Build Up Lap Tips for Each Track
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Build Up Lap Tips for Each Track
Updated 4 years ago by Gamedraco

In time attack mode where ILs are set, there are two categories in 3 lap and 1 lap of which 1 lap records have a build up lap or laps. Here are some basic strategies for each track. A "Nothing Special" means you just coast without firing the boost on the build up lap and taking the same path as the boost lap.

General: Most lap records are done in 2 or 5 lap runs. 5 Lap runs are the most optimal, but they can be extremely fatiguing unless the tracks are short and straight-forward. 2 Lap runs are the least fatiguing, but not quite as optimal.

The Boonta Training Course: Going for the lap record involves deliberately going backwards to clear all the boulders and finishing up by purposely crashing your pod. You then spend a few minutes going in circles before under going a build up lap or 4 before flooring it on the final lap.

Mon Gazza Speedway: A 5 lap run where you build up speed the first 4 laps than give it the beans on the final lap.

Beedo's Wild Ride: This is tough track to do a build up lap on with the ice and slow terrain on this track. MU, you just floor it down the path you took on the first lap, NU you floor it once you hit the ice path.

Aquilaris Classic: Nothing special about a build up lap on this track. 5 Laps is optimal, but can be tricky to maintain speed in some of the bends 4 laps before gunning it.

Malastare 100: The final hairpin can put an extreme damper on a build up lap if you are not careful. The build up lap should preserve the most amount of momentum possible in the hairpin before flooring it coming out of the hairpin.

Vengeance: The boulders and tube can easily ruin build up laps to the point where it is best to clear the boulders and take a crash so you can boost down the track safely.

Spice Mine Run: Nothing special about a build up lap on this track.

Sunken City: Same as Aquilaris Classic.

Howler Gorge: Make sure to tilt on the ramp so you don't crash and ruin your build up lap. Going into your boost lap, don't fire the booster until you enter the ice tunnel.

Dug Derby: Nothing special about a build up lap on this track.

Scrapper's Run: The speedboosting tunnel can easily kill your build up lap, and despite the loss in speed, can be safer to brake for it. Do not gun the boost on the build up lap until you drop hard onto the lower ramp at the bitter end to get the longest boost length.

Zugga Challange: Optimizing a build up lap on this track is maddeningly difficult because the Dozer at the end just keeps throwing off your build up and boost lap attempts. 1 lap is the least frustrating as a direct result.

Baroo Coast: Nothing special, but be careful with all the bends on this track.

Bumpy's Breakers: This twist and turning track can be tough for a build up lap simply due to the one hairpin at the end.

Executioner: Frame rates determine how to attack your build up lap on the no skip run. Because tilting in the tubes is certain death at 24 FPS, you will have to brake for the tube drop on the build up lap at 24 FPS. This is not as big a problem at 60 FPS. There is though one pesky boulder the you will have to crash into in the tube to save you some misery in your boost lap.

Sebulba's Legacy: On both the skip and no skip runs, take the long loop so you can gun the booster longer going into your boost lap.

Grabivine Gateway: You are forced to use the brakes on this track in every lap, so a build up lap is pretty pointless. Just go for the lap record on your 3 lap run.

Andobi Mountain Run: Same as Howler Gorge, but be extremely careful to lose as little momentum as possible in the crevasse before once again waiting until you hit the ice tunnel to fire the boost.

Dethro's Revenge: Nothing Special about a build up lap here other than forcefully dropping down at the bitter end to get the longest possible boost on.

Fire Mountain Rally: Same as Grabvine Gateway

The Boonta Classic: Start like you do with Boonta Training, but do a 2 lap run instead when the track is so long and speedrun killing. An engine fire on this track is still probable to happen on this track in the Tusken Dune Turn, so you will have to reset your run should you catch fire at any point.

Ando Prime Centrum: The build up lap or laps involve taking the lower left path and exiting down the ramp as the fastest path involves a loss of momentum in sharp bends.

Abyss: A similar case to Scrapper's Run and Dethro's Revenge, but the track is a speed run trap. On the skip, 2 laps work best.

The Gauntlet: Stay offroad and on the pavement in the surface part of the build up lap on the no skip run to avoid the risk of engine fire.

Inferno: NU cooling will result in taking more heat in a build up lap for the no skip run than just gunning for it on the first lap NU. The skip on the track is two prong, so it is least fatiguing to just do one lap for it.