User:RocketLauncher/Bullet Bill extension area
Bullet Bill extension areas[conjectural] are invisible areas in Mario Kart tracks that prevent the Bullet Bill item from ending and dropping off its user under almost any circumstance. As a result, the player can deliberately use their Bullet Bill such that its original drop off point falls within the extension area, effectively extending the item's duration and increasing its value in races. While extension areas are generally the same across modes and engine classes, being on a different engine class typically requires a different activation point to ensure the extension area provides the most value.
Mechanics
Bullet Bill extension areas exist in three varieties: Intended extensions[conjectural], glider-based extensions[conjectural], and hybrid extensions[conjectural].
Intended extensions
Intended extensions, first appearing in Mario Kart Wii, are extensions intentionally implemented by the developers, and they typically cover tight turns, large gaps and jumps, or other areas that would put the user in a difficult situation should they be dropped off. As a result, they require no condition to utilize besides activating the Bullet Bill far enough behind the extension area for its presence to have an effect on the item's duration.
Glider-based extensions
Glider-based extensions, first appearing in Mario Kart 8, are situations where a Bullet Bill follows a path associated with a gliding section in a track, but the user's actual glider is not activated; as a result, the Bullet Bill considers the player to be over a large pit even when this is not the case. In most cases, this works because the Bullet Bill ends up flying far enough above a glide ramp to not actually touch it, but it can also be the result of the user missing the glide ramp altogether by going around it. Some glider-based extensions are as just consistent and reliable as intended extensions, however some require more specific activation points and/or steering input to be utilized. No glider-based extensions or hybrid extensions are usable on 200cc; the reason for this is currently unknown.
Hybrid extensions
Hybrid extensions are simply when a glider-based extension can be chained into an intended extension or vice versa. Almost all hybrid extensions begin with the glider-based extension, which means they can be just as difficult to utilize as full glider-based extensions. However, the intended extension part can be used by itself to more reliably provide the user with some value.
Utility and Strategy
The primary purpose of extension areas is to surpass the timer that would usually trigger a Bullet Bill's end, which is seven to nine seconds depending on the game. This allows the user to gain additional distance with the item while in a state that provides both unmatched speed, invincibility, and a large hitbox that will knock over most other players on contact. A secondary purpose of extension areas is to ignore the item's position rules; in situations where the user is close to many other players or close to first place, a Bullet Bill would normally end early, but such conditions are overwritten once the user is within the extension area, allowing them to pass additional players or even reach first place and gain extra distance from their opponents.
Another major benefit of the extended timer that extension areas provide is immunity to the Lightning item, which can otherwise be very disruptive for players in low positions needing to catch up. This especially applies to large gaps and gliding sections, where being hit by Lightning will force players to fall and be picked up by Lakitu, losing additional time and sometimes coins; however, Lightning does not cause players to fall from a gliding section in version 2.2.0 and later of Mario Kart 8 Deluxe. Additionally, because activating a Bullet Bill is one of the few situations where the user is not a valid target for the Boo item to steal from, extending the Bullet Bill's duration also effectively reduces the Boo item's threat.
Conversely, the main downside of using an extension area is that the user may pass through an Item Box set before their Bullet Bill ends, effectively losing them an item they would've otherwise obtained if the Bullet Bill had ended earlier. However, some extension areas can instead drop off its user right before an Item Box set, leaving them with very little downtime and vulnerability. This downside is also less impactful in Mario Kart 8 Deluxe, which allows the user of a Bullet Bill to have another item ready to use as soon as the Bullet Bill ends.
Notable examples
All given examples are for 150cc unless otherwise stated.
Mario Kart Wii
On Mushroom Gorge, if the player activates a Bullet Bill shortly after touching the first of the three mushrooms in the middle section of the track, they will be able to reach an extension area in the latter half of the large cave, with the Bullet Bill now ending immediately after the cave. Besides significantly extending the Bullet Bill's duration, this extension passes over several large gaps that are tied to a very disadvantageous respawn point; ensuring that the player avoids such a situation is often valuable.
However, this can be further improved if the user instead activates the Bullet Bill immediately before the mushroom and steers the Bullet Bill to take as tight of a line as possible: By touching one of the course's ramps without touching any mushroom trampolines afterwards, the user enters a speed lock state that prevents their top speed from being reduced when flattened by a player using a Mega Mushroom, when hit by Lightning, or when driving on off-road terrain. The latter perk means that the player can immediately cut off the U-turn at the end of the track after the Bullet Bill ends, despite not having any item.
Mario Kart 7
- On Piranha Plant Slide, if the player activates a Bullet Bill at the first full Item Box set, they will be able to pass the glide ramp.
- On DK Jungle, if the player activates a Bullet Bill at the third Tiki Goon, they will be able to reach the Golden Temple.
- On GBA Bowser Castle 1, if the player activates a Bullet Bill after passing the second Thwomp, they will be able to reach the course's final turn.
- On Wii Mushroom Gorge, if the player activates a Bullet Bill after touching the first of the three mushrooms in the middle section of the track, they will be able to reach an extension area that now covers the entire cave, very similar to that of Mario Kart Wii. The main difference, aside from the speed lock glitch not existing anymore, is that the Bullet Bill travels slower in Mario Kart 7, granting a longer duration but covering the same distance.
Mario Kart 8 / Mario Kart 8 Deluxe
It should first be noted that while many more tracks feature major extension areas, there is now a hard limit timer of 12 seconds for the Bullet Bill item. This means that if a Bullet Bill reaches 12 seconds long while still in an extension area, it will forcibly end anyways, potentially to the user's significant detriment. This generally only happens in intended extension areas, so the player suddenly falling from a gliding section is not a problem.
- On Dolphin Shoals, if the player activates a Bullet Bill just after the finish line, they will be able to reach the second set of Item Boxes.
- On GCN Yoshi Circuit, if the player activates a Bullet Bill at the beginning waterfall shortcut, they will be able to reach the turn just before the last Item Box set.
- On Mute City, if the player activates a Bullet Bill at the last dash panel set following the second Item Box set, they will be able to reach the finish line. This is especially valuable at the end of races, where the user is guaranteed to avoid any last minute hits and passes from opponents.
- On GBA Cheese Land, if the player activates a Bullet Bill at the first set of Item Boxes, they will be able to reach the glide ramp.