____________________________________________ | | | # # | | |||||||||||||||||||||||||||| | | || || | | || ---------------------- || | | || NDS_Master || | | || PRESENTS || | | ...... || ---------------------- || ...... | | ...... || || ...... | | ...... |||||||||||||||||||||||||||| ...... | | o ________________________ o | |_________| |---------|--------| | |_________| _________|_|_________|________|_|_|_________ | ___ \ ________________________ /__ __ | | |___| | ||__| |__|| | | Mario Kart DS FAQ | | | _ | | | | _| |_ | Version 0.7 | (X) | | |_ _| | | (Y) (A) | | |_| | Copyright 2005 | (B) | | | NDS_Master | | | |________________________| | |________/ NintendDS \________| | |MIC.  | |____________________________________________| *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* Mario Kart DS: Table of Contents *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* 1. Copyright 2. Introduction 3. Version History 4. Controls 5. Characters 6. Karts 7. Items 8. Grand Prix 9. Time Trial 10. Mission 11. Courses 12. Multiplayer *=*=*=*=*=*=*=*=*=*=*=*=*=*=* 1. Copyright 2005 NDS_Master *=*=*=*=*=*=*=*=*=*=*=*=*=*=* This guide is copyrighted to me, which grants me full permission to use this guide and to post it wherever I want. It also gives me exclusive rights to my guide. Therefore, everyone else does not have permission to use my guide or to post it on any websites, publications, or other documents. To defend my rights, the United States has laws and other countries have international treaties. With its copyright, this guide is under the protection of many countries, and each of them takes stealing literary works very seriously. Should someone plagiarize my works or blatantly steal them, he or she will be performing an illegal act that can lead to dire consequences. Fortunately, there is an easy solution if you want to use my guide. Just ask me. I typically allow websites to publish my works if they simply ask me permission. If you want to use my guides or reviews, contact me and I will quickly consider your request and reply. The answer will usually be yes, but it is imperative that you contact me first to make your usage of my written work legal. Since my e-mail became overcome by spam when I posted it, I no longer use it. Instead, you will have to send me a Private Message via my My Nintendo account. If you don't have a My Nintendo account, you will have to go to Nintendo.com to get one. It's free and easy. Once you have one, just PM me, NDS_Master, with your request. Thanks in advance for only using this guide when you have my permission. *=*=*=*=*=*=*=* 2. Introduction *=*=*=*=*=*=*=* It's finally here! After months of waiting, Nintendo has finally made perhaps the greatest release of the year. I am partially talking about Mario Kart DS, but I am also talking about online play. Mario Kart DS sets new standards for the popular Mario Kart series, with thirty-two tracks, hordes of characters, and plenty of new and familiar items. With so much replay value and excitement, this game is a dream come true for every racer and Mario fan on the planet. However, it gets even better. Mario Kart represents Nintendo's first major attempt to go online, and it has done so successfully. Now everyone can play against people from all over the world. Gamers will never go without competitors again! As a result of its massive game play, Mario Kart DS has more than enough challenges for both newer players and old pros. Because of its challenge, gamers will need help with Grand Prix mode, Time Trial, and Versus. Whatever mode they need help on, this is the place to be. Maybe you need help just finishing 50 cc Grand Prix. Most likely, though, you need help with advanced strategies for destroying opponents and dominating Time Trial. That's what this guide is for. Browse through it, search for the information you need, and take over the track. You will quickly notice that this guide does not have the most advanced or detailed strategies for this game. Since the game has only been out a short while, I have barely had time to scratch together a decent guide with all of the basic strategies that you need. Despite its lack of expert strategies, this guide will help you with part of the game. As the weeks go by, this guide will quickly expand into perhaps the most detailed and complete Mario Kart DS guide on the planet. Just wait -- and enjoy this first version while you do. *=*=*=*=*=*=*=*=*=* 3. Version History *=*=*=*=*=*=*=*=*=* What's different between this version and the versions before it? That is the main question dealing with version history, and that is why this section is in here. For Mario Kart DS version history is extremely important, as I will be constantly updating this guide for the first few weeks of its existence. This section includes the first version information as well as information about upcoming versions and when I expect to have them submitted to GameFAQs. Version 0.2 Monday, November 14 Initial Version This is the first version of the guide. With partial character, item, and control information, it provided the basic for this all-new game. It also had seven course maps and course information for several courses. Version 0.25 Tuesday, November 15 Mini-Update For the second update, I finished a little more of the basic sections and I added a course information for three more courses. I also started working on Mission. Version 0.3 Wednesday, November 16 Update In this version, I did some more work on the Mission and Courses sections. Along with that, I fixed a few inaccuracies I found with my previous version. Version 0.35 Thursday, November 17 Update I didn't get as much done in this version as I would have liked, but I did get some work done on missions, multiplayer, a course, and a few other basic areas. Version 0.4 Friday, November 18 I added quite a bit of mission info along with some other basic info in this version. However, I don't think this will be my only version for today. Version 0.45 Saturday, November 19 Update I did manage to finish this small update on Friday like I had hoped, but I wasn't able to submit it until Saturday. I added course information for two more courses and I wrote some more about Mission mode. Version 0.5 Tuesday, November 22 Major Update Taking advantage of a free weekend, I started working on advanced strategies for a couple of courses, and I wrote down more basic course information. Mission mode has a bit more to it now, as does the Advanced Techniques part of the Controls section. I added quite a bit to the Nintendo WFC portion of Multiplayer, including a section written specifically for all you disconnectors. Go to the very bottom of the FAQ to see it. Version 0.52 Thursday, November 24 Update I did some more basic maintenance work on many parts of the guide, added a map and course information for Pipe Plaza, and I also added some more three star Mission strategies. Currently I have no set order for which missions I am covering, as I am just randomly picking levels and writing strategies for them. Some of the levels have been fairly difficult, so at least visit the Mission section to see if I have covered a mission you need help on. Version 0.55 Friday, November 25 Update It's not much, but I did get a bit more done on Missions and Courses. Version 0.6 Thursday, December 8 Update I realize that this is a small update for the long length of time since my last update, but I have been busy these past few weeks. Now that the semester is nearly over, start expected more frequent updates. For this version, I played around with a lot of minor things in Courses -- I added some, I revised some, and I fixed the maps so they were easier to read. Version 0.7 December 25 Major Update Just in time for Christmas, I finished course information section of the FAQ and I gave strategies on how to complete all of the regular missions. Many of the missions still lack three star strategies, so I will continue to work on that as time goes on. I will also add more course maps. *=*=*=*=*=* 4. Controls *=*=*=*=*=* A: Accelerate B: Brake/Reverse X: Use Weapon L: Use Weapon R: Hop/Drift Y: Change Map View Touch Screen: Change Map View Start: Pause =================== Advanced Techniques =================== ------------- Power Sliding ------------- In the midst of a difficult curve, power sliding is an important way to not only make it through the curve, but to also gain some additional speed. When you approach a curve, press R and the direction that you wish to turn. You will want to do this a little before the turn so that you will be in a full drift by the time you reach the curve. Once you have started to drift, as is indicated by dust coming out of your tires, let go of the direction that you are holding for just a split second to press the opposite direction on the D-Pad. Immediately return your finger to its normal position. Your action must be distinct, or it may not work. If done correctly, this will create blue sparks. Wait about a second and do it again. It will turn the sparks orange, and when you let go of R you will receive a burst of speed. Often throughout this guide, I will tell you to start a power slide early. This is simply stressing a fact that should always be true. Whenever you decide to power slide, you need to start a good distance before the actual turn. It takes some time before the power slide is at a maximum turn, so you need some extra room if you want to make a turn without hitting a wall. ------------ Rocket Start ------------ Previously, Mario Kart games required that you press A right before the race began in order to get a power start. In Mario Kart DS, it is a little different. Immediately after 2 appears and becomes as large is it will become, press A and hold it down. When the race begins, your kart will take off with tremendous speed. Should you happen to press A too early, however, a cloud of smoke will indicate that you have stalled. It will take a lot longer to get up to speed if that happens. ---------- Slipstream ---------- When you are behind someone else and you need a boost of speed, taking advantage of a slipstream is exactly what you need to do. As a kart goes forward, it breaks through the air that is normally stationary. The air moves to the side of the kart, so that the kart can go through. In the end, this action causes a slipstream, a V shaped section where the air has already moved away. At the point of the V is the kart (I realize that it is upside-down), and the section behind the kart is the area where the air has moved away. Now, of course, you want to know what the point of this information is. Since the air has moved away, if you drive within the invisible V that is behind another kart, you will go faster since you will not have to battle with the air! Blue streaks will start flying past you when you are in the slipstream, and eventually a blue circular shaped line will start pulsing in front of your kart. That indicates that you have just gained maximum speed from the slipstream, at which time you should pass the kart in front of you. This is useful for stealing places from your opponents. However, if you see someone trailing you closely, especially near the end of the race, you had better do something quickly to get him out of your slipstream before he passes you. ------- Snaking ------- For all the anti-snakers out there who don't want this information spread: I apologize. But, I will still tell about snaking. Basically, snaking is doing power slides while going straight. During a straightway start drifting one direction. Quickly turn that drift into a power slide by press left and right at the appropriate times. Once it is a power slide, release it immediately. Hop and start drifting as soon as you end the first power slide and do the exact same thing. Keep doing this as long as possible, and you will frequently gain speed boosts. This got the name snaking because you go right, then left, and then right again, so you seem to slither back and forth across the track. However, if you do it well, it will seem like you are merely driving straight rather than actually snaking (or something close to that). It takes practice, but it has tremendous benefits. ============== Screen Display ============== Team Box ____|______________ Item || |_| Lap 1/3| Box--||__| Lap Indicator| | | | Race Screen | | | |Position Wi-Fi | |1st Box \_| |_________________|_| ___________________ |1__| Time 0'00"00 | Character |2__| Race Time| Positions-|3__| | |4__| | |5__| Map | |6__| | |7__| | |8__| | |___________________| Item Box: This displays any items that you are currently carrying. You can only have one item at a time, so be sure to get rid of your current item before attempting to collect a new one. Team Box: If you are playing on a team, your team color will appear here. Lap Indicator: This shows which lap you are on and how many laps there are in the race. Race Screen: If it isn't obvious enough, the race screen is where all the action takes place. You will spend most of your time looking here. Position: Whether you are in first or eighth, your position will appear on the lower left side of the top screen. Wi-Fi Box (When Applicable): This box appears for Wi-Fi races, and it has up to three bars in it. The more bars, the better the wireless connection. Character Positions: When you want to know how your opponents are doing, look here. It has the positions of every single opponent, along with what items they are carrying at the time. Race Time: Displayed in minutes, seconds, and milliseconds, the race time tells you how long you have been racing. Map: To see an overview of the course, look here. *=*=*=*=*=*=* 5. Characters *=*=*=*=*=*=* Mario Kart DS hosts a horde of characters; some them start out as playable characters, others require certain tasks to be completed before they will appear on the character select screen. Each character has his or her individual strengths and weaknesses that will ultimately determine how well they do in a race. =================== Starting Characters =================== ---- Toad ---- A faithful servant of Princess Peach and the Mushroom Kingdom, Toad is always ready to help out his allies in any way he can. In Mario Kart, though, he doesn't have allies. His small size makes him ideal for acceleration, and he won't be affected as much by tough terrain. -------------- Princess Peach -------------- Although the princess of Mushroom Kingdom may seem helpless because she is constantly imprisoned by Bowser, in Mario Kart she will not need Mario's help at all. Peach is similar to Toad and excels in the same ways. ----- Yoshi ----- This peaceful dinosaur has helped Mario out in many adventures. He tries to avoid conflict, but he is always willing to take on anyone who challenges the peace of his land. As a racer, Yoshi enjoys friendly competition, and his size, which is between medium and small, makes him effective in acceleration and tough terrain. It also gives him a slight advantage in the top speed area. ----- Mario ----- In his first game, Mario debuted as a carpenter. Shortly afterward, he changed his full time occupation so that he became a plumber. On the side, Mario has taken up several hobbies including saving Mushroom Kingdom, golfing, playing tennis, and racing. Mario is the most well rounded character in the game, giving him excellent acceleration and speed. ----- Luigi ----- Often out of the spotlight, Luigi Mario is the brother of the world's most famous plumber. As such, he is also a well-rounded Mario Kart character. ----------- Donkey Kong ----------- Typically, Donkey Kong stays out of Mario's way, keeping to himself on his own island. When it comes to racing, however, Donkey Kong is not afraid of getting in on the action. Though he is a little heavy and slow to start, he can attain great speeds when he gets going. ----- Wario ----- Wario is the nemesis of Mario, and he is also very greedy. In the few games he has starred in, Wario makes it clear that he is all about the money. Despite his heavy weight, which gives him bad acceleration yet good top speed, Wario is not afraid of going for gold on the track. ------ Bowser ------ Once a totally despised criminal, Bowser has occasionally stepped down from his position of evilness to have some fun with Mario and his friends. He is still a long ways from perfect, as he often kidnaps the princess or causes trouble in Mushroom Kingdom. As a racer, Bowser is extremely heavy. That's good for top speed, but horrible for acceleration and off-track racing. ------- Shy Guy ------- This classic baddie appeared in Super Mario Brothers 2, and he has caused trouble for Mushroom Kingdom ever since. In Mario Kart DS, he takes some time off to have some fun racing. Shy Guy is only available in DS download play, and only the person downloading from the main cartridge can play as him. As a light racer, Shy Guy has excellent acceleration and off-road abilities. ===================== Unlockable Characters ===================== ----- Daisy ----- Unlockable: Get gold in every cup on 50cc Retro mode Daisy is a good friend of Princess Peach a good racer. Her karts put her in the medium racing class. ------- Waluigi ------- Unlockable: Get gold on every cup in 100cc Retro mode Waluigi is to Luigi as Wario is to Mario. That's right, Waluigi is Luigi's archrival! Although he doesn't have his own game franchise like Wario does, Waluigi does participate in many of Mario's multiplayer games. --------- Dry Bones --------- Unlockable: Get gold on every cup in 50cc Nitro mode One of Bowser's lowly minions, Dry Bones is a skeletal version of a Koopa. Typically, he lurks around Bowser's castle, waiting to cause serious trouble for Mario when he arrives. Since there is not much to him, Dry Bones is a light racer with excellent acceleration and decent off-road driving. ------ R.O.B. ------ Unlockable: Get gold on every cup in 150cc Mirror Mode Nitro mode. Okay, this is really weird. You get to race as an accessory for the NES! Who would have thought of this? Actually, R.O.B. has been in a game before -- Star Fox 64, where he controlled the main ship, provided maintenance, and offered advice. R.O.B. is completely metal, which makes him very heavy and terrible off of the track. His top speed is good, however. *=*=*=*=* 6. Karts *=*=*=*=* Following the style of Double Dash, Mario Kart DS allows racers to race in different karts. These karts have their own individual abilities pertaining areas including speed, acceleration, and handling, so each player will have to decide which kart he or she feels is best. In this game, karts even have an indicator of the quality of items that players will receive while using the kart. I'll add more info on the karts later, but for now here are the names of the karts and the characters that are typically associated with them (note the use of the word typically). Each character has a light kart, a medium kart, and a heavy kart. Light karts are typically good with acceleration yet low on top speed, while heavy karts are the opposite. Also, light karts only get one mushroom in Time Trial while heavy karts get three. Toad Mushmellow Standard Toad 4-Wheel Cradle Peach Light Tripper Standard Peach Royale Yoshi Egg 1 Standard Yoshi Cucumber Mario Shooting Star Standard Mario B Dasher Luigi Poltergust 4000 Standard Luigi Streamliner Donkey Kong Wildlife Standard Donkey Kong Rambi Rider Wario Brute Standard Wario Dragonfly Bowser Hurricane Standard Bowser Tyrant Daisy Light Dancer Standard Daisy Power Flower Waluigi Gold Mantis Standard Waluigi Zipper R.O.B. ROB-BLS Standard R.O.B. ROB-LGS Dry Bones Dry Bomber Standard Dry Bones Banisher *=*=*=*=* 7. Items *=*=*=*=* Mario Kart games are known for their wacky items. With each ? box, you get yet another chance to score a valuable item that you can throw you opponents' way. These items keep Mario Kart interesting, as they provide an element of randomness while adding a layer of challenge to the game. If you want to be successful, you will need to know how to use and defend against the many items you will encounter in this game. ------- Bananas ------- Bananas are the most boring items in the game. All they do is sit on the track, waiting to slip some character. Once you have a banana, you will want to hold it behind your kart by using the L button. When it is behind your kart, the banana will block one item that is thrown at you -- or it will cause major problems for any opponent that decides to get a little too close. Since the banana is behind your kart, it will also be removed from the inventory slot, allowing you to acquire another item. Despite the advantages to constantly holding a banana behind your kart, you will eventually want to lay the banana so that you can fire another item. Find a narrow stretch of track and lay the banana in a place where your opponents are most likely to run over it. Remember, if all of your opponents avoid the banana, there is a chance that you will hit it on your next lap. Take that into consideration when you are choosing a drop site. Although simply laying a banana is good, it will not help you earn any leads. If you want to gain a position, you will need to throw your banana forward by pressing up when you release L. The banana will go straight for a short distance and drop to the ground, which only gives you a small chance of disrupting your opponent. It is worth the attempt, but beware that you will have to avoid the banana if your opponent escapes. ------------ Banana Bunch ------------ The banana bunch is just like the banana, only more useful. After you get a banana bunch, tap L to hold three bananas behind your kart. These bananas work just like regular bananas, as you can throw them forward or drop them. With three, it's really easy to litter the track and slow your opponents. ------- Blooper ------- A new item for Mario Kart DS, Blooper has one of the most interesting attacks. To release Blooper, press L and send him at an opponent. He will fly over to the opponent and put ink on him or her. If you receive a Blooper, large blobs of ink will appear on the top screen for a while, which will make it difficult to see. To eliminate the ink quickly, use a mushroom or go over a boost plate. ------- Bob-omb ------- With a massive range of effectiveness the Bob-omb is extremely useful, especially on narrow sections of the track. When you get a Bob-omb, you can hold it behind your kart by holding down L. Letting go of L will throw the Bob-omb far ahead of you, where it will bounce for a few seconds and explode. All karts within its explosion will wipe out or fly into the sky. You can also drop it behind you by pressing down when you let go of L. A little later, someone behind you might be feeling some pain. --- Boo --- Dastardly ghosts have infested nearly all Mario games, and Mario Kart is included in the selection. In Mario Kart DS, Boo will steal an item from an opposing played and make you invisible. You can use the item immediately, and the invisibility will last several seconds. Also, you are invincible when you are invisible. ----------- Bullet Bill ----------- A new item for Mario Kart DS, Bullet Bill is a great item to have no matter what place you are in. When you activate this item, you will turn into a Bullet Bill for several seconds. After that, you will not need to do a thing. Bullet Bill will fly across the course on his own at a rapid speed, taking out any enemies he hits along the way. Once a few seconds are up you will return to normal, most likely with a position a few numbers lower. ---------- Fake ? Box ---------- Functioning similarly to bananas, fake ? boxes add another layer of treachery to the game. When you lay a fake ? box, it is exactly the same as a regular ? box -- except it does not have a ? inside it. If an opponent isn't paying attention, it is really easy to mistake it for the real thing. Other than its appearance, the fake ? box is exactly like a banana in every way. ----------------- Green Koopa Shell ----------------- These basic items make racing time very exciting. They not only bounce for a long time but also cause major harm to any karts they come in contact with. Upon discovering a green Koopa shell in your inventory, you should hold it behind your kart by holding the L button. It will block shells and harm tailgaters. To throw the shell, simply let go of L. The green shell will spin straight forward, bouncing of any walls that it comes in contact with. Because it can bounce back and hit you, I recommend that you don't shoot it forward unless you are fairly certain that you can hurt the opponent in front of you. If there's little chance that you can score a hit, press down when you let go of L to shoot the shell backwards. With its surprising speed the green shell can quickly stop someone who is trailing you on a straightaway. ------------------------- Triple Green Koopa Shells ------------------------- When you need a shield and a few good weapons, this is the item to have. Press L once and three green Koopa shells will circle your kart, giving you protection against land-based attack. If you want to attack someone, just press L once to shoot a single green Koopa shell. Once you have shot all three shells, your shield and this item will be gone. As with regular Koopa shells, you can shoot these forward or backward. --------------- Red Koopa Shell --------------- An advanced form of Koopa shells, the ones with the color red have homing abilities. You can hold it behind your kart, but when you release one it will slide forward (or backward, depending on which way you shot it), acquire a target, and roll along the course searching for that target at tremendous speed. Whenever a red shell hits a wall, it will become useless. ----------------------- Triple Red Koopa Shells ----------------------- Perhaps one of the best items in the game, the triple shells mean serious trouble for your competitors. Like the triple green shell, you can press L once to have the red shells circle around you kart. Each one you shoot will home in on the nearest opponent that is ahead of (or behind) you and track him down. Don't shoot all three at once, however, or they will all hit your opponent at about the same time, causing less damage than it would if you waited until he was back on track before pounding him again. ------------------------------ Blue Winged Spiked Koopa Shell ------------------------------ The granddaddy of all Koopa shells, the spiky blue one packs a powerful punch. It is neither stopped by items nor hindered by speed. Once it locks onto its target, there is no stopping it. As soon as it is launched, the blue Koopa shell will fly through the air and seek out first place -- a massive explosion will signify its success. --------- Lightning --------- As the most coveted Mario Kart item, lightning is rare and useful. The only negative part is that you will usually only get it when you are way behind. Unleashing a lightning bolt will zap all opposing players (except for those protected by stars and Boos), causing them to spin out and shrink. In their diminished state, the opposing karts are easy to run over, which will damage the kart and force it to wait a few seconds to return to normal. Small karts can't go as fast as large karts, and they also can't use mushrooms, stars, or Boos. With lightning you have a hefty wild card that you can play against your opponents; just don't give an opponent the chance to steal it from you with a Boo. -------- Mushroom -------- Why are wild mushrooms dangerous to eat? They contain the Mario Bros. equivalent of nitroglycerin! When you utilize it, the mushroom provides a single burst of speed, useful for completing shortcuts or passing competitors. Unfortunately, it only lasts one time and it is not good for much else, unless you happen to hit an opponent and knock them off course. In Balloon Battle you can steal opponents' balloons by hitting them when you are using a mushroom. --------------- Triple Mushroom --------------- The triple mushroom is exactly like the mushroom, except that you get to use it three times. This feature is extraordinarily useful. --------------- Golden Mushroom --------------- All mushrooms need something to look up to, and this is it. The golden mushroom lasts for several seconds, and you can get as many velocity increases out of it as you want. Continuously tap the L button to use this item, and you will keep going faster until the mushroom's time expires. It's the ultimate organic speed device. ---- Star ---- This item is one of the oldest items in Mario history; it has long helped Mario to become invincible and defeat foes. In Mario Kart DS, it does the same thing. Upon activating a star, you will start to flash and exciting music will begin to play. This signifies that you are invincible. When you are invincible nothing -- not bananas, not Koopa shells, not lighting bolts -- will hurt you. It's perfect if you want to avoid a lightning strike, want to knock out competitors (which you can do easily in your powered state), or just want an easier ride to victory. And if being invincible is not enough, the star also makes you go faster. *=*=*=*=*=*=* 8. Grand Prix *=*=*=*=*=*=* While regular races and Time Trial attempts are fun, they are not necessarily the masterpiece of the Mario Kart games. Some would argue with me, and I will let them argue. However, when you are ready for something big, Grand Prix races are the way to go. Grand Prix consists of four circuits placed together in a single cup. Mario Kart DS has eight cups and thirty-two circuits. Depending on how well you place in a specific circuit, you will receive so many points. Once you finish all four circuits, you may or may not receive a trophy depending on what place you earned. A gold cup is for first place, a silver cup is for second, and a bronze cup is for third. Here are the point values for each position. 1st: 10 Points 2nd: 8 Points 3rd: 6 Points 4th: 4 Points 5th: 3 Points 6th: 2 Points 7th: 1 Point 8th: 0 Points Along with the cup, you also get to choose which engine size you will race with. The sizes are 50 cubic centimeters, 100 cubic centimeters, and 150 cubic centimeters. These sizes also signify difficult in a way. The larger the engine, the faster you go. The faster you go, the harder it is to focus on the race and to know what to do. The harder it is to focus, the worse you will do. To make it worse, if you have a larger engine size, you will get much further behind when you crash than if everyone was racing with slower and smaller engines. Finally, when you are racing on 150 cc, the opponents will cheat a little. It is best to start off with 50 cc until you get fairly good at the game, at which time you can attempt higher engine levels. ----------- Mirror Mode ----------- Unlockable: Earn gold on all 150cc cups Mirror mode is just like 150cc mode. You go just as fast, you have the same difficulty of competitors, and you finish the courses in about the same amount of time. The only difference is that Mirror mode allows you race on mirror images of all the courses. Right turns become left turns, and left turns become right turn. It will force you to eliminate your habitual driving routine and to think quickly in order to succeed. *=*=*=*=*=*=* 9. Time Trial *=*=*=*=*=*=* This mode allows you to race alone on all of the tracks so that you can earn new best times -- for both entire courses and single laps. Each time you play Time Trial, you will start at the beginning of the course with one to three mushrooms depending on which character/kart you are. All of the item boxes are gone in Time Trial, so you will not be able to use them. Since you only have up to three mushrooms, you will have to use them carefully to maximize their effectiveness. Look over the Courses section for more information and tips on completing the tracks in record times. Whenever you complete a course in Time Trial, the game will make a "ghost" of you (if it was your fastest time). Every time you race on that course afterwards, you can choose to race your ghost. Playing against your ghost a great way to see exactly what you did before and to look for ways to improve. ------------ Staff Ghosts ------------ If your time is good enough, you will unlock a staff ghost. A staff ghost is just like a regular ghost; only it was created by someone who actually works for Nintendo. Staff Ghosts are challenging, but not impossible. Give one a little effort and you can usually beat it by a few seconds. I have beaten all the staff ghosts by at least a full second, so I know that you can beat them as well. Here are the times in which the staff ghosts complete each race, just so you can see what their difficulty is. Your time usually has to be within a few seconds of the staff ghost's time to unlock them. Mushroom Cup Figure-8 Circuit: 1:36:481 Yoshi Falls: 0:57:677 Cheep Cheep Beach: 1:43:654 Luigi's Mansion: 1:59:357 Flower Cup Desert Hills: 1:31:262 Delfino Square: 1:54:601 Waluigi Pinball: 2:23:288 Shroom Ridge: 2:05:123 Star Cup DK Pass: 2:14:607 Tick-Tock Clock: 1:54:903 Mario Circuit: 1:56:533 Airship Fortress: 2:07:748 Special Cup Wario Stadium: 2:14:868 Peach Gardens: 1:52:989 Bowser Castle: 2:19:661 Rainbow Road: 2:16:246 Shell Cup Mario Circuit 1: 0:50:688 Moo Moo Farm: 1:17:751 Peach Circuit: 1:12:011 Luigi Circuit: 1:29:759 Banana Cup Donut Plains 1: 1:08:027 Frappe Snowland: 2:08:781 Bowser Castle 2: 1:52:258 Baby Park: 0:50:920 Leaf Cup Koopa Beach 2: 0:54:847 Choco Mountain: 2:15:571 Luigi Circuit: 1:46:581 Mushroom Bridge: 1:30:600 Lightning Cup Choco Island 2: 1:01:620 Banshee Boardwalk: 2:14:403 Sky Garden: 1:44:400 Yoshi Circuit: 1:48:793 *=*=*=*=*=* 10. Mission *=*=*=*=*=* Mission mode is comprised of six levels that each have eight individual challenges and one boss. These levels usually force you to complete some task. Each mission is timed, and you will be graded depending on how well you did. A *** (triple star) is the highest grade that you can get. After you complete all of the missions in a level, you will be graded for the level as well. The level grade is simply the lowest grade you received in any one of the missions. Since it is challenging to get high scores in Mission, this section of the FAQ is dedicated to helping you get through Mission mode. It has in-depth tips and walkthroughs on the missions, giving you all the info you need to have perfect ratings across the board. Sometimes I also include the time needed for a three star rank. As a disclaimer, these times are not necessarily completely accurate. I play through the missions several times trying to narrow the times down, but it would be next to impossible to totally guarantee exact times for every mission. What I can assure you, however, is that these times are no more than a few tenths of a second off, so you have a really good idea as to what you are aiming for. As for the time, keep in mind that in some levels that time counts down, while in others it counts up. If the time counts up and the instructions say you need to complete it in Less than 25 Seconds, you have to complete it so that the timer says a number less than 25. If it said 25 seconds remaining, then you would have to have a number higher than 25 on the timer when you finished. ======= Level 1 ======= ----------- Mission 1-1 ----------- Figure 8 Circuit Race through all 5 numbered gates in order! For this mission, you will need both speed and skill. Pure skill will get you through the level, but speed is essential if you are to get a *** rank. It is fairly easy to get a *** rank; you just have to go fast. Use a rocket start to enhance your speed as you drive through the first tire gate. Ease calmly into the turn that is after it (power slides are not necessary), and aim for the mushroom that is closest to the next gate. Grab the mushroom to boost through the next gate, and keep going. Do this for all five gates, and you will complete this mission with a *** for certain. ----------- Mission 1-2 ----------- Peach Circuit (GBA) Collect all 15 coins! This is another easy and short level. Begin with a rocket start and go straight into the first two coins. The next few coins are on a turn, so quickly turn (you don't need to use a power slide). Since braking would slow you down too much, only release the A button for a split second if you are going to miss a coin. After the turn, go straight along the track and collect the other coins. There is one more turn, but you can easily take it at full speed. ----------- Mission 1-3 ----------- Yoshi Falls Destroy 10 items boxes! While this mission is not difficult, you will need to figure out where to go if you are to succeed. A rocket start will give you great speed, and you should direct that speed straight towards the first item box. Use the mushroom you get to increase your speed. The second item box is on the bridge, and it also contains a mushroom. As you use the second mushroom, veer down to the curved portion of the track to hit the third box. Don't stay on the curved track for long, as the fourth question box is on the regular track. With its mushroom you can speed across the bridge to the fifth item box. Boost up to the sixth item box, located right in front of a boost plate. Since the boost plate will increase your speed, you will not need to use the mushroom right away. Wait until you get onto the bridge and have slowed down a little before using the mushroom to speed into the seventh item box. Another boost plate rests at the end of the bridge. Wait a second or two after going over the boost plate before pressing L to speed off towards the eighth item box. Go over the two boost plates after the eighth item box before using the mushroom. Use the mushroom just as you are about to reach the ninth item box. Wait a short while, and then use your final mushroom to accelerate towards the final item box. Be careful not to miss the item boxes, follow these directions, and a *** grade will be yours. ----------- Mission 1-4 ----------- Cheep Cheep Beach Get the Star and use it to hit 5 Cheep Cheeps! Precision -- not velocity -- is required to get a good grade in this mission. I realize that that is contrary to what most expect, but it is true. The Cheep Cheeps are all over, and if you miss one, it will cost a lot of time. Despite this, you should still begin with a rocket start. Go straight until you reach the first item box, then slow down and turn off to the right. Activate the star and run slowly into the first Cheep Cheep. Turn left to go along the shore, and slowly (but not too slowly) approach the other Cheep Cheeps. They jump, so make sure you reach them when they are near the ground so you can eliminate them. Take your time and defeat them all. The requirements for getting a *** rank are not too strict; just be precise. ----------- Mission 1-5 ----------- Nintendo DS Drive through all 6 numbered gates in order! While this mission does require skill to get the highest grade, it is possible with a little practice. Rocket start to the first tire gate and go through it. Past the gate you will head onto the slanted portion of the DS. Halfway up, hop and drift to begin a power slide to the left. Quickly shift your finger from left to right twice so that orange sparks start to come out from your tires. This should occur just before you reach the gate. Release R right to gain a speed boost. Fly through the tire gate and turn as much as you can to get into position for the next gate. Drive through it and then go straight through tire gate four. When you reach gate four, sharply turn (don't slow down) to the left. Go through gate five. A full turn isn't necessary to get through tire gate six, so just ease of to the left and go through gate six at an angle. The mission will end once you go through gate six, so it is okay if you are headed off the edge. If done perfectly, the perfect rank will be yours. ----------- Mission 1-6 ----------- Luigi's Mansion Drive out of the mansion... backward! Okay, if this isn't an easy mission, I don't know what is. Because you are driving backward, you cannot use a rocket start or power slides. That makes this course simple. Press B to go backward. The only thing strange about this is that when you are going backward left is right and right is left. Keep that in mind and go through this course without hitting anything and it is almost certain that you will get the best grade possible. ----------- Mission 1-7 ----------- Moo Moo Farm Collect all 20 Coins! Time to Earn *** Rank: 17.5 Seconds Remaining The overall challenge factor in this level is low, so you should be able to get three stars will little trouble. As is customary, a rocket start should set you in motion. Drive straight into the item box, which will give you a Triple Mushroom. As soon as you get it, use one of the mushrooms. You will burst forward to collect the first four coins, and then you will go over a small jump. As you land, use another mushroom. You'll gain additional speed as you collect the next four coins. Five more coins rest in a curve. The curve is wide, so you can easily get all five coins without slowing down. No coins appear for a while after those five, so use your third mushroom here as you continue to turn. The last seven coins will be near each other in a jagged line. Pick them up at full speed to earn the *** rank. ----------- Mission 1-8 ----------- Mario Circuit 1 (SNES) Perform 4 power-slide turbo boosts in 1 lap! Time to Earn *** Rank: 19 Seconds Remaining This is a difficult challenge, but it is one that you can accomplish with some practice. A rocket start will propel you ahead quickly, and hug the inside of the curve as you make the first turn. Drive steadily from there on to the second curve. As you reach the second turn, move to the inside of the track and power slide. Do it just right so that you are on the inside of the track and so you don't hit the pipe. That will require you to start the power slide very close to the edge. You should finish your first power slide without going too far to the right, as you want to stay close to the edge. Further on, you will need to do a second power slide to get past the third turn. Begin the power slide early so that you can squeeze through on the red and white strip. Mark a straight course towards the fourth turn. You should be at the left of the road for the third turn, so turn slightly so that you will reach the right side of the road by the fourth turn. Again, start the power slide early and stay as close to the inside red and white strip. Come off that power slide and face towards the inside curve of the fifth and final turn. As usual, start you power slide plenty of time before the curve so that you can be in a full slide by the time you reach the curve. Stay very close to the inside of the track, and release the power slide when the road straightens out. If you manage to do this with at least 19 seconds remaining, you will receive a *** grade. Please note that this is a fairly difficult challenge, you may have to play the level through several times to perfect your driving. ------------ Boss Stage 1 ------------ Use Mushrooms to crash into the Big Bully and knock him off the stage! Simple, simple, simple. Do this right, and in a matter of second Big Bully will be soaked. When the level commences, use a rocket start to smash into Big Bully. He will bounce back, and so will you. Keep going straight to the item box. Get it, and you will hit Big Bully yet again. This time little will happen, though you will be bumped back a slight amount. You have your three mushrooms, so you will quickly be able to knock him off. Immediately curve around to the right (you should end up going behind the Big Bully) and keep curving until you are once again facing straight at the Big Bully. At this point, the Big Bully will be fairly close to the edge. Launch at him once to knock him back, then do it a second time, and finally, if you were accurate in your first two attacks, the third mushroom will allow you to knock him off the stage. With the small time it takes to complete these steps, you will gain a *** grade. ======= Level 2 ======= ----------- Mission 2-1 ----------- Delfino Square Crash into all 10 wooden crates and destroy every one! Time to Earn *** Rank: 18:75 An awkward mission, 2-1 is simple if you get the hang of it. As you start off, use a rocket start to speed directly into the first box. As it breaks, keep holding down A so that you can drive into the second box on the left side of the road. After that, continue onward as quickly as you can into box number three, which is on the right side. Once the third box is gone, head straight towards the dock and smash into the box that is located on it. Since going forward would send you into the drink, hang a quick left. Stay on the dock, and speed all the way to the end of it to destroy your fifth box. Hold down A and B at the same time and press right to turn completely around, and then drive into the sixth box, which you passed on the way to the fifth box. Destroy that boxes, and then carefully turn to the right and make your way off the dock. As soon as you are past the fence, turn sharply to the right so that you can pick up speed and plow into the seventh box. Constantly hold down A and then slam into the eighth box and the ninth box. The final box is a short distance away, so you will have some time to pick up speed. Turn right onto the bridge. When you are about halfway onto the bridge, start a power slide heading to the right. The barrier on the right side of the road will soon end and you can use the power slide boost to fly straight into the final box. ----------- Mission 2-2 ----------- Figure 8 Circuit Collect all 10 Coins! You should find this mission to be not that difficult. It does not require any power slides or even rocket stars -- just steady driving. When you begin, hold down B to go backwards. The first coin is behind you. Immediately after you acquire it, let go of B and press A to go forward. The other nine coins are in front of you. Stay at top speed, ease carefully into the turn without slowing down, make sure that you get all of the coins, and the three star grade is yours. ----------- Mission 2-3 ----------- Donut Plains 1 (SNES) Drive through all 5 numbered gates in order! Time to Earn *** Rank: 18:3 In contrast to the previous mission, Mission 2-3 is hard. You start off as Donkey Kong, so use a rocket start to speed past the starting line. Immediately after that, you will be presented with a turn. It is not that steep, but you should still get a power slide in to increase your speed. Go through the first tire gate. Next, you will cross a bridge. A little past the bridge is a turn, so power slide early enough so that you can take the turn on with little trouble. Instead of following the course, you will be forced to take a shortcut. When the course slowly heads to the right, head straight for the mushroom that is on the grass. Take the mushroom to get a boost of speed across the grass and through the second tire gate. Now the real run begins. The third tire gate is on a hairpin curve, so start a power slide as you reach the turn. While you are power sliding, make sure the sparks coming out of your tires are orange before you reach the gate. Then, go through the gate in the midst of your power slide. Remember that you can press left or right to make your power slide sharper or wider, so do some adjusting to make sure that you go through. When you go through the tire gate, release the power slide and boost across the straight section of track. This fourth tire gate is tricky. There's a mushroom next to it, which I believe you are supposed to grab in the middle of a power slide so that you can have a major speed boost as you go through the fourth gate. However, I have never used the mushroom to gain a *** rank, and I have received that rank a few times on this level. I personally just start a power slide before I go through the fourth gate. I time it so the sparks turn blue just before the gate, and then I turn them orange shortly after the gate. If you do the rest of the course right and you make a sharp turn here, you will do fine. Should you incorporate the mushroom into your routine, that's fine as well. After the fourth gate and the power slide that accompanies it, you will head straight for the fifth gate. It is also located on a curve. You will not need to power slide for this curve, though. At the start of the curve is a mushroom. Drive into the mushroom as you start to turn right. You will boost toward the right, and you will see another mushroom on your way. Maneuver into it and top speed, and hold down the accelerator as you drive through the fifth gate. As a side note, you do not have to slow down on this curve. At all. However, it is possible that you did not start a sharp enough turn when you got the first mushroom. If that is the case, you may have to ease of the accelerator for a split-second to ensure that you go through the fifth gate without hitting it. Don't be too generous, or you will not receive the *** rank. ----------- Mission 2-4 ----------- Luigi's Mansion Destroy all 5 item boxes Time to Earn *** Rank: 19.25 Seconds Remaining Despite a few minor turns, this is a pretty straightforward and easy level. All you have to do is to destroy five item boxes. Rocket start from the beginning of the level. Go mostly straight, and only turn a little to the left in to cut off the first item box as it heads to the right. When you destroy it and receive the mushroom from it, turn right and use the mushroom so that you hit the second item box. You will receive yet another mushroom, which you should use to speed towards the next item box. Since the next section of the track is straight, it is easy to destroy the third item box. With your next mushroom, boost again to get closer to the fourth item box, which you will finally be able to break as you start heading downward. Use your last mushroom to gain additional speed. The last item box will make a wide turn, so drive to the right and aim for outer wall. Hit the fifth item box and you will finish the mission with lots of time remaining. ----------- Mission 2-5 ----------- Cheep Cheep Beach Collect all 20 coins! Time to Earn *** Rank: 17.5 Seconds Remaining Nothing fancy here. All this mission consists of is a bunch of coins and a long, wide turn. Rocket start into the first set of coins, and then turn with the coins to make it around the bend. The turn will require some skill, as you will need to take it without little or no braking if you want a *** rank. Turn sharply, but not too sharp. At the end of the turn, go straight over the boost ramp to collect the final few coins. It may take more than one try to get three stars, but this mission shouldn't tax you too much. ----------- Mission 2-6 ----------- Desert Hills Use Bob-ombs to destroy all 5 Pokeys! Although it requires precision, Mission 2-6 has a generous *** time limit. As long as you do not waste too much time, you will finish will all three stars intact. Rocket start from the finish line, and slow down so that you stop near the first row of item boxes. With the first Bob-omb you receive, turn slightly to the left and throw it straight at the Pokey. Score a direct hit on the Pokey so that the Bob-omb explodes, otherwise the Bob-omb may go too far and its explosion will be useless. Next, use the A+B turn when you are stopped to turn around and collect another item box, which you should then use on the nearby Pokey that the right side of the road. Again, scoring a direct hit on the Pokey is the best way to ensure a good grade. With those two out of the way, drive onward to the next row of item boxes. Turn sharply to the left when you receive your next Bob-omb so that you face another Pokey, and quickly eliminate him. Collect a new Bob-omb, and throw this one so that it hits the Pokey that is in front of you. Drive up a short ways to the next row of item boxes, and use your final Bob-omb to fully clear the area of Pokeys. It is okay if you are not super fast; just be decently quick and very accurate. ----------- Mission 2-7 ----------- Luigi Circuit Drive through all 10 numbered gates in order Time to Earn *** Rank: 17.5 Seconds Remaining It's little disorienting at first, but when you know what to do this mission is not too hard. A rocket start should mark your entrance as you head through the first gate. After the boost plate, you will be tempted to go through the next gate you see. You could, but it is pointless, as the next gate you see is the eighth gate. Instead, drive to the left of the gate and go straight. You will come to gate number two on the left side of the road, past the item boxes. Get an item box and drive through the gate. Use the mushroom you receive to speed slightly over to the right side of the road, where you will encounter gate number three. Drive through it, and follow the track until you reach gate number four. Now, instead of merely driving across the boost plates that lead to the fifth gate, try something a little different to decrease your overall time. Start power sliding as you reach the first boost plate, and continue power sliding across all of the boost plates. You may have to adjust yourself to make it through the fifth gate, but that is easy to do by pressing right left during the power slide. Remember, since you are power sliding to the left, left will make the slide sharper and right will make the slide wider. Once you have gone through the fifth gate and have flown across the last boost plate in the turn, wait for your speed to die down before you release your power slide. You want to let it go so that you get maximum additional speed before the next boost plate while not wasting any of the speed earned from the last boost plate in the turn. Go straight through gate number six, and then drive over to the left side of the road to get through gate seven. When you receive a mushroom from the item box on the track, use it to get through the eighth gate. A right turn will get you through gate number nine, and from there you only have a short distance to go before going through the tenth gate. Since it is on the flat section of road to the right of the curved track with boost plates, you will not need to use a power slide to reach it. Go straight over the first boost plate on the turn, and turn slightly to the left as you go over the top portion of the second boost plate. As the road changes from curved to straight you will jump into the air; aim for the tenth gate and you will be fine. ----------- Mission 2-8 ----------- Baby Park Perform 6 power-slide turbo boosts in 3 laps! Although this mission is challenging, it is not hard to get a three star rank on it if you use some precise turning. Since Baby Park is such a simple level, you only need to master the first turn to be able to successfully complete the remaining six turns of the mission. When the level begins, rocket start straight towards the center item box. As you approach the center item box, start drifting to the right. Hit the item box and then quickly press left and right twice to start power sliding. Release the power slide so that you barely miss the inside barrier. Finally, use the star you will receive from the item box to speed towards the next turn. Do this on all six turns and you will complete the mission. If you turn sharp enough on every single turn you will get a three star rank, so keep practicing until you can do it perfectly. ------------ Boss Stage 2 ------------ Hit the Eyerok's eyeball 3 times with shells! Advanced Three Star Strategy Coming Soon! It may sound hard, but this mission is actually easy. Just get a green shell from the item boxes in the level and shoot it at a hand when its eye is open. Avoid the hands when they start pounding and you will do just fine. ======= Level 3 ======= ----------- Mission 3-1 ----------- Waluigi Pinball Destroy all 5 item boxes! Advanced Three Star Strategy Coming Soon! You will be hard pressed to get a good rank when you first play this level; all you have to do is figure out where the item boxes will be. TO beat the level, just drive around and collect the item boxes. Predict their movements instead of chasing after them, as it is easier to break them that way. Whenever you do break an item box, use the star you receive to gain a boost of speed as you head towards the other boxes. ----------- Mission 3-2 ----------- Delfino Square Drive through all 5 numbered gates in order... backward! Another backward level -- I love the simplicity of these things. All you have to do is to drive through the five gates going backward. Remember that when you are going backward, right is left and left than right. Since you cannot do much while going backward, you only need to continuously drive without crashing to get three stars. It is fairly simple to do. Take note that when the road splits, the third gate is on the path going straight. Do not turn to the left or you will not complete the mission. ----------- Mission 3-3 ----------- Luigi Circuit Collect all 15 coins while avoiding the Chain Chomp! It is not that hard to get a three star rank on this mission; you just have to do it right. The course features Chain Chomp surrounded by several coins. Rocket start to the first few coins, and then slowly turn and collect the coins set in a circle. Go quickly so you can retrieve the rest of the coins before Chain Chomp strikes again (he will jump out once before you even are in range of him), but be sure to get all the coins. If you are fast and steady you should get three stars no problem. ----------- Mission 3-4 ----------- Yoshi Falls Reach the finish before Yoshi! Time to Earn *** Rank: Less than 30 Seconds If you know what to do, this mission isn't too difficult. It puts you against Yoshi on Yoshi Falls. While the route you have to take is unusual, it manageable. Rocket start from the finish line, and power slide to the right to head onto the curved section of the track. You will find some item boxes, so take one and see what surprise is inside. A star or three mushrooms should appear. (If you're unlucky enough to get a red shell or single mushroom, accept the fact that you probably won't get a three star rank. Try again and hope for something better.) Go across the water and power slide again to the right, and then use your item. If it is a star, activate it and keep racing. If it is the mushrooms, use them one at a time. Wait until you slow down before using an additional mushroom, otherwise they will be wasted. Keep going across the second area of water. Power slide to the left as you collect your next item box, and aim for the boost plate. Go across the edge of the boost plate, and stay close to the inside of the track as you go across the remaining boost plates. When you go over the final boost plate, wait until you slow down and then sparingly use your mushrooms until you are across the finish line. If you received a star, time the activation so that the star will end just as you go across the finish line. The optimal item to get if you are going for a three star rank is the three mushroom item. Keep trying and you will eventually score the perfect grade. ----------- Mission 3-5 ----------- Pipe Plaza Drive through all 8 numbered gates in order! Confusion marks this level, as the gates are placed in strange fashion. If you are good at following directions, however, you should be able to get a three star rating on this level fairly quickly. At the beginning of the mission, use a rocket start to speed through tire gate number one. Keep going straight and as a result you will also go through gate five, though it won't count since you went out of order. If you continue forward, you will go through the pipe directly behind gate five and you will come out of the pipe to the right of it. So far, you have not had to turn at all, and this is still true as you head through gate number two. After the second tire gate, however, you will have to turn to make it through tire gates three and four. Power slide to the right so that you stay on the wire path and head towards gate number three. Once you make the turn, release the power slide to boost through the third gate, then hold down A and turn right to go through the fourth gate. Continue onward into the pipe, and you will shoot out of the pipe you first entered. You will quickly go through gate number five again, and this time it will count. Go straight through gate number one again and keep going until you are almost to the end of the course. Off to the side you should see tire gate number six. Although you could power slide, it is easier to simply drive through gate number six. Go at full speed and turn at the right time so that you go through gate number six. Continue turning and adjust yourself if need to get onto the ramp that is after gate six. At the top of the ramp, you will go through gate number seven. Instead of staying on the track, turn partway to the right and fall onto the ground to go through gate number eight. It takes some skill, but you should be able to get three stars on this mission without too much trouble. ----------- Mission 3-6 ----------- Moo Moo Farm Hit Monty Moles with shells 5 times! If this isn't an annoying mission then I don't know what is. The moles jump up and down so quickly it is difficult to hit them if you are trying. However, with good positioning and a bit of luck, you can complete this mission and maybe even get three stars on it. Drive up to the item boxes and stop on one. When you reach an item box, hold down A and B and press sideways to make a sharp turn. You want to be almost facing the wall. Then, while you are still on the item box, fire the green shells as rapidly as you can. Look on the bottom screen to ensure good position -- you want the shells to bounce back and forth along the walls and go over as many moles holes as possible. I personally prefer to go to the left item box and to turn almost totally left, but it doesn't really matter which spot you choose. Just keep firing away and with a bit of luck you'll hit five moles quickly enough for the three star prize. ----------- Mission 3-7 ----------- Shroom Ridge Perform 10 power-slide turbo boosts in 1 lap1 Advanced Three Star Strategy Coming Soon! Shroom Ridge is full of turns; reaching the ten power slide limit should be no trouble at all. Just power slide on every turn you can, and try to throw in more than one power slide on some of the wider curves. Since you are racing as Donkey Kong, who turns sharply, it will be somewhat have to get multiple power slides in. Master enough power slide and you are bound to finish with a three star grade. ----------- Mission 3-8 ----------- Twilight House Collect all 20 coins! Advanced Three Star Strategy Coming Soon! Since Twilight House has many of its paths blocked off for this mission, it will not be a simple task to collect all of the coins. Rely heavily on the touch screen for this mission, as its map will give you helpful information on where road blocks and coins are. It is especially nice near the beginning of the level, as the fourth coin is actually located in a dead end that you should easily be able to spot with the touch screen. Collect all of the coins without wasting much time and you should receive a fairly decent rank on this mission. ------------ Boss Stage 3 ------------ Reach the finish before Goomboss! Located on Baby Park, this race is simple if you use snaking to its fullest. However, since I'm trying to write the Mission section of this FAQ without requiring snaking, I will give other advice besides that. It is possible to get three stars without snaking; it is just really hard. Once of the most important things that you can do in this mission is to cut corners. For both of Baby Park's hairpin curves, start power sliding so that you can release the power slide and gain a speed boost while barely mission the edge of the turn. It saves lots of time. Once you complete a turn, stay on the right side of the road. Goomboss is faster than you, and he will knock you aside if you get in his way. Remain calm and keep driving steadily -- you will be able to pass him when he slows down at the end of each lap. When Goomboss gets ahead of you, he will stop and drop Goombas. Avoid the Goombas at all cost, or you will most likely lost the race. Occasionally, however, he will drop a mushroom. Take any mushrooms you find (except for those that require you to go way out of your way) so that your overall time will be lower. If cut corners, race steadily, and get a few mushrooms, you are bound to earn a three star ranking. And if all else fails: Snake! (See Advanced Techniques in the Control section if you don't know what snaking is.) ======= Level 4 ======= ----------- Mission 4-1 ----------- DK Pass Reach the finish before Donkey Kong! An interesting task -- you must beat Donkey Kong by completing one lap of DK Pass going in the opposite direction as normal. As usual, a rocket start should begin your journey. When you get close to the first turn, start a power slide. Turn the sparks orange and let it go fairly early. Go in between the two snowmen that are near the inside of the turn. Several more snowmen lurk on the course, stationed in a zigzag pattern. Weave left and right to avoid the snowmen. After you are past them, you will go over a large hill. Five item boxes are after the hill, but you will miss three of them because you will jump when you go over the hill. Aim for one of the two items boxes that are farther out so you can break an item box as you go over the jump. Actually, I prefer to simply slow down near the top of the hill so I can hit both the boost plate and the item box. From the item box, you will get either a triple mushroom or a star. If you get the mushrooms, use them at distinct intervals. Should you use them all at once, you will not get as much out of them. However, do not wait too long to use them, as there are more item boxes ahead. For the star, simply activate it and head through the snowball infested roads without trouble. Soon you will come to another small hill with item boxes on top of it. Do not take this hill at full speed; instead, slow down a little so that you can get an item box. Take advantage of what it contains as you head out of the snowy area and onto the main track. If you are using mushrooms, watch out for the snowball to the right of the course after the item boxes. When you reach regular track, start a power slide to curve around the first turn. You may notice that at this turn Donkey Kong goes across the snow (instead of taking the hairpin curve) to get an item box. That is okay for you to do, but it slows you down. If you have a speed- enhancing item you can go across the snow without much trouble, but you will still be at an awkward position when you return to the track. Stay on the main road. Finish off any items that you have in this small straightaway, as you will soon encounter the second hairpin curve. It has item boxes, which you will want to get as you power slide through it. After this turn, you will quickly come to another hairpin turn. This one should have a giant snowball rolling along it. You may not be able to complete a power slide because of the snowball, so just squeeze through and survive the turn. As for the remainder of the track, it is just comprised of several steep curves and a few item boxes. Use power slides whenever you can, and collect an item at every possibility. One last thing: the item boxes do not always have a star or a triple mushroom. I have actually received a single red Koopa shell while racing. Needless to say, item such as that are useless and will hinder your ability to gain a *** rank. If you get a worthless item you might as well finish the race, but there is a good chance you will have to restart. Fortunately, worthless items do not appear that often in this mission. ----------- Mission 4-2 ----------- Palm Shore Blast 20 crabs! It is not an exceedingly difficult mission, as you have plenty of leeway time. However, you will want to make the most of it in order to secure a *** grade. At first you will start off on a lone, circular island surrounded by four longer islands. Shallow water is in between the island, which you can drive through. Several item boxes rest on top the circular island. Grab and item box and quickly press L. You should get a green Koopa shell, triple green Koopa shells, or a Bob-omb. The green shell and the Bob-omb are not that useful, so get rid of them quickly. With the triple green Koopa shells, activate them so they circle around your kart. Then, drive into the water and drive into crabs so that you will kill them with one of the Koopa shells. Once you have depleted your supply, race back to the main island to restock. Keep on doing this – get the triple green Koopa shells and drive out to hit crabs with them. You never even have to shoot a single one of them. A short way into the mission, a ton of crabs will start to move against the main island. This makes your job easier, as you will not have to go as far to find crabs. Get items and eliminate the crabs like mad. Once twenty are gone, you will win. Also, you have a reasonable amount of time to complete the mission and still earn a *** rank. You can still get that rank even a short while after the crabs start to leave the main island. ----------- Mission 4-3 ----------- Shroom Ridge Reach the finish before the red car! Time to beat red car: Less than 50 seconds. Time to Earn *** Rank: Less than 42.25 Seconds A long course with many turns, Shroom Ridge is a precarious place to hold a race. This time, however, you are not racing another kart. You are racing a wild car. As the race begins, you will see the red car drive past the starting line and pass a blue car. Use a rocket start to get going quickly. Pass the blue car that is on the left side of the road, and start to power slide. Power slide as closely to the inside of the curve as you can, and get an item box. It will have three mushrooms in it. Release the power slide a short distance before the curve is complete to gain additional speed, and when you start to slow down use a mushroom for a second boost of speed. Now you will be fairly close to the red car. The next section of track has a long U-turn. Start an early power slide so that you can make the full turn as sharply as you can. You'll want to turn the sparks orange as quickly as you can so that your initial drift becomes a full power slide, and then you will want to stay as close to the wall as you can. Coming off that turn, you should be ahead of the red car. However, you still need to race quickly for the three stars. Power slide through the next curve, and stay as close to the inside of the curve as you can. Once you get the boost from that power slide, wait about a second and use a mushroom. Wait until you start to slow down, and then use your third mushroom. At this point, you will approach another curve. It is not that sharp, but you still want to power slide through it. Avoid the vehicle on the road as you make the turn. Immediately after that turn, hop to the right and start another power slide. Complete it, and head straight for on of the item boxes in the tunnel. As a reward, you will receive three mushrooms. Use one mushroom as soon as you get the item. You will boost through the tunnel. As you begin to slow down, you will come to a U-turn that you should power slide through. Release that power slide at the end of the turn, and then quickly start another power slide after it to take on the next curve. You will have to squeeze in between a yellow and blue car for a successful power slide. Immediately after you release the power slide, use a mushroom to go through the next curve. You will encounter the last curve of the level right after that. Power slide through the last curve, and then quickly use your last mushroom to make it to the finish line. Earning three stars require a lot of precision, but with practice you can do it. ----------- Mission 4-4 ----------- Desert Hills Drive through all 7 numbered gates in order! Time to Earn *** Rank: 21 Seconds Remaining Now this is how Desert Hills is supposed to be played. With a slew of mushrooms you can speed quickly of the desert terrain. That is, if you know what to do. That's what this walkthrough is for. A rocket start should mark the beginning of the race. Drive straight through the first tire gate, and when you are past it start power sliding. Release the power slide when you are facing towards the item boxes to get a burst of speed. In the item box you get, you will receive triple mushrooms. Continue straight after you get the item box, and do not turn with the course. Instead, go just to the right of the palm tree that is next to the road. You will see the second tire gate in the middle of a shortcut. As you reach the off course dirt, release a mushroom to speed up. Speed across the desert terrain and through the second tire gate. When you start to slow down even a little, use another mushroom. Keep going straight, even past the road when you reach it. On a ridge directly in front of you is tire gate number three. You will start to slow down from your second mushroom speed boost, so take advantage of your third mushroom to get through the third tire gate. By the time you slow down, you should be back on the road. Turn slightly to the right to realign yourself with the road, and go through the fourth tire gate. Immediately after the tire gate you will jump down onto lower ground. It is here that you will get your next set of mushrooms. Head a little to the left and get the item box that is closest to the center of the road. Normally I just save these mushrooms because you don't need to use them right away to get a *** rank, but they could give you an addition amount of speed. Up ahead you should notice some more item boxes. If you can use all three mushrooms before you reach the next set of item boxes, you can get another set of three mushrooms. No matter what you decide to do, make sure that you drift sharply to the right and line yourself up with the fifth tire gate. If you used the three mushrooms beforehand, you will be going fast enough where you will only be able to drift. If you didn't use the three mushrooms, you should be able to get in a power slide. Now that you are lined up and have an inventory of three mushrooms, it is time to race for the finish. As you near the fifth gate, use a mushroom to speed through it. Just go straight and you will fly through the sixth tire gate as well. Should you start to slow down, just apply another mushroom to the engine. After the sixth gate you should fly straight across another ridge and land on yet another ridge. At this point you should only have one mushroom left. Use it immediately to soar over the next ridge, and you will see the seventh tire gate as you land. Steer as much as needed to maneuver into the seventh gate and you will complete the mission -- hopefully with a three star grade. ----------- Mission 4-5 ----------- Bowser Castle 2 Collect all 15 coins. If you get squished by a Thwomp, you fail! While the basic for this mission seems hard, it is actually really easy if you know what to do. The trick is not to make perfect turns, but to make pathetic turn, which lowers the difficulty level of this mission. Begin with a rocket start so that you can get the first several coins that are in a line. When you reach the end of the first line, you will have to turn to the left so that you can get the second row of coins. Instead of making a sharp turn after the last coin in the line, go nearly all the way to the barrier at the end of the level and then turn however you want. After you collect the last coin in the first row, the Thwomps should all smash the ground. Since you will make your turn very wide and late, the Thwomps will have enough time to pound down yet again and start to head back up. Once you finish the turn, speed through the second row of coins to collect them all. If you took long enough (yet not too long) on your turn, you will go right under the first Thwomp as it goes back in the air, at which time you can easily collect the remaining coins before the Thwomps come down for a third time. If you made your turn too quickly, you will slam into the first Thwomp, which will ruin your momentum and lower your rank. If you do it right, and *** rank is not too hard to obtain. ----------- Mission 4-6 ----------- Choco Mountain Break all 10 item boxes while avoiding the Fake Items! Steady driving and cautiousness are all that is need if you want a three star rank. As long as you keep a straight path and don't crash, you will do well. Each item box is set amongst a group of fake item boxes. Your goal is to break all of the real item boxes. The easiest way to determine which item boxes are real and which are fake is to look on the touch screen. Real item boxes are clear, while fake item boxes are red. Find the correct item box, apply its position to the actually racetrack, and you are good to go. Whenever you break an item box you also receive a mushroom, so use the mushroom before you reach the next item box to keep your speed up. Although it is easy to simply look at the touch screen, here is a list of where the real item boxes are located and how many item boxes are in each group (both real and fake). 1) Second to the left in the group of four 2) In the middle in the group of three 3) Second to the left in the group of four 4) To the far right in the group of three 5) To the far left in the group of four 6) To the far right in the group of three 7) Second to the left in the group of four 8) To the far right in the group of three 9) At the front middle in the scattered group of four 10) In the middle in the group of three ----------- Mission 4-7 ----------- Waluigi Pinball Drive through all 10 gates! Advanced Three Star Strategy Coming Soon! Since you get to choose the order that you tackle the gates, this mission is simple to complete. I prefer to go straight through the first two gates and then to drive through the rest in a figure-8 fashion. Add a few power slides to the mix and you not only beat the mission, but you beat it with a few stars. ----------- Mission 4-8 ----------- Luigi Circuit Perform 9 power-slide turbo boosts in 1 lap! Time to Earn *** Rank: 17 Seconds Remaining Advanced Three Star Strategy Coming Soon! With its seven hairpin curves, Luigi Circuit is the perfect place for mass power sliding. Power slide on every single curve to get seven of the power slides in. To get your final two power slides in, power slide once on the simple left curve before the first hairpin curve and once on the final stretch (avoid the puddles). ------------ Boss Stage 4 ------------ Collect 50 coins while avoiding King Boo! Advanced Three Star Strategy Coming Soon! The description of this level is deceiving; you can't actually avoid King Boo. Drive around collecting coins and go as quickly as you can. However Boo will attack you and there is no way to stop him. When he hits you, he will take all of your coins and the coins in the level, making it impossible to continue. To regain your coins, drive over to King Boo. He will stop moving. Go under King Boo and hop. When you do, you will get all your coins back and the coins will appear on the level again. Keep collecting coins until he attacks you again, and then do the same thing. It's not that hard if you know what to do; just chase him down quickly and don't dawdle while hoarding coins. ======= Level 5 ======= ----------- Mission 5-1 ----------- Peach Gardens Reach the finish before the stray Chain Chomp! Time to Beat Chain Chomp: Less than 49 Seconds Time to Earn *** Rank: Less than 42.75 Seconds All you get in this mission is three mushrooms, so pay attention so that you spend them wisely. When the race begins, use a rocket start. That should be ingrained in your head by now. When you reach the item boxes, start power sliding to the left. Release the power slide as soon as you can and zoom across the bridge that you come to. Drive straight until you come to the flowers that force you to make a U-turn. Instead of following the path, use one mushroom to drive straight through the flowerbed as soon as you reach it. Steer carefully so that you end up on the right side of the road after you have gone through the flowerbed. At this time you should be extremely close to Chain Chomp, so stay on the right side of the road to avoid getting smashed. Continue until the path turns, and then use a mushroom to go through the next flowerbed at full speed. Doing that allows you to make a much sharper turn. Past that turn, you will enter a section of the garden with many hedges. Go to the right of the first hedge that you come to (it will be in the middle). Go to the left of the hedge immediately after that, and start to head towards the left of the hedge after that as well. Instead, of merely steering, power slide to the left of the next hedge so that you gain a speed boost and end up going to the right of the hedge that is directly after the hedge you power slided past (it will be in the fourth row or hedges that you pass) Go to the right of the last hedge, and you will be free from that section of the garden. Soon after that, you will need to make another right turn. A flowerbed is in the way of this turn to, so plow through it with your last mushroom. Once you have completed that, you will head down a long, slanted path that leads to a circular area with three large hedges in it. When you reach the circular area, go to the side of the first hedge, and then power slide in between the two hedges that are after it when you get the chance. It is difficult to do effectively, but with practice you will be able to do it. In the dirt section of track after the paved circle, you will have a fairly substantial turn. Power slide to the right to gain some speed, and then do a normal turn to the left. A power slide to the right will get you onto paved ground again, and another power slide a short distance after that will get you to the end. The key to gaining a *** rank in this level partly relies on following the steps above, but it also relies on precision. Make your turns as tight as you possibly can to shave even a second of your lap. Also, do your power slides quickly and effectively; if you don't, they may cause you more harm than good. Practice some, and you will be able to accomplish this task. ----------- Mission 5-2 ----------- DK Pass Drive backward and collect 15 coins! If you hit a snowman, you fail! I love missions where you drive backward. They are all so easy, as there is not much you can do while driving backward. Keep in mind that left and right are switched when driving backward. As the mission begins, press B to head backward. You will collect a few coins, and then the coins path will turn to the left. Since you are driving backward, press right to make the turn. Keep pressing right sparingly as you make the wide left turn. After the ninth coin however, you will have to make a sharper turn. Momentarily let go of B to ensure that you make the turn and collect the tenth coin. Once you have the tenth coin, return to full speed to collect the final five coins, which are also locate on a wide, left curve. ----------- Mission 5-3 ----------- Koopa Beach 2 (SNES) Destroy all 5 item boxes! I had a lot of fun with this mission, and I hope you will to. The item boxes may seem tricky at first, but with a little practice you can destroy them quickly. When the race begins, use a rocket start to head towards the item boxes. Turn just right so that you hit the last item box in the line. It will give you a mushroom, which you should immediately use to break the next to last item box before it goes over the deep water. Although you will receive a mushroom from the second item box you break, there is no need to use it. Instead, drive along the edge of the deep water until you find the spot where the first item box returns to shallow water. Head to that spot. The second item box in the line will pass before you get the, but you can make it to the spot in time so that the third item box crashes into and breaks. Instantly after you destroy your third item box, use the mushroom to boost into the fourth item box. You will get yet another mushroom. At this point, you should feel inclined to speed straight ahead to get the fifth item box. Resist that temptation. The last item box will make a sharp left turn at the small island, and you will miss it if you go straight. Activate the mushroom and turn to the left so that you can cut off the last item box. That will require you to aim straight for the deep section of water. Because of that, it is vital that you hit the last item box. Once you do, the mission will end and you will get a *** rank. If you miss the item box, you will fall into the water. Restart the mission and be a bit more careful next time. Alternate Strategy Written by Rush60002 Get a rocket boost when you start and head immediately for the last box in the line. When you destroy that last box immediately use the mushroom, and get the second box. As soon as the boost from the first mushroom wears off, use the second mushroom and follow the edge where the sand meets the water and aim for the first box in the line. You should be able to intercept it before it goes into the next part. As soon as you touch it HIT THE BRAKES. If done right you should just sit in place and the other 2 boxes should just come right up and hit you, plus you should get a little over 25 seconds left and get urself a 3 star rank. ----------- Mission 5-4 ----------- Bowser Castle 2 Drive through all 10 numbered gates in order! Advanced Three Star Strategy Coming Soon! This is a simple run through of Bowser Castle 2, only you need to go through gates while completing a lap. The gates are all in reasonable places, so just drive steadily to get through them all. If you want to improve your time and your grade, make sure that you hit all of the boost plates you can and power slide often. You have plenty of time to complete the mission; make the most of it. ----------- Mission 5-5 ----------- Mushroom Bridge Complete 1 lap in the opposite direction within the time limit! Advanced Three Star Strategy Coming Soon! Going the wrong direction provides a new intake on levels; you just have to watch out for mission specific obstacles. The beginning of the level will take you across the bridge, but only one lane is open. Avoid the oncoming traffic while going for any item boxes that you see. Later on you will also have the opportunity to go up the shortcut backward. If you have mushroom, use it at the beginning of the shortcut. The mission has mushroom already placed to get you across the dirt. Drive carefully, power slide, and use items to accomplish this task with a decent grade. ----------- Mission 5-6 ----------- Tart Top Collect all 18 coins! Advanced Three Star Strategy Coming Soon! All the coins in this level are stationed in a classic flower like shape. They loop around an obstacle near the edge of the course, and then they head straight across the jump to repeat the process. Just go around quickly and get every single coin; if you do it right you can easily get a good rank. ----------- Mission 5-7 ----------- DK Pass Drive through all 8 numbered gates in order! Advanced Three Star Strategy Coming Soon! Yet another level where you go through DK Pass backward! Anyway, this time your trip should be much simpler. There are no item or opponents to worry about, so just carefully make your way through all eight gates. Since the snowballs are in abundance this mission, you will have to watch out for them. Use power slides whenever possible, slow down on the first steep hill so you land on the boost plate, and avoid the snowballs if you want to improve your time. ----------- Mission 5-8 ----------- Mario Circuit Reach the finish before Mario! Time to Earn *** Rank: Less than 44 Seconds Advanced Three Star Strategy Coming Soon! Advanced power sliders will be able to score a three star rank with little trouble on this mission. Go along the track carefully, and power slide as often as you can. The beginning of the track has a ton of Goombas, and you will have to avoid them if you want to keep up your speed. If you get a mushroom of a star in the first item box, use it to go across the dirt when the path veers off to the left to go around a pipe. When you get your next item box, hope that it is a star since you have to travel through a section of track infested with a ton of Piranha Plants. If it is a star, activate it and don't worry about a thing until you reach the final two hairpin turns that you should power slide through. If it is not a star, use caution as you maneuver through that part of the course. Mario is slow, so you should be able to beat him if you don't run into any enemies. ------------ Boss Stage 5 ------------ Hit the Big Bob-omb with 3 Bob-ombs! You hit the Pokeys with Bob-ombs back in Level 2, and this is way easier than that. If you know want to do, you can finish of King Bob- omb in just a few seconds. When the level begins, King Bob-omb will create two item boxes -- one to his left and one to his right. Start off slowly and get an item box. You will receive a Bob-omb, so turn and throw the Bob-omb at the king. Throw it immediately, but make sure you do not go forward too much when you turn; otherwise you will get caught in the explosion. He will fly backward, so drive up sort of close to him and wait for him to regain his composure. Once he gets back up King Bob-omb will walk around for a few seconds and then he will create two more item boxes and a Bob-omb. Drive to an item box as he goes for the Bob-omb, and then throw your Bob-omb at him before he can do much damage. Now, King Bob-omb will jump high into the air, and three Bob-ombs and an item box will fall from the sky. The Bob-ombs are trouble, but the item box (which will land in between the three Bob-ombs) is exactly what you want. Acquire the item box and steer away from the Bob-ombs so that they do not hurt you when they explode. Once they explode, turn around and face the spot where you took the item box. King Bob-omb will drop onto that exact spot, and all you have to do is to throw the Bob- omb and finish him off. Do all these steps without ever missing the king and you are most likely going to get a *** rank. ======= Level 6 ======= ----------- Mission 6-1 ----------- Bowser Castle Drive backward across the spinning bridge! If you fall, you're out! The level is as easy as it sounds (or doesn't sound). You will start off in front of the spinning bridge in Bowser Castle, and you will have to drive backward to get across it. Start by merely holding B to go straight backward towards the bridge. It will start by spinning right, so you will need to press right on the D-pad as much as needed to keep from falling off. About halfway through, it will switch and start turning left. When you start going off the left side, press left on the D-pad to stay on. Near the very end it will switch back to going right, but you will only need to press right for a short amount of time before you make it across the bridge and finish the level. If you don't slow down (not that you can slow down much while going backward), you will get a three star grade. ----------- Mission 6-2 ----------- Airship Fortress Get stars and run over 15 Rocky Wrenches Advanced Three Star Strategy Coming Soon! It's exactly as its name suggests. Get item boxes, get stars, and have fun! Rocky Wrenches pop up all over the place, so try to keep a star activated at all times. If you look ahead for potential victims and don't waste time, you should fare well on this mission. ----------- Mission 6-3 ----------- Choco Island 2 Collect all 30 coins! Advanced Three Star Strategy Coming Soon! Taking you through Choco Island 2 the way you are supposed to go, this mission is more informative than anything else. Pay attention to the shortcut and the path it provides, as both will help you improve your times on this course. Just follow the coins and adjust your turns to make sure that you get every single one. Getting them quick enough to gain a three star grade is challenging, but possible if you put a little effort into it. ----------- Mission 6-4 ----------- Block Fort Destroy all 10 item boxes! Breaking all the item boxes in this level can be a pain, especially since they move around. Start off by destroying the lone item box that is on the ground level by using a rocket start and following it. Once it is gone, use the mushroom that you receive to take down the remaining item boxes that lurk on the upper two areas of the arena. ----------- Mission 6-5 ----------- Sky Garden Drive through all 8 numbered gates in order! Advanced Three Star Strategy Coming Soon! A teaching mission, 6-5 will show you the way to go on Sky Garden. As you come off the first turn, break an item box to get three mushrooms. Use one as you go over the ramp, and use a second one as you land on the clouds. Then, keep following the path and use the third one when you reach the next ramp. Since the other gates are easy to find, just drive through the level and go through the remaining gates. One of them is on the cloud shortcut, so remember to turn there. A lone item box is also on the path before gate number five, and its three mushroom will propel you to a better rank. ----------- Mission 6-6 ----------- Yoshi Circuit Perform 14 power-slide turbo boosts in 1 lap! Advanced Three Star Strategy Coming Soon! Have you read my walkthrough on Yoshi Circuit? If not, go and do so now and apply what you read to this mission. It is basically the same method, only you are doing it in a mission instead of in a race. Use the tips provided in the walkthrough to get even more than 14 power slides, which will help your time. To make you time even better, use the shortcut near the beginning of the level. I have all those tips in this level walkthrough, so look there for you three star needs! ----------- Mission 6-7 ----------- Tick Tock Clock Collect all 40 coins! Advanced Three Star Strategy Coming Soon! With nothing but a clock face, two hands, and a few boost plates, this mission has plenty of challenge. Look at the touch screen for good paths to take, and watch the hands to make sure that you do not get hit while taking the paths you design. Be careful and you should complete the mission. Just go as fast as you can and get as many coins as possible when you head into the middle of the clock. ----------- Mission 6-8 ----------- Peach Gardens Reach the finish before Peach! Advanced Three Star Strategy Coming Soon! Getting three stars on this mission is not hard because of all the obstacles, nor is it hard because you are going through Peach Gardens backward. It is hard because Bowser is a lame character. Anyway, you have the odds stacked against you when going for three stars in this mission. Tackle this level backwards the same as you would forwards; just watch out for the hedges section -- which has several added barriers -- and the circular path with a Mario hedge in the middle -- which you must take the long way on because the short way is barred off. Do well and you should beat Peach; whether you get a three star rank or not depends on how well you power slide and use items. ------------ Boss Stage 6 ------------ Use Mushroom boosts to hit Chief Chilly and knock him off the stage 3 times! Advanced Three Star Strategy Coming Soon! The final boss is a challenge, but when you play your mushrooms right you can keep him off the stage and in the drink. Start by getting an item box, which will contain three mushrooms. Turn to face Chief Chilly, and then use a single mushroom to boost straight at him. When you make impact, don't press anything and wait for a split second. Then, use the second mushroom to pummel the chief again. Finally, use your third mushroom if he isn't off the edge. Once you knock him off, replenish your mushroom supply and go to the middle of the stage. Face the place where Chief Chilly fell off and wait for him to jump back on. As soon as he does, start the process over again and knock him back into the water. The third time however, Chief Chilly is smarter. If you use a mushroom from too great a distance, he will jump over you. If you are close enough to the edge, you'll be the one in the drink. To prevent this from happening, drive around until you are facing Chief Chilly and he is close to the edge. Then, use a mushroom to boost towards him when you are very close to him. Hit him back, and wait to see if he falls off. If he doesn't, quickly get close to him again and use another mushroom. It will take practice, but you can finish him off if you try hard enough. ======= Level 7 ======= Unlockable: Earn at least a * rank in every mission to unlock Level 7 ----------- Mission 7-5 ----------- Wario Stadium Collect all 20 coins! While it is a challenge, this mission can be fully completed with a little practice and skill. It takes place in Wario Stadium, and it forces you to play the level to its fullest if you want all three stars. Begin with a rocket start, and immediately follow that with a power slide around the first curve. The road will then form and S-curve, but the road is wide enough where you can go straight through the curve. Collect the two coins in the S-curve as you go straight through it, and then turn sharply to the left to take on the curve afterwards. At the end of that curve, you must go straight across a boost plate to garner even more coins. Three coins are near the boost plate, but there is one in the middle of the ring of fire that you must collect. Power slide through the turn after the first ring of fire, and you will come to the section of track that is full of mud. Four boost plates are located in the mud to help you get across it quickly, and a single coin is on each of the boost plates. Steer carefully to get all of the coins while still taking the boost plates on at full speed. When you are out of the mud, power slide through the next turn. You will come to two slanted boost plates that lead to two rings of fire. The first has three coins near it, and the second has two coins. Approach the first one from the right side and turn to the left to acquire all of its coins, and then do the opposite for the second boost plate. It is somewhat difficult, so you may need to practice this a few times. You want to turn just enough for the first one so that you get all three coins while still being able to get the coins near the second boost plate. Further one, another S-curve will rest in a sea of mud. Go straight through this S-curve, as the two coins in it are easiest to collect if you do so. You should not have to worry about the rotating fire, but if any of it gets close to you just maneuver a little to avoid getting burnt. One last turn remains before the end of the level. Power slide through it, and end up on the right side of the track. Go perfectly straight over the first boost plate, and stay straight as you hit the second boost plate and fly through the ring of fire, where the last coin lasts. It is hard to line up correctly for this section, so you will probably have to replay the mission a few times. The key to earning three stars is to follow and perfect the steps above. You will need to finish with very close to 20 seconds remaining if you want a perfect grade; I would have listed that at top, but I did not have it quite exact enough. Just know that that is about what you should aim to get. ----------- Mission 7-6 ----------- Nintendo DS Drive through all 8 numbered gates in order! You should find this level challenging at first, but it is not too hard once you get the hang of it. In the level are eight tire gates stationed in a circle. However, they alternate number. Therefore, you will have to go around the tire gate circle twice before you complete this challenge. You only have 10 seconds, so you have to make it count. A rocket start should mark your entrance into the level. When you are partially onto the touch screen of the Nintendo DS, start drifting to the right. You should hold down right all the way on the D-pad. If you started the drift at the correct time, you will drift through the gates numbered 1 and 6. At this point, relax and keep holding down R and right. It may look like you will miss some of the tire gates, but you will actually go through them all without trouble. If you started your power slide too early or too late, you will hit either gate 1 or gate 6. Also, please note that I said drift, not power slide. You do not need to complete an actually power slide to beat this mission, nor do you need to power slide to get three stars. If you start off with a rocket start and simply start your drift at the right time, you will complete this level with a *** rank. ---------- Boss Stage ---------- Mushroom Bridge (GCN) Reach the finish before Wiggler! Time to Earn *** Rank: Less than 1:25 It may be the last boss stage, but it actually isn't that hard to get three stars on this if you know what you are doing. This race takes place on Mushroom Bridge, so you will need to take advantage of shortcuts. Also, many cars have item boxes underneath them that will give you a mushroom if you go through the car with a star. Let's look at this level to see how to gain the three star grade. At the beginning, Wiggler and you will be behind the starting line. Take off with a rocket start. Wiggler will start off much faster than you, but at least the rocket start will keep you from getting too far behind. Immediately, Wiggler will start running into vehicles. First he will hit a black truck, and then he will hit a blue car. The black truck has an item box underneath it. Start a power slide, and time your slide so that you go underneath the truck at the same time Wiggler knocks it into the air. Release your power slide (remember, for it to be considered a power slide it has to give you a mini-boost at the end), and then use the mushroom to boost into the item box in the middle of the road in the tunnel. You will get a star, which you should use immediately. While you are invincible, go to the left side of the road to hit a black truck. Collect the item box that is underneath the black truck, and immediately use the mushroom that you receive to zoom in front of Wiggler and to go on the dirt shortcut. Since you are using the star, you will not slow down at all by going on the dirt. Drive quickly over the shortcut and drop down and the end. Turn so that you resume normal driving without losing much speed. You will lose your star shortly after you fall, so avoid the black truck that you will encounter. Since you have no speed powerups, use a power slide in the tunnel to gain some additional speed. Also, dodge all of the vehicles in the tunnel (it is best if you stay in the center). Near the end of the tunnel, you will find an item box in the center of the road. Take it and activate the star that you will receive. As you go across the bridge, you will want to gain additional speed. Start by staying on the right side of the road until you hit the black truck. Since you are invincible, the truck will fly into the air and you will be able to get the item box underneath it. Quickly use the mushroom that you receive and move onto the left side of the track, where you will hit yet another black truck. Make sure that you use mushroom as soon as you get it. At this point you will be near the starting line. Use the mushroom you received and head to the center of the road. You should find an item box right next to the finish line in the center of the road, and you will want to get it. Utilize the star immediately, and zip through the turn and the tunnel. When you approach the shortcut this time, however, ignore it. Instead, get the item box that is in the center of the road. Use the star to become invincible, and head to the left side of the road where you will find a truck with an item box. Get the mushroom and use it to boost towards the tunnel, where you will find another item box. It has a star in it. Speed through the tunnel with the star, and make your way to the left side of the track. When you go around the turn, you will hit a black truck that is in the left land. You will get a mushroom if you are sure to get the item box that is under the truck. Quickly use the mushroom and go to the right lane, where you will hit another truck. That truck also has an item box hidden underneath it. Grab the box and use the mushroom. On the bridge, you will find another item box in between the two lanes. Acquire it to earn a star, and then immediately use the star. Once you start turning after the starting line, quickly use a power slide. As you boost from the power slide, go to the left lane and hit the black truck that you will encounter. It is imperative that you power slide quickly through this turn. Under the black truck is an item box with a mushroom. Use it! Return to the center of the track after using the mushroom, where you will find another item box when you go over the bridge. Press L when the star appears to become invincible. Drive steadily through the dirt shortcut, and smoothly drop back down to the regular road when you have finished the shortcut. The star will disappear, and you will be on your own for several seconds. Try to get in two power slides while you are under the bridge, and then head to the center lane to get the item box that is there. It, like all of the other item boxes, will be in the center of the lane. Activate the star, and move to the left side of the road to hit a black truck. Take the mushroom from the item box and boost to the finish line. If you did these steps perfectly, you will receive a three star rank. Keep in mind that this is a difficult task, so you will have to practice often if you are to gain the perfect score on the last level. *=*=*=*=*=* 11. Courses *=*=*=*=*=* Welcome to course information. In this section, you will find hordes of useful information on how to best complete each track. With course layouts, shortcuts, and hints, it is certain to have something that you can use. === Key === These are what the various symbols stand for in most of the tracks. Occasionally, one track may use a symbol in a different way. Each track has its own key, so refer to it when you want specifics for the track. Otherwise, you can use this information to figure out what the track looks like. Also, each track has numbers (1, 2, etc.) on it. These numbers correspond with different tips, so look under the track to find the tips that go with each of the numbers. ~ = Normal Track . = Alternate Type of Track Y = Dirt or Grass B = Block Wall O = Clouds W = Shallow Water J = Jump Pad = = Starting Line ? = ? Box(es) ^, V, <, >, = Boost Plates *=*=*=*=*=* Retro Mode *=*=*=*=*=* ========= Shell Cup ========= ---------------------- Mario Circuit 1 (SNES) ---------------------- BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB BYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYB BYY~~~~~~~~~~~~YYYYYYYYYYYYYYYYB BY~~~~2~~~~~~~~~~~YYYYYYYYYYYYYBBBBBBBBBBBBB BY~~~~YYYYYYYYY~~~~~~~~YYYYYYYYYYYYYYYYYYYYB BY~~~~YYBBBBBBBBYYY~~~~~~~~YYYYYYYYYYYYYYYYB BY?~~?YYB BYYYYYYYY~1~~~~~~YYYYYYYYYYYB BY~??~YYB BYYYYYYYYYYYYY~~~~~~~YYYYYYYB BY?~~?YYB BBBBBBBBBBBBBYYYYY~~~~~~YYYYB BY~??~YYB BBBBBBBYYY~~~~YYB BY~~~~YYB ^ BYYY====YYB BY~~~~YYB BBBBBBBBBBBBBBBBB / \BYYY~~~~YYB BY~~~~YBB BYYYYYYYYYYYYYYYB | BYYY~~~~YYB BY~~~~YB BBBBYY~~~~~~YYYYYYYB | BYYY~~~~YYB BY~~~~YBBBYYY~~~~~~~~~YYYYYYB BYYY~~~~YYB BY~~~~YYYY~~~~~YYYY~~~~YYYYYB BYYY~~~~YYB BYY~~~~~~~~~~3333333~~~~YYYYB BYYY~~~~YYB BYYY~~~~~~~YYYYYYYYYY~~~~YYYB BYYY~~~~YYB BYYYYYYYYYYYYYYYYYYYYY~~~~YYBBBBBBYY~~~~YYYB BYYYYYYYYYYYYYYYYYYYYYY~~~~YYYYYYYY~~~~YYYYB BBBBBBBBBBBBBBBBBBBBYYYY~~~~~~~~~~~~~~YYYYYB BYYYYYY~~~~~~~~~~~YYYYYYB BYYYYYYYYYYYYYYYYYYYYYYYB BBBBBBBBBBBBBBBBBBBBBBBBB B = Block Y = Dirt ~ = Track 1) If you are a snaker, this part of the track should be a haven for you. After the first turn, power slide at least once to the right and once to the left before reaching the next turn. 2) Pipes swarm this section of track, and if you run into one it will cost you serious lap time. Maneuver carefully to avoid the pipes, and try to stay on the inside of the track. 3) The quickest route between two points is a straight line, whether it is on the track or off it. Since the dirt will slow you down, it is best if you save this shortcut for when you have a mushroom or star. A mushroom's speed will make the journey ultra-fast, just make sure you don't attempt to cover too much ground with a single mushroom. Time Trial Tip: Mushrooms will give you one boost of speed in Time Trial. Use a mushroom to quickly get across the dirt using the shortcut at 2. You will save time by going straight across the dirt with a mushroom instead of staying with the track. ------------------ Moo Moo Farm (N64) ------------------ Moo Moo Farm is one of the classic levels from the N64 version of Mario Kart. It features a large track with wide curves, and it is almost shaped like a circle. You will have little trouble going through it. Because it is wide and its curves are slight, you could go through them with little trouble. However, the curves are very easy to do power slides on, so try to get as many power slides as you can during the race to increase your speed. Even though it is simple, there are things that you should watch out for. On some sections of the road, you will find many holes. These holes house gophers, which will occasionally pop out. If you hit a gopher, your kart will get a serious beating. Avoid the holes as much as possible, and collect as many ? boxes as you can. Also, near the end of the track you will find a bridge going over the track you are on. Since the bridge has several pillars keeping it up, you will have to be sure to go in between the pillars so you do not get stuck. Other than that, it's not that hard. ------------------- Peach Circuit (GBA) ------------------- BBBBBBBBBBBBBB BBYYYYYYYYYYYYB BBYYY....~~~YYYB BYYY...~1~~~~YYB BYY...~~~~~~~YYB BY..~~~~YY~~~YYB BBY.????YBY~~~YYB BBY~~~~YYYBY~~~YYB BBY~~~~ BBBBBY~~~YYB ^ BBY~~~~YB BY===YYB / \ BBY~~~YYBB BY~~~YYB | BBY~~~~YBB BY~~~YYB | BBY~~~~YYB BY~~~YYB BY~~~~YYYB BY~~~YYB BY~2~YYYYB BY~~~YYB BY~~~~YYB BY~~~YYB BBY~~~~YB BY~~~YYBBBBBBBBBBBBBBBBBBBBB BY~~~YB BYY~~~YYYYYYYYYYYYYYYYYYYYYB BBY~~~~YB BYYY~~~~~~~~~~~~~~~~~~..YYYB BBY~~~~YBB BYYYY~~~~~~~~~~~~~~~~~~..YYB BY~~~~YBB BYYYYYYYYYYYYYYYYY~~4~~.YYB BY~~~YYB BBBBBBBBBBBBBBBBBY~~~~~YYB BBY~~~~YBB BYY~~~~YYB BBY~~~~YBB BBBBBBBBBBBBYY~~~~YYB BBY~~~~YBB BYYYYYYYYYYYY~~~~YBBB BBY~~~~YBB BY~~~~~~~~?~~~~~~YB BBY~~~~YBB BBY~~~~~~~~~?~~~~YBB BY~~~~YB BBY~~~~YYYYYYYYYYYBB BYY~~~YBBBBBY~~~~YBBBBBBBBBBBB BYY~~~3333~~~~YBB BYY~~~YYY~~~~YB BYYY~~~~~~~~YB BBYY~~~~~~YB BBYYY~~YBB BYYYYYB BBBBB B = Block Y = Grass ~ = Normal Track . = Striped Track 1) This first hairpin can cause trouble, but an additional portion of track (T) makes it easy to stay off the grass. To make this turn effectively, however, you will need to start a power slide early. 2) This S-curve is perfect for power sliding. Use as many power slides as you can to maneuver this section of track, as doing so is faster than simply going straight. 3) Around the halfway point of the track, the game will throw at you another sharp curve. It is possible to make the turn with a good power slide, but if you have a mushroom you can cut through the grass. It saves time and it is easy. 4) The final hairpin curve does not have as much track security as the first one, so it is easier to go off the road. Apply the brakes or utilize a power slide to negotiate this turn. Time Trial Tip: Remember the mushrooms in Time Trial, and consider using them to get across the shortcut at 2. It will save you time as long as you don't run into the trees that are near the track. Use a mushroom to take advantage of this shortcut. Also, don't forget the speed boosts that power slides can provide -- with many hairpin curves you can gain some easy power slide speed. ------------------- Luigi Circuit (GCN) ------------------- Forward then backward, backward then forward. That's how this track goes, and you will often find yourself lost in the midst of the level. Not really, but the track is interesting because the lane going away from the exit and the lane going to the exit are side-by-side, and you can easily slide from one to another. However, going into the other lane will easily throw you off course, as a small jump from the opposite direction will stop you in your tracks. You will be safe if you stay in the lane that directs you to go forward. Stay on the road and get any ? boxes that you find. In two sections of the track, there will be the main road and a curved section of road off to the side. The curved section of road has several boost plates on it, but going over them requires you to make a wide turn. If you are a decent power slider, stay near the inside of the turn and use power slides to maneuver though it instead. ========== Banana Cup ========== --------------------- Donut Plains 1 (SNES) --------------------- BBBBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBBBBBBB BYYYYYYYYYYYYYYYYB BYYYYYYYYYYYYYYYYYYYB BYYYYYYYYYYYYYYYYYB BYYYYYYYYYYYYYYYYYYYB BYYYYYYYYYYYYYYYYYYBBBBBBBBBBBYYYYYY~~~~~~YYYYYYYB BYYYYYYYYYYYYY~~~~~...........~~~~~~~~1~~~~~YYYYYB BYYYYYYYYYY~~~~~~~~...........~~~~~~~YYYY~~~~YYYYB BYYYYYYYY~~~~~~YYYYBBBBBBBBBBBYYYYY2YYYYYY~~~~YYYB BYYYYYY~~~~~YYYYYBBWWWWWWWWWYBBBBBY2YYYYYYY~~~~YYB BYYYY~?~?~YYBBBBBWWWWWWWWWWWWWYYYBY2YYYYYY~~~~YYYB BYYY~?~?~YYBYWWWWWWYYYYYYYYYWWWWYBY2YYYYY~~~~YYYYB BYY~~~~YYWBWWWWWWYY~~~~~~~~YYWWWYBY2YYYY~~~~3YYYYB BYY~~~~YWBWWWWWY~~~~~~4~~~~~YYWWYBY2YY~~~~YY3YYYYB ^ BYY~~~~YYBWWYYY~~~~~~~~~~~~~~YYYYBY2~~~~YYYY3YYYYB / \BYY~~~~YWBWYYYY~~~~YYYYYYY~~~~YYYBY~~~~YBBBY3YBBBB | BYY====YYBYYYYY~~~~YYBBYYYY~~~YYYBYY~~~~YYYY3YYYYB | BYY~~~~YYBYYYYYY~~~~YYYBBYYY~~~YYYBYY~~~~YYY3YYYYB BYY~~~~YYBYYYYYY~~~~YYYYBBYYY~~~YYBYYY~~~~~Y3YYYYB BYY~~~~YYBYYYYYYY~~~~YYYYBYYY~~~YYYBYYY~~~~~3YYYYB BYY~~~~YYBYYYYYYY~~~~YYYYBYYYY~~~YYYBYYY~~~~~YYYYB BYY~~~~YYBBYYYYYYY~~~~YYYBYYYY~~~YYYYBYYY~~~~~YYYB BYY~~~~YYYYBBYYYYY~~~~YYYBYYYYY~~~YYYYBYYY~~~~YYYB BYY~~~~YYYYYYBBYYY~~~~~YYBYYYYYY???YYYBYYY~~~~~YYB BYYY~~~~~~YYYYYYY~~~~~~YYBYYYYYYY~~~YYYY~~~~~~~YYB BYYYY~~~~~~~~~~~~~~~~~~~YBYYYYYYY~~~~~~~~~~~~~~~YB BYYYYYY~~~~~~~4~~~~~~~~YYBYYYYYYYY~~~~4~~~~~~~~YYB BYYYYYYYY~~~~~~~~~~~~YYYYBYYYYYYYYYYY~~~~~~~~~YYYB BYYYYYYYYYYYYYYYYYYYYYYYYBYYYYYYYYYYYYYYYYYYYYYYYB BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB ~ = Dirt Track . = Bridge Y = Grass B = Block W = Deep Water 1) Once you have passed the bridge, the course will throw at you a little curve. It is fairly easy to negotiate if you time a power slide right, so practice up. 2) With no wall separating this section of grass, it is an excellent shortcut. As a light character you can power slide across the grass. For maximum effectiveness, however, use a mushroom or a star. 3) Due to a break in the wall that was supposed to keep this curve intact, it is possible to travel straight instead of making the difficult turn. Since the grass slows you down tremendously, avoid this shortcut unless you have a mushroom to assist you. 4) The last several stretches of Donut Plains are riddled with hairpin curves that will either throw you off course or severely hamper your speed. To take these as maximum velocity, time several key power slides -- just make sure you allow yourself ample recovery time to start into the next slide. Also, the inside of the track may be slippery, but it is a lot faster than staying on the normal road. It does not hamper your speed, so stay on the dark dirt when taking on the turns that have it. Time Trial Tip: Shorter paths are your friends, and this is especially true when you are in a timed race. Use a mushroom to maximize the effectiveness of the shortcut at 2. --------------------- Frappe Snowland (N64) --------------------- Ever wanted to see a violent snowman? Now is your chance, as Frappe Snowland features some of the meanest snowmen around. As long as you avoid them, you will race just fine. At the beginning of the race, you will encounter many different sharp turns. They typically alternate from right to left turns, so after completing one with a power slide you can simply hop the opposite direction to get started on the next one. Dangerous snowmen lurk in the path, but if you power slide correctly through them you can easily avoid a collision. Once you have completed the first set consisting of a right and left turn, you will have a chance to pick up an item for use during the next to sets of turns. After three sets of right and lefts turns, you will jump over a narrow river and head across a short section of straight road. Here you will encounter another group of item boxes. Past the items boxes, power slide to the left and then immediately to the right to make it through the two turns that follow the item boxes. Aim for the left side of the road as the track widens, and steer so that you go just to the right of the leftmost snowman. Stay on this course until you reach the left turn, at which time you should power slide. While you would normally power slide through the two sharps turns after the major left turn, it is easier to simply go straight. However, due to the snow you should only go straight if you have a mushroom. Once you turn left, use the mushroom and boost straight across the snow as the course makes to slight turns. Don't go too far to the right, or you will head into deep snow that Lakitu will have to pull you out of, and maneuver away from any snowman that you may potentially hit. It is not a hard shortcut to complete, so take it if you have a mushroom or a star. During the straight valley, you will be given another opportunity to collect an item. Along with that, the valley is also a great place to snake if you want additional speed. At the end of the straightway, a wide left turn and a wide right turn will escort you out of the valley and to normal ground. Apply power slides generously in this area, as you can usually get more than one power slide in per wide turn. When you complete the two wide turns you will come to a short bridge. Cross it and you will be right back at the beginning of the level. --------------------- Bowser Castle 2 (GBA) --------------------- BBBBBBBBB BB BB BBBBBBB B~~~~~~~~~~~~~~~~~~~~~~~~B B~~~~~5>~~~~~T~~~~~~~~~~~B BBBBBBBBBBBBB B.. ..B BB BB BB B~~~B B~~~~~~~~~~~B B..J..B B~~~B B~1~~~~~~~~~B B.....B JJJ B~~~BBBBB~~2B B.. ..B B~~~B B~~VB B..J..B B~~~~~~B B~~~B B~~~B B.....B B~~JJ6~B B~~~B ^ B~~~B B^...^B B~~ ~~B B===B/ \B~~~B B4. ..B B~~ ~~B B~~~B | B~~~B B..J..B B~~~~~~B B~~~B | B~~~B BBBBBBBBBBBBB.....B JJJJ~~B B~~~B B~~~B B~~~~~~~~~~~~.....B ~~B B~~~B B~~~B B~~~3T~~~~~~~.....B B~~~~~B B~~~B B???B BBBB~~~BBBBBBBBBBBBBBB JJJJJ B~~~B B~~~BB B~~~~~~B BT~~B B~~~~B B~~~~BB B~~BB~~B B~~~B B~~~~BBBBBB~~~~B JJ JJ B~~TB B~~~~~~~~~~~~~~B B~~~B B~~~~~~~~~~~~~~B B~?~~~B B~~BB BBBBBBBBBBBBBBBB BJJJ~~B B~~B ~~B B~~B B~~~~~B B~~B B~~~~~B B~~B B~~~BBB B~~B B~~~B B~~B B~~~B B~~BB B~~~B B~~~BBBBBBBB 8 J................<...........B B~~~~~~~~~~~........._J.........__J..____J?__J7..........B B~~~~~~~~~~~......... J........ J J J. J. J........B BBBBBBBBBBBB J...............<......BBBBBBBB ~ = Stone Track . = Wire Track J = Jump Pad T = Thwomp B = Block _ = Track In Between Lava Pits 1) Ease into the first U-turn with a power slide; it will help you make the turn and give you an opportunity to gain some speed. 2) Finish your power slide by aiming towards the left side of the track, where you will find a boost plate. You need to not only get to the boost plate but also to straighten out so that you do not boost yourself into a wall. 3) The Thwomp at 3 is easy to avoid; however, you can make your turn sharper if you can go right under him. As you approach the end of the curve, look ahead to see whether or not you can risk driving under the Thwomp. 4) As the terrain changes for a short period of time, the game will give you an opportunity to gain some speed. Aim for the boost plate to the left of the jumps; it will allow you to have the greatest chance of reaching the boost plate at 5. A power slide to the left is the best way to reach the boost plate. Although the jumps do give you enough height to bridge the lava gaps, they waste time since you could be boosting. 5) This is the riskiest boost plate in the game. You will have to make a sharp turn to reach it after the boost plate at 4, and even if you do reach it the Thwomp may make your journey difficult. It is usually best to simply run over a small corner of the boost plate. That provides a full boost with minimal trouble. 6) Stay straight and go straight over the jump at six; just make sure that you do not hit the fireball. Going beside the jump is also a plausible route. Normally jumps slow you down when you hit the ground, but because the jump at 6 gives you an addition boost, it is about as fast as just going the regular way. 7) You cannot see it well because of the inherent problems with ASC II art, but there is actually a narrow path in the center of this section. It even has ? boxes, if you want to acquire items. Even though it is a plausible route to take, your lap will go quicker if you veer off to the side and take advantage of the boost plates located there. The sides have straight paths devoid of lava pools that are too long to jump, and it is easy to merge back into the main flow of traffic when the path is about to end. 8) Upon leaving the section of track filled with lava pools, you will encounter two final lava pools before you finish your lap. The jump pads make it easy to jump them, but it is also possible to simply drive through a lane that is in between the two pits of lava. Since fireballs will make jumping the lava risky, it is best to stay in the center lane. Time Trial Tip: As a result of the lack of competition, this track will be much easier to navigate when you are alone. Practice your power slides to perfection so that you can hit the boost plates that come off many of the turns. --------------- Baby Park (GCN) --------------- BBBBBBBBBB BB~~~~~~~~~BB BB~~~~~~~~~~~BB BB~~~~~~~~~~~~~BB BB~~~~~~~~~~~~~~~BB B~~~~~~~~B~~~~~~~~B B???????BBB~~~~~~~B ^ B~~~~~~~B B~~~~~~~B / \ B~~~~~~~B B~~~~~~~B | B~~~~~~~B B~~~~~~~B | B~~~~~~~B B~~~~~~~B B~~~~~~~B B~~~~~~~B B=======B B~~~~~~~B B~~~~~~~B B~~~~~~~B B~~~~~~~B B~~~~~~~B B~~~~~~~B B~~~~~~~B B~~~~~~~B B~~~~~~~B B~~~~~~~BBB???????B B~~~~~~~~B~~~~~~~~B BB~~~~~~~~~~~~~~~BB BB~~~~~~~~~~~~~BB BB~~~~~~~~~~~BB BB~~~~~~~~~BB BBBBBBBBBB ~ = Track B = Wall Baby Park has little in the way of variety; the track consists of two U-turns and a heaping helping of ? boxes. Use power slides to stay near the center of the track during turns; it cuts off time. Take advantage of the many ? boxes piled near the turns, and realize that shells can go over the barrier and onto the other side of the track. Also remember that this course is five laps instead of three. Time Trial Tip: Snaking is the best way to minimize your time on Baby Part. Snake during the straight sections to improve your speed, and cut the corners as sharply as you can. Cutting corners is immensely more important than gaining an extra power slide, so take that into consideration. ======== Leaf Cup ======== -------------------- Koopa Beach 2 (SNES) -------------------- This retro track is very simple, yet fun to play. It starts on a lone island in the middle of the sea. Since the middle of the island is full of vegetation, you will need to stay on the beach to stay at top speed. The first section of the track is just a large curve, so power slide multiple times to get through it as quickly as possible. You will also find some item boxes that you can get. Later on, the island will head inward and you will be forced to drive across the shallow water. A small island to the right has three item boxes, and you can head towards it if you want. Since large sections of deep water dot the shallow water path, it is best if you avoid power sliding during this section of the track. You can keep power sliding through the remainder of the short track once you get past the deep water. Watch out for the Cheep Cheeps that are on the track and you are good to go. -------------------- Choco Mountain (N64) -------------------- Disguised as a peaceful chocolate mountain, Choco Mountain is one of the most treacherous courses in the game. The beginning of the course features a wide curve to the right, which is a perfect place for power slide. Past the first turn you will come to item boxes and a turn in the opposite direction. Almost as soon as you have changed direction, the course will head back towards the right. Power slide multiple times during this section to improve your speed. The next section of the track is straight, and it takes you directly under another part of the course. It is possible to snake through this section, though it is difficult. If you are a master snaker, use your skills to gain some time in this section. When the track curves again, be sure to have some power slides prepared. Use power slides as often as you can, but don't power slide if you don't have enough room to do so. Some items boxes lie in this section of the track, which will prove useful should you fall behind earlier in the course. After a small hill, you will come to the most dangerous part of the track. Off to the right is a cliff with boulders falling from it, and off to the left is empty air. Continuously power slide to the left in this part of the track. Once you get the boost, straighten out and power slide again. Upon reaching the hairpin curve, use one or two power slides and stick as far to the left as you can to minimize your racing time. Beyond the dangerous hairpin curves, a few item boxes, a few turns, and a few large hills will take you to the finish line. It's a great place for ambushing opponents, and the hills are also great if you have mushrooms to fly over them. ------------------- Luigi Circuit (GBA) ------------------- Not to be confused with the GameCube Luigi Circuit, Luigi Circuit for GBA was one challenging course. Although it lacks drop-offs or deep water, its many hairpin turns and puddles pose several problems. With good timing, power slides, and top-notch strategies, you will soon be tearing up the track. At the beginning of the track, you will have to ease into small curve. Take it at full speed, as it is easy to negotiate. Two puddles will threaten your travel, but if you avoid them or hop over them you will not have any trouble. Immediately after the first curve you will meet the first of the course's seven U-turns. Start a power slide as you reach the end of the block wall so that you can sharply turn when you reach the full turn. Once you have completed the power slide, pick up one of the ? blocks that is on the track to celebrate your success. Your success will not last long, however, as another U-turn will instantly challenge you. Approach it in the same way, being careful not to start your power slide too early or too late. The next portion of the course features a slight curve and then -- you guessed it -- a U-turn. It's virtually the same story; use well timed power slide while avoiding competitors and the two puddles that lurk near the turn. The fourth U-turn is similar, so approach it in the same manner. Do the same maneuver for the fifth U-turn as well. However, be sure to get the ? box that is just before the fifth U-turn by going into it and hopping over the puddle that is immediately after it. After the fifth U-turn, you will have a long stretch before the next massive curve. Take advantage of the ? box you received before the turn (and one of the ones that is on the long stretch) to eliminate opponents and advance a position or two. The sixth U-turn is after the long stretch of track, and you can easily go through it with an excellent power slide. Past the sixth U-turn, you only have to go through on last U-turn to enter the home stretch. Avoid the few puddles on the straightaway by hopping or dodging, and soon you'll be safe at the end of the race. It is possible to do more power slides than the ones listed here, so try to cram as many in as possible during your race. --------------------- Mushroom Bridge (GCN) --------------------- With dangerous vehicles and a precarious bridge, Mushroom Bridge can cause lots of trouble for those who don't know what they are doing. For those who do, however, Mushroom Bridge is an excellent level to play. You will start off just in front of the bridge, and you will immediately have to make your way into a normal road with actual traffic on it. Zoom in and stay near the center, as it has not vehicles. Try to stay in the center as much as possible; only venture out to get item boxes, power slide, and take shortcuts. A slight turn in the road will appear directly after the starting line. Use a power slide (preferably two) to gain some additional speed during the turn. When you reach the tunnel, head straight until you reach the end of it and get at least one item box that is in the middle of it. When you do, you have two options. You can either turn off to the left to take a shortcut, or you can go along the normal path. Since the shortcut is dirt, do not take it if you do not have a star or mushroom that you can use to get across it with. If you take the shortcut, go onto the dirt when the fence stops momentarily, and stay on that path until it drops you onto the road. When it does, hang a sharp right. Normally, though, you will not have the means to take the shortcut effectively. Power slide to the left when you get out of the first tunnel if you cannot take the short cut, and then power slide to the right when you come to the sharp turn after the shortcut. Soon afterwards you will reach a tunnel, which is the point where the shortcut reconnects with the main road. Item boxes are near the beginning of the tunnel, so be sure to get them. The tunnel is long and it has a wide turn, so it is optimal for power slides. Try to get two in before you go out of it. At the end of the tunnel, you have a long straightway before the finish line. It has item boxes, so you can get an easy item before starting the next lap. I recommend snaking across the bridge. Take a little extra time on some of your snaking power slides so that you can avoid traffic, and once you do that you will have a quick, easy journey over the bridge. Snaking is useful in other parts of the level, but it is extremely useful when going across the long, wide bridge. ============= Lightning Cup ============= --------------------- Choco Island 2 (SNES) --------------------- It may seem simple enough, but Choco Island 2 actually requires a good deal of strategy and planning if you want to complete it effectively. At the beginning of the level, the road will head off to the right for a short distance and then head back to the left. You can skip this section of track if you have a mushroom or a star, as there is a break in the block wall that allows you to head straight across the rocky terrain. After that large S-curve, several item boxes will present you an opportunity to gain a valuable weapon. There's also a turn to the right, which you can power slide through. Another small left turn then take you through a narrow path with Piranha Plants on either side of it. Use caution while maneuvering through this section, and also consider laying any items that you have on the narrow road. At the end of the narrow path, power slide to the right to survive the next turn. You will encounter several small bumps that will slow you down if you go over them. Steer to avoid them all. In the chocolate part of the course, you can either go to the left or right side of the road. The left side has item boxes, but the right side is quicker. Under most circumstances, stay to the right; it is shorter, you can snake on the right side, and you will find item boxes further on in the track. When the chocolate section is about to end, head to the far right of the track. Power slide to the right. Hold the power slide for a short distance to make it through the turn, but release it before you go over any bumps. Once you power slide, you will have to carefully choose your course straight in between all of the bumps so that you won't lose any speed. While there are several ways you can accomplish this, the best route is straight through the middle of the track. It also has item boxes. Play the level a few times to master the path before trying it out in a real race. Once you finish the bumpy section, a quick power slide should send you straight towards the finish line. ----------------------- Banshee Boardwalk (N64) ----------------------- Perhaps the most despised level in Mario Kart 64, Banshee Boardwalk is a certain way to tell the beginners from the pros. Mastering it is a key way to establish yourself as an excellent Mario Kart player and to do well in Lightning Cup. The first section of the course will features several sharp turns that will quickly separate the pack. Typically the inside portions of these turns are without walls, while the outer sections have walls. Avoid the temptation to jump over the corners, and use solid power slides to make it through this section. Later on, the railing will disappear for a fairly challenging S-curve. If you miss the curve, it will cost you severely as you must waste precious time recovering from your fall into the water. Keep a competitive speed so that other competitors don't knock you off track, but slow down as much as necessary to survive the turn. After a good portion of the boardwalk, you will enter the haunted house itself. Wild bats make the journey difficult, but you can avoid them without much trouble. Once inside you will have to make a sharp right turn, left turn, left turn, right turn, right turn, and left turn to escape. Looks can be deceiving, so familiarize yourself with the directions before attempting this tricky part of the track. Also, for the first left turn, wait until you are almost at the wall before turning. If you turn too early, you will take a plunge through a hole in the floor. The rest of the track is simple. Most of it is protected by walls, which makes even the most difficult turns manageable. Use this section of the course to make key passes and take the lead. ---------------- Sky Garden (GBA) ---------------- Sky Garden is my absolute favorite online course. It has lots of shortcuts and other secrets that you can take advantage of whenever you race, and the fun is compounded online. Practice these shortcuts to perfection and you will dominate your opponents. OOOOOO OO~~~~~~O O~~~~~~~~~O O~~~OOO~~~~O OO OOO2 1JOOOOOOOOOOOOO O~~~O O~~~OO OO~~~~~~~~~~OOO O~~~O OO~~~OO O~~~~~~~~~~~~~OO O~~~O OO~~~~OO OOO~~~~OOOOOO~~~~O O~~~O OO~~~~~ J~~~~~OO O~~~O O~~~O O~~~~ J~~~~OO O~~~O O~~~O OOOOO OOOOO ^ O~~~O O~~~O / \ O===O O~~~O | O~~~O O~~~O | O~~~O O~~~O O~~~O O~~~O O~~~O O~~~O O~~~O 3O~~~O O~~~O JO~~~~O O~~~O O5~~~O OOOO O~~~O 44 J~~~~O O~~~~O O~~~O OOOOOOOO?~~~~O O~~7~~~O J~~O O~~~~~~~~~~~6~O O~~~BO~~~O O~~~O O~~~~~~~~~~~6O O~~~BO~~~O O~~~O O~~~OOOOOOOO6O O~~~BO~~~O O~~~OO ... 6 O~~~BO~~~O OO~~~O ... O6OOOOOOO~~~BO~~~O 8O OO~~~O ... OO~6~~~~~~~~~BO~~~O OO O~~~O O~~~O OO~~~~~~~~~~~~ B ... OOOOOOOOOO~~~O O~~~OOO~~~~~~~OOOOOO ??? OO~~~~~~~~~~~~O O~~~~O~~~~~~O ...BOOO~~~~~~~~~~~~O O~~~~~~~~~O O~~~BOO~~~~OOOOOOOOO O~~~~~~~~O O~~~~~~~~~O OOOOOOOO O~~~~~~~O OOOOOOO ~ = Sky Track . = Organic Bridge O = Cloud B = Block 1) The first jump pad allows you to make a small but worthwhile shortcut if you have a mushroom. Use it a little before you reach the jump. To complete the shortcut, use correct acceleration to land at 2.. After landing, keep hopping so that your speed does not goes down too much, and make sure that you successfully hop from the clouds back onto the main track. This is a good shortcut, but keep in mind that there are better ones to spend mushrooms on. 3) This special jump makes for a time saving shortcut. With a mushroom you can bridge the gap from one part of the course to another. After the jump, try to land around 4. It is also possible to do this shortcut without a mushroom if you are going fast enough and if you power slide right into it. Since it is fast and somewhat easy to do, use this shortcut if you lack a mushroom. 5) Using the jump pad at 5 can save you lots of trouble. Instead of negotiating around a tricky curve, you can merely hop a small gap. You'll also receive an item box for you trouble. 6) With a mushroom, a lot is possible. When you reach 6, use a mushroom and head straight for the edge. As soon as you reach the very edge, hop and turn to the left. If you do it right, you will skip a large section of track and be in position to continue the race. Please do not try this without some practice, as it is sometimes difficult to pull off. Also, it is much easier to do with a large kart, so you may want to only use it if you are racing big. One last disclaimer: since online play is 100cc, this shortcut is a lot harder to do when playing online. It is possible to do, but be warned that your hop will have to be extremely well timed. 7) To make this U-turn as troublesome as possible, the course has several blocks placed so that you cannot do the U-turn early. As you approach it, start a power slide so that you can easily clear the turn and get a speed boost. After the power slide, however, watch out for the next shortcut. 8) Immediately after the U-turn, you will find a single small cloud. This cloud allows for a good-sized shortcut, but you will need to use two well-timed hops. If you don't do it right, this shortcut could send you to the abyss below, wasting your precious time. Practice this a few times before trying it out in a heated race, as it's worth the item box you will have to miss. Also, try to power slide into it so you can minimize your time on the clouds. Time Trial Tip: The shortcut at 6 is too good to pass up, especially if you do it correctly. Pick a character with three mushrooms for this course. Also, always use the shortcut at 7 to minimize race time. ------------------- Yoshi Circuit (GCN) ------------------- With at least a dozen turns, Yoshi Circuit will have you spinning by the time your through. It is an excellent level for power sliding, so keep your skills handy. The first wide turn has a slew of item boxes. Pick at least one up on your way through, and get in a power slide or two. It is followed by a turn to the left, which you can also power slide multiple times on. For the next section, you have two routes. Either you can stay on the road as it loops, or you can go straight through a shortcut. The shortcut is through the grass, but there is a large hole in the middle of the grass. The best way to use this shortcut is with a mushroom. If you don't have a mushroom, however, power slide towards the shortcut and release the power slide as you go on the grass. You will gain a speed boost. Then, jump right before you reach the pit. If you do it right, you will jump over the pit and land on the other side. Continue on pas the shortcut, and power slide to the left to reach the next large right curve. While you can simple power slide once through the curve, it is large enough where you can complete multiple power slides. At the end of the curve is a left turn and yet another right curve. If you have room to fit in a power slide to the left do so, but if not just drive straight to the right curve and start a power slide there. Do the same thing for the next set of curves. In the next section of track you will come to several items boxes. Drive straight though and collect one. If you are on a lower engine class, power slide to the right to maneuver through the turn after the item boxes. If you are at top speed, simply drive through the turn and then power slide to the left. You'll want to start your left power slide a good distance before the hairpin curve that it is for so that you can make it through the turn. After the hairpin curve, there are only a few basic turns and a couple item boxes before the finish. Throw in as many power slides as you can to lower your overall time. *=*=*=*=*=* Nitro Mode *=*=*=*=*=* ============ Mushroom Cup ============ ---------------- Figure 8 Circuit ---------------- BBBBB BYYYYYB BBY~~~~~YBB BBY~~~~~~~~~YBB BBY~~~~~YYY~~~~~YBB BBY~~~~~YBBBBBY~~~~~YBB BY~~~~~YBB BBY~~~~~YB BY~~~~~YB BY~????YB BY~~~~YB BY~~~~YB BY~~~~YB BY~~~~YB B~~~~~~B B~~~~~~B B~~~~~~B B~~~~~~B B~~~~~~B B~~~~~~B B~????~B B~~~~~~B ^ B~~~~~~B B======B / \ B~~~~~~B~~~~~~B | B~~~~~~B~~~~B | B~~~~~~B~~B B~~~~~~BB BB~~~~~~B B~~B~~~~~~B B~~~~B~~~~~~B B~~~~~~B~~~~~~B B~~~~~~B B~~~~~~B B~~~~~~B B~~~~~~B B~~~~~~B B~~~~~~B B~~~~~~B B~~~~~~B B~~~~~~B B~~~~~~B BY~~~~YB BY~~~~YB BY~~~~YB BY~~~~YB BY~~~~~YBB BY~~~~~YB BY~~~~~YBB BBY~????YB BBY~~~~~YBBBBBY~~~~~YBB BBY~~~~~YYY~~~~~YBB BBY~~~~~~~~~YBB BBY~~~~~YBB BYYYYYB BBBBB ~ = Track Y = Grass B = Wall This track is fairly calm and easy to negotiate. All of the curves are wide and long, so you will have little trouble going through them. Take advantage of power slides whenever you can to increase your speed, as you won't find many other special things on this track. And no, there is not a block wall in the middle of the track. That's actually a tunnel. Most importantly, Figure-8 Circuit is considered the ultimate place to perfect snaking skills. It has wide, long roads and simple curves. If you want to be master snaker, start here. To lower your lap time, power slide many times throughout each turn and stay as close to the edge of the turn as possible without going into the grass. You would be surprised at how useful making tight turns is in this game. In the straight section of track, try your hand at snaking. Start heading slightly towards one side of the track, and then power slide back the other direction. As soon as you release your power slide (which should be done quickly), instantly hop again so that you can power slide the other direction. Some karts are better at this than others, so choose a small kart with little drift and good handling (I prefer Yoshi's Egg 1). Snaking requires skill and perfection, but it is well worth the efforts -- especially in online games. ----------- Yoshi Falls ----------- BBB B~~~B BB~~~~~BB BB~~~~.~~~~BB BB~~~2.....~~~~BB BB~~~~... ...~~~~BB BBTTTT... ...~~~~BB BB????WWW ...~~~~BB BBTT1TWWW ...~~~~B BB~~~~~... ...~~~~B B~~~~~.... ...~~~~B B~~~~~.... ...~~~~B B~~~~.... ...TTTTB B~~~~.... WWWTTTTB B~~~~.... WWWTTTTB B~~~~BBBB WWWT3TTB B~~~~B ^ WWW????B B~~~~B / \ WWWTTTTB B====B | ...TTTTB B~~~~B | ...~~~~BB B~~~~B ...~~~~~BB B~~~~B ...~~~~~~BB B~~~~B ...~~~~~~B B~~~~.B ....VVVVBB B~~~~..B ..6~~~~B B~~~~... ...~~~~B B~~~~... ...VVVVB B~~~~... ...TTTTB B~~~~... ...TTTTB B~~~~... W4WTTTTB B~~~~... WW?TTTTB BB~~~~... ...... ...TTTTB BB~~~~........................TTTTB BB~~~~.........<6~~~~......VVVVB BB~~~<~~~~~~~<~~~~~~~~~~~~~BB B~~<~~~~~~~BBBBBB~~~~~BBB BBBBBBBBBB BBBBB ~ = Track . = Track Curved Downward T = Wooden Bridge W = Shallow Water B = Wall The interesting part of this track is its two-lane road. The C stands for the tilted part of the track, and the G stands for the regular part of the track. The T stands for a wooden track, and at the edge of every wooden track there is a small fence. You may have also noticed that there are no blocks on the inside of the track. If you go to close to the edge, you will fall off into the abyss below, which will waste precious time. Choose your course carefully. 1) Although you could go on the inside track for this section, it is neither safe nor practical. The items boxes are on the wooden bridge portion of the track, so it is often the preferred route. Of course, staying on the inside lane is much shorter than going across the bridge, so weigh time and difficulty when decided which way to go. 2) The first large curve of the track is actually easy to negotiate, thanks to a very wide track. You should have little trouble here; just make sure you don't fall off if you stay on the inside of the track. 3) On the second bridge you will find even more ? boxes -- choose that route whenever you can since it is fast and easy. 4) At the last bridge, you have a tough choice. You can either take the bridge and use the two boost plates on it, or you can stay on the inside track and drive through the water. Since ? boxes float across the water, it is usually the best way to go. It is also faster, since it is the shorter route. To minimize your race time, only use the boost plates at 5 and 6; avoid the rest and make your turn as close to the edge you dare. Time Trial Tip: Staying near the edge of the course will give you some obvious speed advantages. After all, the distance around the track is shorter if you stay on the inside lane. Despite this, you will temporarily want to go onto the regular path so that you can hit the boost plates at 5 and 6. ----------------- Cheep Cheep Beach ----------------- A fairly simple track, Cheep Cheep Beach will give you little trouble as you attempt to complete it. It does contain a few trouble areas and even a minor shortcut, so pay attention if you want to race this track to its fullest potential. At the beginning, all of the racers will be forced onto a bridge that crosses over a large section of deep water. The bridge has a ninety degree turn and an S-curve -- easy turns that will give you little trouble. Use a power slide for the ninety-degree curve to gain maximum speed. Past the S-curve, you will encounter a small jump that will take you over a short section of deep water and onto the beach. While this jump shouldn't give you much trouble, it has the ability to send you or your opponent down into the drink. Try to time an attack (such as a Koopa shell) so that it will hit your opponent as he makes the jump. If done correctly, the attack will cause him to miss the beach and end up instead in the water. This will cost him precious time, giving you an edge (by the way, make sure this doesn't happen to you). Bob-ombs and blue Koopa shells are particularly effective as they send their prey straight up and then straight down. When you land, you will see several item boxes straight ahead of you. Steer steadily to get one that you can use against your competitors. A wide yet long turn rests after the ? boxes, so power slide multiple times to increase your velocity. The path will straighten and you will once again see a jump. This one, however, is over the beach, so it won't matter much if you take your opponent down as he goes over it. After the jump, the course will turn. If you follow the turn, you will end up with a sharp curve on your hands as the track comes back around. To make the journey easy, you can simply go straight across the shallow water after the jump instead of going across the track. Since the water will slow you down, it is imperative you use a mushroom to take advantage of the shortcut if the tide is high. If it is not, use power slides to get across. Also, avoid the Cheep Cheeps and Crabs that lurk in the water -- there's no better way to ruin your trip than to run into one of them. Once you have finished the shortcut (or the long way), you will encounter several small jumps. They don't enhance your speed, but they do allow you to jump across small amounts of shallow water. Try to go over them if at all possible, as they will make your journey much smoother. The last leg of the race features a forested area, and the track going through the forest is enclosed by fences. You won't have to worry about going off the track in this section, so focus on collecting the ? boxes and successfully completing the simple turns. If you're brave, attempt some power slides while you are at it! Time Trial Tip: Two of the laps the tide will be high when you reach the beach U-turn shortcut. Choose a kart with two mushrooms so you can go through the water while the course makes a U-turn. For the lap with a low tide, snake through the shortcut. --------------- Luigi's Mansion --------------- For a haunting trip into Luigi's infested mansion, this is the track. Luigi's Mansion features a dark landscape, a terrifying mansion, and more than a few moving trees. It will require more nerve than skill to complete this course. The course begins slowly, with a few simple turns that present the feel of this gloomy track. Carefully avoid competitors to keep with the pack as you travel along the dirt road. Don't go off of it, or your speed will suffer. After a while of outside racing, you will be allowed to venture inside Luigi's Mansion. ? boxes will invite you inside, so be sure that your competitor does not take a ? box that you could have received. Once inside the mansion, you will meet up with a 270-degree turn. Several power slides will keep you from falling behind, and they may even give you the chance to take the lead. Past the sharp turn, you will enter the final part of the mansion (sort of small for a mansion, isn't it?), which has obstacles. First, stay to the right, then the left, and then avoid the middle to successfully maneuver through this portion of the track. When you pass this section, you will enter a tunnel with ? boxes that will take you outside. A desolate forest awaits you as you leave the mansion, with walking trees, mud, and items boxes. Look ahead to avoid the few trees that will move along the track, and also look for item boxes. The will be moving calmly inside one of the few pieces of land. Since most of the last section of the course is mud -- which slows you down -- you will want to do everything possible to stay on high ground. Only a slight amount of land is in this section, and it is mostly in the form of small islands. Hop when you are in the mud to keep your speed, and aim for the small patches of land whenever you get a chance. Beyond the mud, only a short distance remains until the finish line and the end of the lap. Time Trial Tip: The muddy section of Luigi's Mansion will slow you down the most, so use your mushrooms there. Snaking is also beneficial in the muddy section, and it is something you will want to master. ========== Flower Cup ========== ------------ Desert Hills ------------ With lots of subtle shortcuts, Desert Hills is one great place to be if your inventory is full of mushrooms. At nearly every turn is a place where you can shave a few seconds off your time. The starting stretch is basic with nothing interesting (except for a sun that shoots fire down on it occasionally), and after the first straightway you will come to an item box packed turn that is easy to power slide through. After the first turn, you have two options. You can follow the road to the right and power slide through a hairpin curve, or you can go slightly to the left of the pyramid. Since the ground near the pyramid is loosely packed dirt, you will slow way down if you go over it. Use this shortcut only with a star or a mushroom, preferably two. Power slide through the turn after the pyramid, and you will have a straight section of road for a good distance. The only obstacles in the road are Pokeys, which move back and forth along the road. Avoid them at all costs, and get at least one item box along the straight section of track. A turn to the right will mark your next challenge, but it is wide and you can easily power slide through it. Now, if you have mushrooms, here is the fun part. The track will lead to the right after the first hairpin curve after the straightway, and it will lead to another hairpin curve that goes left. The entire next section of the road is just one hairpin curve after another, but you can make the journey easily if you have even one mushroom or a star. Instead of weaving back and forth, just use a mushroom or star and go straight over one of the ridges in between the hairpin curves. You will get through the level much faster since you go a shorter distance, and the ridges will send you high into the air, boosting your speed tremendously. A star or three mushrooms is ideal for this part, but you can go over a single ridge and save a few seconds with only one mushroom. If you don't have any useful items, just power slide through the hairpin turns and collect at least one item box. Watch out for the fire the occasionally lands on the track because of the sun. After all of the hairpin turns you will reach straightway that leads directly to the finish line. -------------- Delfino Square -------------- Set on the lovely Delfino Isle, Delfino Square offers downtown racing fun. It has several key routes and plenty of variety, so it is a course you do not want to miss. The first section of this track is straight. Use a rocket start to head off quickly. Soon you will have to make a fairly substantial U-turn to go around the statue in Delfino Square. As you turn, drift and activate your power slide to gain a speed increase. When you are past the statue, follow the narrow track through the city. It is possible to power slide through some of the ninety degree turns, but it is hard. Stick mainly to normal driving. Further on in the city, the track will branch out in two directions. Each path is equally valid, but I prefer to go left as I find it an easier route. After the two paths come back together, you will find a shortcut that you can utilize if you have a mushroom. The houses will stop to signify a river crossing. Instead of going straight, head off to the left just before the rope fence. As soon as you have turned a good amount, use a mushroom to start speeding. Curve so that you are fairly close to being perpendicular with the track you left, go over the edge of the area, and land on the dock. If you turn enough, you can do this shortcut without having to stop at all. Near the end of the dock is an item box, so you will get something besides a shorter lap for your trouble. If you don't have a mushroom, just go along the track and over the bridge. Once you are past the bridge, a sharp turn will take you along other part of the city. Go straight. When you see two boxes close to each other, you are near another shortcut. Turn right immediately after the boxes and you will find a narrow alley that goes in between two buildings. It is shorter than the main route, but the mud in it does slow you down. When racing as a light character, you can use the alley to shave a second or two off your time -- hop when you get to the mud to keep going as fast as possible. One last thing before moving on: if you run into the crates at a fast enough speed then you will break them open and an item will come out. Sometimes it is good like a mushroom; other times it is bad like a banana peel. (You cannot break the boxes in Time Trial). A drawbridge gives you a way to return to the mainland. Since it has boost plates covering it, take it at full speed whether it is up or down. The path after the bridge consists of a small curve, but with a little skill you can take the curve at maximum velocity. Once you are nearly out of the grassy area with the stone path, start a power slide to return to the city street as fast as you can. The finish line will appear shortly afterward. Time Trial Tip: With the dock shortcut offering a faster lap time, the three mushroom karts will excel on this course. Use the shortcut and admire your final time. --------------- Waluigi Pinball --------------- Based off a traditional pinball table, Waluigi Pinball sends you into a world unknown to previous Mario Kart games. As the level begins, you will drive a short distance and then be shot up into the pinball table. At the top of the table, you will find a wide left turn with three boost plates on the right side. Items are on the left side of the track, right next to the middle boost plate. If you are in first place, start a power slide and head over the three boost plates for additional speed. After all, it is unlikely that you will get any good items if you are in first. If you are further back however, and there is a greater chance that you will get something worthwhile, start a power slide and stay near the inside of the track, getting an item box as you go. Past the first turn, you will fall a short distance and then head down the table at a steep angle. A ninety-degree turn is followed by a hairpin curve, so start an early power slide so that you can get the mini boost after the ninety degree turn and still have enough time to power slide through the hairpin curve. If you are going too fast to get the first power slide in, that's okay. Just get a power slide on the hairpin curve. Occasionally a large, metal ball will roll through this section, so watch out and avoid it if it is there. A good distance after the hairpin curve, you will encounter yet another sharp turn. The course gives you ample time to power slide through it, so by all means power slide to get the extra speed. At the end of the turn, you will go over a substantial jump, which is a key place to knock opponents out. By the way, some of you brilliant thinkers might look at the map and think: "Hey, the track loops around under itself. Maybe I could miss the main track and land on the track underneath it instead to score a shortcut." If you thought that, I will congratulate you on your awesome idea. However, don't try it. There is an invisible wall on either side of the track that you are supposed to land on, so if you go off to the side you will hit the invisible wall and fall into the abyss below. When you are past the jump, you will come to a long, two hundred seventy degree turn. Be sure to power slide if you can, and try to get at least one item box while you do. Once it straightens out, you will have a short distance before two more curves that you should power slide through. Upon reaching this point, you are nearly to the end of the course. Drive down and head straight across the area with the four bumpers. large, metal ball will bounce along the bumpers; look ahead so that you can avoid it. You will also find item boxes here that you can use. Further on, you will see four bumpers moving around a single, stationary bumper. Dodge the bumpers by predicting their movements (they always move at the same rate in the same direction), and avoid the flippers that are after the moving bumpers. When you are to this point, you just have two ninety-degree turns before the finish. Power slide through them and get ready to start the whole process over again. ------------ Shroom Ridge ------------ It may appear simple, but Shroom Ridge is actually a haven for power sliders. With no fancy shortcuts or difficult turns, it is considered the ultimate place for power sliding. The only real obstacle in this level is the many cars and truck that fill the road. Since each turn will present different challenges each time you go through it, be prepared to react and make your power slides wider or narrower depending on the traffic. You can make these adjustments by pressing left or right in the midst of a power slide. Since the turns are so wide, try to get two or three power slides in per turn. The more power slides you do, the faster you will go. If you are a snaker, try snaking in the two straight sections of track. One section is after the second left curve, and the other one is at the finish line. Also, break the item boxes that are on the side of the road. They contain useful items, and you never know where you will find one. ======== Star Cup ======== ------- DK Pass ------- Donkey Kong's level is full of snow in Mario Kart DS. Fortunately, with a little maneuvering you can stay out of the snow the majority of the time. At the beginning of the level, you will encounter a small turn to the right and a tunnel. Power slide through the turn so that you get a boost of speed through the tunnel. As you speed through the tunnel hop to the left so that you can power slide through the next turn. Although it is possible to power slide through the second turn after the tunnel, it is often impractical. Instead, simply drive through it. After that turn, you will come four item boxes and a U-turn which you should not power slide through. However, the turn after the U-turn you need to power slide through if you want a little boost. Next you will come to the final ridge U-turn to the left, which is immediately followed by a U-turn to the right. Once you complete the U- turn to the right (which has item boxes), you are almost off the racetrack on the ridge. You'll be moving onto the snowy slopes next. By the way, don't forget the power slides on the U-turns. Instead of staying on the beaten path, however, this would be an excellent time to try something new. As the fencing to the left of the track disappears, turn onto the snowy slope instead of staying on the track. It will slow you down, but keep going. At the top of the snowy slope, you will find an item box. Take the item box and descend from the slope, returning to the track with a power slide. The whole point of this venture is to get the item box. You see, the item box on top of the slope is not bound by the normal laws of item boxes. It usually will give you three mushrooms or a star (rarely will it disperse a red shell) no matter what place you are it. Yes, you can get a star while you are in first place! Once you have the item box and are back on track, you can use the item you receive very effectively. When you return to the track from the slope, you will notice that it is covered with snow. This makes driving more difficult, but it can be done. Weave in and out of the many turns in the level while avoiding the snowballs that roll down the hill. Power slides can work, but they usually don't because you frequently fall. Because of that, stick to normal turns. Also, make sure to collect at least one item box from each of the two sets that are in this section. After the second set of item boxes, a boost place will send you to the base of the mountain. At the base you will encounter four snowmen near the inside of a U-turn. Power slide around them (or in between them if you are skilled) to get one final boost before the end of the level. --------------- Tick-Tock Clock --------------- Set inside awe-inspiring Tick-Tock Clock, this course allows you to race along the beloved level from Super Mario 64 DS. The start features a left turn, which you can power slide through. As you head up the wire path towards the top of the course, you can try your snaking skills. Be sure to break one of the item boxes as you head up. At the top, you will see a clock face with two a minute hand and an hour hand on it. On the edges of the clock are boost plates. If the hands are across the clock so that you cannot go straight, go onto the side opposite of the long minute hand and head across using the boost plates. If there is a straight path open, start snaking or use a mushroom. When you are past the clock fact, drive down the next part of the track and power slide a few times as you make a sharp right turn. Gain an item using the item boxes, but be careful to avoid the pendulum. It will slow you down or knock you off the course. Drive (or snake) down the track after the pendulum until you reach the gears. Typically the gears alternate, with one going left and the next one going right, etc. Each lap they tend to change directions, and sometimes they even stop. Watch their direction and drive accordingly. You'll want to go along with the gear. Also, try to get a power slide or two in during the part of the course. After the gears, two turns will take you to yet another clock face. Power slide through at least one of the turns, and then head to the extreme left of the clock face. It is the shortest distance. Should the hand threaten your journey, just get closer to the left edge so it does not hit you. Since item boxes litter the clock face, consider picking one up as you power slide out. In the final stretch, you will see two gears. One will be going forward, and one will be going backward. Drive across the gear going forward as it will give you a boost of speed. They change directions occasionally, so keep a sharp eye out whenever you approach them. Once you pass the gears, the finish line is all that will await you. ------------- Mario Circuit ------------- An interesting track that is fairly close to being an actual racetrack, Mario Circuit does manage to throw in some unique surprises. Fresh off the first turn (power slide through it), you will come to a long stretch of road with several Goombas on it. I realize that most of you have played Mario games before, and you general inclination will be to run over the Goombas. However, they are not easily destroyed in this game, so if you try it then you will spin out. After the Goombas you will come to a group of item boxes, and after that you will find a small curve that you can almost drive straight through. When you pass that turn, power slide through the next turn, which is larger. Past that curve, you will come to two other curves that are surrounded by dirt. Two pipes are in the dirt, and each of the pipes has a Piranha Plant in it. The Piranha Plants will breath fireballs that will go on the track, so avoid those at all cost. Use two power slides to get past both of the turns. If you have a mushroom or star -- which will keep you from slowing down in the dirt – you can cut straight across the dirt to avoid the two curves almost completely. Next, you will drive through a pipe. The pipe is boring as it is just like a tunnel, but it does have some item boxes underneath it. The pipe leads to a section of track that is a little challenging. When you leave the pipe, do a power slide to get through the U-turn that is after it. You will then come to a section of dirt track. On the dirt track you will have to maneuver through an easy curve before power sliding again to complete another U-turn. Directly before the dirt track becomes paved again, you will encounter a small S-curve. It is not difficult to get through, but it does have item boxes that you will want to use. Also, stay away from the Piranha Plants on either side of the road -- they will cause you to spin out. The track will become paved again, and when it does you will need to start another power slide to get through another U-turn. Once you get the speed boost from that U-turn, wait a second or two and then start one last power slide to get through the last U-turn of the level. After that U-turn, you will have a straight path to the finish line. ---------------- Airship Fortress ---------------- While bringing back old memories of Super Mario Bros. 3, Airship Fortress also offers a unique racing experience. At the beginning you will drive a short ways and then fall onto a path infested with Bullet Bills. They will come at your from the Airship Fortress, so watch ahead and be sure to dodge them. After a little while, the course will drop down again and you will be safe. The path now will escort you onto the airship. Power slide through the first left turn, and then use a power slide to handle the second turn while collecting one of the item boxes that is on the ground. A boost plate will send you onto the deck. On deck, you will find several holes with metal plates above them. In these holes lurk moles, which will occasionally pop out. If you hit a mole, you will fly into the air and you will lose a lot of time. Since they come out suddenly, it is best to avoid the plates as part of your regular routine. Start a power slide as you go into the U-turn where all the moles are. Once you get the orange sparks coming out of your vehicle, keep holding down R and press left and right to make your turn wider or sharper. When you are out of the U-turn, let go of R to get your speed boost. Another simple curve will send you below deck, and the first obstacle you will come to is a very sharp hairpin curve. Start a power slide a good distance before you reach the curve so that you can pass it without much trouble. A few items boxes rest on the ground directly before you reach the lower level. Grab one and keep driving. The boxes in the next are can be broken if you hit them at a fast enough speed. However, they usually just litter the track with a banana peel or something similar. Since hitting the boxes slows you down, avoid them as much as possible. Two flames move slowly across the track after the area with the boxes. If you get close to them, you will get scorched. Look ahead and make sure that you do not run into either of the flames. Past the flames, a simple curve will send you into the airship's cannon. You will fly across the stage and land inside a half destroyed tower. Since the tower is one long curve. Start a power slide and hold it until you are at the end of the tower. It is easy to hit the side while doing a power slide, so try to start your power slide as close to the inside of the track as you can. As you leave the tower, veer off to the right to avoid falling off the part of the track that is damaged. After the demolished track you will come to a wide turn, which you should pass while using a power slide. =========== Special Cup =========== ------------- Wario Stadium ------------- Wario Stadium is a level that is not snaker friendly. Sure you can throw in an extra power slide here or there, but overall it has little opportunity for snaker. If you are a non-snaker looking for a good course to play against snakers, this is it. The items determine a lot here. When you begin the game will present you will a left turn, a short right turn, and a long left turn. Power slide as many times as you can through the first left turn (two is usually sufficient), and then go straight through the right turn as if it wasn't even there. Return to power sliding again as you immediately reach the long left turn. Try to get at least two power slides in, and throw a third one in if you can manage it. After the few turns, you will go over a jump with items boxes. Since the item boxes are close together, you will most likely break one for an item that you can use later on in the race. Upon arriving back on the ground, you will have to turn to the left. Again, the more power slides you can fit in the better. Several boost plates will mark a path through the mud in the next section of track. Go over every single boost plate or else your journey will go much slower. Since the narrow boost plates are the quickest journey through the mud, they are excellent places to lay items. At the end of the boost plates, power slide through the next turn and go over the two boost plated jumps. Pick up at least one item while you are at it as well, and avoid the fire rings at all costs. Beyond the two jumps, the track will go through yet another muddy section. This one has a path all the way through it, though the path does S-curve. Try to stay as straight as you can when maneuvering through the S-curve. The only time you should turn is to get an item box or to use a mushroom to take a shortcut through the mud. As you travel, watch out for the fire so you do not get burnt. Another turn is after the S-curve through the mud, and you should power slide through it. At the end of the curve is a large hill. Aim for the right side of the hill so you hit the first boost plate. After that, aim for the boost plate at the top of the hill for an additional boost of speed. Since these boost plates are great for speed increases, lay any item you have on the first boost plate. Additional measly hills line the remaining track. They will disrupt any drifts, so do not attempt to power slide in this section. Go over the hills gracefully and get one last item to use before the finish line. A hairpin turn is the last turn of the course, and since it is after the bumps you cannot easily power slide through it. Take it as carefully and as sharply as you can with drifting. When you finish the turn, you will come to a boost plate that will send you towards the exit. It is also a great item ambush point, so lay any items your can on the boost plate. ------------- Peach Gardens ------------- While they may be beautiful now, the flowers in this level will be anything but that when your tires mash them into the dirt. This peaceful course begins straight, but it soon makes a left turn. Power slide through the turn, and be sure to go left, not right, when you reach the massive Mario hedge. Going right is a plausible route, but it takes longer. Once you pass the bridges and the item boxes, you will come to a U- turn. However, the U-turn is guarded by flowers, not walls. Although the flower will slow you down, the course is quicker if you go straight across the shortest section of the flowers instead of going all the wall around the turn. Power slide into the flowers so you get about halfway through without slowing down, and then drive the rest of the way. This is not recommended with a large kart, though it is an extremely useful shortcut if you have a star or a mushroom to go along with it. Next, you will come to a right turn that leads down into an area with many hedges. Flowers guard the right side of the path. Do not go around the flowers, although it appears like a good path. Stay to the right of the flowers and squeeze back onto the main path. Avoid the flowers unless you have yet another mushroom to shorten the distance of your trip. The hedges are confusing since they alternate, but they are great to power slide around. Fit several power slides into you trip as you head through the hedges; just avoid the Chain Chomps if you encounter any. Yet another right turn is after the hedges, and flower also protect this turn. Go to the left of the flowers this time, and power slide so that you can get a boost of velocity after the turn. The path will head downhill after the turn, and it will come to three large hedges. Go to either the left or right of the first hedge and then head back into the middle when you come to the next hedge. It is possible to power slide back into the middle, but don't attempt it unless you are certain that you can make it without hitting a hedge. Item boxes rest in the middle of the hedges for you to take. After the hedges, the nice white dirt will give way to regular dirt in the midst of grass. This section of the track has a right turn, a left turn, and another right turn. It also has moles that you must avoid. Power slide through the first right turn, and then power slide again through the second right turn (unless of course you are on a slower engine class -- then you can power slide through the left turn as well). That will take you onto the paved ground next to the castle. Snake across the paved ground if you want some more speed, and then head to the right to go down the castle steps and towards the finish line. ------------- Bowser Castle ------------- Every Mario Kart game has had at least one Bowser Castle level, and one (Super Circuit) had seven! It's the place Mario always goes to rescue the Princess, and it is also a nerve wrecking racecourse. The beginning of Bowser Castle is completely straight. Speed off and drive steady as you enter the castle. Two Thwomps will be inside, but you can easily avoid them by staying in the center of the track. Also, there are four item boxes in front of the Thwomps that you can collect. After you pass the Thwomps, start a power slide to make it through the sharp turn. You will only have a short distance before you will need to power slide again to make it past yet another sharp turn, and you are going to want to start your power slide early. The next section of the course sends you up two flights of stairs. Keep going straight up the stairs and turn with the wall. It is hard to do a power slide after the stairs, so a regular turn should suffice. Past the stairs you will go across a narrow bridge, which is a perfect place to lay weapons. After the bridge, you will come to a steep curve. The curve has two paths going out from it -- one halfway through the curve, and one at the end of the curve. The path that is halfway through the curve is easier, but it is a little longer so you should take the path at the end of the curve with the spinning ground. Use a power slide to make it through the entire curve, and then avoid the flame as you boost off. Further on in the path, you will come to a Thwomp that moves back and forth along the ground. Time it so that you are on the side of the road that the Thwomp is not on when you pass. When you pass the Thwomp, you will rejoin the other path. A long, spiraling curve will take you to the top of the castle. It is possible to power slide on the narrow track, but it is hard to do and not recommended. Simply turn normally as you head up. At the top, you will find a narrow, spinning bridge. Drive across the bridge as quickly as you can, and be sure to turn the opposite way that the bridge is spinning to compensate for the bridge's turning. By making it all the way across, you will earn a shorter lap. Should you happen to fall off, drive to the left to get on course. Three item boxes lie after spinning bridge, along with a turn that you can power slide through. You will head downward after the turn and go over a jump. It leads to a single large, moving platform. In all, there are four moving platforms, and you will have to drive across each one of them. Look ahead to see where each platform is so that you can avoid landing in the lava. Upon landing on regular track after the moving platforms, you will see item boxes and another turn. Power slide through that turn and the turn after it, and then maneuver through the S-curve to make it to the finish line. ------------ Rainbow Road ------------ It's the Mario Kart signature track: every Mario Kart game has had a Rainbow Road, and it tends to be the most popular track. How do you take on Rainbow Road in Mario Kart DS? You are about to find out. The beginning of the track has three long boost plates. Everyone goes over the boost plates, so they do not affect racing much. In between the second and third boost plates are four item boxes, so get at least one. After the three long boost plates, the track will curve. During the curve, there are four more boost plates. The first is near the inside of the track, the second is in the middle of the track, the third is on the outside of the track, and the fourth is on the inside of the track. Fresh off the third long boost plate before the turn, start a power slide and curve towards the center of the track to hit the first narrow boost strip. As you speed up, move to the center of the track (keep power sliding, or -- if you want to be adventurous -- try to throw in additional power slides in between the various boost plates) to get another boost of speed. Then, move to near the edge of the track for the third boost plate, and finally move back to the inside of the track for the final speed enhancer. After the curve is fully over, release your power slide for yet another boost of speed. Let it go a little before the turn is complete to avoid the wall on one side of the course. This is a difficult maneuver, but it is well worth the effort. Consider practicing it before a heated race. Once you have completed the long curve, you have a short section of straight track. Use any items that you received here. At the end of the straight section is a loop with item boxes before it. You won't have to worry about the loop too much, as it is covered with boost plates that will give the speed to go around it. However, it is possible to fall off the loop if you get hit by an item of hit the rail when you are upside-down, so be careful. Oh, and don't try jumping either. However, if you want to ambush an opponent at the top of the loop with a red shell or blue shell, please go right ahead. Your opponent will float away and you will gain a solid lead. Past the loop, you have another straight section of track followed by a hairpin curve. There are no walls, so you will have to be careful. Start a power slide early enough so that you can easily make the turn and get a speed boost. Also, make sure you don't fall off the edge. When you have finished that, you will drop a short distance and come to another curve. It is easy to take this curve on at full speed if you stay on the inside of the track, and it has item boxes before it that you can use to your benefit. Once you complete the curve, start power sliding for the next hairpin turn. It is fairly easy to pass the second hairpin turn of the level if you power slide and don't get knocked off by enemies. After it, you will come to a corkscrew. It is like the loop, and it has boost plates all the way across it. As you go upside-down, do not hit the edge of jump if you want to stay on the track. And if you are behind and can time a blue winged Koopa shell so that it hits first place as he goes upside- down, do that as well. With the corkscrew behind you, you only have a short distance before the finish line. In that short distance is a small curve. It is possible to power slide through the curve, but it is difficult to do. Unless you start your power slide early enough, you will have to resort to merely drifting through the curve. After that, you will head across the finish line and onto your second lap. *=*=*=*=*=*=*=* 12. Multiplayer *=*=*=*=*=*=*=* ============== Battle Courses ============== Nintendo DS ___________________________________________ | | | ? # # ? | | ||||||||||||||||||||||||||| | | || || | | || ? ? || | | || ? ? || | | || ? ? || | | ...... || || ...... | | ...... || || ...... | | ...... ||||||||||||||||||||||||||| ...... | | ? o _______________________ o ? | |_________| |--------|--------| | |_________| _________|_|________|________|_|_|_________ | ___ \ _______________________ /__ __ | | |___| | ||__| |__|| | S | | S | | _ | ? ? | | | S_| |_ | ? ? | (X) S | | |_ _| | ? ? | (Y) (A) | | S |_| | | (B) S | | | | | | S |_______________________| S | |________/ NintendDS \________| | |MIC.  | |___________________________________________| Key ? = Item Box S = Starting Point Yes, this course is of the Nintendo DS. It is also flat. That means you will not have to worry about driving onto the touch screen or the buttons, as it will seem as if nothing changed. Just like the real DS, the top portion of this course is slanted, making for some unique battles. The hinges of the system provide a ramp up to the top half of the DS, while the sections on either side of the hinges are short walls. The top half of the system has many ? boxes, and it is protected somewhat by the walls on the lower portion of the system. I would advise spending most of your battle time on the top half, as it gives lots of item and sniping opportunities. Twilight House Palm Shore Tart Top Block Fort Pipe Plaza ------------------------------ |----PPPP-PPPP--PPPP-PPPP----| | | | | | | | | | | | | | | | | | | | | U| |U | | | | | | | | | | ?| |? | | | | |------------| | | | | ? ? | | | | ? | | | | ------------- | | | |RR| |RR| | | |R?|? ?|?R| | | | | ? ? | ------------------------------ Key ?: Item box U: Item box underneath top layer P: Pipe R: Ramp An interesting battle course, Pipe Plaza is certain to keep you entertained for a long while. With nothing but two ramps blocking the ground layer, it is a wide open track with plenty of opportunities to attack. However, there is another layer to this track -- literally. The top layer is narrow (and it is displayed above), but is does have lots of item boxes and it is a great place for sniping. What's most unique about this course is its pipes. When you enter one of the pipes on the ground level (the middle two) you will fly out the pipe that leads to the top layer and is adjacent to the pipe that you entered. When you go into one of the pipes that is on top, you will go out the opposite ground based pipe. It's an interesting system, and you can use it as part of you overall strategy. ============== Balloon Battle ============== Balloon Battle is an interesting game mode where you fight to be the last person standing. In Balloon Battle, you must drive around and collect items to attack the other players with. Whenever you hit them, they will lose a balloon. Once all their balloons are gone, they are out. The last person alive wins. At the beginning of a match, each person starts out with five balloons. One of them is inflated, while the rest are deflated. Only inflated balloons count, so if they get hit with only one inflated balloon, they will be out. To get more inflated balloons, the person needs to simply blow into their microphone. This will blow up one balloon at a time. Each person can hold up to three balloons. How many balloons you want at a time, however, is up to you. You might think three balloons is best, but it may actually be better to have two at a time. When you get a mushroom, you can use its speed to slam into an opponent. If you hit them fast enough, you will get one of their balloons. The only problem is that if you have three balloons when you hit them, you will not be able to steal one of their balloons. Since stealing balloons is a great way to hurt you opponents while helping yourself, consider only having two balloons inflated at a time. If you get hit, you still have time to inflate another balloon before you are eliminated, and if you get a mushroom you can use it to add another balloon to your inventory. ============= Shine Runners ============= Collect the shines! In Shine Runners, time is important. At the beginning of the race, your goal is to drive around and collect as many shines as you can. Your opponents will do the same. After a certain amount of time (it varies depending on the stage), the player with the least amount of shines will be eliminated. If more than one person has the least amount of shines (say, two people have zero), then both of them will be eliminated. Every so often after that there will be another elimination, and the last person standing is the winner. ============= Download Play ============= When you have a friend that has a DS but doesn't have Mario Kart DS, download play is the way to go. It allows up to eight people to play with only a single Mario Kart DS game card. To begin download play as the host, go to Multiplayer and select Create Group. Then, choose simple mode. The people who are going to download need to turn on their DS systems and go to DS Download Play. After they locate you game, they should select it. Once you (the host) have everyone you want, select Cut Off at the bottom of the screen. This will start the download for the people wo are in your group. The download may take a while, so be patient. As soon as the download is done, game play can begin. Choose your character and kart (the others have to play as Shy Guy), and select the game mode that you want. When racing, you can only race from one of the courses in either the Mushroom Cup or the Shell Cup. You get to choose the level, and you can have computer opponents. While playing Balloon Battle or Shine Runners, you can also have opponents. Unfortunately, the game randomly chooses the level for you to play on, and it varies from Nintendo DS to Tart Top to Pipe Plaza. Although it is lacking in features, download play is a great way to have fun with people who don't have Mario Kart DS. ============== LAN Quick Race ============== Coming Soon! ========================= Nintendo Wi-Fi Connection ========================= --------------- Getting Started --------------- To use the Nintendo Wi-Fi Connection, you will have to first establish a wireless connection in the area that you are in. Upon selecting Nintendo WFC, go down to Nintendo WFC Settings. Choose Nintendo Wi-Fi Connection Settings. In that area, you will have up to three connections that you can establish. If you are using a wireless router, select one of the empty connections. Usually, you will have to choose Search for an Access Point. That will cause the DS to automatically search for a wireless connection in range. When it finds something, the DS will display all of the connections it found and you will have to choose one. If it is unlocked, it will take you to a screen where you can test the connection. Once you have successfully tested the connection, press back several times until you are at the first menu in Nintendo WFC, and then select Nintendo WFC Match. If the connection is locked, you will have to find the router's WEP key and enter it into the DS to play on the connection. I am not an expert on wireless connections, so if you cannot connect try going to NintendoWifi.com to learn more details. ---------- The Basics ---------- Ah, at last, it is finally here. Nintendo has been waiting a long time, and now it has gone online. Online play is available if you have a Wi- Fi router or the Nintendo USB Adapter, both of which allow you to play online. If you need information on connecting, visit NintendoWiFi.com for additional details. Once you have connected, you will need to choose which type of game you want. You can choose friends, rivals, regional, or worldwide. Each setting allows you to play against different types of people. Select your setting, and then you will have to wait for competitors. Three boxes will appear on the lower screen, and they are where your opponents will show up. If the game is attempting to gain a connection with someone, the box on the left side will flash yellow. Depending on how many people it locates, you will then start a match with one to three adversaries. First, select your character and your kart. You have thirty seconds to do so. All of your competitors will do the same, and then it is ready to race. The game will take you to another screen where all twenty Wi- Fi enable tracks are. Each person has a limited amount of time to select the course they want to race on. The one with the most votes wins. In the case of a tie, the game will randomly choose the course out of the ones selected. The racing portion of the game is almost the same, except for a few differences. One of these is that you cannot press Start, so you have to play through the entire match without stopping. Also, you cannot hold items behind your kart. This will seem strange, but you have to get used to it. A final word: the race is on 100cc, so if you are the type of person who does 150cc only shortcuts (ones that you have to be on 150cc or have a mushroom to complete), then you will have to wait for a mushroom to appear in your inventory before attempting the shortcut. At the end of each race, you will be given points based on what place you earned and how many opponents there were. After a set of four races, you will receive your overall place. That's it for now. I'll try to add more details later on. ----------------- Winning the Races ----------------- I admit, Mario Kart DS requires a lot of skill to win. Strategies are useful, but you have to have practice if you are to put them into game play. Items also add a layer of randomness to the game, so you might be better than your competitors and still lose because of a barrage of items that they throw at you. While playing online, I noticed many advantages that people missed because they were not familiar with the levels. Here I am going to list many things that people did wrong, and I hope that you will pay attention and try to not make these mistakes when you play. I will also list strategies. Sky Garden: This is first because it is very common. You do not know how many people do not take the cloud shortcut near the end of the race (see Sky Garden in the Courses section). It is an extremely easy shortcut, as it only requires two hops to complete. Actually, you can usually complete the shortcut without hopping at all. Anyway, it can save a lot of time. I try to get a Sky Garden race in every match, partly because nobody uses the shortcut and I can get an easy win. Saving Mushrooms: Some courses have shortcuts that you use when you have a mushroom. If you get a mushroom and the shortcut is a long ways away, it is okay if you use the mushroom before reaching the shortcut. However, if you are only going to miss one set of item boxes, consider saving the mushroom. Never ever ever use a mushroom before a shortcut if there are no item boxes on the way to the shortcut. You will not lose anything by saving the mushroom, and you will lose a lot of time if you do not use the mushroom on the shortcut. And if you are first, keep a mushroom until the absolute opportune time to use it. Seriously, what are you going to get from the item boxes when you are in first? A banana? I think I proved my point. ------- Scoring ------- Okay, so you actually want to know how the scoring system works. I'll tell you. Whenever you go online and race people, you have to race in a four course match. That means you cannot leave legally until four races are done. In each individual race, you receive points depending on what place you earned. These points do not matter at all until the very end. That said, you could get last in a race and still not have it affect your score as long as you get first overall. Anyway, once four races are done, you receive your position for the overall match. For each person you beat, you receive one win. For each person you lost against, you receive one loss. If you tie, it counts that you neither beat nor lost against the person that you tied with. It is fairly simple, but I made a chart just to simplify it further. 4 Person Match 1st Place: 3 Wins, 0 Losses 2nd Place: 2 Wins, 1 Loss 3rd Place: 1 Win, 2 Losses 4th Place: 0 Wins, 3 Losses 3 Person Match 1st Place: 2 Wins, 0 Losses 2nd Place: 1 Wins, 1 Loss 3rd Place: 0 Wins, 2 Losses 2 Person Match 1st Place: 1 Win, 0 Losses 2nd Place: 0 Wins, 1 Loss ------------- DISCONNECTING ------------- This has to be addressed. Many people disconnect in the race, but they are actually doing MORE HARM TO THEMSELVES than good. Whenever you DISCONNECT, you AUTOMATICALLY get LAST PLACE. Period. If you are in a four person race, you INSTANTLY get THREE LOSSES. Basically, you are shooting yourself in the foot. No, it is worse than that. You are shooting yourself in the head. Not only do your forfeit any chance that you had of getting something better than last place, you also miss out on any enjoyment you could have had by actually racing. Instead of disconnecting, which is the absolute dumbest thing that you could do, keep playing with those who are better than you and try to learn some ways that you could improve. It will make everyone's game a whole ton better.
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