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    FAQ/Walkthrough by NDS_Master

    Version: 0.7 | Updated: 12/25/05 | Printable Version | Search Guide | Bookmark Guide

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    |         |    Mario Kart DS FAQ   |         |
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    |  _| |_  |       Version 0.7      |   (X)   |
    | |_   _| |                        | (Y) (A) |
    |   |_|   |     Copyright 2005     |   (B)   |
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    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 
    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 
    Version 0.25
    Tuesday, November 15
    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
    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
    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 
    Version 0.45
    Saturday, November 19
    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 
    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
    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
    It's not much, but I did get a bit more done on Missions and Courses.
    Version 0.6
    Thursday, December 8
    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 
    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.
    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.
    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 
    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 
    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
    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 
    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.
    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 
    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 
    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 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.
    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
    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.
    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 
    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.
    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 
    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.
    Standard Toad
    4-Wheel Cradle
    Light Tripper
    Standard Peach
    Egg 1
    Standard Yoshi
    Shooting Star
    Standard Mario
    B Dasher
    Poltergust 4000
    Standard Luigi
    Donkey Kong
    Standard Donkey Kong
    Rambi Rider
    Standard Wario
    Standard Bowser
    Light Dancer
    Standard Daisy
    Power Flower
    Gold Mantis
    Standard Waluigi
    Standard R.O.B.
    Dry Bones
    Dry Bomber
    Standard Dry Bones
    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 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 
    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.
    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.
    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.
    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.
    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.
    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.
    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 
    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 
    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 *** 
    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 
    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 
    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 
    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 
    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 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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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.
    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)
     BY~??~YYB                  BBBBBBBYYY~~~~YYB
     BY~~~~YYB                      ^ BYYY====YYB
     BY~~~~YBBBYYY~~~~~~~~~YYYYYYB    BYYY~~~~YYB
     BY~~~~YYYY~~~~~YYYY~~~~YYYYYB    BYYY~~~~YYB
     BYY~~~~~~~~~~3333333~~~~YYYYB    BYYY~~~~YYB
    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)
               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          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
    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)
     ^ BYY~~~~YYBWWYYY~~~~~~~~~~~~~~YYYYBY2~~~~YYYY3YYYYB
    ~ = 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 
    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 
    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 
    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
      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  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 
    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 
    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 
    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)
     ^  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
    ~ = 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 
    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 
    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.
          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
    ~ = 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
      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
         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
    ~ = 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 
    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
              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
               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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 |
    |________/             Nintend[]DS \________|
    |           |MIC.             []            |
    ? = 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
    |    |  |            |  |    |
    |    |  |            |  |    |
    |    |  |            |  |    |
    |    | U|            |U |    |
    |    |  |            |  |    |
    |    | ?|            |? |    |
    |    |  |------------|  |    |
    |    |      ?   ?       |    |
    |    |     ?            |    |
    |    |  -------------   |    |
    |    |RR|            |RR|    |
    |    |R?|?          ?|?R|    |
    |                            |
    | ?                        ? |
    ?: 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 
    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.
    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
    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.