From the Super Mario Wiki
Retrieved from "http://www.mariowiki.com/index.php?title=Mini-Turbo&oldid=1988176"
The Mini-Turbo, also known as Turbo Slide, Boost Slide, or Power Drift, is a special technique used in the Mario Kart series, it consists of a short speed boost following a drift or powersliding. It appears in every game in the series since Super Mario Kart. Usually, players tend to manage several consecutive Mini-Turbos to accelerate faster. In some games, it can also be executed on straight stretches of track, if the stretch is long enough. When this happens, the player tends to go to both sides of the track in a wavy or snake-like pattern. This is known as a Straight-Stretch Mini-Turbo, or, more commonly, Snaking.
Main kinds of Mini-Turbos throughout the series
Super Mario Kart and Mario Kart: Super Circuit: straight after long drift
In Super Mario Kart (where it is an hidden technique known simply as Boost)and Mario Kart: Super Circuit, Mini-Turbos are normally charged by drifting for a certain amount of time (usually more than a second) and released by returning straight.
There is no animation associated to the charging of the Mini-Turbo, but in Mario Kart: Super Circuit there is a small animation related to the release, with blue flames bursting from the exhaust, along with a sound effect, while in Super Mario Kart the engine revs up.
Mario Kart 64, Mario Kart: Double Dash!! and Mario Kart DS: manual charging
In Mario Kart 64, Mario Kart: Double Dash!! and Mario Kart DS, the Mini-Turbo is charged manually while drifting by steering in the direction opposite of the turn and then in the direction of the turn while drifting. It is necessary to charge this way the Mini-Turbo two times, although in some cases it may not be necessary to steer in the direction of the turn the second time. It is released by releasing the drift button.
In Mario Kart 64 the charging is denoted by a change in the colour of the smoke trails that come out from the tires, from white to yellow to indicate an half charge and from yellow to orange to indicate a full charge. The release has no animation associated and is denoted by drivers shouting. The boost itself is not so noticeable, but can be seen when attempting to overtake a nearby opponent ahead.
In Mario Kart: Double Dash!! the charging is indicated by a change in the colour of the sparks coming from the wheels of the kart from yellow to orange and then blue, and a small animation is associated to the release, with flames bursting from the exhaust pipes and small yellow sparks coming from the wheels, along with a sound effect and a call by the driver who is behind. In co-op, the player who is driving must press the or button to drift while the back player must tilt the Control Stick to left and right; however, in single-player or non-co-op VS modes, each player controls both parts. In this game, a Mini-Turbo in-game stat is introduced, that indicates how many frames does the Mini-Turbo boost last. As an example, all large karts, such as the Koopa King, have a Mini-Turbo boost that lasts 10 frames, while the small karts and the Parade Kart have a Mini-Turbo boost that lasts 30 frames.
In Mario Kart DS the charging animation is similar, but with sparks appearing with half charge as blue and then becoming yellow or orange after fully charged. There is no evident animation following the release, but a small sound is associated with it along with a revving up of the engine (a similar sound as if driving through a Boost Pad or taking a Mushroom), along with a wind-like traces on the screen. It is notably easier to perform in karts with lower drift rating but high handling and acceleration, such as the Egg 1 or the Dry Bomber.
Mario Kart Wii, Mario Kart 7 and Mario Kart 8: automatic time-based charging
From Mario Kart Wii onwards, the Mini-Turbo is charged after a certain seconds has passed while drifting and released by releasing the drift button)
The charging can be made quicker by tilting the control stick or pushing the D-Pad in the direction of the drifting, and is delayed if the Control Stick is tilted or the D-Pad is pushed in the direction opposite to the drift. Unlike previous games, blue sparks indicates the Mini-Turbo is fully charged and its release is denoted by flames coming from the exhaust pipes along with an associated sound. After a Mini-Turbo is charged, it is possible to continue drifting and further charge a Super Mini-Turbo that lasts around three times as long and which charging is indicated by yellow or orange sparks.
In Mario Kart Wii only Karts can charge a Super Mini-Turbo. Furthermore a Mini-Turbo can be charged while standing still by holding both the jump/brake button and the acceleration button at the same time. Karts in this case only charge a regular Mini-Turbo and not a Super Mini-Turbo. This kind of Mini-Turbo is released immediately when the jump/brake button is no longer pressed.
In Mario Kart 7, the mechanics remain unchanged, except that the strength of Super Mini-Turbo is determined by the kart's handling.
In Mario Kart 8, the technique once again remain unchanged, but now bikes can perform a Super Mini-Turbo. Furthermore, Super Mini-Turbos can be charged by skidding as a consequence of tight steering, although in this case the time needed is almost doubled both for the regular and Super Mini-Turbo. This special kind of Mini-Turbo is immediately released when the steering ends. In addition, Mini-Turbos are charged slightly faster while driving within anti-gravity. Unlike in previous two games, Super Mini-Turbos are now taking longer to charge, requiring to drift at an adequate curve.
Names in other languages