@Crash Bandicoot Fan29 You can play and win with literally any character type. I mostly play turner characters and Liz is my most played character in the game, and i manage to be on top 3 really frequently. Especially when playing maps with USF- ramps.
@Crash Bandicoot Fan29 Awesome but I had no 1st places with her, but with Megumi, Tawna (at least once) and Ami. (Isabelle was a meh result, altought my average places around 3rd, 4th)
In deep sea driving, hyper spaceway, and twilight there is a super turbo pads that give you more speed than normal super turbo pads. Maybe you should compare that!
Great guide! Only have a little remark (maybe can be mentioned in the U-Turn guide): Some Super Turbo Pads give a faster blue fire than others (Tiny Temple, Deep Sea Driving 1st pad, Thunderstruck 1st pad, Hyper Spaceway 2 last pads, Twilight Tour 2nd pad)
Thanks, used this to beat Oxide on Ninas Nightmare. I found the last u-turn very frustrating to maintain blue flame, so knowing more about timing and reserves was super helpful!!!
You did not properly explain blue fire pads all the way. 1st all you need to even hold a blue fire while going on the super pad is just reserves. If you hold on to enough of them you dont necessarily need to drift near the super pad 2nd, you did not explain about blue fire 1, 2 and 3 For context, on twilight temple, there are 2 super pads, 1 on the first jump across the river and the other on top of the market, the one on the river Is blue fire 1, which is fast but the slowest of blue fires. The one on the market is blue fire 2, much more faster than the river super pad and yes you'll notice a huge difference in speed. Super pad 3 that I can remember on is on hyper space way at the end pad.. the beginning pad is blue fire 2 but the very last one is blue fire 3.
something that wasn't explained in either videos about reserves is that reserves never stop draining, which applies to your trick jumps. there will be cases where sometimes drifting off of a jump is key instead of jumping for a boost. because even if you get a big boost from a jump, it wont be chained like the drift boosts. meaning you're draining reserves faster by jumping instead of drift boosting. this also applies to the blue speed pads in electron avenue, as they DO NOT chain boosts if you just drive on them. you need to be drift boosting WHILST you're on them. another thing to note is specifically for jumping into shortcuts, since the angle of where you drift IS affected. the super turbo pad on Hot Air Skyway is a good example. always drift by the right pad as close as possible before going for the cut, or you'll miss it and lose your speed and fall off the track. TL;DR, dirft boosts > jump boosts, and lean as close to shortcuts as possible.
Thank you for breaking down the drifting vs jumping. I'm not good enough yet for my own reliable experiments and no one seems to explain the literal mechanics, they just say "keep reserves!"
We need a master to make a guide for Turbo Track. I've seen some absolute madlads fly right through it and not get slowed down by the triple-hairpin section. TEACH US YOUR WAYS, YOU UNSTOPPABLE SPEED DEMONS!
U-turn guide should demonstrate the whole action while showing which buttons to press while doing it. I have thought about it many times but people never do that,instead they just say "do this and that..." but in the practical part of it,its just not that easy,esp in shortcuts like Papu's pyramid.
Omg I've been waiting for a tutorial on how to maintain blue fire! I know there's probably a bunch on here but I always trust you and love your videos on CTR, this makes perfect sense! Can't wait to see the U-Turn and Air Brake since those two are the ones I have the most trouble with (and why my blue fire always goes out)
Omg, I managed to maintain it for a whole lap! Maybe I can complete the two laps blue fire challenge now. Thanks Canadian Guy Eh! And this morning I beat Oxide's ghost in Polar Pass and got the platinum relic in Coco Park, wooohoo! :D
+Canadian Guy Eh Speaking of CTR, there's going to be new Sour Patch Kids & Trident Vibes content (unlockable via redeemable 16 digit codes) from August 30th, 2019 to March 31st, 2020. This is so far only in the US, but I hope Beenox consider releasing the content worldwide.
I recently used real velo who is a turning character on deep sea driving. It actually worked. If it wasn't for the blades near the end, then I would have made the 2 laps without losing blue fire. So turning characters work for deep sea driving too.
Maintaining USF online can be a pain when you got brutal players that will bombarded you before you can use it. Not to mention people love to lay green/red beakers and TNT/Nitro crates on the USF boost pads to make it more frustrating. And if you maintain the USF online expect that a blue orb will break the streak.
Another thing I like to do if I lose blue fire right away is to turbo slide OFF the pad and continue boost drifting in the air. It gives more boosts before you free power slide boosts before you even hit the ground.
Honestly it’s kinda tough to learn but once you get it you’ll be able to do it every time, accel and speed characters are better for practicing straight powerslides
thanks for the guide i will definitely put it to use as soon as the game comes to the PC oh well in the mean time i can use this to practice with the classic CTR via EPSXE and CNK via Dolphin (even thoe the tracks that have anti-gravity are completely remade )
A question I have is for Hyper Spaceway. During the shortcut there is the large ramp and I've noticed there is an invisible ceiling that kills my Blue fire and I was wondering what would be the best thing to do to avoid this. Should I drift through the ramp (has the lowest vertical movement but I cannot get a jump boost) or should I jump over the ledge (like a hurdle; I won't get as much of a jump boost, but I'll also be in the air for longer) A tip I have is for Hot Air Skyway. For the turn mentioned in 4:45 I believe a easier solution for all-around and turn characters is to drift over the ramp and into the turn. (At 4:42) When Canadian Guy Eh drifts towards the ramp, instead of a second drift boost initiate a new drift near the wall (before the ledge of the ramp) and drift over the ramp into the turn. This is applicable for all character types (though a hop or two may be needed for the faster classes) and allows a triple drift boost, further increasing your reserves. I also believe that this is a more consistent method if you haven't perfected your air-brake hopping technique.
I found out that for each fire level there is 2 sub levels.for example: in nitro tour the 1st super turbo pad is sub level 1 and the 2nd is a sub level 2 which make you go a bit faster.
Easy to find, difficult to master. Some tracks I can get it to last a lap or two, but others I still have trouble namely thunderstruck. Too bad even with blue fire I can't seem to beat the hoppers
Basically, super Turbo pads are pads that artificially give you a higher tier of speed than your cart would allow if you were already at max speed, as a sort of prize. Sacred Blue Fire is a bit of an exploit. AS it's just an attempt at keeping it going forever artificially.
Haven't watched video yet ( no time ) but I do not think I can ever get blue fire. Drivers randomly just stop and refuse to drift. So N. Tropy messed with everyone's karts behind the scenes.
Lot of folks: Ah, Twilight Tour, right! Switch players: what the fuck is Twilight Tour? Never heard of it - and don't want either (because every single time I suppose to race on that track and on Prehistoric Playgrounds, it fails, because "eVeRyOnE iS LefT" - yeah, "left" when 6 players votes tha fuckin track?!)
Okay so my question is, are some character classes faster than others? I like to play as Crash predominantly cause he's my favourite character. Are speed characters like Tiny faster than him? Or does it make little difference once Ultra Sacred Fire and Sacred Fire are utilised?
It is amazing how much detail you put into this video, and I totally appreciate it !! However, my only concerned here, is when you’re doing the power slide, as you have either blue fire 🔥, Or even just high boost fire! HOW can you possibly maintain balance of your cart and not have to hit anything on the sideline of the racing track?? I always find it pretty difficult to do a power sliding, and maintain balance at the same time to keep the boost flames or blue fire going!! This is the most annoying, and difficult part that I personally face!! Please advise! thank you so much in advance!
Emad Al-Shehri well you can always change the characters driving style but dingodile’s base driving style is speed so that would be good. If you find speed too hard you can always switch to drift which can give you extra reserves but is slower and has a higher turning stat
Would it be possible to get your opinion on which characters would be ideal for each track? I know its alot to ask for... (like for example speed, acceleration, turning or all rounder) am I missing something? Kinda nervous asking this..
Try speed for most tracks but for some tracks acceleration. If you’re not great at speed on any of the following tracks try acceleration: Turbo track Papu’s pyramid Dragon mines Cortex castle Oxide station Clockwork wumpa Electron avenue Thunderstruck Out of time
in Twilight Tour at the end, idk what I do, but I never get my blue flame to last long. maybe im not fast enough. maybe im not getting perfect power boost. maybe I keep hitting into walls idk.
What does trick jump mean after hitting blue fire pad az prehistoric playground end of the vid? :( Im surely missing sth becouse with drift and reserve... blue fire goes off before the 2nd blue pad..
A trick is just a jump that is high enough that you get a speed boost off of it when landing. Your character does a special animation when that happens (like Crash lifting one leg to the side) which looks like a trick - hence the name trick jump.
It got weird to me. On PS1 I used to use only turn characters and couldn't handle speed characters. Now in Nitro Fueled I started playing with turn, but after I got used to speed characters I can't drive properly with turn characters. I've tried returning to my boy Polar but I can't do it well.
@@luciowins9946 There are Not Better, there are truly overrated, as the IN-Famous Metal Mario B-Dasher on Mario Kart 7... And whole this thanks to the ERROR of the Air Brake... it supposed to be a Turning Skill, Then Why Not Punish classes who Lack of Turn... Also, If i can Tie and Match angaist Speed Skill players on Switch Online Using Ripper Roo, That Stuff about Best class is just Arrogance and Easy Mode
@@jorgechavezcolmenares1790 For me, i always play on Karting games an all-round or turn character/Option/Engine/Etc... And Everytime on Every Game, if i chose a Speed lack of turn option, i almost 100% of times end loosing, and doesn't matter how skilled i am or the advanced tech i lear, i simply instant loose if pick a speed or accel option...
Keeping blue fire for two consecutive laps is now a pro challenge in grand prix and now I know how to complete that. Thanks for the video!
"...So pick whoever and don't forget to scream" Yeah that sums up my feelings on Turbo/Retro Track
0:06 WOAH
I approve that thumbnail.
Liz needs some love, despite being a TURN-racer
@Crash Bandicoot Fan29 You can play and win with literally any character type. I mostly play turner characters and Liz is my most played character in the game, and i manage to be on top 3 really frequently. Especially when playing maps with USF- ramps.
@Crash Bandicoot Fan29 Awesome but I had no 1st places with her, but with Megumi, Tawna (at least once) and Ami. (Isabelle was a meh result, altought my average places around 3rd, 4th)
In deep sea driving, hyper spaceway, and twilight there is a super turbo pads that give you more speed than normal super turbo pads. Maybe you should compare that!
Those are in N Gin Labs and Tiny Temple as well, maybe in more
Great guide! Only have a little remark (maybe can be mentioned in the U-Turn guide):
Some Super Turbo Pads give a faster blue fire than others (Tiny Temple, Deep Sea Driving 1st pad, Thunderstruck 1st pad, Hyper Spaceway 2 last pads, Twilight Tour 2nd pad)
Nice tutorial, I liked your Aladdin reference for twilight tour aswell lol
less than 2 weeks till spyro grand prix👌👀🌚🔥🔥🔥🔥🔥💥🌪
I’m a simple person. I see Liz, I click.
Ok Megumi
Using Blue fire is so much fun and so much speed! But tough to control. But I'll keep practicing. Thanks for the guide Canadian dude!
Did you master It?
@@verynice1004 yea
Thanks, used this to beat Oxide on Ninas Nightmare. I found the last u-turn very frustrating to maintain blue flame, so knowing more about timing and reserves was super helpful!!!
Love it! "Just hold on to something and don't die" CGE
A guide for U-Turn and Air Brake would be more usefull.
He literally said there is one on the way...
There are plenty of U-Turn Guides out there..just look for one^^
@@Naishe94 Canadian Guy Eh have a better community.
@@TheShark94700 firstly..how do you know? secondly..eho cares if you just want to learn u turning xD
@@Naishe94 His number of subscribers.
I know these techniques. It's for other people.
4:50, use U-turn. And Speed Characters are the best, on any track
You did not properly explain blue fire pads all the way.
1st all you need to even hold a blue fire while going on the super pad is just reserves. If you hold on to enough of them you dont necessarily need to drift near the super pad
2nd, you did not explain about blue fire 1, 2 and 3
For context, on twilight temple, there are 2 super pads, 1 on the first jump across the river and the other on top of the market, the one on the river Is blue fire 1, which is fast but the slowest of blue fires. The one on the market is blue fire 2, much more faster than the river super pad and yes you'll notice a huge difference in speed. Super pad 3 that I can remember on is on hyper space way at the end pad.. the beginning pad is blue fire 2 but the very last one is blue fire 3.
something that wasn't explained in either videos about reserves is that reserves never stop draining, which applies to your trick jumps. there will be cases where sometimes drifting off of a jump is key instead of jumping for a boost. because even if you get a big boost from a jump, it wont be chained like the drift boosts. meaning you're draining reserves faster by jumping instead of drift boosting. this also applies to the blue speed pads in electron avenue, as they DO NOT chain boosts if you just drive on them. you need to be drift boosting WHILST you're on them.
another thing to note is specifically for jumping into shortcuts, since the angle of where you drift IS affected. the super turbo pad on Hot Air Skyway is a good example. always drift by the right pad as close as possible before going for the cut, or you'll miss it and lose your speed and fall off the track.
TL;DR, dirft boosts > jump boosts, and lean as close to shortcuts as possible.
Thank you for breaking down the drifting vs jumping. I'm not good enough yet for my own reliable experiments and no one seems to explain the literal mechanics, they just say "keep reserves!"
Turning characters are the best training -- since they're slowest, you improve your perfection skills!
We need a master to make a guide for Turbo Track.
I've seen some absolute madlads fly right through it and not get slowed down by the triple-hairpin section.
TEACH US YOUR WAYS, YOU UNSTOPPABLE SPEED DEMONS!
U-turn guide should demonstrate the whole action while showing which buttons to press while doing it. I have thought about it many times but people never do that,instead they just say "do this and that..." but in the practical part of it,its just not that easy,esp in shortcuts like Papu's pyramid.
Thanks a lot for the video, training on Tiny Temple made me a better player within a few days! That’s why I love you Canadians! 🇨🇦🍁✌🏼
I love doing this on Oxide Station with my Accel mains - Nash, Oxide, and Tawna!
Me too man!
The most difficult track to maintain Blue-fire, for me, is Thunderstruck due to amount of pendulum-type of obstacles you have to dodge!
Especially if you suck at air braking just like me
@@festerulcer3543 Ya, but I get attacked by other players online more often hehe!
Best guide I’ve found so far. Can’t wait for more.
Lolz at the Aladdin Joke.
Yes! Great guide idea. Much better to come in the future from you
I love how you use trikee. Good to know I'm not the only one who uses it. 😊
Omg I've been waiting for a tutorial on how to maintain blue fire! I know there's probably a bunch on here but I always trust you and love your videos on CTR, this makes perfect sense! Can't wait to see the U-Turn and Air Brake since those two are the ones I have the most trouble with (and why my blue fire always goes out)
Omg, I managed to maintain it for a whole lap! Maybe I can complete the two laps blue fire challenge now. Thanks Canadian Guy Eh! And this morning I beat Oxide's ghost in Polar Pass and got the platinum relic in Coco Park, wooohoo! :D
+Canadian Guy Eh Speaking of CTR, there's going to be new Sour Patch Kids & Trident Vibes content (unlockable via redeemable 16 digit codes) from August 30th, 2019 to March 31st, 2020.
This is so far only in the US, but I hope Beenox consider releasing the content worldwide.
Thanks, I'm on the last time trial, tiny Temple. I'm was going struggling using N. Tropy so I'm going to try with Crash
you can maintain the blue fire in every track. you need to U-Turn not bunny hops. still great video 👍🏽
I recently used real velo who is a turning character on deep sea driving. It actually worked. If it wasn't for the blades near the end, then I would have made the 2 laps without losing blue fire. So turning characters work for deep sea driving too.
In deep sea diving after the first pad, are also the two pads that give blue fire where you can make a jump
Oh my god I needed this tutorial so bad. Thank you 🙏
Maintaining USF online can be a pain when you got brutal players that will bombarded you before you can use it. Not to mention people love to lay green/red beakers and TNT/Nitro crates on the USF boost pads to make it more frustrating. And if you maintain the USF online expect that a blue orb will break the streak.
bro! Love this vid and your content overall.
Another thing I like to do if I lose blue fire right away is to turbo slide OFF the pad and continue boost drifting in the air. It gives more boosts before you free power slide boosts before you even hit the ground.
Twilight Tour: Hey Aladdin, take your flying carpet away from the race track! XD.
Player just trying to show a bitch the world bruh. Step off.
That was a great video as always. When I get the Nintendo Switch version, I'll definitely be sure to try this guide.
Good video. Going to have to work hard on getting it right
I can show you the world~
Aladdin?
Nice video :)
I'm looking forward for the U-Turn video.
Can't wait for the U turn guide.
5 years of membership 💀
You forgot to mention super turbo pads lvl2 that exists in Twilight Tour, Hyperspaceway and Deep Sea Driving
I highly suggest either a speed character or a speed character.
Can you do a video where you discuss why things aren't getting patched? If Beenox is following anyone it's you.
Nice video this will show my cousin how to use Blue Fire well
There is no USF its just blue fire now.
I think you can make those boosts are like Mario Kart when you get blue speed fire
Still not used to the concept of power sliding on straight aways. But I’ll keep at it
Honestly it’s kinda tough to learn but once you get it you’ll be able to do it every time, accel and speed characters are better for practicing straight powerslides
thanks for the guide i will definitely put it to use as soon as the game comes to the PC oh well in the mean time i can use this to practice with the classic CTR via EPSXE and CNK via Dolphin (even thoe the tracks that have anti-gravity are completely remade )
A question I have is for Hyper Spaceway. During the shortcut there is the large ramp and I've noticed there is an invisible ceiling that kills my Blue fire and I was wondering what would be the best thing to do to avoid this. Should I drift through the ramp (has the lowest vertical movement but I cannot get a jump boost) or should I jump over the ledge (like a hurdle; I won't get as much of a jump boost, but I'll also be in the air for longer)
A tip I have is for Hot Air Skyway. For the turn mentioned in 4:45 I believe a easier solution for all-around and turn characters is to drift over the ramp and into the turn. (At 4:42) When Canadian Guy Eh drifts towards the ramp, instead of a second drift boost initiate a new drift near the wall (before the ledge of the ramp) and drift over the ramp into the turn. This is applicable for all character types (though a hop or two may be needed for the faster classes) and allows a triple drift boost, further increasing your reserves. I also believe that this is a more consistent method if you haven't perfected your air-brake hopping technique.
Peep that Aladdin reference though 😂😂😂
Question: Is Drift Gear the best Gear Type to test out maintaining Blue Fire now?
Fab stuff can’t wait to play
I found out that for each fire level there is 2 sub levels.for example: in nitro tour the 1st super turbo pad is sub level 1 and the 2nd is a sub level 2 which make you go a bit faster.
I just stay as a turning character/acceleration character. U-turns are needed to maintain it with some air break.
Always loved these types of video!!!
For Nina's nightmare, Koala Carnival, Gingerbread Joyride, Megamix Mania and Drive Thru Danger, which engine types are recommended?
Easy to find, difficult to master. Some tracks I can get it to last a lap or two, but others I still have trouble namely thunderstruck.
Too bad even with blue fire I can't seem to beat the hoppers
Hoppers? What do you mean?
@@fruzsinavogel211 people who constantly hop and somehow go faster that me while I'm power sliding
Basically, super Turbo pads are pads that artificially give you a higher tier of speed than your cart would allow if you were already at max speed, as a sort of prize.
Sacred Blue Fire is a bit of an exploit. AS it's just an attempt at keeping it going forever artificially.
Haven't watched video yet ( no time ) but I do not think I can ever get blue fire. Drivers randomly just stop and refuse to drift. So N. Tropy messed with everyone's karts behind the scenes.
Thumbnail: BLUE FIRE IN ROOS TUBES
Me: Impossible!
Very informative and nice jokes :P
You can now use blue fire on all tracks (provided your juiced up and have the super engine powerup 😁)
I would love track analysis videos with recommendations for best classes per track
Lot of folks: Ah, Twilight Tour, right!
Switch players: what the fuck is Twilight Tour? Never heard of it - and don't want either
(because every single time I suppose to race on that track and on Prehistoric Playgrounds, it fails, because "eVeRyOnE iS LefT" - yeah, "left" when 6 players votes tha fuckin track?!)
Great video ! I am waiting for next one
I don't like using turn characters tbh, I normally either use acceleration or speed characters.
Okay so my question is, are some character classes faster than others? I like to play as Crash predominantly cause he's my favourite character. Are speed characters like Tiny faster than him? Or does it make little difference once Ultra Sacred Fire and Sacred Fire are utilised?
Not sure if you are considering uturns and air brakes the same but you show an air brake on clockwork wumpa and call it a uturn.
Tiny temple perfect place for practice
this game needs to be released on pc!
0:41 what?! Called blue fire because the fire is blue 🤯 no way!!
It is amazing how much detail you put into this video, and I totally appreciate it !! However, my only concerned here, is when you’re doing the power slide, as you have either blue fire 🔥, Or even just high boost fire! HOW can you possibly maintain balance of your cart and not have to hit anything on the sideline of the racing track?? I always find it pretty difficult to do a power sliding, and maintain balance at the same time to keep the boost flames or blue fire going!! This is the most annoying, and difficult part that I personally face!! Please advise! thank you so much in advance!
Emad Al-Shehri just practice and use a character that doesn’t have a high turning stat so you can drift in almost straight lines
Onefoot 4 Sure, sounds good thank you for the tip, however, I am currently using Dingodile! What do you think?
Emad Al-Shehri well you can always change the characters driving style but dingodile’s base driving style is speed so that would be good. If you find speed too hard you can always switch to drift which can give you extra reserves but is slower and has a higher turning stat
Onefoot 4 Gotcha! Ok sounds good! I appreciate the information.
So basically practice makes perfect
Why is Stephanie from Lazytown on the thumbnail?
I need the U-Turn tutorial. It would help a bunch.
Imaging if they cane out with a crash game with nothing but cnk and ctr bosses to defeat
acceleration characters actually have higher top speed than all rounders, although it says otherwise. The real programmed stats are different
I main pink hair Liz 😩👌
Would it be possible to get your opinion on which characters would be ideal for each track? I know its alot to ask for... (like for example speed, acceleration, turning or all rounder) am I missing something? Kinda nervous asking this..
speed is optimal for every track in the game, from there its up to you
He already said which type he recommends for each track
@@BrokenShadow89 speed is its own class LMAO (it's called advanced it game but whatever)
@@tylerfueled there a 3 types, speed, acceleration and turn, all rounder is the ones where all 3 are the same
Try speed for most tracks but for some tracks acceleration. If you’re not great at speed on any of the following tracks try acceleration:
Turbo track
Papu’s pyramid
Dragon mines
Cortex castle
Oxide station
Clockwork wumpa
Electron avenue
Thunderstruck
Out of time
I always wonder, does going through the turbo pads increase our reserves?
It's necesary to own a special cart first, right?
in Twilight Tour at the end, idk what I do, but I never get my blue flame to last long. maybe im not fast enough. maybe im not getting perfect power boost. maybe I keep hitting into walls idk.
6:53
to be continued
You forgot 2 super turbo pas in deep sea driving, the 2 ramps by the tentacles and the last ramp by the end of the race
But do the 10 wumpas still gotta count for this to work?
So handling and balanced characters have their uses?
Was there blue fire or something similar on ps1 version?
What is an all round character or a turning character?
What does trick jump mean after hitting blue fire pad az prehistoric playground end of the vid? :(
Im surely missing sth becouse with drift and reserve... blue fire goes off before the 2nd blue pad..
A trick is just a jump that is high enough that you get a speed boost off of it when landing. Your character does a special animation when that happens (like Crash lifting one leg to the side) which looks like a trick - hence the name trick jump.
Despite the love of the overrated classes (Speed & Accel) is a really nice video
It got weird to me. On PS1 I used to use only turn characters and couldn't handle speed characters. Now in Nitro Fueled I started playing with turn, but after I got used to speed characters I can't drive properly with turn characters. I've tried returning to my boy Polar but I can't do it well.
They aren’t overrated they are just better classes
@@luciowins9946 There are Not Better, there are truly overrated, as the IN-Famous Metal Mario B-Dasher on Mario Kart 7...
And whole this thanks to the ERROR of the Air Brake... it supposed to be a Turning Skill, Then Why Not Punish classes who Lack of Turn...
Also, If i can Tie and Match angaist Speed Skill players on Switch Online Using Ripper Roo, That Stuff about Best class is just Arrogance and Easy Mode
@@jorgechavezcolmenares1790 For me, i always play on Karting games an all-round or turn character/Option/Engine/Etc...
And Everytime on Every Game, if i chose a Speed lack of turn option, i almost 100% of times end loosing, and doesn't matter how skilled i am or the advanced tech i lear, i simply instant loose if pick a speed or accel option...
I just can’t master this, even when I get it, I find it nigh impossible to control it for long. I’ll keep trying, this game is great nonetheless.
I have found a glitch in blizzard bluff and to do you must fall of the track at the finish line
Lynne Barr is it a lap skip or just a glitch
9:11-9:15 omg I'm crying😂😂😂
Hurry with u turn it's really needed
I cant ever understand why certain pads domt allow me to continue holding onto the blue fire (biggest offender is in polar pass)
@@luciowins9946 howcome then it works if I jump on say hot air skyway?
D C hot air skyways turbo pad has a longer lasting boost so it’s much easier to keep
@@luciowins9946 but what I'm saying is the blue evaporates while I'm in the air nearly
Its only 2 weeks till the Spyro Grand Prix!
Newbie here. Any tips to bunny hop? I keep losing my usf when I try to do it.
Hyper Spaceway has 3 super turbo pads. The first big jump, the jump into the lasrr tube, and the last jump through the warp gate.
Then you learn how to keep blue fire in all tracks, go to online mode, and in the 1st lap people use 5 clocks
@canadianguyeh how many reserves can yoy build at most?