Trackmania² Stadium

The Fullspeed Guide

Table Of Contents

Definition of Fullspeed



A note on shortest path awareness

Walls, Loops & Turnovers





Grip- & Air-Time

Steep downard or upward slope

Ride Trick

Flow Trick




Advanced Techniques

Speed-Drifting/Speed-Sliding (SD)

When it is possible to SD

Overlapping width

Two-wheel SD

S4d (Stop For Drift)

SD over boosters

Special Tricks

Start-ramp trick

Speed Checking

Keyboard vs. Controller in FS


Maps to practice fullspeed on




Definition of Fullspeed

Fullspeed is a playstyle in TrackMania that focuses on gaining as much speed as possible by never slowing down, hitting the break or full-sliding. Not to be confused with speedfun, which allows release/breaking and full-sliding.


The most basic concept in fullspeed is the ability to maintain control over your grip and keep the wheels in contact with the ground for as long as possible. The goal is to gain as much speed as possible with the most optimal path. If you can master this, you are already better than 80% of all players at fullspeed. Depending on the surface and block you drive on, there are some thing you want to keep in mind and tricks you can practice to generally get better.

Driving Lines

Driving lines is all about optimizing the balance of taking the shortest possible path that gains the best speed for the next element in the track. Sometimes you don't actually want drive the shortest path possible, but instead gain more speed for a transition that would work way better with more speed. But in general, you wan't to take the shortest path.

A note on shortest path awareness

Here is a small example to make you more aware about the shortest path when driving:


In the image above, imagine the green rectangle is the finish and have two cars with equal speed starting in parallel to eachother, but in different positions. The 90° arches would have the same length. But if we take the sum of the straight lines we have:

Red Line: 292 + 110 = 402 pixels

Blue Line: 371 pixels

This clearly shows that when taking a corner, go out to the opposite side of the corner before turning into it as it is shorter when the finish is located in this way.

As you can see, it's not as simple as just turning when a corner comes up. You have to geometrically think about the shortest path in the current part of the track based on the configuration of the parts of the tracks.

Walls, Loops & Turnovers

Generally, you do not have alot of grip when you are driving on walls and quarterpipe blocks. The more prependicular you are to the ground, the less grip you will have when turning. So the best way to avoid sliding too much is to turn as little as possible. You should also note that since gravity pulls you down, turning upwards against gravity will make you more likely to slide than turning downwards with gravity. This is a big concept when driving on these types of blocks.


When driving walls you are prependicular to the the ground. That means you need to somehow work against gravity without sliding too much. The line you take in the wall depends how long the wallride is and how much speed you have. In general you want to drive the walls as low as possible that your speed allows since that is the shortest path. But keep in mind that driving too low can initiate a slide and you will lose speed, which will be slower obviously. To effectively take a wall you find and put a point on entry and exit corners of the wall. Then imagine a point in the middle of the wall. The longer the wall is the higher this middle point should be, and the more speed you have the lower. Once you have all that figured out, you then drive the wall in an arch shaped line, hitting all three imagined you have set. The following image illustrates as the yellow line, the line you should take through a wall, hitting the entry/exit corners and the apex point.


I don't expect you to think this much while playing, but with practice you will start to get a feel for the most effective line to take. Keep also in mind that experimentation is a big part of the game, and don't be afraid to try out different things.

Try Yourself! Download Map (Simple Wall)


Loops are much simplier than walls. The only thing you have to do is steer as little as possible by keeping yourself in the middle as much as possible. Depending on the loop, you may not even have to steer at all, or you might need a bit more steering.

Try Yourself! Download Map (Simple Loop)

(Yes there is a obvious cut in this map, but thats not the point of this exercise)


The entry of turnovers depends on your speed. If you have low speed you want to enter it early, and with high speed you need a longer entry. You aim for the corner in the middle. But be careful to not drive over the inside of this corner as driving there will give you more airtime than hitting the outside of the corner. The image below demonstrates the corner you aim for as the red dot.


Try Yourself! Download Map (Turnover)


A tube is a bunch of quarter pipes connected as a cylinder where you have to drive in a spiral around. Tubes can be hard to master, but the thing to remember is that it is all about having as much control over your grip as you can. So what is the shortest path in a tube? Well, this depends on on where the entry and exit is. But the general thing to remember is, the more paralell you drive with the tube, the shorter the path will be. Now you want to combine this with trying not to slide. There are some more advanced tube driving techniques that will be covered later.

How to enter and exit tube entries with wall entry/exit

The thing to remember here, again, is to keep as much grip as possible, as with most things in fullspeed. First of all, you want to aim for the corners of the wall in order to avoid airtime. However, this is not always the fastest because you are driving upwards while gravity is trying to pull you downwards. Having the wrong line can cause sliding and slow you down even if you hit the wall corners perfectly. There is a simple trick you can keep in mind; never turn upwards. If you for some reason have to actually turn, you want to do this towards the ground. So a good tip is to always enter these tubes a bit more aggressively than needed. If you are confused about the corners I'm talking about, here is an example: