 4th panel). You cannot rewind past exiting a pipe (that's why they're so dangerous). Smart Steering - enabled by default it's the "training wheels" of this game. In races you won't fall off the track, trick automatically and not bonk the walls. In freeroam it only does the last one. Using this we can slide along walls and hug them, which in turn allow for tricks like the Koopa Troopa Beach 180°, or just getting into wallrides. A downside of smart steering is that you cannot get a rainbow mini turbo, but in this run the advantages outweigh this. Breakdrifting - when drifting I can hold break to turn sharper albeit tad slower. Doing it right makes me preserve the drift and in turn the mini turbo Quitting to menu - teleport from the map always places you at the starting line. Exiting to menu and returning places you in a different, but still set, spawn point. They differ depending where you are in the overworld. Technically I also avoid getting too many coins before Wario Stadium, as when you hit 100 you get a message about unlocking a kart when in menu. Early teleport - if you know Mario Kart DS mission mode then you know what's up. The game still runs for a while when you exit to map. This way you can exit right before grabbing the panel, teleport, and it still will count. Some tracks have a visual cue, but at least for me most don't and I just eyeball it. **Run & Route Description** * Category's called All ? Panels, and as you might already suspect, I'm gonna collect all 150 ? Panels scattered around the game's world. In this run the racing game turns into a platformer. There are 29 tracks total (Rainbow Road is not present in freeroam unfortunately, WHY), each having 5 panels to collect around, except for Crown City which has 10. FYI gonna use here some terms later explained in the tricks section. Run begins from a clear save file, meaning we have to sit through the intro cutscene. It's so that it's easier to count collected panels, and rng and cycles start from scratch. Right after I'm spamming + to get into freeroam and change the character and kart to Para-Biddybud and Mach Rocket. This combo has the best acceleration stat needed for this run. We don't concern ourselves with speed as in freeroam everyone has the same speedcap. Technically, Para-Biddybud is objectively slower than Baby Daisy or Baby Peach. Not because of the stats, they got same, but because it's 2 more menu clicks away. - Mario Bros. Circuit - great showcase of the whole movement seen in the run. In Polish they didn't translate "Mario Bros.". That's the power of branding. - Crown City - biggest and longest track in the run. I'm hoping for a glider truck to appear at the start (rng, saves 6-7 seconds, yea, I know). First drop after requires either good boost items or very precise steering to land on the farther roof. If I get the feather, you'll see my reaction (bad). After collecting panels 2&3 I rewind and stop mid-air to drop onto panel 4. Later panel 5 is hidden on a wall which I approach kinda blindly, I don't see it, but know where it is. Jump is very precise and tricky, also depending on the items which require different visual cues. Another difficult jump is onto the parking lot. I have to align myself in the air perpendicular to the wall so that I don't attach to the rail. From the parking lot is a precise jump making use of the speed you get from a charge jump onto the rail. Next I jump in a specific place (yellow curb) to get enough height to trick off a palm and land on the next panel. - Koopa Troopa Beach - after 1st panel I do a 180° turn by hugging the wall and jumping over it. For 3rd panel I make sure to rewind quick enough to not get sucked in by the pipe. Then i only make sure to drop in a way to get an item to get through the water faster. - DK Spaceport - track modeled after the arcade game, rocket after Game&Watch! I start by getting onto a rail (like on Koopa Troopa Beach) and time right jump off it onto the panel. I quit to menu to teleport to better location. After 2nd panel I do 2 mini turbos to get some speed but not too much, as the springs send you farther instead of higher if you have too much speed. If I hit a trick going up a ramp after 4th panel that's a phantom trick. - Whistlestop Summit - absolute banger of a track and music, too bad you won't hear it in this run. Big trick here is using glider in this level in a somewhat unintended way. I start by collecting an item (hoping for a boost item) and Dash Food. By precisely steering in the air and using the boost items I can use the glider to get up the mountain and get a panel. This glider usually is intended for just flying forward. - Desert Hills - kinda a "who asked for this" remake. There's a precise jump to collect panels 3 and 4 in a single go - Shy-Guy Bazaar - welcome back 3DS. Most trick heavy and I think just overall difficult track of this run. To get panel 1 I jump off the rope in a very specific way, align myself in the air and hold the drift button already, to then turn and release a boost right before the edge to get to the other side AND do so without getting a landing boost. To make it I cannot do a trick there, which means I don't get enough height, so I have to hold the analog stick down to make it over (only instance of this run where up-down axis of analog make any difference). Shortly after there's a leap of faith where I again aim at a panel I don't see doing tricks in the air to align myself correctly. Collecting panel on a wall is tricky as I have to slow down and smart steering might not let me collect it. - Airship Fortress - Nabbit might die here. Glider from the tower onto the ship needs some inital steering to get enough height. I will slow down to avoid attaching onto the red rail, but will attach if I have a feather (then I can jump over to the panel). Last panel is another one of those "tricky hidden on a wall". - Wario Stadium - love the pansexual color scheme here. very tricky track. Need to get precisely over the wall to then breakdrift to get up the ramp. My speed, angle and where I land and get the boost will affect how I get onto the next panel. Then most difficult "hidden panel on a wall". I intend to do an edge trick and align myself with tricks in air to collect it. Too much to the right and I drive too high, not enough and I'm too far away. Physics in this game can be jank around this one. - Toad's Factory - MKWii my beloved. Here's all about cycles. Depending on them I may have to wait for the truck to drive aawy before collecting 1st panel. Then i'll atempt a shake-trick jump to scale the wall. Super hard and inconsistent. Requires me to physically shake the controller a few times in quick succession. Then just making sure I don't miss the floor panel. - Choco Mountain - waiter! They USA'd my remake. Here we have a trick called "Willy Bonka". Appropriately, I drop onto a billboard and hope to get bonked the right way to collect a panel. Requires precise speed control and alignment. A bit off and I slide off instead of bonking and miss the panel. - Peach Stadium - this track could've been in MK8 and no one would bat an eye. Mostly hoping for a good item from the dispenser (it spews out either a Star, Dash Food, Mushroom or a Banana). Then there's a tricky jump over the wall to get onto roofs. After roofs it's all about getting onto and over a wall. It can either bonk me off, let through only to not let me trick off the rail that's up there, or act nicely. - Far-away Oasis - cute animals! Here's its all about items. Hoping for a good rng to get fast through the water and offroad. Have to watch out for animals though. Also there's one bison at the end that likes to run straight at the kart and ruin lives. - Dino Dino Jungle - Get Jurassic Park'd. After the bridge if I have a feather I'll use it to get to the next part after rewind faster. 1st wall panel can be tricky and not let me attach to the wall. For 2nd wall panel I drift around the small jump to get up quickly. On the rail I jump out so that I don't have too much speed going into the spring (same idea as DK Spaceport). On top I break and turn to align myself for an akira jump onto the last panel. - Great ? Block Ruins - fun fact in Polish they make it "Hę?" Ruins. An onomatopoeia of Polish "huh?". There's a tricky drop I need next to no speed for and some good alignment. Makes it so I can drop and drive onto next panel, with speed I'd just fly off. On the clouds and pipes section I make sure not to trick too much to not miss any pipe (very difficult to recover). Ending is very precise. First I lightly tap the analog stick left to not be sucked in by the pipe, but still able to collect the floor panel. Then once the kart is on offroad I trick right to land on the block below, and once I do, I instantly break and align myself to the cloud to land on the island below. Timing and precision of each part is, well, make or break of this trick, and once it goes wrong it's very difficult to recover. - Peach Beach - good 2/3 of a track imo. Charge jump onto the platform from the offroad (not so easy tho, offroad can eat your charge sometimes) and I manage my speed for the floor panel. We say hello and goodbye to the Cataquack (very important). Then just jump in a way to touch the boost pad. Teleport back to the track (faster than driving). Tricky part here is getting onto the far roof. I need a boost item or a feather for that. Star works but is the most difficult to pull off. - Salty Salty Speedway - There's a Birdo mermaid statute! First I jump onto wall without holding any analog direction to slide along and collect 1st panel. Then make sure to grab 2 items (to ensure we get at least 1 non-star item). There's a big and tricky jump. Need to trick off each roof, then stairs to trick off the column and onto the wall (with a good angle I have to make mid-air). Then if I have a shroom I will charge jump in the water, use shroom and release the jump to hit the lantern and get enough height to collect last panel. - Cheep Cheep Falls - Place, Japan. Another precise jump (just how many are there‽) onto a tree to make it over the river onto rail and a panel. Then I stick to the yellow road as it doesn't count as offroad. Try to make a double wall jump onto rocks and a wall to save some time. The glider is the annoying one. I need to have minimal speed to fly right into the middle of the tower for the 2nd to last panel. The glider can sometimes give and then immediately take away wings if I break too hard. - Moo Moo Meadows - Cow is back with vengeance. Hoping for a feather from an itembox. If I get one: I jump onto the rope, then billboard to get to the last panel faster. Also now it would be an All ? Panels and 1 Peach Medalion. If I don't I power through some fences and grass and get onto the Rope I Hate™. It's a very annoying and inconsistent rail. - Mario Circuit - actually, 3 Mario Circuits in a trenchcoat. The tricky jumps are all on the main tower. First after getting out the pipe I do mid-air tricks to hit the rail, then I make sure to jump off it to get the panel and get back on it. I manage my speed (nice term for eyeballing the break and acceleration buttons) and on the corner I jump down and trick so I land on the panel below. I'm gonna repeat myself but it's again quite precise. A bit off and I miss it completely. - Dandelion Depths - Should've been a Steam Gardens track but alas. A bit happens here fast so buckle in. I drop with drift onto the 1st panel, then I immediately charge jump onto the wall to get a trick before the glider. After landing onto the panel I do a wallride over water, then charge jump onto a wall. This one's tricky since I have to be low enough to collect the panel, but high enough to get over the wall onto road above. Then I drop again and aim to get the panel on the wall. It's not straightforward and the angle you get on the wall sometime feels random. Then I detach and reattach to the wall in hopes of driving right under the ceiling (which is faster than water below). - DK Pass - DS got some good representation as well. The tricky things here are the 4th and 5th panel jumps. For the former I charge jump before the wood section. This makes it so I hit it, as even a bit off can make me drive under, over, or detach from the wall before it. Then there's a jump onto the hairpin rail. I need to steer mid-air with tricks and minute analog stick movement to just make it over. - Wario's Shipyard (or Galleon depending where you're from) - First jump is really difficult. Not only I need to align myself perfectly before the column, I must jump onto it in a specific place. Then just hoping for good boost items. - Sky-High Sundae - I'm just gonna take this moment to say this is an absolute glow-up of a track. In MK8 and Tour it looked bad. Like, my first modded MK8 track kind of bad. Here it's an absolute banger and I love it so much. Anyway again lot's of tricks happening in a small time frame. I drop onto a panel and jump off the rail in a specific place to slightly attach onto the roof, as this gives me a perfect angle to land straight onto the panel. While after I'll charge jump onto the blue rail. From it I'm gonna jump in a very, VERY specific place to trick off the 2 flags? banners? and onto the platform. This is really hard and requires precise timing. - Starview Peak - design wise Peak, racing wise mid if you ask me. First drop is silly, as I drive backwards. I hope to jump from the panel onto the tree as it boosts me onto the next panel. After teleport of note is that I do a charge jump after a trick. It's faster since you don't loose speed due to trick boost, and charge jump will give me another. - Boo Cinema - Absolute Boo Cinema. Mostly just execution here. Kinda a bummer there are no panels in the film section of a track. - Acorn Heights - Did someone say delicious pancakes? First I collect a tricky panel to the right and drop onto the offroad for another. This is a bit scary as offroad may change my speed coming onto it. Then I just hope for good boost items to get through the next long patch of offroad. - Dry Bones Burnout - Dry as my sense of humor. 1st another tricky drop straight onto a panel. This one is more scary as I hope to not get sucked in by the pipe, as it would send me far far away. Then just good execution, breakdrifting when getting onto the ramp with another panel. There's a tricky jump off the rope later, akin to the rest of blind jumps. - Bowser's Castle - When there's no Rainbow Road, it makes thematic sense to end with Bowser. First jump and detach from the wall requires some amount of precision. Too high and I have to steer and drive extra for the next panel, too low and I get a lava bath. After rewind I avoid the spike balls. They might interfere baaad. Last panel is on a wall, but in the contrary to all the other ones, it's very simple to collect.