Now then, hehe, into the corner we go, before I start let me inform you that the speed this corner should be taken at is between 80-100Mph, oscillating back and forth between brake taps, if your sped shows much over 100Mph, you‘re going too fast to take the ideal line. OK, so: thankfully those lovely people at Psygnosis Leeds decided they would be nice and seem to have purposefully lined up the TP on the left with your braking point, so from your position on the far left, probably having stopped PFing by natural reaction as you got within sight of the edge of the world encroaching on your breathing space, brake hard left and throw your ship to maximum left lock, throwing your ship through ~80° so you should e looking straight forwards towards the right hand side of the pillar down the centre of the Helix, shaving off big speed, though sticking to the deck fairly cleanly even though you stopped pitching just before you got there; with the nose deep in the inside, follow the golden rule: keep your eyes on the white stripe! Try, above all else, to have your nose running along that at all times! To do this, I suggest you leave your steering alone, stay at max lock and use your LAB in adjusting blasts, you should need between 7 and 10 to complete the corner. The one point at which you should use your turning is the moment you feel yourself getting too far over the inside edge of the white line, let your lock slide just to compensate, rather than letting your ship drift wider before you next brake, though be ready to hit max lock again as soon as you’re clear of the inside, misjudge by half a second and you’re on a one way trip to the outside wall! The last use of your LAB should be as you see the TP on the left in the ditch, straighten up your steering and gun for it, PBing all the way! Once you hit the jump after the first TP, HT again, just enough to launch yourself forwards, it is imperative that you boost just a little off the jump, boost too hard and it will make your steering irreparably sluggish and you will not make the next turn, even when you’re out of the Helix it’s got surprises it seems!

The Pit Lane Curve
Straight 2 & Corner 6: The Pit Lane Curve. Difficulty****
OK, so that was hard, but gut wrenchingly fun, no? Now comes the aftermath… Coming off the big jump, you will bottom out, not too much off a problem, trust me! If you followed what I said before, you’ll be pretty good landing here at a good 170-180Mph and if you took the hint-styled left hand TP before the jump, you’ll be on the right side of the track, try not to get too close to the wall though, somewhere around the middle of the left hand “lane” is fine, now here’s one of my favourite sections WipE’out” racing history, if done right, this next little section can look jaw-dropping.

So as you gun it down the straight at your comfy 180Mph, PB. Yup, PB down the straight and cut back towards the left gradually, by some peculiar device found in only this one track, PBing will cause your ship to literally peel up off the track and quite comfortably soar over the outside edge leading into the pit lane, just don’t hit the wrong bit, there is indeed an embankment back there, which you can’t fly over or through, but the PBing will do enough to ensure that if you didn’t boost too hard off the jump, you’ll most always get through the pit lane entry woes; once in there and flying high, pitch forwards several times through the lane as you smoothly turn through, remembering to exit near the outside as the main track turns right a bit later, if you do this right, you should be at about the right height and staring down a TP on the right hand side clocking 170Mph.

Final Corners & Straight
Corners 7, 8 & 9 & Straight 3. Difficulty**+***+*
It’s all easy stuff from here. So, coming down the short straight after the pit, try to hit the pad just before crossing from right to left towards the inside of the sharp left hander and LAB as you reach the inside to assist in alleviating your braking needs, if you do it right, two quick blasts on your LAB should get you through fine and on the right of the track. Into the right hander, airbrake just once: not too hard, but not too soft, enough to shave off some speed, but not enough to cover the entire corner, then with your max lock, you should be able to cope with the rest with PF; where you exit this one deigns how you’ll take the last corner… If you’re on the left of the corner for the Tps, you’ll need to brake through Corner 9, if you’re too close to the left though (close enough to turbo scrape that is) you may need a little more quick smart work to pull away from the wall then get back towards the left to airbrake as you would otherwise; on the other hand, if you exited on the middle-right, you can smoothly flow through this one without much in the way of air braking, quick but costly on the way you take Corner 8. With either option it’s a little tough to hit the double pads on the left, but that shouldn’t be too much trouble as the straight is massive, plenty of straight to hammer your HT down, I tend to hit the far end TPs at 200-210 Mph, they pushing me up to ~220Mph, ready for a new lap.

So there it is, how to pull a sub-30 second stormer around MM; but on a serious note now, please remember folks, contrails are harmful to the environment: let’s try keeps things under a 5 second constant “230-170-60-235...120-210”Mph on the front straight, eh? Wip3 On!

Dim, signing off.