Mini-Turbo

The Mini-Turbo, also known as Turbo Slide, Boost Slide, or Drift Boost, is a special technique used in the Mario Kart series, it consists of a short speed boost following a successful drift or powerslide. 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 straightaways of a track, if the stretch is long enough. When done correctly, 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, (SSMT) or, more commonly, Snaking.

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. In Super Mario Kart it requires a counter-steer after the long drift in order to achieve the boost.

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.

In addition, the boost in Super Mario Kart is somewhat able to skip off-road surfaces, similar to the Mushroom.

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 color of the smoke trails (which resemble letters V and E) 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 the speedometer can be seen increasing (if enabled in place of the course map), and the engine revs up slightly for a short time.

In Mario Kart: Double Dash!! the charging is indicated by a change in the color of the sparks coming from the wheels of the kart from yellow to orange to indicate a half charge, and then blue to indicate a full charge. There is a small animation associated to the release, with flames from the exhaust pipes and small yellow sparks coming from the rear wheels, along with a sound effect and 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' color reversed from blue, then orange. 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 using a Mushroom), along with a wind-like traces on the screen. Like in Mario Kart: Double Dash!!, there is a Mini-Turbo stat that determines how long does a Mini-turbo last, and is equivalent to the kart's handling rate. Karts with higher handling and lower weight will have a longer and more powerful Mini-Turbo boost.

The Dry Bomber has the highest and longest boost, while the Tyrant has the lowest and shortest.

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 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. Similar to Double Dash!!, 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 and racers shouting. 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 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 from the previous installment. Super Mini-Turbo is noticeably less powerful.

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 the previous two games, Super Mini-Turbos take longer to charge, requiring to drift at an adequate curve.