Define "normal." If you mean ones that were dead give-aways (like the staircase in Daisy Circuit) or corner-cutters, why would those require practice? They have so much leeway in terms of how you do them.
no , by normal I mean SC like TF,MG (pit jump) , BC3 or N64BC
How is that advanced? There's almost no strategy at all because the items are constantly being beaten out of you by Spinies, Lightning, and POW Blocks.
Also, have you ever done 1 vs. 1 on MKDS? Now that's REAL item strategy.
(Banana-camping, item-camping, stopping to get a better item)
The last one's really awesome to me, because your timing has to be perfect in order to win.
I never played MKDS , but by the names you mentioned , I can tell you that most of those strats also exist in MKW
especially getting back to get better items.
I dont know how its done in MKDS , but its not that you can just stop randomly on last lap and get 1st place.
there are some item "rules" that the game always follow and that are also used to detect hackers in races
for example:
-there can be only one MegaShroom , Shock(Lightning), Bullet Bill , Thundercloud ,POW , Blooper at one time in a race
-there can be one blue shell in the air while another is being held but not more.
-theres a set time before first appearance of these power items and a time before they can appear again
example: the first lightning takes 30 seconds before first appearance and 25 seconds before it appears again after being used.
-you will get a single mushroom on the 10th item box you hit regardless of your position
-when an item isnt available ( someone else is holding it or has just been used) it will not appear in your item roulette when you hit an item box
from those strategy focuses mainly "shockdodging" :
- predicting when someone is gonna get or has already gotten a lightning by item roulette and timer
- predicting when that person will use the lightning depending if that person is a button masher , wants to get rid of lightning before the next set of item boxes , targets the person in first ( or someone else in particular ) , wants nobody to use power items to take the track's shortcut or shock mindgames , to use power items to dodge it (stars , megas , bullet bills)
- of course an experienced player that gets the will know that people will try to dodge the shock as , in a 12 players room , up to 6 players can dodge a bad shock.
so it becomes a race about can predict each other better.
and "mushroom holding" which consists mainly into reaching first place with mushroom(s) to be able to dodge Blue Shells
along Thundercloud sticking , Thundercloud offrooad glitch , Mushroom curse and other things..
you'd be surprised at how much luck factor decreases in those kind of races
ps: POW isnt a scary item , you just have to slow down when done on dangerous curves.
Tournaments constantly popped up for SMK and MK64.
Why would MKWii be considered competitive? I'm not trying to upset you, I just want your opinion on how it's competitive.
its because SMK and MK64 was mostly local , compared to MKDS and MKW that have wifi , allowing them to be more widespread in terms of rules and strategy
plus MKW is not as utter randomness as you seem to imply.
SMK, MK64, MKSC, and MKDS were NOT utter randomness, and NKDD was only randomness on Baby Park (one of the best tracks if a driver using Bowser was in the lead. Bowser Shells are awesome there)
neither is MKW , thats the slight randomness I'm talking about
Grumble Volcano and Mushroom Gorge don't apply here?
nope they're respectively 20 seconds and 40 seconds , thats not exactly the same type of lap tricking than in 2D MKs and they're still over 10 seconds