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==Course strategy== ===Standard version=== In the first area, jump between the rotating disks when you are adjacent to the next one. Always travel the way the disk is spinning, because it is always faster, even when it is longer than going against the disk. If the disk directions are not randomised, there actually is an optimal path<ref>https://i.redd.it/yrhhnbjipxj51.png</ref> that will more often than not leave you at the front of the pack if executed successfully. In the second area, go to the adjacent line if a ball comes for you. Try to stay in the middle two, as you will have more options to avoid balls. An alternate method would be to dive just before the ball hits you, at the left or rightmost of the ball; this will minimise the time where you lose control. The third area utilizes the same strategy as the first, however, you are now able to fall into the gaps between the disks. Don't panic if you fall - the time difference between the top and the bottom is minimal. Also, you can use the bottom spinners to your advantage by using them to propel you forward. In the intro cutscene, pay attention to the direction of the final disk - it usually spins anti-clockwise, so take the right path, but if it spins clockwise, take the left path. This will help to save a bit of time. In the final area, make sure to jump when you go over the hill. Most beginners don't see this and fall down, costing them a qualification. When you do this, just jump across the ramps and avoid the balls. ===Variations=== *If the disk directions are randomised, just improvise a path through it. It isn't a huge factor in the grand scheme of things. *Bouncing across the middle path in the disk-less variant is possible, though may feel a bit slow. Again, either bouncing or falling to the lower path is not much of a difference. *The pendulum and thicc bonkus variants aren't hard to dodge if timed properly. *This Yeetus is pretty safe as there is no danger of elimination if you fall out of the map; a well-timed hit can send you directly to the final uphill stretch. * If watermelon is fired out, it may clog up the area. Carefully find the space and squeeze through. *The spinning disk and beam variation is incredibly annoying. You could pick the safe path by going around the sides, though you'd still have to contend with the beam at the end - or you could try to go straight and tackle the beam head-on. The latter is far more risky; you are much more susceptible to being flung off and losing ground to your opponents. *In comparison, the rotating beams variant is quite trivial, just dodge them like you would dodge the beams in [[The Whirlygig]]. *As always, walk past the hammers in a way such that you get knocked forward by them, if you absolutely cannot dodge them. *If you utilise the 'dive-past-the-side-of-the-ball' strategy, the Flinguses won't be an issue. If you get lucky, the Flinguses could send you on top of the squares separating the lanes, so you could pass this section by just jumping from square to square instead.
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