
Kart Racing Guide: Wildwood
By Brakk-Turn 1-
On your first lap, turn 1 is mostly bumper cars. Take it easy down the middle and just try to not get spun around sideways by the other cars.
On other laps, turn 1 is important for positioning for the upcoming jumps. Take the turn tight inside, possibly even letting up on the gas a little to get proper positioning.
-Jumps between turn 1 and 2-

The best path through these jumps is to not jump at all. Your car slows down in the air, and the landings can disorient you.
On lap 1 you can position yourself just left of the first jump coming out of turn 1, then as you pass it tap right a little bit so you miss the left lane jump, and then tap left again as you pass that jump.
On subsequent laps, you will be better served sticking tight inside on the first turn and then going across this straightaway on a leftward diagonal so that you hit the first leftmost jump and then land and go between jumps 2 and 3, hitting neither. See the screenshot above for the line I like...
-Turn 2-
Not much to say about this, the turn is really wide to allow for drivers getting a lot of air in the jumps leading up to it. If you stay on the ground then you can easily take this turn tight and save some time. If you accidentally hit a jump and end up wide on this turn, you might want to stay wide and get the powerup if someone else has not. The powerup can make up for lost time in this turn.
-Turn 3-

This turn is a split level turn with a flat inside and a banked outside. The best way through is a tight powerslide around the inside track, easing off the gas if you are in danger of dropping over the ridge to the outside. If you had a lot of boost to spare, you can also boost around the banked outside in about the same time as a well executed powerslide around the inside.
-Turn 4-

Turn 4 is interesting in that it is the only turn on this track that you really want to take on the outside. If you cut inside you will fall down a ledge and lose a lot of time with the car in the air and then bouncing around once you land. The best route is to stay left and hit the rightmost part of the banked outer wall (see screenshot above). This is a great place to pass if you have a boost. Boosting around the bank is pretty easy, and all cars going inside will lose time.
-Split between turn 4 and 5-

The right is definately the fastest route, but it only has 2 powerups. If you already have a boost or if the powerups are not taken, the definately take the right side. If you have no powerups then you might want to consider the slower outside. It has dozens of powerups and you really want a boost for the upcoming turn 5/6. Fire any missiles or mines that are in front of a boost so you have the boost ready.
-S-Turn 5/6-


This is where experience really shines through on this track. An experienced driver can leapfrog ahead of the pack, where a bad turn can drop you several places.
Turn 5 is a sharp right at the apex of a hill, and turn 6 is a hard left at the bottom of the hill. Sliding wide on turn 6 is a HUGE loss of time.
Turn 5 is all about setup for turn 6. Take turn 5 very tightly to the inside, and then straighten out when you are aiming at the far inside of turn 6. You want to be able to start that left turn to get your facing correct as soon as possible. Once you are facing out of turn 6, or even right before it if you are facing the far inside of turn 6, hit your boost to fly out of this turn. You want to avoid sliding down the hill on the outside of turn 6.
You can still do this turn pretty fast without the boost, but the boost makes up for a lot of mistakes if you slide abit wide in turn 6.
-Uphill Straightaway-

This is missile central. CPUs and humans alike love throwing missiles at the lead cars. So if that car is you, boost if you have it, or wait on a shield powerup until you see the missile arrow behind you.
-Turn 7-
Pretty easy turn, as usual it is faster on the inside.
-Checkered flag-

There are a trio of powerups on the far left that you can get by hitting your jump button at the top of the ramp, but the fastest route is to the right where the track has no jump, just a hump, and you can keep your tires on the ground more.
Keep practicing, and good luck!
Check out some Kart Racing Basic Tips