Mario Kart 64
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Copyright 2005 Brian McPhee

Author: Brian McPhee (Kirby021591)
E-mail: Kirby0215@aol.com
Most Recent Update: July 10, 2005
Originally Created: July 10, 2005
Version 1.0

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---------------------------Table of Contents---------------------------
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Section 1*

Introduction*
Navigation*
Characters*
Controls*
Items*
Weight Classes*

Section 2*

Grand Prix*
Mushroom Cup*
Flower Cup*
Star Cup*
Special Cup*
Extra Mode*
Time Trial*
Secrets*

Section 3*

Multi-Player*
Battle Mode*
FAQ*

Section 4*

Credits and Legal Information*
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=============================Introduction*=============================
=======================================================================

Welcome back!  It's time for another guide, and this time I chose Mario 
Kart 64, the best racing game on the N64, in my opinion.  Now, I 
practically promised I'd write for the Oracle of Ages/Seasons Zelda 
games earlier, but certain circumstances have made this impossible.  
You see, my first guide ever was for The Legend of Zelda: Four Swords 
Adventures, and it was posted on GameFaqs on July 10, 2004.  My 
contributing career was "born", I guess, on that day.  To commemorate 
this joyous occasion, I decided to write up a quick guide (I could not 
possibly write a guide for two Zelda games in such a short amount of 
time, or at least do it well) to release on July 10, 2005.  In the end, 
no one really cares, but I thought this was the perfect way to cap off 
a great year.

After all, Mario Kart 64 is as great as, say, Frosted Flakes (bad joke 
alert).  I remember back in the late 90's renting this game.  I was 
blown away.  Even though they look a bit bad by today's standards, the 
graphics were insanely good back then.  The items play an integral role 
in the game (just one of the many reasons why this is better than most 
racing games), and you can play as any of eight Mario characters in 
Mario-tastic courses.  It does play more slowly than Double Dash, but 
it's a big improvement over Super Mario Kart.  But, this was still a 
blast from the past for me (and others, I'd imagine), and it's better 
than its sequels and prequels in many respects.

Mario Kart: Double Dash!! dazzled us on the Game Cube.  With crisp, 
undeniably beautiful graphics, faster game play, and lots of secrets 
and co-op play, it is an amazing game.  But, Double Dash borrows much 
of what people love about it from Mario Kart 64.  From unlocking secret 
ghosts to new items... Double Dash will always just be the learner, not 
the master.  You will understand after playing this wonderfully 
addictive game.  To quote Mario...  Welcome to Mario Kart!

By the by, should you happen to see this guide (or any of my other 
guides) on any site but GameFaqs and its affiliates, please contact me 
at the e-mail address listed at the top of this guide.  With your help, 
this guide won't be plagiarized.  Thanks a million, my friend.

=======================================================================
==============================Navigation*==============================
=======================================================================

If you need to get to a certain section and you're in a hurry, look no 
further.  If you press CTRL (Apple if you're using a Mac) and F on your 
keyboard, you'll bring up a Find/Search box.  Type in the name of the 
section you need, asterisk and all (they're there to distinguish 
section names from times I might use them in text... navigation, 
navigation, navigation), and then click Find/Search.  You'll be taken 
to the Table of Contents and then the beginning of that section.  
Pretty nifty, eh?  Glad I could be of service.

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==============================Characters*==============================
=======================================================================

It's time for a ridiculously long character section!  Consider this 
your spoilers warning; I am discussing the backgrounds of each playable 
character in-depth as of early 2005.  They are listed as they are shown 
on the selection screen.

---------------------------------Mario---------------------------------

The character the game is named after, Mario is a big player in the 
video game realm.  Having appeared in more games than any other 
character on any platform, Mario was popular from the first game he 
appeared in.  It was called Donkey Kong, and it was about a carpenter 
name Jumpman who hiked up a construction site to rescue his girlfriend, 
the Lady.  Primitive arcade graphics dictated how Mario looked.  
Because hair was hard to animate, he wore a cap.  Overalls gave his 
arms a crude suggestion of movement, and his side burns helped to 
differentiate his ears from his face.  A mustache covered his mouth for 
just that reason, and his overalls appeared red because it was an easy 
color to generate.  And Jumpman was named for his amazing jumping 
abilities; he leaped over barrels and other hazards thrown his way by 
nemesis, Donkey Kong, and in the end retrieved his girlfriend, who 
presumably dumped him later on.

For the inevitable sequel to the popular game, Donkey Kong Jr., Jumpman 
was renamed Mario Segali after the Nintendo of America building 
landlord who apparently bore resemblance to the pixilated hero.  Donkey 
Kong Jr. had DK's son rescue him from a cruel, whip-wielding Mario, but 
Mario was completely excluded from the third installment of the Donkey 
Kong series.  Instead, he starred in a game with his name in it - Mario 
Bros.  Because Mario could travel in pipes, his job as a carpenter was 
replaced by a plumbing profession.  And Mario, plus his brother Luigi, 
had to clear out the sewers of Brooklyn using the jumping skills that 
made him famous.  But Nintendo was not satisfied yet, even though 
Mario's games had been popular.  Mario was ready to go in a bold new 
direction - the NES.

Yep, Mario came out in style for the system's launch with the instant 
classic, Super Mario Bros.  In it, Mario defeated the King of the Koopa, 
Bowser, and rescued Princess Peach Toadstool, setting a trend for many 
future games.  Mario popularity skyrocketed, and a trilogy was underway.  
His most popular game for the NES was the best-seller - Super Mario 
Bros. 3.  Oddly, this was Mario's most popular adventure for the old 
Nintendo Entertainment System, and yet few new elements of it continued 
in the series.

The American Super Mario Bros. 2 was rather odd.  Because Nintendo 
didn't want to release the repetitive Japanese version of SMB 2 in the 
states, they took a Japanese only game called Doki Doki Panic, made the 
main characters into Mario, Luigi, Peach, and Toad, and called it Super 
Mario Bros. 2.  The original was about an Arabian family rescuing kids 
from a storybook from a giant frog named Mamu.  While Nintendo kept all 
the enemies the same for the most part, with a name change to Mamu to 
make him "Wart," they changed the ending of the game.  Apparently, 
Mario was dreaming the whole thing.  This attests to an egotistical and 
gratifying interior, even if subconscious, under Mario's humble plumber 
exterior.  Or maybe Mario just had one too many Mushrooms that day.  He 
does love his "Magic Mushrooms"...

With Yoshi as his trusty steed, Mario appeared in Super Mario World to 
greet an adoring public.  Though it was not as insanely popular, it did 
spawn a sequel that some would say is the best platform game in 
existence - Super Mario World 2: Yoshi's Island.  It is of particular 
interest to us because it attempts to explain the origins of the 
plumber.  The Koopa Troop has intercepted the stork as it delivered 
Mario and Luigi to their mothers (a Magikoopa has foreseen the trouble 
Mario will cause Bowser), but they only manage to capture Luigi and the 
hog-tied stork.  Mario escapes to find Yoshi, who plays Baby Mario's 
ride until Yoshi can defeat Baby Bowser and set the stork on its way.

Disestablishing the previously established fact that Mario and Luigi 
were from Brooklyn, the stork flies them to a house in the Mushroom 
Kingdom where the parents receive their new children.  Another 
discrepancy here: Mario and Luigi are portrayed as twins.  But, 
previous and future games always clarify that Mario is older than Luigi, 
and not just by a few minutes.  But, Nintendo has made it clear that, 
for the Mario series at least, they do think of a grand linking 
storyline for Mario because it limits their creativity or some jazz 
like that.  In other words, they apologize for mistakes, but don't 
expect better.

Mario got a voice in Super Mario World 2 when he shrieked like a 
banshee, but it was in Super Mario 64 that he really started to 
exercise those vocal cords.  Voiced by Charles Martinet, Mario's quips 
included many stereotypical Italian quotes, such as "Mama mia!" and 
various Yahoo!-sounding phrases.  But, Mario is an Italian stereotype 
in the good way (otherwise, Bowser would be swimming with the fishes).  
But, Super Mario 64 did more than give him a voice.  It was Mario's 
first grand 3-D adventure, and he went solo this time to rescue 
Princess Toadstool from the confines of the Mushroom Castle, which 
Bowser had taken over and locked up using the Power Stars that 
protected the castle.  In a game that some claim to be the best ever 
made (I think this is going too far, but it was a great game), Mario 
could potentially retrieve 120 of the Power Stars and then conquer 
Bowser in the skies, just as he did in Super Mario Bros.  In the end, 
he even gets to eat cake with Princess Peach.  Luigi was not invited 
(although Luigi, Wario, and Yoshi appeared as playable characters in 
the port of SM 64, Super Mario 64 DS).

Mario revived his RPG business later on in the lifespan of the N64 - in 
2001, to be precise.  A rift between Square-Enix and Nintendo (caused 
because of Square's releases on the Playstation) caused Mario's 
previous RPG, Super Mario RPG: The Legend of the Seven Stars for the 
SNES in 1996, to have no true sequel, but Paper Mario was as close as 
it will ever get.  Bowser ascended to the skies and stole the Star Rod, 
an object that can grant the wishes of its user (it is used by the Star 
Spirits to grant the wishes of the good).  Using it, Bowser became 
invincible, and Bowser nearly killed Mario in a battle at the beginning 
of the game.  Mario recovered, however, thanks to the intervention of 
the Star Spirits' energies, and went on to rescue the seven spirits 
from the minions Bowser entrusted them with.  With all seven, they 
created an attack called the Star Beam.  Coupled with the prayers of 
the people of the Mushroom Kingdom, it disabled the Star Rod long 
enough for Mario to kick Bowser to the curb and restore peace to the 
world.  However, what makes Paper Mario so interesting is that the 
characters look like cardboard cut-outs in a charming and artistic 
graphics style.

The Game Cube marked a rather humbling beginning for Mario in Luigi's 
Mansion, but he soon got to appear in Super Mario Sunshine.  In it, he 
receives the help of a tropical breed of Yoshis and FLUDD, the Flash 
Liquidizer Ultra Dousing Device created by Professor E. Gadd, as he 
goes on vacation with Princess Peach (and no Luigi in sight).  But when 
they arrive, Mario is promptly arrested.  Shadow Mario, someone dressed 
as Mario, had polluted Isle Delfino with slime and nasty creatures that 
lived in it, and Mario was framed.  His punishment?  Clean up the slime.  
But as he did so, Peach was kidnapped.  As it turns out, framing Mario 
was all part of the plan of... Bowser Jr.!  Yes, Bowser's eighth son 
framed Mario to steal the princess.  Upon restoring his good name, 
Mario takes off to Mount Corona, an active volcano on the island, where 
he defeats Bowser Jr. and his father, Bowser, who coaxed his son into 
working for him.  After a shocking display of emotion with a damaged 
FLUDD, Mario and Peach can enjoy the rest of their vacation.

With a third RPG added to his repertoire, Mario was not stopping after 
Mario and Luigi: Superstar Saga.  Though he was technically only a co-
hero, Mario still tried to defeat the evil witch Cackletta, who had 
stolen Peach's voice.  His fourth RPG, though, was a real sequel.  
Called Paper Mario: The Thousand-Year Door, Mario is scheduled to meet 
Peach at Rogueport for a vacation when she disappears.  As it turns out, 
she was stolen as part of an elaborate plot for world domination by the 
tech-savvy X-Nauts, whose leader plans to use Peach's body as a vessel 
to revive an ancient demon.  Mario managed to defeat both of them, 
however, and he does it all with origami and papery goodness.

And all the while, Mario has time to throw terrific parties, hit the 
tennis courts, play golf, take up an assortment of various professions, 
and race in wild kart games.  And of course, Mario has a few new sports 
titles coming soon (or already released, depending on when you read 
this guide), including a Dance Dance Revolution game, Mario-style.  Not 
to mention his part-time jobs as mascot of Nintendo.  Can you think of 
a cooler plumber?  Didn't think so.

---------------------------------Luigi---------------------------------

Luigi is Mario's little brother, and he's the one who added the "Bros." 
to the titles of all your favorite games.  Luigi's first appearance was 
a playable one in Mario Bros. in arcades in 1983, two years after his 
brother's glorious debut.  Even then, Luigi was not exactly garnering 
the spotlight.  Had the game been changed to "Mario and Luigi" or a 
similar title, then the Mario series probably would've gone much 
differently.  However, it didn't quite work out like that.

Luigi was a pallet swap that Player 2 controlled in Mario Bros.  
Wearing green because it was an easy color to generate in the day, 
Luigi used the same sprite as his brother with slight changes.  And 
unlike Mario, whose fashion choices changed with each of his early 
games, Luigi stuck to the same general concept - green and blue.  
Although he deviates from it occasionally, Luigi has been consistent.  
Then there's his seemingly simple name.  In Japanese, there is very 
little distinction between the "r" and "l" sounds.  So, the Japanese 
word "ruiji" could be pronounced just like Luigi's name.  And "ruiji" 
means "similar" in Japanese (which Luigi is.  He basically entered life 
as Mario with different clothes), not to mention the fact that Luigi is 
a common Italian name.  Many video game characters (at least for 
Nintendo) have puns in their names, and Luigi is no exception.

Any way you slice it, at least Luigi shared screen time with his older 
brother in Mario Bros.  Come Super Mario Bros. on the Nintendo 
Entertainment System, Luigi was the rarely seen Player 2 of the game 
who was only playable if you were taking turns in a two-player game.  
This marks the beginning of a long series of overlooked appearances for 
the green man.

Luigi received more of an identity in Super Mario Bros. 2.  In the 
Japanese version, Luigi was differentiated from his brother by having a 
higher jump, slower running, and less traction with his boots than 
tightly controlled Mario.  In the American version of the game, Luigi 
had the highest jump up the lot, complete with a strange bicycle kick 
as he jumped, but his upper body strength was lacking.  He plucked 
vegetables slower than Mario but faster than Peach, but all of them 
were beat by fast-picking Toad.  The tendency for Luigi to be a better 
jumper but weaker fighter than Mario continues to this day, right up 
into the Super Smash Bros. series and remakes of the classic trilogy.  
Also, SMB 2 (USA) gave Luigi his own sprite, and it was the first game 
to establish Luigi as taller than Mario, which still holds true today.

But, Luigi went back to sharing a sprite with Mario in another 
adventure in Super Mario Bros. 3.  A step back for Luigi, but at least 
he got to compete with his glory-hog bros. in a battle mode reminiscent 
of Mario Bros. in the game.  Luigi played second fiddle again in Super 
Mario World, and his infant self was basically the damsel in distress 
waiting to be rescued in Super Mario World 2.  In fact, Luigi was also 
excluded from Mario's Game Boy adventures, the better part of Super 
Mario RPG, and Super Mario 64.  But, one game changed all that.

Yes, I refer, of course, to "Mario is Missing!", an edutainment 
(education + entertainment = edutainment) title that should never be 
played by mortals.  Basically, Bowser kidnapped Mario, and it was up to 
Luigi to use his advanced knowledge of world geography to track down 
Bowser and prevent him from melting the polar ice caps.  And he might 
as well rescue Mario while he's at it, too.  Mario headed another 
edutainment title around the same time called "Mario's Time Machine," 
in which he must right the wrongs Bowser has done in the past by 
filling in the blanks in history class.  As you can see, this was not a 
chance for Luigi to shine, but instead a slap in the face.  Geography 
has yet to help him since.

Luigi's next big appearance was in Mario Tennis.  It's right around now 
that Nintendo started to try to right the wrongs that had for so long 
cast Luigi to the side.  How did they do this?  Why make him more like 
Mario, of course!  Luigi received his own version of Princess Peach as 
Nintendo reintroduced Princess Daisy from Super Mario Land, and his own 
rival in Waluigi.  Of course, neither of them was or is nearly as 
popular as Peach and Wario, but it's a start.

Then, we have Paper Mario.  In Nintendo's hilarious new RPG, Luigi got 
to hang around Mario's house for the entire game, venturing out once 
into Peach's castle for the Prologue.  If Mario spin jumps in the right 
place in their room, he can find a secret compartment where Luigi keeps 
his diaries.  Though they contain mostly embarrassing and trivial 
tidbits detailing Luigi's boring life as a homebody, Luigi does write 
that, although it's fun racing karts and partying, maybe he liked 
giving Mario the spotlight too much.  Maybe he could have a game of his 
own, with his name in the title...

That wish came true only months later when the Game Cube was released.  
Luigi's Mansion was one of the launch games, and it starred... Luigi!  
In it, the L man won a contest he didn't even enter, and the prize was 
a brand new mansion.  Mario decided to check it out first, but he had 
yet to return.  So, Luigi ventured into his forest-surrounded mansion 
to find a dark, gloomy dump.  Upon entering, he finds that it is 
haunted.  But, armed with the Poltergust 3000, supplied to him by 
eccentric Professor Elvin Gadd (E. Gadd, egad, puns), he was able to 
vacuum up ghosts inside as he searched for his brother.

This led to the ultimate realization that a pack of Boos had tricked 
him into coming, and that their leader, King Boo, had imprisoned Mario 
within a portrait.  Luigi braves scores of ghosts to reach King Boo, 
who is masquerading as Mario's archrival in their boss fight!  What a 
surprise it is for the player...  But, Luigi was able to force King Boo 
out of the costume with reverse suction and bombs, and King Boo was 
ultimately captured.  Taking Mario's picture out of the Secret Altar, E. 
Gadd uses a machine he has to free him.  Mario is spat out and hits his 
head, which causes Luigi to laugh for the first and only time in the 
game.  Luigi's Mansion supposedly takes place all in the course of one 
night.

Since then, Luigi's been much more recognized in Nintendo's games.  
Mario's third RPG was entitled "Mario & Luigi: Superstar Saga," and 
Luigi played co-hero to his older brother.  Luigi's involvement is not 
intentional, though.  Toad informs a showering Mario that Peach is in 
trouble.  Mario dresses quickly and runs through the laundry line, 
which Luigi is attending to at the time.  Luigi is hopelessly tangled 
up with Mario, and Mario moves on with his brother in tow.  Luigi plays 
an active role in the game, even dressing as Princess Peach at one 
point to fool witch Cackletta (oddly, Luigi mentions having dressed up 
as a bridge during one chapter of his adventure in Paper Mario: The 
Thousand-Year Door.  Starting a trend, hmm?).

Luigi continued to appear in Mario's many party titles, but he also had 
a grand adventure in Paper Mario: The Thousand-Year Door.  Or, at least 
that's what they say.  The game focuses on Mario the entire way through, 
but Luigi pops up in Rogueport for breaks from his adventure after each 
chapter ends, and he's always eager to report his travels to Mario.  
Luigi even has an assortment of partners who journey with him, and they 
sometimes correct Luigi, who tells the story without all of his various 
blunders included.  But, because Luigi's adventure is only said-so, 
we'll never get to experience it all, unless Nintendo sees fit to make 
a Paper Luigi.  That might go the way of Super Mario Land; Luigi could 
take over Mario's RPG franchise...  But that's just thinking out-loud 
on my part.

Luigi now enjoys a growing fan base, even if it he had to develop a 
fear of the dark to get it.  Luigi's infant self is even a playable 
character for the first time now.  Talk about appreciation.

----------------------------Princess Peach-----------------------------

What a classy dame; she lets Bowser race and his son race on the same 
track as her.  Nonetheless, there's more to her than just being 
kidnapped.  But not much else...

The pretty princess in pink is kidnapped a lot.  But, Mario hasn't 
always been with her.  Originally, his girlfriend was named Pauline 
(named after the damsel in distress in "Perils of Pauline."  But, Mario 
presumably dumped her in favor of rescuing Princess Toadstool of the 
Mushroom Kingdom in Super Mario Bros., or perhaps the plumber was 
dumped.  We never really heard the details.

Toadstool was the only person who could undo some black magic of the 
Koopa Troop that transformed the residents of her kingdom into common 
objects such as stones and horsehair plants (whatever those are).  
Abducted by Bowser to prevent her from doing so, it was up to two 
stalwart plumbers - Mario and Luigi - to beat down Bowser and let her 
be free.  They succeeded, and Mario got a kiss.  From then on, Mario 
and Toadstool were on friendly terms.

Toadstool sends Mario nice letters throughout his journeys in Super 
Mario Bros. 3 containing helpful items and pieces of advice.  But, just 
as Mario has liberated the last region of the Mushroom World, Bowser 
sends him a letter!  Toadstool has been kidnapped, and Bowser is 
holding her hostage in Dark Land!  Never fear, though; Mario can handle 
it.  And that he does, freeing Toadstool yet again.  Toadstool makes a 
lame joke in reference to Toads, her humble servants, and the game ends.

(Mario did stray from Toadstool once, though.  In Super Mario Land, 
Mario rescues Princess Daisy of Sarasaland.  But, rather than upset 
their relationship, Daisy is looked at more as a match for Luigi 
nowadays.  She was reintroduced in Mario Tennis for the N64 along with 
Waluigi, a rival for Luigi, as part of Nintendo's grand equalizing of 
Mario and Luigi.)

So, now that Mario and Toadstool are great pals, they decide to go on 
vacation together, dragging Luigi with them for the heck of it.  But, 
just before Super Mario World begins, Peach is kidnapped!  Shocker!  So, 
Mario rescues her again.  Poor Bowser, who kidnaps her in Super Mario 
World, must feel like a real loser.

At the beginning of Super Mario RPG, Toadstool is flung to the far-off 
Booster's Tower during Mario and Bowser's climactic battle when a giant 
sword crashes through the castle's roof.  Mario lands at his house, and 
he travels around the land to rescue her.  After safely returning her 
to her castle, she decided to accompany Mario, Mallow (partner), Geno 
(partner), and Bowser (yes, he was a partner!) to help them defeat 
Smithy, the master of that giant sword who wants to wreak havoc on the 
world.  Bowser wants to defeat Smithy to reclaim his castle.  Toadstool 
proves to be a great asset to the team with her healing powers.

Toadstool got to be on more friendly terms with Mario in Super Mario 64.  
She invites Mario over for some cake, signing her letter "Peach."  And 
she has been referred to as Princess Peach, her first name, after since.  
Speaking of which, she was kidnapped in Super Mario 64, too.  But, 
Mario alone rescued her that time.

Bowser tried again to abduct the princess in Paper Mario.  But even 
making himself absolutely invincible with the magical Star Rod could 
not prevent Bowser from losing in the end.  Mario and Peach can even 
enjoy fireworks as Bowser's castle explodes and everyone celebrates 
with a parade.

Peach was kidnapped yet again in Super Mario Sunshine.  Vacationing 
with Mario to the paradise Isle Delfino, she was abducted by "Shadow 
Mario," a Mario doppelganger.  This happened as Mario was cleaning up a 
mess (this was his punishment for a crime he did not commit; Shadow 
Mario covered the island with goop and framed Mario, who then had to 
clean it).  Only by collecting the Shine Sprites, the source of power 
for Isle Delfino, could Mario venture into Mount Corona where he 
confronted Bowser and Bowser Jr.  Bowser Jr., Bowser's eighth child 
(the other seven are those accursed Koopalings), had been tricked into 
thinking that Peach was his mother and that Mario was holding her 
captive, and so he dressed as Shadow Mario to frame the plumber and 
take off with his "mama."  Of course, Mario kicked both their hides.  
Afterwards, the real vacation began.  And poor, confused Bowser Jr. 
realized that Bowser had tricked his son to get cheap labor out of him.

In Paper Mario: The Thousand-Year Door, Peach has decided to go to 
Rogueport for a vacation of sorts, and Mario is invited.  Vacations 
normally don't bode well for the princess, though, and I wouldn't be 
surprised if she ended up kidnapped by a newcomer, Grodus.  His plan 
was to use her as a vessel to revive a 1000-year old demon's soul, but 
Mario defeats the demon - the Shadow Queen - in battle, and Peach went 
back to being just peachy.

---------------------------------Toad----------------------------------

The Mushroom Retainers of Super Mario Bros...  In their first 
appearance, seven subjects of Princess Peach - the Mushroom Retainers - 
were abducted by Bowser and placed at the end of castles as decoys so 
that Mario and Luigi would be lured off the correct path.  So, they 
really played a very minor role in the game, other then directing the 
plumber brothers to another castle.

They played the same role in the Japanese version of Super Mario Bros. 
2.  Come Super Mario Bros. 2 (USA), though, Toad became playable along 
with Peach.  Though his color scheme was different from today, Toad was 
a fast character with weak jumping abilities.  However, he was the 
heavy-lifter of the group (this probably would not hold true in a Mario 
game today).  However, Toad was not really a desirable character in 
comparison to the all-around Mario, jumping pro Luigi, or the floating 
Peach.  Still, Toad wasn't even slowed down by holding the heaviest of 
blocks.  Interestingly, Super Mario Bros. 2 (USA) introduced his name 
as "Toad" instead of "Mushroom Retainer".

Toad became a generic name for the citizens of the Mushroom Kingdom (or 
Mushroom World) in Super Mario Bros. 3, however.  Operating any of 
several "Toad's Houses," Toad either let you play a horizontal slots 
game, a card-matching game, or a random chest-picking game.  There was 
also one Toad assigned to each of the Mushroom Kings that ruled over 
regions of the Mushroom World (these Toads acting as Mushroom Retainers, 
I assume).  But, Toad did not appear for a short time.

Four years after Super Mario Bros. 3, Wario's Woods came out.  Toad had 
the honor of being the last playable character on the NES; Wario's 
Woods was the last NES game ever released (in 1994, it was about time).  
In it, Wario, already popular from his Game Boy excursions, was making 
Pleasant Woods very unpleasant, and he and a bunch of loser bosses (the 
likes of "Monsieur Boo" or "Carlton", neither of whom look like any 
other Mario character) were pitted against Toad and a helpful fairy 
named Wanda.  Interestingly enough, Wanda also appeared in Mario vs. 
Wario, a Japan-only release, to foil Wario's plans of leading bucket-
blinded characters off of cliffs by making blocks.  Apparently, Wanda 
has a grudge against Wario.  Anyways, Toad starred in the Tetris-esque 
puzzle game by picking up blocks and setting them down in certain 
places to defeat enemies.  Way to go, Toad.

Toad has appeared as a generic citizen of Mushroom Kingdom in the Mario 
RPG series (most notably, one official Toad, possibly _the_ Toad, 
appeared in Super Mario RPG to explain the game.  He failed to stop 
Croco from escaping at one point, and he attributed this to his lack of 
bazooka.  Toad has been portrayed as a bit of a coward ever since), but 
he served other, more minor roles in other games.  In Super Mario 64, 
Toad was trapped within the Mushroom Castle, and he gave useful advice 
to Mario (sometimes even Power Stars).  In Luigi's Mansion, Toad was 
sent by Peach to find Mario, but the cowardly Toad could do nothing but 
save the game for Luigi.  An entourage of Toads accompanied Mario, 
Peach, and Toadsworth to Isle Delfino (of course, none of them were 
very good at preventing Toad from being kidnapped).

Meanwhile, Toad was appearing in Mario's sports/party-related outings.  
He appeared as a driver in Super Mario Kart (and, he's gone on to 
appear in every Mario Kart game so far).  In Mario Party and Mario 
Party 2, Toad handed out the Stars and gave instructions for mini-games.  
However, Mario Party 3 had two new characters - Tumble and the 
Millennium Star, respectively - do this job.  Mario Party 5 let Toad 
become a playable character in place of Donkey Kong.  And Mario Party 6 
cemented Toad's standings as a playable character.  Not only was he 
playable there, but his female counterpart Toadette, most likely 
introduced to assure players that Toad was all-man, was playable, too.  
She was a secret character you had to pay 30 Stars for, but so what?  
Toad and Toadette were also secret characters in Mario Kart: Double 
Dash!!  Toad also appeared in Mario Tennis (N64) and Mario's Tennis 
(Virtual Boy).  In Mario Kart 64, we hear Toad's voice for the first 
time.

---------------------------------Yoshi---------------------------------

To understand where Yoshi, that lovable dinosaur from Super Mario World, 
came from, you must look back into 1984.  A game called Demon World was 
released on the Famicom.  Essentially, it was a clone of Pac-Man.  The 
game starred a green creature named Tamagon, who looks like a cross 
between Yoshi and a goldfish, who had to clear the maze of demons as he 
swallowed dots and fought against Satan himself.  Also, the walls were 
painful to him for some reason.

Don't worry if you've never heard of it.  The game never left Japan due 
to the Christian imagery, and Nintendo did not want to upset a largely 
Christian population at a time when American customers could make or 
break them.  In fact, Nintendo hasn't gotten over its fear of upsetting 
the Christian gaming community today, either.  In the Japanese version 
of Super Smash Bros. Melee, Tamagon has his own trophy.  He does not in 
the western versions of the game.

So, did Tamagon, a squat version of Yoshi with fins, influence the look 
of Yoshi?  I think so, especially since the two make the same sound 
when they hatch from eggs.  So, while Tamagon himself didn't make the 
cut as a western video game character, Yoshi did in 1991.  He appeared 
in Super Mario World, one of the premiere games for the new Super 
Nintendo Entertainment System (SNES).  Yoshi is an instant hit.

In Super Mario World, the vacationing plumbers find an egg in the 
forest on Yoshi's Island shortly after Peach is kidnapped by Bowser.  
It turns out to be Yoshi, one of the local dinosaurs that the island is 
named after (or that are named after the island).  Yoshi was locked in 
his egg by someone named Bowser, whose airship (from Super Mario Bros. 
3) crashed into the waters of Dinosaur Land.  Bowser set up his forces 
here, and he kidnapped seven of Yoshi's friends.  They, too, were 
trapped within eggs, and the eggs were guarded by each of Bowser's 
seven children in fortresses at the end of each region of Dinosaur Land.

So, since Mario and Luigi had to rescue Peach anyways, they decided to 
defeat Bowser's children along the way.  Yoshi proved to be invaluable 
in their adventure.  The traditional Yoshi that we all know and love is 
green, but Yoshi is also the term for an entire race of dinosaur 
creatures.  Red, blue, and yellow Yoshis also populated Dinosaur Land, 
and each had a special ability.  Red Yoshis turned that which it ate 
into fire, blue used eaten objects as fuel to fly, and yellow Yoshis 
used it to weigh them down for quake stomps.  And speaking of which, 
Yoshis have elastic tongues that they release to wrap around enemies 
and swallow them.  Yoshi can digest practically anything, or spit it 
out if Mario so desired.  And eating berries yielded strange results.  
Yoshi could release a cloud that rained down coins or Mushrooms if he 
ate enough berries of certain colors.  And, if Mario needed to reach a 
high ledge, Yoshi could jump and Mario could jump off Yoshi for a sort 
of double jump.  Yoshi was also resilient to dangerous surfaces; he 
could walk across Munchers without taking any damage.

Yoshi did not go unnoticed by fans.  An instant success, he joined the 
crew for Super Mario Kart and soon got puzzle games starring him - 
Yoshi, Yoshi's Cookie, and eventually Tetris Attack.  Originally a game 
called "Panel du Pon," Nintendo replaced the fairy characters with 
Yoshi and characters like Raphael the Raven and Lakitu.  The vertical 
block-matching game might have been a cheap rip-off of a Japanese-only 
title, but so was Super Mario Bros. 2, right?

But a year before Tetris Attack ever appeared, Super Mario World 2: 
Yoshi's Island came out.  Hailed as the greatest platform game by some, 
the Yoshi herd was responsible for rescuing Baby Luigi and letting the 
stork go on to deliver the baby brothers.  Yoshi was able to transform 
into several toy-like vehicles in the game, but only the Yoshicopter 
ever reappeared (it makes a cameo in the Yoshi Circuit in Mario Kart: 
Double Dash!!).

Also in 1996 was Super Mario RPG.  Yoshi played a small role in the 
game, though.  Hanging out on Yo'ster Isle with a pack other Yoshis, 
the trusty steed gained a one-time rival in Boshi, a black Yoshi.  Only 
with Mario's help was Yoshi able to best Boshi in the Mushroom Derby, a 
competitive, one-on-one racing tournament, which made Yoshi the boss.  
But, much like George Washington, Yoshi gave up his power shortly after 
receiving it (his only act was to make the Mushroom Derby a fun race in 
which everyone ran.  Also, no gambling).  Winning the race could earn 
Mario three Yoshi's Cookies, which could be used to summon Yoshi to the 
battlefield.  Yoshi swallowed enemies, releasing an item for Mario.  
This was the extent of his appearance, though.

1998 marked the beginning of an all Yoshi franchise.  Yoshi's Story, as 
the game was called, had a vindictive Baby Bowser steal the "Super 
Happy Tree" from Yoshi's Island, and he then flattened the island into 
storybook form.  How would a pack of multicolor Yoshis stop the pint-
sized titan?  By eating fruit, of course.  Finding fruits in looping 
levels was not very successful, apparently, and the only-Yoshi 
franchise sort of died out.

Yoshi was matched up with Birdo, a supposedly female dinosaur from 
Super Mario Bros. 2, in Mario Tennis on the N64, and he would be paired 
with her again in Mario Kart: Double Dash!!  However, Yoshi partnered 
with Koopa Troopa in Mario Power Tennis.  Birdo is supposed to be a 
girlfriend of Yoshi's, but I think some characters are best left single.

Yoshi's next big appearance was on the Game Cube, but the traditional 
Yoshi did not appear.  Instead, a tropical breed of Yoshis appeared on 
Isle Delfino as nearly extinct, high-pressure spitting dinosaurs.  With 
juices matching their body color gushing from their mouths, they were 
almost as effective as FLUDD.  And, just like in Super Mario World, 
getting on Yoshi added drums to the background beat of the area.  This 
tropical breed was probably endangered because they couldn't enter 
water.  Doing so made them dissipate, but they turned green before 
doing so.  Interesting.

In Paper Mario: The Thousand-Year Door, a nameless baby Yoshi hatches 
from an egg while Mario is in the floating city of Glitzville, and 
Mario gets to name it (it also has a randomly generated color).  It's a 
little hellion, but it joins Mario as a partner.  Mario's sort of like 
its mother/father or something, and the baby Yoshi is really attached.  
At the end of the game, he continues Mario's legacy as a fighting 
champion by wrestling in the Glitz Pit under the name "The Great 
Gonzales Jr." (Great Gonzales was Mario's stage name).

Today, Yoshi joins all of Mario's outings and a few of his adventures.  
His first appearance on the Nintendo DS was in Super Mario 64 DS, and 
he saved Mario, Luigi, and Wario in it.  He did appear in Super Mario 
64 to give out 100 lives to Mario if he could reach the castle's roof 
(only achievable if he had all 120 Power Stars), but that's old news.

------------------------------Donkey Kong------------------------------

It is interesting to note that Donkey Kong was not in the beta version 
of Mario Kart at all.  Instead, there was a Magikoopa, the bespectacled 
Koopa wizards from Super Mario World.  It was a good move on Nintendo's 
part to replace Magikoopa with Donkey Kong, though.

An interesting character...  Donkey Kong first appeared in a game of 
the same name.  For some reason, he kidnapped a lady and brought her to 
the top of a construction site, leaving it up to her devoted boyfriend 
- Mario - to save her.  Of course, Mario wins (like usual), and Mario 
is a bad winner.  DK's name has a bit of video game myth surrounding it.  
It is a popular urban legend that Shigeru Miyamoto, the creator of 
Mario, Link, Donkey Kong, and many other characters, thought that 
"Donkey" was English for "stupid."  Add Kong, which is an ape name 
since the film King Kong, and you've got this character.  Regardless of 
whether this is true or not, the next game was named after DK's son.

Yep, Donkey Kong Jr. was released later.  In it, Donkey Kong was 
captured by Mario, and it was up to Donkey's son to rescue him from 
cruel, whip-wielding Mario, using vines and such.  Junior even appeared 
in a game in which he did math, an edutainment title.

(Oddly, Donkey Kong Jr. appeared as a playable character in Super Mario 
Kart, but not Donkey Kong.  Furthermore, junior appeared in Mario 
Tennis for the N64, but was replaced by DK in Mario Kart 64.  Oh well.)

Donkey Kong Jr. sat out the third game in the DK arcade trilogy, though, 
as Donkey Kong became a flower's worse nightmare.  Yes, Mario was fazed 
out of the series altogether, and it was now up to Stanley the Bugman, 
a devoted insect exterminator, to keep DK from lowering himself to the 
plants in a green house by spraying bug spray at the ape.  A great new 
arcade game that would continue the series, right?

Well, I guess Mario makes the game, because Stanley the Bugman never 
appeared again, and Donkey Kong disappeared for a long time, too.  
Relegated to simple cameos in games like Mario Tennis for the NES, 
Donkey Kong sat out for a long time.  Then came the Donkey Kong Country 
trilogy.

A sleek, hip, tie-wearing Donkey Kong emerged from video game obscurity 
to appear in SNES game Donkey Kong Country in 1994.  The Donkey Kong 
who appeared in the arcades in 1981 was a muscle-bound brute, and even 
3-D character models cannot explain the difference in looks.  So, how 
did Rare, who now owns DK's rights, explain this difference?

By introducing a grizzly old coot named Cranky Kong.  Cranky claims to 
be the original Donkey Kong who threw barrels and kidnapped maidens in 
arcade games, and now his lousy grandson/son (the precise relationship 
varies with the game) has inherited the family moniker.  The exact 
relationship between Cranky and Donkey is yet to be determined, but the 
new Donkey Kong is either Donkey Kong Jr. or junior's son.  In any case, 
the "new" Donkey Kong appears in Mario Kart 64.

So the trilogy was kicked off.  Donkey Kong and his nephew/little buddy 
(again, the familial status changes from game-to-game) Diddy Kong are 
the stars of Donkey Kong Country.  As it so happens, the Kremlings, a 
band of reptilian baddies led by King K. Rool (pun on cruel or rule, 
depending on how you look at it) steal their banana hoard.  Cranky Kong 
taunts them a bit before Donkey and Diddy decide to prove themselves as 
video game heroes and reclaim their stolen bananas.  The result is a 
wildly popular game.

Then came the sequel.  "Donkey Kong Country 2: Diddy Kong's Quest" 
introduced Dixie Kong, but it came at a high price; not only did the 
Kremlings, now in pirate getups (King K. Rool is now "Kaptain K. Rool"), 
steal the banana hoard, but they kidnapped Donkey Kong to prevent 
resistance.  Cranky Kong opens his big, retro video game enthusiast's 
mouth, and Diddy and Dixie end up saving Donkey Kong and the bananas.  
How embarrassing for DK...

Both Donkey Kong and Diddy Kong were kidnapped in the third installment 
of the series, Donkey Kong Country 3: Dixie's Double Trouble, and it 
was up Diddy's girlfriend and the tubby ape she was babysitting to 
rescue them from a new, mechanized Kremling army.  This time, King K. 
Rool changed his name to Baron K. Roolenstein.  In any case, DK himself 
plays a very minor role in the game - he's the he-damsel.

Game Boy re-releases with the same basic plots made up the Donkey Kong 
Land series.  In the first game, Cranky argued that DK's SNES adventure 
wouldn't have been nearly as popular if it were in black-and-white and 
on an 8-bit system like, oh say, the Game Boy.  Donkey and Diddy take 
the bait, and so they are tricked into playing a very similar game with 
a few new worlds and far worse graphics.  Cranky, you see, in a parody 
of old-school gamers, those who claim that video games were better in 
the olden days.

The rest of the Donkey Kong Land series follows suit, and this set the 
stage for a bold new adventure for the increasingly large Kong family 
in Donkey Kong 64 for the N64.  K. Rool's up to his usual antics, but 
he's kidnapped a good deal of Donkey Kong's extended family this time.  
This includes new characters Tiny Kong, a shameless Dixie Kong knock-
off, Chunky Kong, the older brother of DKC 3 character Kiddy Kong, and 
Lanky Kong, whose relations to other Kongs is obscure.  Rescuing them 
and using their abilities will allow DK and crew to destroy K. Rool's 
cannon that he plans to use to destroy Kong Island.

Aside from usual appearances in Mario's spin-off games like Mario Party 
(unfortunately, DK was removed as a playable character in Mario Party 5 
in exchange for his own space) and Mario Kart, DK has a series that 
really took off.  The Donkey Konga series uses drums and rhythm to 
guide DK through levels.  It is quite odd, really, that the most 
primitive instrument is the most innovative video game.  Although DK 
doesn't go on many huge adventures anymore, he's found a happy place in 
a few games as he gradually becomes more and more Mario-related.

---------------------------------Wario---------------------------------

Wario's first Mario Kart game, Wario is said to have stolen the kart of 
Koopa Troopa, a driver in Super Mario Kart, to compete in this game.  
But how did he reach this point in his career?

A cheesy villain in cahoots with the three little pigs.  That's how 
Wario was introduced to the public.  Now, you might think that his name 
is a simple flip of an M to get Wario, but that's not the case.  The 
name is, like Luigi's name, a pun.  In Japanese, "warui" means "bad."  
So, warui + Mario = Wario.  But, just who is this "bad Mario"?

In Super Mario Land, a mysterious alien named Tatanga kidnapped 
Princess Daisy of Sarasaland.  Mario rescued her, delivered her to 
safety, and then returned to his home - Mario Land (Nintendo never 
explains where this corny "Mario Land" came from, but let's be glad 
that it has yet to reappear).  But, to our alarm, Mario Land has been 
invaded by Wario!  The whole incident with Tatanga was just to get 
Mario to leave his castle long enough for Wario take over!  Because as 
we all know, Mario cannot resist such a tempting rescue.  Mario claims 
that Wario has always been jealous of Mario (although the Nintendo 
Power comics on the subject show that Mario apparently bullied Wario), 
and now Wario wants to get the best of him.

Mario was forced to clear out the six zones of Mario Land to find six 
golden coins (as the name of "Super Mario Land 2: Six Golden Coins" 
suggests) that can be used to access Mario's castle.  The coins are 
guarded by six nameless bosses, but one of them is an alien that 
closely resembles Tatanga.  Anyways, back to the castle...  After 
clearing a few simple obstacles within, Mario finds Wario in a throne 
room.  Wario can use all of Mario's power-ups, but Mario manages to 
defeat the fiend, reclaiming his castle and all.

Wario became an instant hit.  He soon starred as the villain in Mario 
vs. Wario (a release only in Japan), but that was a minor title.  
Wario's Woods was released in 1993, and it pitted Toad against Wario, 
who had fiendishly upset peace in Pleasant Woods.  Also in 1994, a game 
called "Wario Blast: Featuring Bomberman!" was released for the Game 
Boy.  In it, Wario took on Hudson's character, Bomberman.  It is 
interesting to note that Wario has since taken an interest in 
explosives.

But the real accomplishment of 1994 was commandeering the Super Mario 
Land series on the Game Boy.  Super Mario Land 3: Wario Land was 
released, and it would be the last SML title.  In this adventure, Wario 
was the main character, not Mario.  And Wario was down in the dumps; he 
had lost his castle and the riches in it.  Yes, it was SML 3 that 
really delved into Wario's greedy nature.  Luckily, though, Wario heard 
that a priceless golden statue of Princess Peach was on Kitchen Island, 
held by Syrup, captain of the notorious Black Sugar Pirates.  Wario 
traveled through the island to find Syrup Castle.  But, Wario (and 
probably the player controlling him) was surprised to find Syrup was a 
woman (especially since the manual refers to her as a man).  But, even 
with help from a mystical genie, Syrup was no match for Wario's brute 
strength, and Wario finally got the statue.  But, in the ending 
sequence of the game, Mario swoops in, thanks Wario for finding the 
statue, and makes off with it.  Well, easy come, easy go, I guess.  He 
did get to keep the genie's lamp, and he wished for a castle of his own.

In 1995, the Virtual Boy had a Wario game in store for it that used the 
same magic hat power-ups as SML 3 was released.  Of course, the Virtual 
Boy was a very unpopular system, and it was not widely played.  But, in 
the game, he visited the Awazon River basin (obviously a pun on Amazon, 
only the "m" is flipped over to make it Wario-ized).  While there, he 
found hoards of treasure in a cave the natives guarded, and he only had 
to play through fourteen levels to reach it.

But, a more popular game was soon in store for the greedy anti-hero.  
With riches amassed from his trip to the Awazon River basin and a 
castle from Super Mario Land 3, Wario was living the good life in style.  
But, he awoke one day to find that his riches had been stolen!  And it 
was the Black Sugar Pirates who stole it!  Wario chased them right back 
to their castle, and Wario was able to defeat Syrup, reclaim his 
pilfered riches, and return to his castle.  This game was not named for 
Mario at all.  It was entitled "Wario Land 2."

Wario was sucked into an orgel, a Dutch instrument, in Wario Land 3, by 
a mysterious force.  When Wario collected five such instruments, he 
could revive the force that had summoned him.  But, as it turns out, 
this force merely brought Wario there to be revived, and was actually a 
creepy clown named Rudy.  Wario managed to defeat the demented clown, 
though, and escape the strange world.

In 2001, Wario was featured in Dr. Mario 64 as a playable character in 
the story mode.  At the height of flu season, everyone wants Dr. 
Mario's megavitamins, but they were stolen by mad Dr. Scienstein to 
cure a weakened Rudy.  While Dr. Mario goes on to defeat Rudy, Wario is 
concerned with Scienstein.  Wario has aspirations of selling the cure-
all pills for major money.

The Game Boy Advance featured Wario Land Advance for all of his fans.  
Reading the newspaper one day, Wario learns that a pyramid was recently 
discovered.  A legend recalls that Princess Shokora was put under a 
spell that made her eternally sleep (Zelda II, anyone?) within her 
pyramid.  With money in mind, Wario takes off to the pyramid.  He 
clears the various routes to reach Shokora, but she is guarded by the 
one who cursed her, the Golden Diva.  Wario, who seems to fight many 
female villains, soundly defeats her, freeing Shokora of the curse and 
earning himself some money.

Wario World came out for the Game Cube in 2003.  Amongst Wario's 
treasure was a terrible black jewel, and it envelopes his castle and 
treasures.  It's up to Wario to defeat the Black Jewel and win his 
stuff back.  It's been Wario's most recent great adventure.

And then came WarioWare, Inc.  This fledgling company was started by 
Wario after he heard the news of a popular video game called Pyoro 
recently.  Realizing that there was money to be made in the video game 
company, Wario bought a computer in hopes of creating his own best-
selling game.  Each WarioWare game featured many five-second micro-
games that range from such simple tasks as waking up a sleeping man to 
more complicated ones like defusing bombs.  All of Wario's games in the 
WarioWare series have been popular - in Diamond City and in real life.

As you can see, Wario is quite independent of Mario now.  But, he 
appeared in Mario Kart 64 in 1997 (in fact, Wario's voice was heard for 
the first time in MK 64), and has been appearing in all Mario-related 
outings since the N64 hit it big.  And something rather interesting 
happened in Mario Tennis on the N64...  Waluigi joins the crew.

--------------------------------Bowser---------------------------------

The King of the Koopa...  Bowser is Mario's recurring rival, and he's 
either a fierce enemy or a big joke (or both), depending on the game.  
Bowser first appeared in Super Mario Bros.  He is the king of a "dark 
tribe" called the Koopa, later renamed the Koopa Troop, and he felt the 
urge to invade the Mushroom Kingdom.  Using his Koopa black magic, he 
transformed the residents of this seemingly peaceful place into blocks, 
stones, and even horsehair plants, oh my!  Only Princess Peach 
Toadstool could undo the magic, but he kidnapped her.  Now he just had 
to build up his forces.

One castle was stationed at each "world" of the Mushroom Kingdom.  
Little did Bowser know that Mario and Luigi were out to free the 
princess.  Each castle they visited, though, only contained a Mushroom 
Retainer, a.k.a. a Toad.  "Bowser" was at the end of each castle, but 
fireballs could burn the costume, revealing that the Bowser at the end 
of Worlds 1-7 were actually common soldiers in disguise.  But the 
eighth world held the real Bowser, and Mario or Luigi was able to 
defeat him.  Set up on a bridge over a pool of lava, the brothers had 
to bypass the titan and his obstacles - Podoboos, flame chains, hammers 
- to reach an axe.  Pulling it out of the block it rested in caused the 
bridge, which was strapped onto the axe by a thin rope, to fall into 
the lava.  Bowser would also fall, and so Mario/Luigi rescued the 
princess.

Bowser returned in Super Mario Bros. 3 with the entire family.  Yes, 
his seven children - Larry, Morton, Wendy, Iggy, Roy, Lemmy, and Ludwig 
- decided to cause trouble.  Bowser was not officially connected with 
his children's mischief at first, though.   Each child, collectively 
known as the "Koopalings" or "Koopa Kids," invaded a region of the 
"Mushroom World," the lands surrounding the Mushroom Kingdom.  They 
stole the wands of the seven kings there and transformed them into 
animals.  Then they paraded about their airships.  Mario and Luigi 
traveled to each of these lands and defeat each Koopaling to restore 
the king to his normal form.  But, after defeating Ludwig von Koopa, 
the seventh and final Koopaling (also the oldest), Mario got a letter 
from... BOWSER!  It said that he had stolen Princess Peach Toadstool 
while Mario was out returning the wands to the kings, and he challenged 
Mario to try to rescue her from his home, Dark Land.

Mario fell for the trap and entered Dark Land.  After facing an 
onslaught of tanks, the Koopa navy, and the Koopa air force, Mario 
reached Bowser's Castle.  At the end, Mario found a much different 
Bowser from Super Mario Bros.  The new look of Bowser has stuck since 
then.  Originally, Bowser was hunched over with no mane, a weird smile, 
and white spikes.  He was also about as tall as Super Mario.  The new 
Bowser was huge, with yellow spikes and an awesome red mane.  But, 
despite Bowser's newfound might, Mario could still beat him by tricking 
the king into busting through his floor.  Bowser lost again.

Apparently, the airship of the Koopalings had crashed in a strange 
place called Dinosaur Land.  From there, Bowser and his children 
swiftly but secretly spread into the circular Dinosaur Land, 
imprisoning the locals and building fortresses.  But, as fate would 
have it, Mario, Luigi, and Peach decided to take a vacation to Dinosaur 
Land after their stressful Super Mario Bros. 3 adventure.  Bowser 
wasted no time.  He abducted Peach, leaving no signs of his presence, 
and left the Mario Bros. wondering where she went off to.  But, Mario 
and Luigi stumbled upon a large egg that Bowser had imprisoned Yoshi in, 
and Yoshi told the brothers of his plight.  Armed with a pair of magic 
capes given to them by Yoshi, Mario and Luigi methodically defeated 
each Koopaling (in a new order - Iggy, Morton, Lemmy, Ludwig, Roy, 
Wendy, Larry) before they could face Bowser in a neon castle in the 
Valley of Bowser.

Bowser appeared scarier than ever with sharp teeth, a sinister demeanor, 
and white spikes on his back.  He fought in his aircraft - the Koopa 
Clown Car - and threw down various objects, including Mechakoopas, 
robotic enemies he had made.  Mario or Luigi had to throw them back up 
at Bowser eight times before he was defeated, and Peach, Mario/Luigi, 
and Yoshi plus friends enjoyed the rest of their vacation to Bowser's 
dismay.

Super Mario World 2 reflects back to Bowser's childhood.  As an infant, 
Baby Bowser had an advisor Magikoopa named Kamek whom he trusted above 
all others.  Really, Kamek is the one who molded Bowser into the fiend 
he is today.  Kamek was able to use his magic to foresee all the 
trouble that Mario and Luigi would cause the Koopa Troop, and for that 
reason he intercepted the stork to kidnap Baby Mario and Baby Luigi.  
Unfortunately for Kamek, Baby Mario fell down to Yoshi's Island, which 
happened to be below at the time, and right onto the back of a Yoshi.  
And try as Kamek may, Yoshi and Baby Mario were able to reach Baby 
Bowser's castle and defeat the kiddy king.  Baby Bowser tried to get 
revenge on the Yoshi clan in Yoshi's Story, but he was defeated because 
the Super Happy Tree dropped fruits that the Yoshis used to beat him up.

In 1996, Bowser and Mario actually became partners.  During the 
beginning of Super Mario RPG, Peach is kidnapped and Mario and Bowser 
are fighting in Bowser's Keep.  Suddenly, a giant sword (the hilt being 
named Exor, the blade being named Neosquid) crashed through the roof 
and sent the three flying.  Peach landed in Booster's Tower far away.  
Bowser landed in an unknown location, and Mario was shot into his house.  
Later on in Rose Way, Mario saw Bowser and his troops marching onward 
to find a way back into the castle (the sword destroyed the bridge to 
it).  As Mario progressed in his adventure, Bowser eventually lost all 
of his troops (they went AWOL on him), and he was crying (not making 
this up) at the base of Booster's Tower, unaware that Peach was above 
on the balcony.  When Mario came across Bowser, he composed himself and 
asked if Mario (along with Mallow and Geno, his partners) would join 
the Koopa Troop.  Mario agreed.  You see, Bowser had as much to gain 
from beating Smithy, the person who stole his castle, as Mario did.  
After all, he wanted his castle back.

Bowser's next big game was for the N64.  In Super Mario 64, Peach 
invited Mario over for cake.  In the interval of time between Mario 
getting the invitation and Mario arriving, Bowser swept into the 
Mushroom Castle, abducted Peach, and locked up the doors so that they 
required Power Stars to access.  The paintings in the castle were 
actually portals to different worlds, such as Bob-omb Battlefield or 
Whomp's Fortress, and Bowser planned to use the Power Stars to not only 
open the portal but to release the infinite monsters within to create 
an army he could use to conquer the Mushroom Kingdom.  When Mario got 
his hands on the Power Stars, though, he used them to reach Bowser in 
three separate areas.  The first two fights got him keys to the 
basement and second floor, respectively.  The third fight defeated 
Bowser, taking his star power, and rescuing Peach (also saving the 
kingdom from a potential invasion).  Bowser got to watch the ending 
sequence with his minions in disgust.

Then came Paper Mario.  This time, Bowser and his new advisor, Kammy, 
flew up to Star Haven and stole the Star Rod.  They then imprisoned the 
Star Spirits.  The Star Rod grants the wishes of the user (it was 
originally used by the Star Spirits to answer the wishes-upon-a-star of 
the people of Earth), and Bowser used it to make himself invincible.  
He raided the Mushroom Castle, lifting it up from the roots and taking 
it to the skies (Luigi was able to escape the castle as the ground 
began to shake).  Mario fought Bowser for Peach, but Mario could not 
compete with the might of the Star Rod.  Mario nearly died after being 
cast out the window and falling a great distance to the ground, but the 
Star Spirits used their energy to save Mario and contact him.  If he 
could save them, they could negate the effects of the Star Rod.

To this point, Mario defeated Bowser's minions - the Koopa Bros., 
Tutankoopa, Tubba Blubba, General Guy, the Lava Piranha, Huff N. Puff, 
and the Crystal King - to rescue the Star Spirits.  And with the power 
of the Star Beam that they taught him coupled with the prayers of the 
people of the Mushroom Kingdom, Mario was able to temporarily 
deactivate the Star Rod.  In that time, Mario defeated Bowser, even 
with the power boost provided to him by a machine Kammy used, and 
reversed the power of the machine to blow up Bowser's Castle.  The 
Mushroom Castle fell to its original location, the Star Rod was 
returned to Star Haven, and Mario was a hero yet again.

King Boo used Bowser's reputation to scare Luigi in Luigi's Mansion, 
but Bowser himself did not show up in the game; only his costume did.  
Bowser's next appearance was at the end of the game in Super Mario 
Sunshine.  Coaxing his eighth child, Bowser Jr., into framing Mario and 
abducting Peach while he relaxed in a slimy pool atop Mount Corona was 
a welcome change for the King of the Koopa, although he did fight, and 
lose to, Mario.  In Mario & Luigi: Superstar Saga, Bowser gets his body 
stolen by the evil witch Cackletta, forming "Bowletta," but I won't 
even comment on that freak.  Bowser was similarly humorous in the next 
RPG he starred in, Paper Mario: The Thousand-Year Door.  He fought 
Mario as the second-to-last boss in a last ditch effort to do something 
important, but all he does is let Grodus escape with Peach.  Super 
Mario 64 DS marked Bowser's first new appearance as his fierce, evil 
persona, but that was just a port of one of Mario's earlier adventures.

And that doesn't count Bowser's role as a villain in Mario Party games.  
In games like Mario Kart 64 and Mario Tennis, though, Bowser is always 
the strong but slow character.  Bowser is a pretty popular villain, but 
he isn't Mario's only adversary.  Bowser joins the ranks of the below 
characters as final bosses in Mario games (listed by number of games):

King K. Rool, Wario, Donkey Kong, Wart, Syrup, Baby Bowser, Rudy, Mario 
(he technically was a villain in a Mario game - Donkey Kong Jr.), 
Tatanga, Smithy, King Boo, the Golden Diva, the Black Jewel, Cackletta, 
and the Shadow Queen.

The list contains characters from Wario and Donkey Kong games, but they 
are Mario characters.
-----------------------------------------------------------------------

A major thanks to spacepope4u.  Without his Mario Series Character 
Guide, which I recommend to any Mario fan, I wouldn't know half this 
stuff.

Now that we're done with that excruciatingly long section, let's move 
on into the actual game-related information.  Yes, it's sad that Koopa 
Troopa, Magikoopa, and Donkey Kong Jr. couldn't make it, but I'm sure 
you'll get over it eventually.

=======================================================================
===============================Controls*===============================
=======================================================================

This game handles pretty easily, but it has a few slightly advanced 
combinations.  Here's how things work in Mario Kart 64.

                       +----------------------+
                       |    Basic Controls    |
                       +----------------------+

Control Stick: This is used to steer the kart.  Tilt it in a certain 
direction to move correspondingly.  It is also used to move between 
options in menus.

A: Press this button to accelerate.  You need to hold it (keep it 
pressed) to keep accelerating.  Otherwise, you will slow down.  This 
can also be used to select an option on a menu.

B: When moving, this button causes you to brake (slow down).  If you 
are motionless, though, this can be used to move in reverse.  This is 
useful when you are jammed up against a wall (this happens frequently 
to lightweights) and need to get back onto the course.  Note that to 
move in reverse, you must also tilt the control stick down.  Pressing 
this on a menu negates a previous choice.

R: This is interesting.  It can be used to hop, which can be useful in 
making short jumps over small gaps.  Lighter characters tend to have 
higher jumps.  However, R is used for power-sliding and mini-boosting, 
and that is explained later as an advanced control.

L: You can use this to lower the volume of the background music or mute 
it.  It helps on some stages, I guess.

Z: If you have an item, press this to use it.  Using it in combination 
with the control stick (up or down) can let you throw certain items 
backward or forward.  If you have an item that is launched or dropped, 
like shells, you can hold Z to keep them behind you without launching 
them, waiting for the ideal opportunity to use them.

C Up: A handy button, this changes the camera's zoom.  Using this can 
be a lifesaver in some courses, especially when driving uphill; it 
increases (or decreases) your line of sight.

C Right: This changes the map of the course to the speedometer, which 
shows how many kilometers per hour you're going.

                      +-------------------------+
                      |    Advanced Controls    |
                      +-------------------------+

-----------------------------Power-Sliding-----------------------------

This is vital to succeeding in the game, or at least succeeding easily.  
When you press R, you hop.  When turning, press R and hold it.  Now 
turn the control stick in the direction of your turn.  You will begin 
power-sliding, which is the most efficient method of turning.  You 
won't lose speed when turning (this is especially true of heavyweights), 
and you have the added bonus of facing one direction throughout a turn.  
However, your mobility is compromised greatly when turning, and any 
obstacles along the way (banana peels come to mind) will likely hit you.  
Still, the pros outweigh the cons.

------------------------------Mini-Boost-------------------------------

Although power-sliding is useful in its own right, it has one other use: 
starting mini-turbo boosts, which I abbreviate as "mini-boosts".  Start 
off by entering a power-slide.  You know that you are power-sliding 
when white E's of smoke are rising from your engine.  Now tilt the 
control stick in the direction opposite that which you are turning, and 
then quickly turn back in the correct direction.  Yellow E's will start 
rising from your engine.  Repeat this and the smoke will become red.  
While doing this, you must hold the A and R buttons.  Now, when the E's 
have turned red, release R.  You will gain a slight boost of speed 
momentarily.  It is not vital to racing, but it can be useful.  
Sometimes, it's best just to do normal turns, but particularly wide 
turns make mini-boosting very natural.

On a side note, something somewhat similar happens when you are driving 
right next to another driver.  If you are driving by someone, a sort of 
wave of smoke will appear from your engine, giving you a small boost of 
speed.  This is most useful in trying to pass the other player.

-----------------------------Rocket Start------------------------------

At the beginning of each race, the eight drivers are lined up (you 
always start in eighth place at the beginning of a new cup) before the 
finish line.  Lakitu drops down with the headlight and it turns red to 
red to blue.  If you press A just as the third light turns blue (or 
right after the second fades), you'll get a Rocket Start.  You can 
begin at maximum speeds, a nifty head start.  And if you press A at the 
exact right moment, right after the second red light fades, you will 
get a speed boost, about half that provided by a Mushroom.  However, 
press A at the wrong time and you will spin out of control.  The same 
goes for when Lakitu is dropping you onto the track because you fell 
off; press A as you are set down to take off with a Rocket Start.

-----------------------------The Spin-Turn-----------------------------

This is another way to turn, but this way actually rotates the kart.  
If you press A and B simultaneously, you will begin to spin.  When 
doing this, release B to drive forward.  When mastered, this can be 
used to straighten yourself after a turn or be facing an opponent 
before firing a shell or another item.  Personally, I like power-
sliding more.

-------------------------Banana Peel Recovery--------------------------

While driving, hitting a banana peel will cause you to slide out of 
control.  However, if you press B just after hitting it, you will not 
lose control.  A small music note appears above your character to 
indicate that you successfully avoided a spin-out.

And that's everything there is to know about practical controls.  Now, 
onto the other very important aspect of the game - items.

=======================================================================
================================Items*=================================
=======================================================================

Items are gotten on the tracks by driving through the multicolor, 
somewhat translucent ? Blocks.  A box appears and will "randomly" give 
you an item.  The item can then be used by pressing Z.  You can get any 
of several items, all of which are listed below.

If I may note something, though...  Mario Kart is a game of comebacks, 
and items help a lot in moving you from eighth to first.  That is, 
someone lower in the ranks - like sixth place - will tend to get more 
powerful items then someone in a higher rank - like second place.  The 
person in first has no chance of getting a Thunder Bolt, for example.  
However, the person in first has amazing chances of getting green 
shells and bananas.  So, depending on your position in the game, you 
have chances of getting certain items, but not all items.  I like this, 
really.  After all, it would be stupid to give someone in first place 
the Spiny's Shell.  And besides, it makes the game more fun for human 
players.

Green Shell: These are the shells of Koopa Troopas, the basic unit in 
Bowser's army.  However, these items were also on the backs of enemies 
called "Shell Creepers" in Mario Bros.  In any case, Mario has used 
these to kick into enemies for a long time, and they have a similar 
function in this game.  When launched (if you have one, hold Z and tilt 
the control stick down to launch it backwards), these bounce around the 
arena, hitting walls and such, until they come into contact with 
another player or a Banana.  If they hit a player, they will be thrown 
up into the air and lose all speed.  When they hit a banana, both are 
destroyed.  They also disappear if they fall off an edge.  Though it 
rarely happens, two shells colliding will cause them to both be 
destroyed.

Red Shell: Red Koopa Troopas were the smarter enemies in the Super 
Mario Bros.; the green type would march forward, off cliffs if they 
were present, only turning if they bumped into something.  Red Koopa 
Troopas would turn around when they reached an edge (also, red Koopa 
Paratroopas could actually fly, while green could just flutter around).  
But, in Super Mario Bros. 2 (USA), though Koopa Troopas and all other 
normal Mario enemies were absent, this red shell was present.  When 
plucked from the ground, it could be thrown.  It slid across the floor, 
defeating any enemy it hit, and dissipated when it hit a wall.  The Red 
Shell item in this game acts much like it does in Super Mario Bros. 2 
(USA).  If it hits a wall, it is gone.  However, these shells will 
automatically home in on the player ahead of you.  If it hits another 
shell, a wall, or a banana along the way, though, it will be no more.

Triple Shells: This is just a grouping of three green or red shells.  
However, they act somewhat differently.  Press Z and all three shells 
start to circle around you.  If someone drives by this circle and 
collides with a shell, they will be hit (and that shell disappears).  
If you want to launch the shells, you can only launch them forward.  
Also, if you are hit by something or fall off an edge, you will lose 
these shells.  Furthermore, when all three shells are circling you, 
they do not count as an item, meaning you can collect another item 
after that.

Spiny's Shell: This is a blue shell with spikes on it.  Though Spinies 
normally have either red or green shells (normally red), blue made it 
into this game.  This shell, normally given to players in lower ranks, 
is launched forward as a homing device.  It will cross the course until 
it hits the first place driver (it will most likely hit other drivers 
along the way, though).  It can come in handy if used correctly.  Try 
hitting ever player in front of you...

Banana: Donkey Kong's favorite food is the banana, and he often 
adventures to retrieve his banana hoard from the thieving King K. Rool.  
In this game, banana peels can be dropped onto the course (if you hold 
Z and tilt the control stick forward or backward, you can throw the 
peels ahead of you or behind you).  If someone should happen to drive 
into the banana, they will spin out of control.  For this reason, well-
placed bananas can cause players to slip off the track or fall into one 
of the course's trap.  If you press B after driving over one, though, 
you will not lose control (see the "Controls" section for more details 
on this).  After hitting one, you will lose lots of speed.

Banana Bunch: Quite simply five bananas in a row.  In the Donkey Kong 
Country games, there were such groups of bananas to be found (much more 
effective than collecting one banana at a time).  Dropping five bananas 
can be very effective.  If you are turning as you drop them, you can 
make a "line" of bananas to make it impossible for opponents to avoid 
them.  Also, these five bananas will trail you once you press Z.  If 
you are hit by an item when they are trailing you, you will lose them.  
Also, if an opponent runs into the line of bananas behind you, all 
bananas will be destroyed (and the player will spin out).  Shells only 
take one, though.

Fake Item: This looks like a ? Block that gives items, but it really 
isn't.  If you look closely, you'll notice that it has an upside-down 
question mark.  Players will fly into the air after hitting these, and 
they are, in my opinion, much better items than the Bananas.  Try 
leaving this in groups of real ? Blocks.  Drivers will not be able to 
tell these apart if left in large groups, and might mistake these for 
real blocks.  They drive into it in hopes of getting an item, and bam!  
They get hit and you laugh at them (in the game and out of the game).  
They can be destroyed by shells and Super Stars, though.

Mushroom: In Super Mario Bros., Mario and Luigi try to rescue the 
princess of Mushroom Kingdom, and they often used Magic Mushrooms (the 
name was later changed to "Super Mushroom" because the other name can 
be a reference to high-inducing mushrooms) to become Super Mario/Luigi, 
taller versions of themselves that can be hit twice before losing a 
life.  They continued to use these items throughout their adventures, 
even as far into the future as Super Mario 64 DS.  In this game, 
Mushrooms are used to gain a short but powerful boost of speed.

Triple Mushroom: Quite simply three Mushrooms attached to each other.  
You can use their boosts three times (I suppose you have a "Double 
Mushroom" after using one), and I recommend waiting out each boost 
until you use the next for maximum effects.

Super Mushroom: Because I could not find the official names of these 
items in the manual, I will use this name from Mario Kart: Double Dash!!  
Although Mario does not use golden mushrooms in his adventures, that's 
what these are.  For a certain amount of time, you may use these for 
boosts as many times as you can.  I find it most effective to 
continually press Z to keep getting that initial boost of speed.  In 
any case, these are very nice items if you're lagging behind the other 
racers.

Thunder Bolt: From Super Mario Kart, these bolts of lightning have a 
rather unexpected effect.  They shrink every character but you.  If the 
character is invisible (Boo) or invincible (Super Star) or is off the 
course or spinning from a Banana or reeling from another hazard at the 
time, they will not be affected.  However, the majority of players will 
be shrunk.  In this state, they drive very slowly (due to their 
shrunken engine), and they won't be able to use ramps or boost over 
large gaps.  If you drive into a player who is small, you will flatten 
them, causing them to float down and eventually resume normal shape to 
continue forward.  If used at the right time (like when everyone is 
about to use the large ramps in Royal Raceway), the effects can be 
enormous (pun!).  Interestingly enough, Mallow had an attack called 
Thunder Bolt in Super Mario RPG, although this game was released after 
Super Mario Kart.

Super Star: Perhaps the best item in the game aside from the Thunder 
Bolt, both of these items are given to characters in lower ranks.  
These items have appeared in each installment of the Super Mario Bros. 
series (that is, Super Mario Bros., SMB 2 (USA/Japan), and SMB 3), and 
in Super Mario World.  However, in the trilogy, this item was a 
"Starman", and SMW changed the name to "Super Star".  In these games, 
getting a Starman made Mario into Invincible Mario, and he could plow 
through enemies in this form without taking any damage.  Stars have 
always been icons of Mario games, from their uses to undo the magic of 
Bowser in Super Mario 64 to their material value in the Mario Party 
games.  In this game, Super Stars make your character invincible.  As 
such, your speed increases, you lose no speed by driving off the track, 
you can hit any enemy and make them fly into the air (like a shell 
would), and you are immune to the ill effects of bananas, fake items, 
shells, and other hazards within the courses themselves.  It does not, 
however, prevent you from falling off the course (which makes the Super 
Star stop working), it's only weakness.  The invincibility wears off 
after a set length of time.

Boo: The Boo was originally called "Boo Diddly" in Super Mario Bros. 3.  
These Mario ghosts would shy away if Mario looked at them, but they 
would lunge at him if he turned his back.  They reappeared in force for 
Super Mario World, in which they had their own mini-manors to haunt, 
and there also seems to be a monarch system in place among the Boos.  
They figure prominently into Luigi's Mansion as the main adversaries.  
In this game, using a Boo makes you invisible.  As such, you are immune 
to all attacks and can even pass through solid objects (like other 
players and obstacles, but not walls).  Falling off the course will end 
this, though, and it is only temporary.  Like in Mario Party, using a 
Boo will also cause it to steal an item from another player for you.  
However, if no other players have items, you will get nothing.  This is 
about the only way someone in first or second place could get their 
hands on a Super Star or a Thunder Bolt.  It is interesting to note 
that when you use a Boo, you actually do become invisible to other 
players (I discovered this in multiplayer mode).  However, you can 
still see a semi-transparent outline of your character on your screen.

And those are all the items and origins.  Now, let's just cover weight 
classes and we can move onto the actual track guides.

=======================================================================
============================Weight Classes*============================
=======================================================================

All the karts in the game are basically the same.  The real difference 
lies in color.  Mario has a red one, Luigi and Yoshi have a green one, 
Peach has a pink one, Toad has a blue one, Wario's is purple, Bowser's 
is orange, and Donkey Kong's is yellow.  So, since they essentially 
have the same kart, the player makes the difference in driving, not the 
kart (this is another way that Mario Kart is different from most racing 
games).  Each character can be given a weight class - light, medium, or 
heavy.  Here, I will discuss each category and give a brief summary of 
the driving abilities of each character.

                        +--------------------+
                        |    Lightweights    |
                        +--------------------+

Lighter characters are the easiest to use, in my opinion.  They have 
excellent acceleration, slightly high top speeds (in comparison to 
other weight classes), and will not lose much speed when they drive off 
course (although it is still noticeable).  Lightweights will often be 
bullied, so to speak, by the heavier characters.  For instance, if Toad 
was driving along and Wario rammed into him, Toad would spin out as if 
he had hit a Banana.  The reason for this is that Wario (and all other 
middleweights and heavyweights) is heavier than Toad, and thus can 
throw his weight around.  So, lightweights should avoid contact with 
other drivers.  Also, due to their wonderful acceleration, lightweights 
can recover from crashes quickly.  Also, note that they lose more speed 
when turning (without sliding) than other characters, and their 
steering isn't as good.

                                 -----
                                 Peach
                                 -----

Princess Peach is a lightweight.  As such, she accelerates well, has 
fairly high top speeds, and has a high jump.  But, you'd better learn 
to power-slide if you play as Peach.

                                 -----
                                 Yoshi
                                 -----

Yoshi is pretty good.  He has good acceleration, nice top speeds, and 
he probably has the best steering of the lightweights.  However, like 
all lightweights, Yoshi cannot turn very well without losing speed, and 
thus power-sliding is a must.  I think he's the heaviest lightweight.

                                 ----
                                 Toad
                                 ----

Toad is probably the best, or the most-liked, character in the game.  
He has awesome top speeds, somewhat bad steering in comparison to the 
likes of Bowser, good acceleration, and one annoying voice.  He is the 
lightest character in the game, and so his lightweight attributes stick 
out more than Yoshi's or Peach's do.  The downside to this is that he 
can drive into a heavyweight who isn't even moving and spin out of 
control.  Try him out and see how you do with him.  Toad is the best 
character for Time Trials due to his speeds.  But, learn to power-slide.

                        +---------------------+
                        |    Middleweights    |
                        +---------------------+

Simply put, middleweights are average in everything.  Of course, Mario 
has been well-rounded in every game he's appeared in since Super Mario 
Bros. 2 (Japan), and the formula does not change for this game.  They 
lose some speed when turning and going off the track, they can exercise 
their weight over lightweights but are weak to heavyweights, and they 
have fair acceleration and speed.  But, why settle for average?

                                 -----
                                 Mario
                                 -----

It's-a Mario!  Yes, the star of the game is the most balanced one, too.  
Mario is the heaviest middleweight, and he has good steering, okay 
everything else.  I suppose you could be good with Mario, but I like my 
characters to excel at something.

                                 -----
                                 Luigi
                                 -----

Player 2, err, Luigi is also smack-dab between heavy and light, 
although he is a bit lighter than his plump brother.  As such, Luigi is 
a bit faster than Mario, and he has traces of lightweight qualities in 
him, or at least more so than Mario.  However, they are almost equal.  
It's like comparing 1 to 1.1, if you see what I'm saying.

                        +--------------------+
                        |    Heavyweights    |
                        +--------------------+

I find that most of the heavyweights are unplayable in the higher cc's 
of Grand Prix.  Heavyweights have bad acceleration, below-average top 
speeds, and they sink into grass or sand, meaning that veering off the 
track causes them to lose massive amounts of speed.  They do have their 
pluses, though.  If they turn a corner without sliding, they lose 
almost no speed.  They have exceptional steering - the best in the game 
- and can hit any other kart (except other heavyweights) and cause them 
to spin out.  So, although other drivers may go faster than them at a 
faster rate, they can hit opponents like they were a shell (or, at 
least a moving Banana).  Unfortunately, crashing or spinning will cause 
these big guys to lose almost all their speed, and they'll have a 
harder time recovering due to their weak acceleration.

                              -----------
                              Donkey Kong
                              -----------

DK is the heaviest of all the characters in the game.  According to 
Donkey Kong 64, he weighs 800 pounds (that's about 363 kilograms).  
Anyways, he can ram just about anyone, but he's the slowest character 
in the game with the worst acceleration of the lot.  Although he has 
the most precise steering, you have to be a master of items and dodging 
attacks to use Donkey Kong with any hopes of winning in the Grand Prix.

                                 -----
                                 Wario
                                 -----

Wario is the lightest heavyweight, and he is a pretty good character, 
really.  He has bad top speeds and acceleration compared to others, but 
he is faster than Bowser and Donkey Kong and can topple lightweights 
and possibly middleweights with the greatest of ease.  His steering is 
above-average, but nothing compared to DK or...

                                ------
                                Bowser
                                ------

This titan is in the game (like all Mario Kart games), and he would be 
the heaviest if DK didn't join the crew for this round of races.  True 
to his weight class, Bowser has superb steering (the camera shifts when 
he tilts his head), bad speed and acceleration, and plenty of weight to 
throw around.  It'll take some practice to excel with King Bowser.

And those are the characters and their weight classes.  But now that we 
know about the characters, items, and controls, let's get into the 
actual courses and the Mario Grand Prix.
-----------------------------------------------------------------------
   _________________________________________________________________
  /                                                                 \
 /                                                                   \
||----------------------------Section 2*-----------------------------||
 \                                                                   /
  \_________________________________________________________________/

=======================================================================
==============================Grand Prix*==============================
=======================================================================

The main mode of single player is Mario Grand Prix.  There are a few 
things to note about the Mario GP.

First, you choose a cc to play in.  There is, at first, 50 cc, 100 cc, 
and 150 cc.  The higher the number, the harder it is.  You see, the cc 
determines how large the engines are.  So, the larger the engine, the 
faster the game is, and therefore the harder it is to control your kart.  
Also, the opponents get sneakier as the numbers rise.  They start 
leaving Bananas before ramps and the like.  There is one other mode 
that you can play in Grand Prix, but that is a secret.  See "Secrets" 
for details on it.

Then you choose a character to play as.  This should be obvious; choose 
whoever you're best with.  Then you select a cup.  There are four cups 
(this is odd; usually, Special Cup has to be unlocked), and you start 
with all of them.  There is Mushroom Cup, the easiest, Flower Cup, the 
intermediate, Star Cup, the somewhat hard, and Special Cup, the very 
hardest.  No matter which cup you play, though, they consist of four 
races on four separate tracks.  Depending on how you place in each race, 
you gain a certain amount of points.  Whoever has the most points after 
the fourth race wins.

The driver who places first gains 9 points.  Second place gains 6 
points.  Third gains 3 points, and fourth gains 1 point.  All other 
drivers get no points.  Personally, I like the point setup in Mario 
Kart: Double Dash!! better, but what can you do?  If you get fifth, 
sixth, seventh, or eighth place, you will have the option of retrying 
the race to get a higher score.  As a result, you can play a race as 
many times as you need until you get the desired place.  If you are 
going to come in fourth, for instance, just stop before the finish line, 
let a few people pass you, and then drive over to finish the race.  You 
can retry and then attempt to get more points.  The most points 
possible to get is 36; the least is 4.

Then comes the award ceremony.  If you were the first, second, or third 
in rank of points, you will receive a trophy (gold, silver, and bronze, 
respectively).  Fourth or worse and you will get hit by a bomb (loser!).  
Also, notice that the award ceremony takes place in front of the 
Mushroom Castle.  Anyways, the trophy is more grand depending on which 
cc you're playing.  50 cc is basic, but 150 cc is the best.

In the next few sections, I'll have guides for all of the various 
courses of the game.  There are sixteen in all, four per cup.

In the upcoming sections, each track will have this information written 
about it:

                       +----------------------+
                       |    Name of Course    |
                       +----------------------+

-------------------------------Overview--------------------------------

This is a summary of the track, a run-down of its various Nintendo-
related themes, and other neat-o observations I make about them.

---------------------------------Guide---------------------------------

It's just what the title says.  The guide to the track tells you how to 
get through each part (hence the "walkthrough" part of this FAQ).  Note 
that each race consists of three laps around the track (I only guide 
you through one because each lap is identical to the last).

                           -----------------
                           Alternate Route #
                           -----------------

If there are any significant alternate routes in the path, they will be 
numbered and explained here.

-----------------------Strategic Trap Locations------------------------

- Places that are ideal for dropping Bananas or Fake Items will be 
listed here.

Now that we know what each entry will look like, it's time to actually 
cover them.  Let's-a go!

=======================================================================
=============================Mushroom Cup*=============================
=======================================================================

Mushroom Cup is the easiest cup in every Mario Kart games, and MK 64 is 
no exception.  We have easy turns, several routes to the finish lines, 
and some of the best courses in the game (with the best music in the 
game.  I'm looking at you, Koopa Troopa Beach).  Well, maybe other cups 
have it beat as far as complexity goes, but Mushroom Cup is most like 
Super Mario Kart in that the tracks are small and simple.

                        +---------------------+
                        |    Luigi Raceway    |
                        +---------------------+

-------------------------------Overview--------------------------------

Luigi Raceway is the most basic track in the game.  According to the 
manual, it is 717 meters long.  Completely devoted to Luigi, it 
apparently has an audience.  In fact, I'd say that this track is the 
most conventional one in the game as far as other cars go.  I guess 
it's just another insult to Luigi.  It is a good place to practice 
sliding, though.

---------------------------------Guide---------------------------------

From the start, drive forward on a long straightaway.  Remember, hold A 
to accelerate.  After an initial bump, you'll reach a few multicolor 
blocks that I will call item boxes from here on out.  Drive into one to 
get an item, and then you'll come to a turn.  Press R and tilt the 
control stick to the right to start sliding.  This may be a bad idea, 
though, if you start too early or late; you'll drive into the grass.  
It is an easy turn, really, and power-sliding is optional.  At the end, 
straighten yourself up.

Drive into the tunnel ahead.  It curves very slightly at first; power-
slide a bit.  Then it straightens up as its goes downhill.  Drive down 
and take an item from the boxes assembled here.  Afterwards, make a 
short slide to center yourself on the track.  Here comes the last turn 
of the course.

Hold R and tilt the control stick left.  Hopefully, you'll power-slide 
right through the item boxes.  This is a good chance to pull off a 
mini-turbo boost.  To do this, start power-sliding and tilt the control 
stick right, then left, then right, and once more left.  The smoky E's 
coming out of the engine should turn from white to yellow to red.  
Release to boost to the finish line.

Note: Generally appearing after the first line, there is a hot air 
balloon with Luigi's face on it that lowers after the first line of 
item boxes.  If you are fast enough (you may need to hop with R), you 
can grab an item box from below the balloon.

-----------------------Strategic Trap Locations------------------------

- Well, nothing is that effective, but your best bet is to leave one in 
any of the two wide curves, generally the center.  Opponents will drive 
there and likely hit them.

- After any of the bumps in the track, especially the one before the 
item boxes in the first stretch of the track.  You can hope opponents 
won't see them until it's too late.

                        +--------------------+
                        |    Moo Moo Farm    |
                        +--------------------+

-------------------------------Overview--------------------------------

A somewhat famous track, I guess.  Moo Moo Farm is a milk-producing 
farm with many cows and Monty Moles, the annoying enemies from Super 
Mario World that looked like moles.  It must be a lucrative business; 
there is a truck delivering the milk on the Mushroom Bridge/City tracks 
in Mario Kart: Double Dash!!  In any case, this course introduces you 
to in-course obstacles.  It's pretty easy, though.  It is 527 meters in 
length.

---------------------------------Guide---------------------------------

Drive forward over the small bump to reach a line of item boxes.  Take 
one and drive forward to a turn.  I would suggest power-sliding, but 
you want to make sure you stay on the left side of the track throughout 
the turn (there will be Monty Moles on the right side, and hitting them 
is like hitting a shell).

After that turn, straighten yourself and go forward to see another 
little line of item boxes followed by a turn to the right.  You can 
power-slide briefly, and then you'll want to drive forward and under 
the bridge.

Now you'll come to a cluster of item boxes.  Try to drive through them 
and then drive all the way to the wall before you begin power-sliding 
to the right.  This will let you avoid two groups of Monty Moles.  You 
should straighten yourself when you reach a few item boxes.  From there, 
drive between the pillars supporting the bridge here to reach the 
finish line.

                           -----------------
                           Alternate Route 1
                           -----------------

If you want to risk it, you can drive on the right side of the road 
where you could potentially hit a Monty Mole.  Though it may be faster, 
it might not be worth the risk.

-----------------------Strategic Trap Locations------------------------

- After any of the bumps.  The bumps should hide the item from view.

- Left of the Monty Mole groupings.  Either drivers will go out of 
their way to reach the wall, a slight waste of time, hit the trap, or 
hit the Monty Moles.  It's a win no matter what they do.

- In between the central two pillars (or any of the pillars) at the 
very end of the course.

                     +--------------------------+
                     |    Koopa Troopa Beach    |
                     +--------------------------+

-------------------------------Overview--------------------------------

Although Koopa Troopa lost his kart to Wario in this installment of the 
series, he still has a course named after him.  This beach is named 
after the rock formation on it that resembles a Koopa Troopa, 
apparently.  The music is nice, and there are several alternate paths 
that you can take.  Toward the end, be sure not to hit the crabs (the 
trees can also make you spin out).  Also, do not enter the water.  It 
will slow you down.  And the manual claims it is 691 meters long.

---------------------------------Guide---------------------------------

Drive forward and make a slight turn to see a strange rock formation.  
Part of it is grass (the green shell), and the other looks like a Koopa 
head.  Drive around it to the right (because the item boxes lean on 
this side) to get around it.  Now drive forward to a ramp.  Drive onto 
it to jump off of it, steering right of two palm trees and into a line 
of item boxes, to pass under the arch.

Head forward to two more ramps.  I recommend at least jumping off one 
to get the item boxes placed there.  Now turn right before the third 
ramp.  Turn left when the track moves in that direction to pass through 
a field of item boxes.

Ahead is a small rock with a ramp leading up to it.  Drive left of both 
into a small cluster of trees.  Drive through, careful not to hit any, 
and you'll reach a few more item boxes.  Stay close to the left wall to 
take the ramps up for item boxes and the finish line (this also lets 
you avoid the crabs and rising/receding water).

                           -----------------
                           Alternate Route 1
                           -----------------

At either rock formation, you can go left or right, whichever is most 
convenient for you at the time.  The first rock (the one that resembles 
a Koopa Troopa) is usually better to go right at because the item boxes 
are closer to it, but the left side can be useful.

At the second rock, you can go right of the ramp.  This route has no 
trees, which is a plus, but it has water and isn't as direct as the 
left route.  Well, whatever works out for you.

                           -----------------
                           Alternate Route 2
                           -----------------

This occurs at the fourth ramp in the entire course; the lone one that 
follows two consecutive ramps (the ones mentioned at the beginning of 
the second paragraph in the guide).  If, and only if, you have a 
Mushroom of some kind or are using a Super Star, you can drive onto the 
ramp and jump forward into an opening in the rock wall.  It's really a 
tunnel, and it leads to the waterfall.  Make a left at the exit to 
continue the normal track.

                           -----------------
                           Alternate Route 3
                           -----------------

The third alternate route, which may be the best of them, occurs near 
the very end of the level.  When you see the very long ramp leading up 
to a small rock (the second large, circular rock), and if you a 
Mushroom or Super Star, drive up the ramp, use your boost item, and you 
can fly over the rock for an item box.  You'll land past the rock, 
which is not only a good shortcut but a nice way to get an item box.

                           -----------------
                           Alternate Route 4
                           -----------------

This occurs when you reach the second ramp (right after passing under 
the arch).  If you veer right, you'll notice a narrow sandbar passes 
through the water and connected with the mainland.  You can drive along 
this, but I wouldn't say it's better than the normal track.

-----------------------Strategic Trap Locations------------------------

- After the ramp jumps, particularly the first one.

- In the center of the track right of the first rock.

- In the center of the various palm trees seen left of the last large 
rock of the course.

                       +-----------------------+
                       |    Kalimari Desert    |
                       +-----------------------+

-------------------------------Overview--------------------------------

Just like Moo Moo Farm, this is 527 meters long.  The desert is not 
particularly Mario-oriented.  I would say that the locomotive is 
similar to the one in Paper Mario that connects Dry Dry Desert with 
Toad Town, but Paper Mario was released years later after this.  So, 
perhaps Paper Mario was influenced by this.  In case you didn't read 
that, a steam train drives through here, intersecting with the track 
twice.  If you see the train, you should brake and wait for it to pass.  
Otherwise, you'll be knocked high into the air (similar to hitting a 
fake item).  If you have Mushrooms, use them to drive past the train 
(if done correctly, this can be used to get a serious advantage over 
other players).  Also, you can enter the train's tunnel.  Maybe it 
could be a useful shortcut...

---------------------------------Guide---------------------------------

Drive forward for the first stretch and power-slide across the turn to 
reach a line of item boxes.  Now make another slight turn to reach the 
railroad crossing.  If the train is there or you won't be able to make 
it in time, drive up to it and brake to wait for it to pass.  If it is 
coming, has gone, or you want to risk it (if you have a Mushroom, a 
Super Star, or a Boo), then drive forward over the crossing.

Now drive forward, start power-sliding after the cactus to make the 
turn, and you'll reach another set of item boxes before a railroad 
crossing.  Again, stop if you think you might hit the train (it is like 
hitting a fake item), but go forward if you want to risk it.

Now the track will gently curve left for a long while (notice the 
various advertisements along the edges), and then it becomes straight 
for a bit leading up to a line of item boxes.  Take one, turn right, 
then left, and drive forward to the finish line.

                           -----------------
                           Alternate Route 1
                           -----------------

This is a cool secret, but it isn't really useful.  When you reach the 
first railroad crossing, if you turn right onto the tracks (make sure 
to stay near or against the wall in case the train comes), you can ride 
them to the second opening, which can be taken out to the right.  It 
wastes more time than it should save, really, and it's pretty risky.  
Also, you can enter the tunnel and follow the train track all the way 
around if you want, but you can only get off at the crossings.

-----------------------Strategic Trap Locations------------------------

- Right before either railroad crossing.  Hopefully, they will either 
slip into the train or just slip.

- This place is really quite open, and so there are few great trap 
locations, but try setting them on curves.  It's better than the 
straightaways...

=======================================================================
==============================Flower Cup*==============================
=======================================================================

Flower Cup is somewhat difficult, but it's pretty easy compared to Star 
Cup.  Flower Cup is named after the Fire Flower, obviously, which Mario 
used to become Fiery Mario, which let him throw fireballs.  This was 
only a second-rate power-up in Super Mario Bros. 3, though, and it's 
only a second-rate cup in this game in terms of difficulty.  We have 
many obstacles and sharp turns (in Mario Raceway), too.  While it's a 
big increase in difficulty from Mushroom Cup, this is just the base of 
the iceberg, my friend.  Wait, no, I meant tip...

                       +-----------------------+
                       |    Toad's Turnpike    |
                       +-----------------------+

-------------------------------Overview--------------------------------

I don't really understand how or why Toad has a highway named after him 
(maybe he participated in the adopt-a-road program).  Anyways, Toad's 
Turnpike is 1036 meters of truck/car-filled highway.  The items are 
tucked to the side, and hitting vehicles causes you to fly into the air.  
The cars have little to do with Nintendo other than having "Nintendo" 
written on them, even though this is supposed to be a public road (no 
offense to them and their families, but most drivers would be quite 
stupid to drive in a complete circle over and over on a public road).  
In any case, make sure to look for all the various Toad sketches hidden 
on the course.

---------------------------------Guide---------------------------------

Do you really need a guide for this?  The only challenge is the cars, 
and the rest is very self-explanatory.  Really?  Well, if you insist.

Take off from the start for a short straightaway.  Stay to the left and 
keep your eyes peeled for a dip in the rail; the item boxes should be 
lined up in it.  After collecting them, drive out and you'll come to 
extremely gradual turn # 1.  Just head along here, avoiding cars and 
the like.  After the Nintendo billboard but before the Toad-branded 
highway is another item box niche.

Drive forward along this lengthy straightaway, but stick to the left 
side of the road.  After all, there's going to be another recess for 
items shortly.  This will keep you supplied for extremely gradual turn 
# 2.  Just drive through here, switching lanes to avoid vehicles.  You 
don't even have to power-slide, really, especially if you're a heavy 
character.

When things start to straighten out momentarily, head left for another 
item box set.  Then you'll reach one slight turn before you head 
through the finish line.

-----------------------Strategic Trap Locations------------------------

- Anywhere has the potential to be a great trap location.  Fake items 
cause them to rise up into the air where a vehicle might catch up with 
them, while Bananas may cause them to slip into or in front of a 
vehicle.  However, they are constantly moving.  Your best bet is to 
leave on a curving part of the track, but even that is easy to avoid.  
I'd ditch trap items as soon as I got them in this course were I you.

                       +-----------------------+
                       |    Frappe Snowland    |
                       +-----------------------+

-------------------------------Overview--------------------------------

While it's not directly based on anything Mario-related, it could be a 
bleaker version of Snowman's Land, but I wouldn't bank on it.  It is 
rather similar to Shiver Region in Paper Mario, but again, that was 
released after this game.  In any case, this is an icy track filled 
with snow, and there are two large snow sculptures - Yoshi and Mario.  
However, there are also many small snowmen that must have bombs tucked 
under them.  Drive into one and you crash, are thrown up into the air, 
and the snowman temporarily retreats underground.  Now I know not to 
touch snowmen...  On a side note, the manual claims that it is 734 
meters long.

---------------------------------Guide---------------------------------

Start off by driving up a bit and turning right.  Now head left to go 
up a small, slightly curving track.  It begins.  See that cute snowman?  
Well, it's packing explosives, pal, and driving into it has the same 
effect as driving into the train in Kalimari Desert.  Avoid it and 
continue up the track.  Dodge three more of these little devils to 
reach a depression in the track.

Drive into it and then up as if it were a ramp to land by a few item 
boxes.  After them, power-slide left into a field of miniature snowmen.  
Find a safe route to navigate these traps and power-slide left.  Two 
more snowmen act as the final snowy obstacle before the tunnel.

Drive forward to reach a few item boxes in this smoothed out part of 
the track.  Power-slide through the first turn, make a shorter one for 
the second, and drive over the bridge to reach the finish line.  At 
long last!

                           -----------------
                           Alternate Route 1
                           -----------------

This is a very interesting glitch that can be used in Time Trial (or 
regular races).  At the start, back up (hold B and tilt the control 
stick back) before the bridge.  Go far enough so that you can drive 
onto the terrain to the right (you may want to hop onto it).  On the 
snow, drive forward out of the bounds of the checkered finish line 
(away from the poles, too).  Now drive up the snow to go out of bounds.  
Lakitu appears and brings you before the finish line.  Drive over it 
now.  Oddly, it will count this as a lap, even though you didn't 
complete one.  Try this out on Time Trial... It takes practice to pull 
off in a race, too, and messing up can set you way back.

-----------------------Strategic Trap Locations------------------------

- In the field of snowmen.  This should be obvious and effective.  If 
they are hit there (which they likely will be as they try to avoid the 
snowmen), they will most likely crash into a snowman.  A double whammy!

- In the depression of after the first ramp.  The center is the best 
choice for this drop.

- Along the center of any of the turns, especially those in the tunnel 
toward the end.

- On the bridge at the end.  They might not hit it, but it does raise 
the ante, right?  Also, it may cause them to fall into the water, a 
very good bonus.

                       +----------------------+
                       |    Choco Mountain    |
                       +----------------------+

-------------------------------Overview--------------------------------

This area is reminiscent of Super Mario World.  The sixth "world" in 
the game was called Chocolate Island, and it was governed by Bowser's 
only daughter, Wendy O. Koopa.  I'm not sure if this actually is 
chocolate, but this is a mountainous, hazy course.  The haze isn't that 
much of a problem (I can't tell if it was intended or it's just the N64 
acting up), but this is one of the few courses that you can fall off 
the tracks to an earlier point in the level, which unbelievably blows.  
After all, it's already 687 meters long, and you don't want to have to 
repeat any of it.  There will be a few more such falls in the future, 
though.  Aside from the risk of falling into a gorge if you turn too 
quickly after the boulder section, though, this level is a piece of 
chocolate-filled cake.

---------------------------------Guide---------------------------------

Drive forward and then power-slide around the turn.  That turn is 
followed by a very short one to a grouping of item boxes.  Take one and 
power-slide through the next turn.  It's a tunnel with eyes!  Drive 
into this brief straightaway to reach two "tight" turns.  Normal 
steering should do the trick unless you want to go out of your way to 
power-slide.

Following these turns to a line of item boxes.  After them, power-slide 
left to a large bump.  Jump over it to reach a short intermission of 
sorts before the only remotely difficult part of the track.  Boulders 
are falling, and they can hit you (which flattens you and wastes lots 
of time), but these hazards are hardly worth your attention.

After the curve, you'll reach a railed turn (well, it's railed in 50 cc, 
but it loses more rail as the cc rises).  Power-slide around it but 
stop as soon as the rail stops.  It has been my experience that power-
sliding too long can result in falling through the small gap here, 
which is a waste of time.  Afterward, power-slide right to three more 
bumps before the finish line.

-----------------------Strategic Trap Locations------------------------

- After any of the bumps, especially the first one you come to.  Also, 
it can be a good idea to place them on the bumps, but this takes away 
the element of surprise.

- In the area where boulders are rolling down the side of the mountain.  
It makes it all the more hazardous, and might just cause someone to get 
hit by one of those rocks.

- Right after the item boxes by the Nintendo billboard after the 
boulder part.  If they slip on a Banana there, they will likely slide 
through the gap and off the course.  The items can conceal the Banana 
or Fake Item, too.

                        +---------------------+
                        |    Mario Raceway    |
                        +---------------------+

-------------------------------Overview--------------------------------

Well, if Luigi got his own track, you can bet dollars to donuts that 
Mario got his own track (in fact, Mario had his own series of tracks in 
Super Mario Kart).  This course is the hardest one of the Flower Cup, 
and the designers think it's the best in the game according to the 
manual.  As much as I like Mario, I personally hate this track.  It has 
tough turns, hitting Bananas can result in whizzing off the course, 
there are Piranha Plants (a really weird type, not your usual pipe-
dwelling breed) lining the roads, and it's just generally bad.  Luckily, 
it's pretty short at 567 meters long.  Numerous shortcuts are open to 
you if you have Super Stars or Mushrooms due to the excessive amount of 
grass and sand on this paved course, but even those can't save you on 
150 cc (and Extra Mode is just terrible for this course).

---------------------------------Guide---------------------------------

Drive forward and power-slide across this hairpin turn.  Make sure to 
start all of your power-slides early in this course.  Drive forward and 
power-slide (start right before or during contact with the item boxes) 
right, switching to left as necessary for the next set of turns.

You'll come to a Mushroom and a few Piranha Plants, plus a U-turn.  I 
would start power-sliding before I passed the first few Piranha Plants 
if I were you.  You'll come to a set of item boxes and two nasty turns 
after that.  Proper power-sliding will get you through here safely, but 
up next is the sand.

Start power-sliding by the second-to-last tree to avoid entering the 
sand, and stop when the track straightens out for a bit.  Then start 
power-sliding left through item boxes.  Straighten out and drive 
through the pipe to one final turn.  Start power-sliding a second or so 
after passing the shadow of the pipe to reach the finish line.

                           -----------------
                           Alternate Route 1
                           -----------------

If you have a Mushroom, especially Super Mushrooms, or if you have a 
Super Star, you can use them to pass through terrain (that is, non-
track parts of the course like grass).  This is useful in a few places, 
but it all depends on your situation.  They're all rather obvious, and 
you should be the better judge.

-----------------------Strategic Trap Locations------------------------

- On any sharp turn in the level (leave them in the center of the road, 
though).

- During the U-turn, in the center or the outside part of it.

- Right before the sand or any other type of terrain that stretches out 
for a long while.  If they hit a Banana there, they'll spin out into 
the terrain, and it'll really set them back because they must turn 
around, get out of the terrain, etc.

=======================================================================
===============================Star Cup*===============================
=======================================================================

For the most part, I enjoy playing in Star Cup.  It has some unique 
courses, and they tend to be longer than others.  Star Cup is also 
harder than the Mushroom or Flower Cups, but I think it's better than 
Flower (maybe not Mushroom; it depends).  Anyways, I think these 
courses speak for themselves...

                        +---------------------+
                        |    Wario Stadium    |
                        +---------------------+

-------------------------------Overview--------------------------------

At 1591 meters long, this is the second-longest course in the game.  
The longest is two kilometers.  But, I digress.  This course is 
dedicated to Wario, and he has assembled a massive audience in this 
huge course.  Game Boy-style pictures of his face line the walls, and 
it's a dirt track with tons of ramps and bumps.  Overall, it's a fun 
course.

---------------------------------Guide---------------------------------

Drive forward over the first bump to reach two others that you must 
pass over.  Do so and power-slide left to a large ramp.  Take it up and 
fall down to the item boxes below.  Take one and drive forward in the 
slightly curving path to reach several red arrow signs.

Power-slide into the turn and then power-slide left.  The next U-turn 
should be power-slid through, and you might get an item box if you're 
lined up correctly.  After it are two small bumps.  Drive over them and 
make a U-turn with power-sliding to then make another, longer U-turn 
(it's ideal for mini-turbo boosts).

Now drive up the next two ramps to fall down into a bumpy area (make 
sure to drive through the item boxes on your way there).  Drive over 
this, sticking to the right, and make a U-turn into the next region of 
the stadium.  After three bumps, you'll make another power-sliding U-
turn into a series of smaller bumps.

Notice that you're on the jumbo screen ahead.  Drive through these 
bumps (you'll likely bounce across) to reach a depression with item 
boxes lining the center.  Take one and continue forward.  Then comes a 
very wide turn.  Take it, power-sliding if you want to (I say it's 
better not to) to reach a few item boxes, and then power-slide for the 
rest of the turn to reach a particularly large ramp.

Drive up it and you'll jump across a gap (if you fall, you're in an 
earlier part of the level) to land on lower ground.  Drive forward 
across it, make a sharp turn for some item boxes, and then make a U-
turn.  Follow the wall to the finish line.

                           -----------------
                           Alternate Route 1
                           -----------------

Of course, it should be noted that this can be done (with great 
difficulty) in several locations, but the first few ramps are the best.  
If you have a Mushroom, you can use it while driving up a ramp to fly 
over the walls!  Yes, this saves tons of time and is quite easy to do 
if you have the proper equipment.  It can also work with Super Stars.  
This is especially easy in Time Trials, in which you start with a 
Triple Mushroom.  To be more specific, drive toward the left wall, 
power-slide to face the left, and use Mushrooms with the right timing 
to fly over the wall.  You'll land about halfway through the course.  
It is possible, but difficult, to jump the wall again to reach the 
finish line and get a great time, but it's very hard to do.

-----------------------Strategic Trap Locations------------------------

- After landing from any of the ramps.  Also, it is a very good idea to 
set them on ramps.  Setting one on the huge ramp that sends you flying 
over the gap can be most effective.  Also, note that if you have the 
Thunder Bolt, small characters cannot pass over the huge gap using the 
ramp...

- After bumps.  The bumps can hide the Banana/Fake Item from view, and 
the unsuspecting driver will never see it coming.  

                        +--------------------+
                        |    Sherbet Land    |
                        +--------------------+

-------------------------------Overview--------------------------------

Sherbet Land is 756 meters long, just barely longer than Frappe Land.  
However, Sherbet Land is a winter wonderland based around ice more than 
snow, and it's also home to many Tuxies, the race of penguins first 
introduced in Super Mario 64 in Cool, Cool Mountain.  Of course, 
bumping into them causes you to spin out or lose speed, and the ice 
reduces tire traction somewhat.  However, the biggest problem with this 
level is the icy water and the various cracks.  Curse them!

---------------------------------Guide---------------------------------

Drive forward and turn right to see a baby Tuxie.  Aw, so cute.  Wrong!  
It will dive at you if given the chance, which is like hitting a Banana.  
Avoid it and round the next corner (if you're desperate for a shortcut, 
you *can* hop the edge of the crack, but it's risky) while avoiding a 
Tuxie kid.

Now drive forward to the line of item boxes.  Get one to the right so 
that you can easily make the next turn, and then the next, to reach a 
wide, open space.  Drive through the initial item boxes and then pass 
two Tuxies to enter a cave.

Here's where the big birds play...  Drive forward down the tunnel to 
enter a large, cavernous room.  There are adult Tuxies circling the 
pillars here.  To best avoid them, drive up to the red arrow (not to it, 
but close to it), power-slide to the left, drive to the next arrow, and 
then go left to take the tunnel up.

It's just a few more meters before the end of the course.  Drive 
forward, veering left for an item box if you want (this puts you in a 
bad position, though), and then drive forward, hanging to the right, so 
that you can power-slide around the next turn.  Stay to the right to 
avoid a crack in the ice and reach the finish line, dodging Tuxie 
children all the way.

                           -----------------
                           Alternate Route 1
                           -----------------

It's not much of a shortcut, but it is.  When you reach the first large, 
open space, you'll see a blue rock to the right.  If you drive right of 
it, you'll reach a narrow path with a lone item box in it.  From there, 
drive forward to the cave entrance.

-----------------------Strategic Trap Locations------------------------

- In the initial area, around the turns.  Hopefully, either your traps 
or the Tuxies roaming this section will cause your opponents to slip 
off the track and into the frigid water.

- Left or right of the pillars in the cave filled with adult Tuxies.  
If your trap doesn't get them, the penguins will.

- If you are playing VS Mode and the other player(s) tends to use 
Alternate Route 1, drop a Banana/Fake Item there.  It's very narrow, 
and it'll be practically inescapable.

                        +---------------------+
                        |    Royal Raceway    |
                        +---------------------+

-------------------------------Overview--------------------------------

The last raceway course, I promise.  It is also the longest at 1025 
meters.  While this is not nearly as terrible as Mario Raceway, it's no 
Luigi Raceway, that's for sure.  Royal Raceway is Peach's course, and 
it has two very neat alternate routes.  Yes, I am referring to Mushroom 
Castle.  It's in the level, ya'll!  You stoked?  You should be.

---------------------------------Guide---------------------------------

Drive along this straightaway and power-slide left to a new piece of 
track.  Drive along it, turning shortly afterwards, to reach one nasty 
U-turn.  Don't try to power-slide here (unless you do so along the 
grass); it has no rail and is very risky.  Just turn normally (or use A 
and B to spin-turn) and continue forward.

Drive down this straightaway to perform a power-slide to a new road to 
the right.  Now drive down a brief straightaway to make a sliding turn 
again.  Follow this up by power-sliding left between two Piranha Plants 
and into a few item boxes.  Now power-slide right ahead into a wide U-
turn.

Center yourself on the track and drive forward to a large speed boost.  
It should blast you forward to a second one, and it should launch you 
at 60 kilometers per hour across the lake and to the road.

Drive forward to a few item boxes and then power-slide left.  Power-
slide again to the right, and then left.  Now pass through the slanted 
part of the road without sliding to reach a few item boxes at the foot 
of a straightaway.  Collect them and drive forward to a final power-
turn into the finish line.

                           -----------------
                           Alternate Route 1
                           -----------------

This is a very neat secret, although it only wastes time and really 
shouldn't qualify as an "alternate route".  After landing from the 
giant boost pad, look right to see a yellow path leading off the track.  
If you take it, you'll find the Mushroom Castle!  Yes, it's just like 
it was in Super Mario 64 (minus the walls that close it off and a few 
other things, of course), and you can even ram the door (you cannot 
enter, but it's all very cool).  However, this does not connect back to 
the main track in another way, and so it is a waste of time as far as 
racing is concerned.  It's just nice scenery...

                           -----------------
                           Alternate Route 2
                           -----------------

This is one of the reasons people like Mario Kart 64; it has many risk-
it-all shortcuts.  This is one of them.  If you pull it off, you're way 
ahead of the rest.  If you fail, you're going to spend the rest of the 
race catching up with them.  I definitely wouldn't try it in Grand Prix 
unless it was the third lap and you were in a very low rank.  Note that 
this is only possible in 150 cc (or at least, the other cc's are 
incredibly, impossibly difficult).

This occ