Charge a Mini-Turbo through a corner
Practice the N64 game's manual drift charge without losing your racing line.
Original Nintendo 64 game, first released in Japan in 1996 and internationally in 1997. Guides use the original kart roster, courses and N64 controls.
Establish the slide first
Press and hold R while turning to hop into a slide. Choose a wide curve with space on the outside, so a small steering error does not immediately cost the lap. Begin the slide early enough to follow the bend. Your first goal is to come out facing along the road; a boost is useful only after that line becomes repeatable.
Read the tire trails
During a drift, steer toward the outside of the turn, then back toward the inside, and toward the outside again to charge the Mini-Turbo. The tire trails change from white to yellow and then orange as the charge develops. Release R after the orange stage to get the boost. Practice one charge on a broad bend before trying several in a lap.
Trade a charge for a safe exit
The steering movements used to charge the boost also alter your route. If the kart is about to leave the track, release the slide and recover the line instead of insisting on the final color change. Repeat the corner in Time Trials, entering from the same place. Once the exit is reliable, move your entry point slightly and compare the resulting time.
Watch the orange tire trail, then release R when the kart can exit onto clear road.
Picture details
Game artwork belongs to its respective rights holders.

