hide results

    FAQ/Walkthrough by DBM11085

    Version: 1.15 | Updated: 12/10/05 | Search Guide | Bookmark Guide

                            Mario Kart DS FAQ/Walkthrough
                                 For the Nintendo DS
                       Version 1.15 (Last Updated 12/10/2005)
                                   By Devin Morgan
        This file is Copyright (c)2005-2007 Devin Morgan. All rights reserved.
    Table of Contents
    1. What's New
    2. Introduction
    3. Controls
    4. Advanced Techniques
    5. Game Modes
    6. Characters
    7. Karts
    8. Tracks
    9. Items
    10. Missions
    11. Secrets/Tips and Tricks
    12. Credits
    13. Copyright Notice
    14. Contact Information
    -=  1. What's New -=
    Version 1.15 (12/10/05): Reworked part of the Mission 6-4 strategy due to a 
    mistake I overlooked initially. Also, a couple more minor things were added 
    here and there.
    Version 1.1 (11/30/05): Added a new strategy for beating the King Boo mission 
    thanks to Frank Cario. I also made a correction regarding the power sliding 
    description, among other things.
    Version 1.05 (11/28/05): Updated the strategy for the Wiggler mission (level 
    7 boss), thanks to ShockKirby80! Also, made a minor update to the characters 
    Version 1.0 (11/27/05): With this update, I feel this FAQ is complete. It 
    covers all the characters, courses, and provides a walkthrough for all 
    missions. An explanation of Wi-Fi play has been included in the Game Modes 
    section, so be sure to check it out. I also added a new section detailing the 
    advanced techniques you can perform while racing, which can really come in 
    handy, so check it out as well. Of course, if there is any information you 
    find I may have missed, feel free to let me know so I can update the FAQ 
    accordingly. Thanks for reading!
    Version 0.7 (11/27/05): As of this update, all the missions are completed. 
    The next update will include information on R.O.B., and an explanation of the 
    online play.
    Version 0.4 (11/22/05): The first version of the FAQ. Descriptions of all 32 
    tracks have been included, as well as the first few levels worth of missions. 
    Most of the character data (based on what I have unlocked thus far) as well 
    as items and information on the different gameplay modes have been added. 
    More will be included in the next update.
    -=  2. Introduction -=
    At last, one of the year's most anticipated titles arrives on the Nintendo DS 
    in the form of Mario Kart! I remember playing this game 6 months ago at E3 
    2005, and thought it was very well designed and a fun experience similar to 
    the N64 release several years earlier. Now that the final product has been 
    released, I have to say that the game has totally lived up to its hype. With 
    16 all new tracks in addition to 16 select tracks from the previous 4 Mario 
    Kart installments, as well as a Missions mode and Wi-Fi functionality, this 
    is shaping up to be the best this year has to offer for the portable gaming 
    world. The Wi-Fi connectivity is revolutionary since it allows for DS users 
    to connect wirelessly to other users across the country/world to race and 
    otherwise communicate. It is truly a breakthrough game in the series, and is 
    very much worth the $34.99 USD spent buying it. If you own a DS, this is a 
    -=  3. Controls -=
    Control Pad: Steer during a race, move cursor on menu screens
    A: Accelerate (hold button), confirm selection on menu screens
    B: Brake, go in reverse (hold button and use Control Pad)
    X/L: Use your item (hold Up to throw forward, hold Down to lay behind)
    Y: Change the map view
    R: Jump (hold while accelerating and pressing Left or Right on the Control
       Pad to drift)
    Touch Screen: Same as Y
    -=  4. Advanced Techniques  -=
    As you may have seen in various other racing games, there is a technique 
    known as drafting, and it is now available in this game because of an 
    improved physics engine. How it works is like this: when you're driving a 
    short distance directly behind another racer, you'll notice some air moving 
    to the sides of you. If you keep this up for a few seconds, you will see a 
    shield of sorts appear in front of your character, and you'll receive the 
    boost equivalent of a Star for a few seconds (as long as that "shield" is 
    up). This is known as drafting, and it is actually quite useful in the higher 
    difficulties where opponents are grouped closer together, and you need to get 
    This is a simple sliding technique, useful for rounding wide turns with less 
    effort. To drift, simply press and hold R while accelerating and moving Left 
    or Right. The more you hold a given direction, the tighter your sliding will 
    Power Sliding
    As in the N64 and GBA versions of this game, you are able to power slide in 
    this game as well. To perform a power slide, press and hold R to hop while 
    holding Left or Right. When you land, you'll drift in the direction you were 
    holding. Alternate pressing Left and Right quickly and you'll see blue, then 
    red sparks coming from your kart. When they are red, release R and you'll be 
    given a boost, which is the result of a power slide. It may take a little bit 
    of practice to pull it off, but it helps when trying to get around hairpin 
    turns, or if you want to cut a couple seconds off your time when racing in 
    Time Trial mode.
    This method is just another word for power sliding pretty much, but instead 
    of being used around turns, you perform this on a long straightaway. You 
    start off in the middle of the track, then move slightly to the left. Quickly 
    power slide towards the right before you go off the track, then move to the 
    right side and repeat going back to the left. This is snaking, and while it 
    may not be very helpful in a crowded situation on 150cc, it can come in handy 
    when facing off against other players online, or trying to achieve fast times 
    in Time Trial mode. It also takes some practice to do it right (make sure the 
    portion of track you attempt this on is wide enough so you don't run off into 
    the rough terrain and lose speed), but overall it could be worth your while.
    -=  5. Game Modes -=
    Single Player
    Grand Prix
    This is the main area of the game, where you race in one of 8 cups (4 
    initially, the others you will unlock) against 7 other racers. You can also 
    pick what engine class (difficulty) you wish to play the circuit in. There 
    are 4 courses in each cup, and after each race, you gain points according to 
    what position you came in. After you finish the cup, if you're in the top 3 
    positions, you'll win either the Bronze, Silver, or Gold trophy for that set 
    of courses. You are also given a rank, which is determined by how well you 
    drive through each race. As far as I'm aware, nothing happens if you get a 
    high ranking in this mode, so it's really just for show.
    Time Trials
    This game mode allows you to race on any of the available tracks against the 
    clock to set a speed record. After racing on a course, you can race against 
    your ghost on the same track. That way you can try to beat your previous 
    record that the ghost is representing. You can also send and receive ghost 
    data from other players if you connect to them.
    In this mode, you play against 7 computer players in regular races, but it's 
    more for fun in this mode. You can set the conditions of the match, such as 
    engine class, the difficulty of the CPU players, the courses being played on, 
    guidelines for winning overall, and whether or not you want to play in teams. 
    So essentially, it's just like Grand Prix mode, but without the rigidness.
    Here, you can pick one of two battle mode games to play against computer 
    players. Below I will briefly go into what each game is about.
    Balloon Battle: The objective is to knock out the opponent's balloons by
                    attacking them, before they knock out yours. Initially you
                    start off with just one balloon, but if you stop and blow
                    into the DS microphone (or your touch screen, either way
                    works), you can inflate up to 2 additional balloons, giving
                    you 3 total. When a balloon is deflated by an attack, you can
                    blow up a new one, which is great. If you really want to
                    steal other opponent's balloons without it being lost, ram
                    into them with a Mushroom boost. The last one standing with
                    balloons in this mode wins.
    Shine Runners: In this mode, you're all placed in a battle arena with a few
                   Shines thrown around for good measure. There will be a timer
                   counting down to zero; when it hits zero, the characters with
                   the least amount of Shines will be automatically knocked out
                   of the battle, and the timer will count down again. To win,
                   you need to be the last one standing with the most Shines.
                   There are item boxes scattered about so you can attack other
                   players to knock away their Shines. I find this mode to be
                   pretty fun, and a worthy addition to the game alongside the
                   more classic balloon battling.
    A rather unique addition to this game, you are given various objectives to 
    fulfill in this mode. They are for the most part basic and for fun mainly, as 
    a change of pace from the racing modes. Each level has 8 missions within, and 
    when you finish them, a boss mission opens up for that particular level. 
    Clear the boss stage and you can go on to the next level of missions. See the 
    Missions section of this FAQ for details on each specific one.
    In this mode, you'll be able to connect to other players and race against 
    them. There are two different modes you can select for this: Normal mode 
    (every player has the DS and the game) and Simple mode (everyone has a DS, 
    but not everyone has the game). The only difference in Simple mode is that 
    you can only select Shy-Guy as your character. If you're one of the players 
    without a game in your system, select DS Download Play when you're setting up 
    multiplayer mode to access the game. Also, all participating players have to 
    be within 30 feet of each other to play in this mode (this is NOT Wi-Fi 
    gameplay). When people are registering to play in your session, you can set 
    the limit when enough people have joined by hitting "Cut Off".
    Nintendo WFC
    As you might've guessed, this mode allows you to connect via Wi-Fi and play 
    against other players anywhere around the world. When you access this menu, 
    you will have three options: Nintendo WFC Match, Friend Code, and Nintendo 
    WFC Settings.
    Setting Up
    It's really simple for you to get online via your DS. All you need is a high-
    speed connection (dial-up will not do), a 802.11b wireless router (if you 
    don't have this, you'll need the Nintendo USB Adapter, which can be bought 
    online at nintendostore.com), and your DS with Mario Kart DS running. This of 
    course is if you want to play in your own home or what have you.
    If you're looking for an alternative method, you can go to any McDonalds 
    restaurant and connect with the free Wayport Wi-Fi connection there, or any 
    other place with free Wi-Fi set up. Please note that if you're in a dorm 
    (like myself), you cannot connect with your DS if the wireless connection 
    requires you to authenticate with a username/password, visit a webpage 
    beforehand, etc. You may notice on your connection settings a space for a WEP 
    Key; some Wi-Fi hotspots may require you to pay for service, and will give 
    you this key in order to access their connection. Unless otherwise specified 
    by your hotspot provider, you need not mess with the IP# and other options in 
    the connection settings.
    When you're connecting to the WFC system, you'll see a signal meter with 3 
    bars. The stronger the signal (more bars), the more stable your connection 
    will be. If there are no bars, you obviously have no connection, and this 
    won't be good for online play.
    If you need further assistance with setting up your connection (the above 
    should be sufficient, but for those who need it worded differently), I 
    recommend checking out http://www.nintendowifi.com for more in-depth answers 
    to your possible questions.
    Friend Code
    Here is where you can confirm your own friend code, which is a 12-digit 
    number that others use to identify you when connected. If you want to 
    register a friend's code, you go to the register option and they'll be added 
    to your friends list. I know it's probably bad planning on their part, but it 
    is NOT possible to obtain the Friend Codes of players you've faced on the 
    connection. Therefore, the only way to get codes is to already know the 
    person in question, or post on Mario Kart DS message boards to meet new 
    people to add that way.
    Nintendo WFC Settings
    Here is where you want to search for a compatible connection at your current 
    location, and if there is one, test to see if it is stable enough for gaming. 
    Note that this isn't required for actually connecting and playing with 
    others. This is where you can connect to the Nintendo USB Adapter, provided 
    you have it and it is connected properly to your computer/high-speed 
    connection. You can also erase your settings, or transfer them to another 
    system wirelessly.
    Nintendo WFC Match
    This last option is the one that actually connects you to the network where 
    you can play against other opponents. When you're actually connected, you'll 
    be given a screen where you can choose the conditions as far as your 
    potential opponents goes. Your options include Friends (randomly fits in 
    other people on your friends list currently online and seeking a match), 
    Rivals (other players with a similar win/loss record), Regional (people in 
    the same country), and Worldwide (this is self-explanatory). After you choose 
    a condition, you will automatically start seeking other seeking players for a 
    match. The game always tries to put 4 people together, but there is a 
    possibility you may end up with 2 or 3 if not enough people are seeking at a 
    given time.
    Once you have been matched up with your opponent(s), the character/kart 
    selection will take place. After that, the course selection process will take 
    place. Each person can pick from a list of these 20 courses (sorry, not all 
    of the 32 courses in the game are available for racing here):
    Figure-8 Circuit
    Yoshi Falls
    Cheep Cheep Beach
    Luigi's Mansion
    Desert Hills
    Delfino Square
    DK Pass
    Mario Circuit
    Wario Stadium
    Rainbow Road
    Mario Circuit 1 (SNES)
    Moo Moo Farm (N64)
    Peach Circuit (GBA)
    Luigi Circuit (GCN)
    Frappe Snowland (N64)
    Baby Park (GCN)
    Choco Mountain (N64)
    Choco Island 2 (SNES)
    Sky Garden (GBA)
    Yoshi Circuit (GCN)
    You can also select Random to vote on a random track to be raced upon. The 
    course picked most will be the one raced upon; if no majority is met, a 
    random one from those chosen will be used. Now that you're ready, the race 
    begins. Just so you know, obstacle-intense courses will be calmer so as not 
    to cause lag. Also, you cannot drag items behind you to obtain a second item.
    Post-Race Information
    After a race, each player is given a set amount of points depending on what 
    place they ranked:
    4-person match: 1st, 10
                    2nd, 7
                    3rd, 4
                    4th, 1
    3-person match: 1st, 10
                    2nd, 7
                    3rd, 4
    2-person match: 1st, 10
                    2nd, 5
    The course selection will happen again just like before, and the next race 
    will take place. After all the races are done (4 tracks total), the points 
    will be tallied.
    Now, depending on your rank by points, you will receive a win for each person 
    you placed above (you came in first in a 4-person match, you will get 3 wins 
    to your name), and a loss for each person that places above you (you came in 
    last in a 4-person match, you will get 3 losses to your name). If you tie, it 
    doesn't count at all for/against you. Please note that if you disconnect 
    during a race, you automatically receive a loss for each other person in the 
    matchup (if it was a 4-person, you get 3 losses, and so on).
    You also have the option at this point to either hit Continue or Quit. If you 
    use Continue, it starts up another set of 4 races with the same exact people 
    (those who also hit Continue, at least). If you don't want to race with the 
    same people anymore, or want to stop playing, simply press Quit.
    Here, you can view various records for each mode, including best lap/race 
    times, rankings (in Grand Prix mode), amount of points (also in Grand Prix 
    mode), and even records against those you have added to your Friends list. 
    You can also see your overall record for VS., Battle, and Nintendo WFC modes.
    In this mode you can change your sound settings, decide whether or not you 
    want to be alerted when any of your friends are logged in while you're 
    playing in Wi-Fi mode. You can also edit your in-game nickname, as well as 
    custom design an emblem to be placed on the front hood of your kart (remember 
    that you can use your stylus here). You can even erase all saved data under 
    the options menu, too.
    -=  6. Characters -=
    NOTE: Each character doesn't have their own stats, but each weight class has
          its own characteristics unique to that particular class. Light-weights
          may have a quicker rate of acceleration, but their top speeds aren't
          the fastest around. Plus, they are prone to taking a beating if any
          heavier characters bump into them. Heavy-weighted characters are like
          tanks in which they are unaffected by other characters hitting them.
          However, due to their weight the acceleration is slow, but their top
          speeds peak higher than the others. As you would expect, the medium
          characters are the ones that are well-rounded with a balance between
          both extremes. Also, you may notice I gave my best possible judgment as
          to which category each hidden character fits. I could be wrong, but if
          you think I'm way off, contact me and it will be changed.
    Dry Bones
    Donkey Kong
    -=  7. Karts  -=
    NOTE: Any character can pick any kart they want to use; the way I'm listing
          them is what karts are meant to "go along" with a given character.
          Also, the stats for each kart are a rough, yet fairly accurate,
          estimate based on the game's data.
    B Dasher
        Speed: 5.8
        Acceleration: 7.0
        Weight: 7.3
        Handling: 5.1
        Drift: 5.5
        Items: 10.0
    Shooting Star
        Speed: 6.7
        Acceleration: 7.4
        Weight: 4.6
        Handling: 6.0
        Drift: 5.9
        Items: 3.2
    Standard MR
        Speed: 6.4
        Acceleration: 7.1
        Weight: 6.4
        Handling: 5.7
        Drift: 5.8
        Items: 6.7
    Poltergust 4000
        Speed: 7.5
        Acceleration: 7.7
        Weight: 4.9
        Handling: 7.8
        Drift: 3.1
        Items: 3.1
    Standard LG
        Speed: 7.1
        Acceleration: 7.4
        Weight: 6.4
        Handling: 7.3
        Drift: 3.1
        Items: 6.7
        Speed: 6.6
        Acceleration: 7.1
        Weight: 7.3
        Handling: 7.0
        Drift: 3.0
        Items: 10.0
    Light Tripper
        Speed: 5.0
        Acceleration: 7.5
        Weight: 4.2
        Handling: 5.0
        Drift: 10.0
        Items: 3.2
        Speed: 4.0
        Acceleration: 7.0
        Weight: 6.8
        Handling: 4.4
        Drift: 9.4
        Items: 10.0
    Standard PC
        Speed: 4.8
        Acceleration: 7.3
        Weight: 5.5
        Handling: 4.8
        Drift: 9.8
        Items: 6.6
        Speed: 4.9
        Acceleration: 8.9
        Weight: 5.8
        Handling: 8.0
        Drift: 3.7
        Items: 10.0
    Egg 1
        Speed: 5.9
        Acceleration: 9.2
        Weight: 3.3
        Handling: 9.0
        Drift: 4.0
        Items: 3.2
    Standard YR
        Speed: 5.5
        Acceleration: 9.0
        Weight: 5.1
        Handling: 8.5
        Drift: 4.9
        Items: 6.7
    4-Wheel Cradle
        Speed: 3.2
        Acceleration: 8.3
        Weight: 6.0
        Handling: 6.0
        Drift: 6.4
        Items: 10.0
        Speed: 4.2
        Acceleration: 8.8
        Weight: 3.3
        Handling: 7.0
        Drift: 7.0
        Items: 3.2
    Standard TD
        Speed: 3.9
        Acceleration: 8.6
        Weight: 4.9
        Handling: 6.5
        Drift: 6.8
        Items: 6.8
    Donkey Kong
    Rambi Rider
        Speed: 7.3
        Acceleration: 4.2
        Weight: 8.9
        Handling: 3.0
        Drift: 7.4
        Items: 10.0
    Standard DK
        Speed: 8.0
        Acceleration: 4.7
        Weight: 7.3
        Handling: 3.3
        Drift: 7.7
        Items: 6.6
        Speed: 8.4
        Acceleration: 5.0
        Weight: 6.4
        Handling: 3.8
        Drift: 8.0
        Items: 3.2
        Speed: 9.2
        Acceleration: 5.2
        Weight: 6.8
        Handling: 5.1
        Drift: 4.9
        Items: 3.2
        Speed: 8.2
        Acceleration: 4.7
        Weight: 9.2
        Handling: 4.4
        Drift: 4.4
        Items: 10.0
    Standard WR
        Speed: 8.9
        Acceleration: 5.0
        Weight: 7.6
        Handling: 4.8
        Drift: 4.8
        Items: 6.6
        Speed: 10.0
        Acceleration: 3.3
        Weight: 8.0
        Handling: 3.1
        Drift: 7.0
        Items: 3.2
    Standard BW
        Speed: 9.7
        Acceleration: 3.0
        Weight: 8.2
        Handling: 2.8
        Drift: 6.8
        Items: 6.7
        Speed: 9.0
        Acceleration: 2.4
        Weight: 10.0
        Handling: 2.4
        Drift: 6.4
        Items: 10.0
    Light Dancer
        Speed: 6.7
        Acceleration: 6.7
        Weight: 4.7
        Handling: 4.2
        Drift: 9.0
        Items: 3.2
    Power Flower
        Speed: 5.8
        Acceleration: 6.1
        Weight: 3.5
        Handling: 3.5
        Drift: 8.3
        Items: 10.0
    Standard DS
        Speed: 6.4
        Acceleration: 6.5
        Weight: 5.9
        Handling: 4.0
        Drift: 8.9
        Items: 6.6
    Dry Bones
        Speed: 2.4
        Acceleration: 9.8
        Weight: 4.9
        Handling: 9.1
        Drift: 4.4
        Items: 10.0
    Dry Bomber
        Speed: 3.3
        Acceleration: 10.0
        Weight: 4.0
        Handling: 10.0
        Drift: 4.9
        Items: 3.2
    Standard DB
        Speed: 3.0
        Acceleration: 10.0
        Weight: 4.6
        Handling: 9.7
        Drift: 4.7
        Items: 6.6
    Gold Mantis
        Speed: 7.6
        Acceleration: 6.5
        Weight: 6.4
        Handling: 6.0
        Drift: 5.9
        Items: 3.2
    Standard WL
        Speed: 7.1
        Acceleration: 6.2
        Weight: 6.8
        Handling: 5.7
        Drift: 5.7
        Items: 6.7
        Speed: 6.6
        Acceleration: 5.9
        Weight: 7.0
        Handling: 5.1
        Drift: 5.5
        Items: 10.0
        Speed: 10.0
        Acceleration: 5.5
        Weight: 7.5
        Handling: 7.0
        Drift: 2.8
        Items: 3.2
        Speed: 9.0
        Acceleration: 4.8
        Weight: 8.9
        Handling: 6.1
        Drift: 2.4
        Items: 10.0
    Standard RB
        Speed: 9.7
        Acceleration: 5.2
        Weight: 8.2
        Handling: 6.5
        Drift: 2.6
        Items: 6.6
    -=  8. Tracks -=
    NOTE: As you will notice, after completing any of the cups, you will receive
          a ranking (from *** to E) based on your performance. This rank is
          determined by a number of things, all of which are related to how you
          performed (how often you crashed, how fast you completed the circuit,
          etc.). It really doesn't affect you in any way, but it can serve as a
          marker for improvement on certain sets of courses.
    Nitro Grand Prix
    Mushroom Cup
    Figure-8 Circuit
        Description: The very first course you'll most likely play is the most
                     basic of them all. It has two long straightaways with a
                     couple of wide turns at the opposite ends. This course is a
                     great beginners course to get accustomed to the controls and
                     such, since there aren't any other obstacles to worry about
                     yet. Also, the wide turns are a great place to practice
                     executing power slides if you want to try.
    Yoshi Falls
        Description: This beach-oriented course is another fairly simple one. It
                     has a bunch of boosters you can drive across to get a quick
                     speed boost. They're usually on the upper half of the track.
                     Both parts of the track are navigable, but if you stay on
                     the lower/inner half there are a couple flooded spots that
                     will slow you down, so be careful. Overall, with the
                     boosters and wide turns in this area, it shouldn't be too
                     hard to win a race without problems.
    Cheep Cheep Beach
        Description: Another fun beach level, this time populated with Cheep
                     Cheeps and crabs wandering the beaches. The first turn on
                     the pier is great for power sliding for a quick boost. After
                     you boost jump to the beach, you'll have to steer to avoid
                     the crabs and fish since they can really mess you up. There
                     are also trees to maneuver around, but that shouldn't be too
                     hard. Use the ramps to hop between sections of the beach if
                     you can, since you'll slow down when passing through water.
                     The beach is great for power sliding around the bends, and
                     the tide recedes every now and then, so you can take
                     shortcuts if the timing is right.
    Luigi's Mansion
        Description: The final course of the Mushroom Cup has quite the spooky
                     twist to it. The first part sends you through the mansion;
                     if you're good you can make 3 power slides around the 3
                     sharp turns after going down the initial hill. When you get
                     to the outside portion, it gets a bit trickier I think,
                     since the path isn't solid for the entire lap. The middle
                     portion of the track is a solid path you can navigate
                     easily. After a fairly straight course up a hill, you'll
                     enter a swampland of sorts where you'll slow down when
                     travelling in the red swamp. The only way to counter this is
                     to use Mushroom boosts if you have any, or perform power
                     slides. There are giant walking trees to avoid, but that's
                     about it in terms of actual obstacles. Your only real
                     concern here would be to maintain your speed in the swamp.
    Flower Cup
    Desert Hills
        Description: The opening track of the Flower Cup takes place in a desert
                     setting full of hills and winding roads. Among the obstacles
                     in the way are Pokeys (tall cactus) moving back and forth
                     across the track, not to mention the fireballs that fall
                     from the Angry Sun in the background every now and then.
                     Pokey will just spin you out on impact, but the fireballs
                     can really mess you up, so be careful. The course itself is
                     full of somewhat tight turns, so now is a good chance to try
                     those power slides you should be accustomed to by now.
    Delfino Square
        Description: This replica of the familiar Mario Sunshine plaza makes its
                     return here as a track. In the first area, you can power
                     slide around the fountain to make the tight turn easier on
                     yourself. For most of the course, the track is rather
                     straight with no real surprises. The path does get narrow
                     when you're riding through town, and you'll even come to a
                     path split; either way works out fine, so don't worry about
                     taking the wrong way. Up ahead you will find some crates in
                     the road. The first bunch of them drop Bananas, but the
                     crates you encounter along the coast have Mushroom boosts.
                     Towards the end after the big boost ramp is another good
                     opportunity for power sliding, when you're making the final
                     turn of the lap.
    Waluigi Pinball
        Description: Picture a giant life-sized pinball machine, and that's
                     exactly what this track is about. You start off being speed-
                     launched to the top of the course (machine), and then moving
                     through a series of twists and turns as you make your way
                     down the course. There are a few boost pads on the right
                     side early on, as well as item boxes and a pit to jump over
                     (you'll see that one coming). Further ahead, you'll be faced
                     with an open section full of bumpers moving around a central
                     column, as well as giant metal pinballs bouncing around. The
                     bumpers will just cause you to go off course, whereas the
                     pinballs can really knock you out of commission, so watch
                     out for those. Try power sliding around some of the curves
                     to shave seconds off your laps.
    Shroom Ridge
        Description: The last course of the cup is a rather open, tranquil area.
                     It takes you through a country road, complete with other
                     cars and trucks driving along, serving as obstacles. If you
                     hit them, you'll spin out, so try and steer clear of any
                     non-racer traffic. There are a couple segments of the track
                     towards the end where there are no barriers keeping you from
                     falling off the track, so keep this in mind when navigating
                     those curves.
    Star Cup
    DK Pass
        Description: This snowy terrain makes for a change of pace here, but the
                     track can be very treacherous as well. The course for the
                     most part is very hilly and full of twists and turns, then
                     again it takes place through a mountain range so it's
                     expected. There are several points where there are no fences
                     stopping you from going right off the cliffs, so be careful
                     not to swerve too far off the track here. As for obstacles,
                     there are snowballs that can be found rolling down the path
                     every so often, as well as numerous snowmen standing around;
                     they are easy to avoid so I wouldn't worry too much about
    Tick-Tock Clock
        Description: Here, you get to race on a rather unique course based on the
                     Super Mario 64 level of the same name. As you would expect,
                     there are plenty of spinning gears, clock faces (where the
                     minute/hour hands can wipe you out if you hit them, be
                     careful), and even a giant pendulum. When you enter the
                     first open area, you can pick either side to go on since
                     they both have boost pads for you to use. Up ahead is a
                     pendulum after some item boxes, so steer around that to
                     avoid being spun out. After a long straight run, you'll have
                     to move across 4 spinning gears, each one moving in an
                     alternate direction, so try and move with the flow to avoid
                     losing ground. On the last stretch before the finish line,
                     there are 2 vertical gears on either side of the course. If
                     you ride atop the one that's moving forward, you'll gain a
                     small boost from it (check your map if you're having trouble
                     figuring this out).
    Mario Circuit
        Description: As tradition would show, Mario Circuit is generally a simple
                     and straightforward course. This one is no exception. There
                     are some Goombas to watch out for on the actual track, but
                     they're easy to drive around. Ahead are Piranha Plants that
                     spit fire across the track; these may be more tricky but you
                     can still avoid the blasts. Other than that, there are 2
                     hairpin turns towards the end you can power slide around
                     easily, and the rest is easy.
    Airship Fortress
        Description: For all you SMB3 fans, this is the replica of all those
                     airship levels you enjoyed so much. The first part has
                     Bullet Bills being shot head-on at you; simply move to avoid
                     them as you drop below their height. The next part will have
                     those moles who pop out of the manhole covers to throw
                     wrenches; luckily they don't throw anything at you in this
                     game. Inside the actual airship there is a hairpin turn,
                     followed by a couple fiery columns to maneuver around. After
                     being shot through the cannon, use power slides to quickly
                     go down through the spiraling tower. As long as you don't
                     fall off the track on this last stretch, you'll be fine.
    Special Cup
    Wario Stadium
        Description: While not being as sprawling and painfully long as the N64
                     version, this course does make a return with some similar
                     aspects. In general the course is straightforward and wide,
                     with some jumps and turns here and there. There will be a
                     couple points where you have to use the booster ramps to hop
                     over mud pits. In addition to the mud, there will be fire
                     wheels spinning in the air, so steer to avoid getting hit by
                     one of its arms. Early on, there are also fire rings you can
                     jump through to collect item boxes. Other than the few
                     avoidable obstacles and some speed jumps, this is a
                     relatively simple course to get through.
    Peach Gardens
        Description: This track takes you all through the gardens outside the
                     legendary castle of games past. The first couple areas make
                     you race around circular areas, around flower patches. Power
                     sliding will really come in handy as you navigate the wide
                     circular turns, as well as the sharper turns between the
                     flowers. As you cross a bush garden, avoid the Chain Chomps
                     and try to grab items stuck on its chain, then navigate
                     around some more bushes (unlike the flowers, you can't drive
                     through these). Ahead in the dirt, Monty Moles will jump out
                     of holes, so try and steer around those to avoid wiping out.
    Bowser Castle
        Description: Now, THIS is an involved and drawn out course for you!
                     Starting in the opening hallway, you'll have to avoid a
                     couple of Thwomps so you don't get crushed or crash into
                     them. In another room, the floor spins and it seems to work
                     against you, so gather enough speed to get through the
                     opening at the other side, or you'll end up hitting the
                     wall. Make your way up the tower's spiraled path, then speed
                     your way across a rotating log, moving left and right to
                     avoid falling off it. Ahead are some moving platforms you
                     need to move across, followed by some 90 degree turns. The
                     laps aren't as long as you'd expect in a course like this,
                     but there are plenty of hazards to keep you busy with.
    Rainbow Road
        Description: As always, the final course of the Special Cup is none other
                     than the Rainbow Road. Being the final course, it is known
                     for not really having any barriers stopping you from falling
                     off the track. After the initial speedy dive, you go into a
                     wide loop with boosters on the ground. Further along is a
                     vertical loop and a long straightaway, followed by a couple
                     of hairpin turns before a corkscrew. Then, it's just a
                     couple simple (fenced in) turns to the end. It's enjoyable
                     to play through this course, just as long as you don't make
                     the mistake of falling off the edges, since that is rather
                     easy to do here!
    Retro Grand Prix
    Shell Cup
    Mario Circuit 1 (SNES)
        Description: And now we get to play on the track that started it all back
                     in 1991. This original course is back in its original state
                     to be raced upon here. There are long straightaways and wide
                     turns (good for power sliding), with a minimal amount of
                     pipes in the way as obstacles. It's really not meant to be a
                     difficult course, so enjoy it.
    Moo Moo Farm (N64)
        Description: The second course in this initial retro circuit is a simple
                     dirt track with minimal obstacles again. For the most part
                     the track is clear, except for a couple points where you'll
                     come across holes which Monty Moles jump out of. Just
                     maneuver around the holes and you should have no problems in
                     this course.
    Peach Circuit (GBA)
        Description: Now, this is a course with no obstacles to be found anywhere
                     which is a first in this game. For the most part this track
                     is straight with some minor curving along the way. There are
                     a couple of hairpin turns which you can easily navigate by
                     power sliding, and that's about it. Finally, a course where
                     you only need to worry about winning instead of everything
    Luigi Circuit (GCN)
        Description: The last race in the Shell Cup is yet another easy one,
                     considering how straightforward it is. The course is
                     comprised of two long paths (one is straight, the other is
                     curved), with a wide hairpin turn at each end, complete with
                     boost pads along the side walls. In the middle area, the two
                     halves of the track come together, but stay to the right
                     half to avoid going up the wrong way and losing your
                     precious lead. There are also Chain Chomps at each end, so
                     stay away if one comes near.
    Banana Cup
    Donut Plains 1 (SNES)
        Description: The opening course of this cup is extremely easy, if you
                     know how to drift and power slide (you should by now). The
                     entire track is wide and the turns are somewhat tight, but
                     manageable if you drift around them, power sliding as the
                     road becomes straight again. As long as you don't get stuck
                     in the dirt areas or fall into the water, you'll be okay.
    Frappe Snowland (N64)
        Description: This icy course is not necessarily hard, but it's fairly
                     easy to get stuck or hit an obstacle throughout the run. A
                     bunch of the tighter turns are good for drifting and power
                     sliding around, since you'll end up in the snow if you don't
                     at least drift. In the wide open area you'll have to swerve
                     around a field of snowmen to avoid wiping out. Past that
                     segment, the rest of the course is straightforward for the
                     most part. There is another turn you should slide around,
                     then the final turn goes across a bridge. As long as you
                     don't fall off the bridge here, you should make it through
                     the lap in good shape.
    Bowser Castle 2 (GBA)
        Description: This is probably one of the easier Bowser Castle courses, in
                     my opinion. There are plenty of straight, non-obstructive
                     lanes, but the turns are sharp; nothing you can't handle by
                     drifting and power sliding, though! There are Thwomps in a
                     couple spots you should steer around, but they shouldn't
                     pose a real threat. There are a couple portions where you
                     can go across those boost pads to jump over smaller lava
                     pits. The second part where you have to jump over pits can
                     get tricky, so stay to the center and you won't run a risk
                     of falling into the lava needlessly. Other than the lava-
                     jumping parts, there really aren't any dangerous parts to
                     worry about.
    Baby Park (GCN)
        Description: The final course of the cup is a remake of the easiest
                     course in the GCN Mario Kart. Baby Park is a simple loop
                     like a traditional racetrack (2 straight paths, 2 tight
                     turns). The best idea here is to power slide around each
                     turn and speed up on the straight paths, and you should be
    Leaf Cup
    Koopa Beach 2 (SNES)
        Description: This beach-themed course takes you around the perimeter of
                     an island. The beach itself is clear, but there are green
                     patches inland that will slow you down if you ride across
                     them. Halfway through the course, you'll have to cross a
                     watery area. You won't slow down as you go along the shallow
                     water, but if you slip into the deep portions, you'll be
                     delayed since Lakitu has to pull you out. Other than that,
                     the course is fairly simple with opportunities for power
                     slides around each corner.
    Choco Mountain (N64)
        Description: The course that takes you through the mountainous region is
                     also fairly simple. The first half features wide turns and
                     straight paths for you to gain speed on. After you pass
                     through the tunnel, power sliding will help in that curve.
                     Continue along the mostly straight path until you reach the
                     cliffs, where boulders will fall from above. Try to avoid
                     them as best as you can, then power slide around the wide
                     hairpin turn, and the rest should be an easy ride.
    Luigi Circuit (GBA)
        Description: If there was a track perfect for drifting and power sliding,
                     this one would be it. There are plenty of tight turns that
                     require you to almost master the technique in order to
                     navigate them without slowing down to handle the turns
                     without drifting. Since it's raining, there are plenty of
                     puddles around; try not to drive into them or you'll spin
                     out. Other than the puddles, if you can perform power
                     slides, you have absolutely nothing to worry about on this
    Mushroom Bridge (GCN)
        Description: On the last course of the Leaf Cup, you'll get to revisit
                     another traffic-filled level. The turns are wide, which
                     leaves you plenty of room to perform some power slides.
                     Beware of the cars and trucks that are also driving on the
                     road you're racing on, since you will wipe out if you hit
                     them (or they hit you). In the first half, you'll notice a
                     hill going off the road; if you have a Mushroom or two you
                     can boost up it for a nice little shortcut.
    Lightning Cup
    Choco Island 2 (SNES)
        Description: This course starts off with a couple of tight turns; luckily
                     you can power slide around them now, unlike in the original
                     SNES version! Towards the middle of the track is a huge mud
                     puddle, which will slow everyone down (if you have a heavy
                     character, it will REALLY slow you down). At the other end
                     of it will be dozens of bumps scattered around, which keep
                     you from maintaining a high speed. Try to stay on the track
                     here, since if you run off into the dark brown areas, you
                     will slow down drastically.
    Banshee Boardwalk (N64)
        Description: On this course, the majority of the track is comprised of
                     actual boardwalk, some sections with no boundaries. There
                     are also several sharp turns to be made simpler by power
                     sliding. Inside the haunted house, go right and drift around
                     the wall, then stay to the right of the column to avoid a
                     pit, but stay left enough to avoid the bats coming at you.
                     They won't spin you out, but they will knock you around a
                     bit. Drift around the next couple corners and continue out
                     of the house, where you'll just have to drift/power slide
                     around a couple more easy turns before reaching the end.
    Sky Garden (GBA)
        Description: This cloud-filled stage is pretty much straightforward with
                     some boost ramps to jump over gaps in the track. There is
                     even a ramp you can boost jump from to cut a corner towards
                     the middle area. The majority of turns in this course can be
                     handled easily by power sliding, especially the hairpin turn
                     later in the lap. There are no boundaries on this track so
                     stay on the actual track, and you won't run the risk of
                     falling out of the sky literally!
    Yoshi Circuit (GCN)
        Description: And now, for the final course in the Retro Grand Prix, you
                     race along an outline of Yoshi. For the most part the course
                     is a breeze, except for a couple tight corners you can get
                     around easily if you know what to do by this point in the
                     game. There are however a couple of hairpin turns towards
                     the second half of the track (Yoshi's back and tail, if you
                     view the map). Alongside the track are piranha plants toward
                     the end; unlike the GCN version, they won't attack you, so
                     don't worry about them.
    -=  9. Items  -=
    NOTE: Bananas, Green/Red Shells, Bob-ombs, and the Fake Item Box can be
          dragged behind your kart by holding X before releasing to launch them.
          This is useful in that it stops opponents from ramming you from behind.
    Banana: This classic banana peel can be dropped behind your kart or thrown
            ahead to cause a spin-out if someone else hits it.
    Blooper: When this is used against you, Blooper appears and squirts a few
             spots of ink on your screen, hindering your vision temporarily. The
             ink does clear up after several seconds, but it can be annoying to
             see what's in front of you. Lucky for you, there is a map you can
             use to guide yourself through the course in the meantime.
    Bob-omb: This new bomb item can be thrown ahead of you, only to explode when
             someone drives past it. If noone drives by within a few seconds, it
             will explode on its own. Anyone caught in the blast will be spun out
    Boo: This crafty ghost will steal an opponent's item and give it to you when
         used. It also turns you invisible for a short period of time, so other
         karts can't see you and therefore cannot attack you.
    Bullet Bill: When you use this, you temporarily turn into Bullet Bill and
                 start rocketing along the course. Any karts in the way will be
                 knocked over by the impact.
    Fake Item Box: When dropped onto the track, it looks like any other item box,
                   but it's actually a fake. If someone drives into it, they'll
                   be knocked over. The best place to put it is among other real
                   item boxes to trick your opponents. The key to avoiding these
                   is if you look on the map, they appear as red boxes whereas
                   real item boxes look more like actual item boxes on the map.
    Golden Mushroom: When you get this, you can keep pressing X to get unlimited
                     boosts for the brief period of time you have this item. It
                     can be very useful in making up lost ground in a race.
    Green Shell: The regular type of shell you can launch ahead or behind to
                 attack opponents. It just shoots straight, bouncing off any
                 obstacles or walls it hits, until falling off the track or
                 hitting someone else.
    Lightning: When this extremely rare item is used, all other karts are spun
               out and shrunk down to a miniature size. They also lose all their
               items. The shrinking effect lasts briefly, but it does slow down
               the other karts considerably in that time.
    Mushroom: When used, this fungi gives you a brief turbo boost. It's
              particularly helpful when you're recovering from hitting a wall or
              trying to inch past an opponent near the end of a race.
    Red Shell: The "better" variety of colored shells to be shot at opponent
               karts. The difference between this and the green shell, is that
               the red shells home in on the nearest enemy ahead (or behind if
               you drop it back there) to attack. They can come in handy when
               trying to eliminate your nearby competition with ease.
    Spiny Shell: This special blue spiked shell's ability is to seek out the
                 player in first place, and explode in their face. There is no
                 way to avoid it, and if you're too close to the #1 player at the
                 time of the blast, the explosion will wipe you out as well. It's
                 the ultimate in shelled attacks!
    Star: This star will make you totally invincible to your opponents' attacks
          for several moments. It also gives you a temporary boost to your speed,
          and if you come in contact with an opponent, they will spin out.
    Triple Bananas: Instead of getting just one banana peel, you have three
                    trailing your kart when this is used. It also allows you to
                    throw/drop them one at a time onto the track.
    Triple Mushrooms: Instead of having just one Mushroom for a boost, you have
                      use of three. Each time you press the button, you use one
                      of the boosts, until you run out of course.
    Triple Shells: When used, three of the designated color (green or red) shells
                   orbit around your kart to create a shield against enemy
                   attacks. These shells can also be shot ahead to attack, with
                   the characteristics of that particular shell color (red ones
                   will home onto the next opponent, green ones will just go
    -=  10. Missions  -=
    NOTE: You will receive a ranking upon completion of each mission, ranging
          from *** to E. Your ranking depends on how well/efficient you perform
          in that particular mission (how fast you went, how often you hit walls
          or obstacles/enemies). As such, if you follow the strategies I gave for
          each mission, you should be able to pull off a *** rank in each
          mission. It also depends on your skill when you're playing; no amount
          of explanation will help you get a *** if you do not have the ability
          to play well.
    Level 1
    Mission 1-1
    Objective: Drive through all 5 numbered gates in order!
    Strategy: This first mission is very easy, since it's on the Figure-8
              Circuit. There are 5 black gates you must drive through, a fair
              distance between each, and a line of mushroom boosts you can take
              just before each gate. It's not hard to miss any of them, so this
              shouldn't prove difficult at all or require any further detail.
    Mission 1-2
    Objective: Collect all 15 coins!
    Strategy: This one's another simple one, although it could prove slightly
              tough to get all the coins in a single run through at top speed.
              The coins appear in groups of two (and one at the end), and are
              generally in straight lines. The only tricky part is the hairpin
              turn after the 3rd/4th coins; just take it slow (it's not a good
              idea to power slide around the turn) and the rest is easy.
    Mission 1-3
    Objective: Destroy all 10 item boxes!
    Strategy: On this mission there are 10 item boxes, none of which are hard to
              reach easily, each one containing a Mushroom. The first couple item
              boxes are on the upper part of the track (make sure to use each
              Mushroom as soon as you get it). The third box is towards the
              middle line of both tracks, then the fourth one is up top again, so
              be quick to go through that one. The rest of the item boxes are on
              the upper portion of the track, so just follow the path across all
              the boost pads on the ground and use your Mushrooms when you get
              them to succeed.
    Mission 1-4
    Objective: Get the Star and use it to hit 5 Cheep Cheeps!
    Strategy: While this mission is easy to clear, it may be tricky to get a high
              rank because of how fast you move with Star power. All the item
              boxes yield Stars, so take one and use the power to knock into as
              many Cheep Cheeps (the fish) as you can before it wears off. If you
              need another Star, just hit another item box. If you're good, you
              can pull it off with a single Star; not speeding too much is key
    Mission 1-5
    Objective: Drive through all 6 numbered gates in order!
    Strategy: Atop a replica of the Nintendo DS, you have to pass through 6
              gates. The first one is directly in front of you towards the
              center, and the remaining gates are situated along the perimeter.
              Be careful when turning since you can fall off the course! Power
              sliding helps a lot here in shaving off time and making it through
              the gates with no real slowdown in the approach.
    Mission 1-6
    Objective: Drive out of the mansion... backward!
    Strategy: This is a fairly simple and uninvolved mission, since all you need
              to do is drive in reverse. There are no tight turns or obstacles to
              worry about; just hold B and keep an eye on what's approaching,
              using your map for guidance, and you'll be fine.
    Mission 1-7
    Objective: Collect all 20 coins!
    Strategy: Here on this dirt track, you have to collect 20 coins; luckily they
              are all in a straight line and in groups. You can get a Triple
              Mushroom from the item box at the start for 3 boosts when you want
              them. Use one of them during the first straightaway, another during
              the first wide turn, and the last one in the empty area between
              coins. This is easier than Mission 1-2 since there are no tight
              turns so you should have no trouble grabbing the coins here.
    Mission 1-8
    Objective: Perform 4 power-slide turbo boosts in 1 lap!
    Strategy: As Mario driving on Mario Circuit, you have to do 4 power slides in
              a single lap around the course. If you don't know already, you can
              power slide by hopping with R while holding Left/Right and
              accelerating. When you start to slide, alternate between Left and
              Right to see blue, then red sparks. When they are red, release for
              a boost. Do this 4 times, preferably around each of the turns, to
              fulfill this mission's criteria.
    Level 1 Boss
    Objective: Use Mushrooms to crash into the Big Bully and knock him off the
    Strategy: For the first boss round, you'll have a face-off against Big Bully
              while being surrounded by 3 balloons. The boss can run into you,
              knocking you back a bit. The objective is to knock him off the
              ledge, so begin by going around Big Bully and collecting the Triple
              Mushroom from the item box. Then, turn around and drive straight at
              him, and use a Mushroom before impact to push the boss back. Do
              this again once or twice if needed, and the boss will fall into the
              water defeated.
    Level 2
    Mission 2-1
    Objective: Crash into all 10 wooden crates and destroy every one!
    Strategy: The first mission on the second level isn't too hard, unless you're
              going for a *** ranking. The best approach I've found thus far is
              the following one. Go through the first 3 crates normally, then go
              straight into the fourth one on the dock. Go down the hill onto the
              dock and first hit the crate at the far end, then quickly turn
              around (without falling into the water) and clip the other crate as
              you turn right to the uphill climb. Then, power slide around the
              fence and hit the next 3 crates on a long straight run. Turn right
              and power slide through the opening of the fence to the right,
              crossing the grass and hitting the final crate.
    Mission 2-2
    Objective: Collect all 10 coins!
    Strategy: Here, you go back to a more simple track with only 10 easy coins to
              collect. The tricky part if you look at your map, is that the first
              coin is behind you. So, as soon as you start, hit reverse to
              collect the coin, then start accelerating forward. Pick up the
              first two sets of coins, then power slide and stay towards the
              middle of the track to collect the final 3 coins for the win.
    Mission 2-3
    Objective: Drive through all 5 numbered gates in order!
    Strategy: In the Donut Plains, there are 5 gates you need to drive through
              over the course of a lap. The first gate is easy to reach, just
              before the first bridge. After the curve grab the Mushroom boost
              and cut across the grass for the second gate. Up ahead is the third
              gate; it may help to slide into it so you don't end up in the grass
              there. Stay to the right for this next stretch, then collect the
              Mushroom and go through gate 4, quickly sliding to the left around
              a tighter curve. There will be 2 more Mushrooms to grab, leading up
              to the last gate. After the first Mushroom, move to the left a
              little so you can approach the second one and the gate a bit more
              straight on. Once you go through all 5 gates, the mission is done.
    Mission 2-4
    Objective: Destroy all 5 item boxes!
    Strategy: Played in Luigi's Mansion, you have to chase down the 5 item boxes
              that are moving in a line through the course. Each item box has a
              Mushroom inside for you to boost with. If you get the turbo boost
              at the start (start holding A just before the 2 fades out), you'll
              have no problem getting through the item boxes quickly. Just make
              sure to also use the Mushroom boosts as soon as you get them, since
              they'll help you keep up with the train. If you do this correctly,
              this should be an easy high ranking for you.
    Mission 2-5
    Objective: Collect all 20 coins!
    Strategy: Collecting the 20 coins you need to clear this mission shouldn't be
              hard at all. The coins are all in straight paths along the beach,
              with no tight turns to worry about. There is a boost jump you need
              to go over to collect some coins, so make sure you go into that one
              aligned straight and towards the middle. Other than that, this
              mission should be a piece of cake.
    Mission 2-6
    Objective: Use Bob-ombs to destroy all 5 Pokeys!
    Strategy: This is probably the first mission where you can't just rush
              through it and succeed. There are 5 Pokeys in a rather small
              playing field, and all the item boxes contain Bob-ombs. The best
              approach here is to grab a bomb, aim straight at a Pokey, and toss
              the Bob-omb to destroy the cactus, then grab another bomb
              immediately and repeat. It takes some patience to do this right
              and still get a good ranking, so don't worry if it's not done in 10
              seconds, heh.
    Mission 2-7
    Objective: Drive through all 10 numbered gates in order!
    Strategy: On Luigi Circuit, you have to get through 10 gates in order to
              complete the mission, but this time because of the course design,
              you don't get one gate at a time when you're driving. The first
              gate is right in front of you, then after the boost/drop stay to
              the left since there will be 2 gates coming up (2 on left, 7 on
              right). Collect a Mushroom boost for use after the gate, then stay
              to the right for the third gate (3 on right, 6 on left). Go around
              the end hairpin using the boost pads you drive across. On the
              second pass through the straightaway, alternate between right and
              left to pass through the next couple gates. When you reach the
              other end after the ninth gate, use the boosts to reach the top
              plateau and pass through the final gate (this one is a commonly
              missed one, so try not to miss it).
    Mission 2-8
    Objective: Perform 6 power-slide turbo boosts in 3 laps!
    Strategy: On the Baby Park track, you have to complete an entire race, all
              while performing a total of 6 power slides throughout the 3 laps.
              This is actually really easy to do; just do a power slide around
              each of the two turns you encounter in each lap. The item boxes
              contain Stars for use during the straightaways, and seem to help in
              power sliding around those hairpin turns without cutting it too
              short or wide. Even if you don't use or get a Star every chance you
              get, this is still an easy objective to complete.
    Level 2 Boss
    Objective: Hit the Eyerok's eyeball 3 times with shells!
    Strategy: The boss here is comprised of two solid hands with blue eyes in the
              palms. They move around the arena, pounding the ground with their
              fists (usually one hand is in a fist while the other is on the
              ground with its eye open to attack). There are item boxes scattered
              throughout the room with Green Shells inside. Take a shell and head
              towards an eye (check your map to see which hand is vulnerable),
              then launch your shell to attack. Grab another shell from the item
              boxes and repeat this two more times to win.
    Level 3
    Mission 3-1
    Objective: Destroy all 5 item boxes!
    Strategy: This is actually a fairly annoying mission to complete, since it's
              played in the Waluigi Pinball area. This means there will be plenty
              of round bumpers to knock you around. There are 5 item boxes being
              knocked around as well, each containing a Star, and you need to go
              through all of the boxes. A good idea would to be patient and not
              so bent on speeding around, but rather to watch your map and move
              precisely to grab item boxes when they are near. If you follow this
              plan, you shouldn't be getting knocked into the bumpers nearly as
              much, and may come out of this with a high rank too.
    Mission 3-2
    Objective: Drive through all 5 numbered gates in order... backward!
    Strategy: Of course, following a real pain in the neck mission, you get a
              much easier one to try. You have to pass through 5 gates entirely
              in reverse. Using your map, this can be done very easily. The first
              2 gates are straightforward, but you'll soon come to a split in the
              path. Keep going straight to gate #3, and take the left turn to go
              around and pass through the final 2 gates.
    Mission 3-3
    Objective: Collect all 15 coins while avoiding the Chain Chomp!
    Strategy: Despite what you might have thought going into this, this is
              actually VERY easy to complete. There is a circle of coins going
              around the Chain Chomp's post, with a line of coins leading into
              the circle itself from where you start. Simply follow the line into
              the circle, and when the turning begins, hold Left down as you
              accelerate and you should grab all the coins without any conflict.
    Mission 3-4
    Objective: Reach the finish before Yoshi!
    Strategy: Here, you are Peach and you have to race against Yoshi in a
              modified version of Yoshi Falls. You only have one lap to do this
              in, also. Right from the start, Yoshi will get a speed boost out of
              the gate. The item boxes you encounter have Mushrooms and Stars, so
              those will really help when going through the waterfall segments.
              Just make sure you're watching the course so you don't end up on
              the wrong half of the track when it gets closed off. Overall, it's
              a rather simple race you shouldn't have trouble with winning.
    Mission 3-5
    Objective: Drive through all 8 numbered gates in order!
    Strategy: Even with the non-linear layout, this isn't hard to clear in a
              short time if you know what you're doing. Along the back wall are
              two sets of pipes that act as warps (if you go into the bottom
              right one, you'll emerge out of the top right one, and vice versa).
              So, go straight through the first gate and then into the right
              bottom pipe hole. For the next 3 gates, ride along the upper
              catwalk all the way around, going through the top left pipe at the
              end of the catwalk. You'll come out of the bottom-right pipe and
              heading into the fifth gate. Make your way to the opposite end and
              turn/slide through the sixth one (enter it from the left). Go up
              the ramp to the catwalk and go through the seventh gate. Then, look
              to the ground and drop to the right, passing through the final gate
              at an angle to complete the mission.
    Mission 3-6
    Objective: Hit Monty Moles with shells 5 times!
    Strategy: From where you start, there are 3 item boxes, all of which contain
              Green Shells. In front of you are several holes, and from each one
              a Monty Mole will jump out. It will first pop its head out, and
              then it will jump out, so remember this pattern. You have to hit 5
              of them in order to win here. My method is to go up with a shell
              and sit in front of a hole, and when the mole jumps out, hit it.
              Then, reverse to the item boxes to get another shell and repeat.
              This is probably one of those missions that will take you a while,
              but practice does help in getting high ranks here. An alternative
              method would be to get a Green Shell, then hold the shell behind
              you as you sit just behind a hole (so the shell is floating above
              the hole). That way when a Monty Mole pops out, it'll automatically
              get hit by the shell, then you just have to get another shell and
    Mission 3-7
    Objective: Perform 10 power-slide turbo boosts in 1 lap!
    Strategy: You will have 1 lap on the Shroom Ridge course, and in that lap you
              have to perform 10 power slides. This shouldn't be too hard, since
              there are plenty of long tight turns where you can easily get 2-3
              of them out. Don't rush to get them all done early on; there are
              quite a few turns for you to use for sliding, so you most likely
              won't have a problem with hitting the quota.
    Mission 3-8
    Objective: Collect all 20 coins!
    Strategy: This coin-gathering mission is a bit complex since you have to move
              around a series of rooms to grab all of them. From the start, go
              straight to get the first coin (1), then turn left in the second
              room to grab the next (2). Follow the outer path to the next room,
              grabbing the coin (3) at the entrance to said room. Quickly turn
              right and grab the coin (4) in the room that's blocked off, then
              quickly back out of there and turn around. Head out the opposite
              doorway and go right along the outer path again, grabbing another
              coin (5). Avoid the banana and turn into that room to reach the
              next coin (6). As you go into the next room, head toward the left
              opening as you grab the coin in here (7), and you'll be on the
              outer path again. Take the corner coin (8) without falling off
              (take it slow around the corners), then go straight. Grab the coin
              (9) behind the banana and head into that room, moving clockwise
              around the center block to get 2 more coins (11). Exit the same way
              you came in and grab 2 more coins (13) along the outer path while
              swerving around lines of bananas. Round the corner and go into the
              next room for yet another coin (14), then in the final room go
              around in a circle quickly, but not too fast to miss the coins, and
              you'll grab the final 6 (20).
    Level 3 Boss
    Objective: Reach the finish before Goomboss!
    Strategy: This boss race with Toad (a light-weight) against the giant Goomba
              at Baby Park is actually pretty challenging, but it's doable. You
              simply have to beat Goomboss to the finish after 3 laps here; he is
              clearly faster than you but don't let that get you down. If you're
              behind, he'll stop to throw Goombas or the occasional Mushroom
              boost at you (contact with a Goomba will deflate one of your
              balloons; lose all 3 and you automatically fail). If you're ahead,
              Goomboss will simply charge around the track to catch up. After
              each lap, Goomboss also gets bigger, which means more Goombas are
              thrown and on the final lap, he jumps over half the track to take a
              shortcut. The key to winning here is performing tight power slides
              around each turn. Not that you should be anyway, but don't ride all
              over the track; stay to the right and do the power slides
              perfectly, and you should be able to win.
    Level 4
    Mission 4-1
    Objective: Reach the finish before Donkey Kong!
    Strategy: On this icy mirror course, you have to beat Donkey Kong to the
              finish, while playing as Wario. The first part with the snowman
              field can be tricky, but drifting and turning to avoid them really
              helps. Also, if you can get the boost from drafting shortly after
              starting, it helps as well. After a bunch of very curvy turns (no
              need for sliding here), you'll be out on the cliffs on a gray track
              (DK will take the supposed shortcut up the snowy hills, don't
              follow him). Do a power slide around each turn on the regular
              track, collecting the Mushrooms and Stars from item boxes along the
              way. As you go down the hill, there will be a tight turn to the
              right, so follow that. Avoid a few more snowmen dotting the
              landscape and go through the tunnel, and power slide left to the
    Mission 4-2
    Objective: Blast 20 crabs!
    Strategy: You'll be on an island with a whole load of crabs scattered about,
              and your job is to destroy 20 of them. On the center island are
              item boxes containing Bob-ombs and regular Green Shells, as well as
              the triple variety. The area surrounding the center area floods
              with the tide every now and then, but that shouldn't matter to you.
              The best method I found here is to use the Triple Green Shells to
              go after the crabs. If you get a bomb, just toss it since it's
              essentially useless for getting this done quickly. If you obtain a
              single shell, pick a nearby easy target and nail it. If you get the
              Triple Shells though, have them orbit around you as you pass
              closely by 3 crabs, knocking them each out. Rinse and repeat, and
              you should be done in no time.
    Mission 4-3
    Objective: Reach the finish before the red car!
    Strategy: This mission is EXTREMELY easy; your objective is simply to beat
              the red car going through traffic to the end of 1 lap. At first the
              car is a good distance ahead of you, but you can catch up easily by
              power sliding around the tighter turns and avoiding other oncoming
              traffic. There will be a couple times where you can grab an item
              from the boxes, usually containing Mushrooms. Those will come in
              handy for the straight/uphill portion. By the halfway point, you
              should already have left that red car in the dust, so keep on
              speeding around those curves with no mishaps, and you will have
    Mission 4-4
    Objective: Drive through all 7 numbered gates in order!
    Strategy: This gate challenge takes place across a very hilly, desert terrain
              as you can see. Go straight ahead into the first gate, then power
              slide around the curve. Make sure you get an item box (they have
              Triple Mushrooms). You'll see the next gate over the hill, so use
              your boosts, one at a time, to get yourself through gate 2, and
              even through gate 3 (all your boosts should be gone now). Go up the
              hill to the next gate and head across a hilly straight path,
              collecting your next set of Triple Mushrooms from an item box. Stay
              to the left of the Pokeys in the middle of the track, but start to
              turn right with the curve since gate 5 is in the inner portion of
              the curve. As soon as you go through it, use your boosts, again one
              at a time, to make it over the hills through the final 2 gates.
    Mission 4-5
    Objective: Collect all 15 coins. If you get squished by a Thwomp, you fail!
    Strategy: This one might appear to be a bit tricky at first, but it's
              actually quite simple. The only thing you need to make sure you do
              is start off with the turbo boost. When the countdown hits 2 and is
              just about to fade out, start holding A so that you get the boost
              at startup. Go straight down the first line as the Thwomps go up
              (you won't hit them if you got the boost) to get the first 8 coins.
              Quickly turn around and line up before the other side, and as soon
              as the Thwomps drop down, start accelerating. If done at the right
              time, you'll pick up the remaining 7 coins with no problems.
    Mission 4-6
    Objective: Break all 10 item boxes while avoiding the Fake Items!
    Strategy: For this mission, you have to ride along the Choco Mountain while
              going through 10 lines of item boxes. Only one box in each set is
              real, while the others are fake. In order to distinguish between
              them, use your map! The real item boxes will appear as they are,
              whereas the fake ones will show up as red squares. So, as long as
               you follow the map and avoid falling boulders, you should be set.
    Mission 4-7
    Objective: Drive through all 10 gates!
    Strategy: Once again at Waluigi Pinball, you have to pass through 10 gates
              all while avoiding the bumpers and other hazards in the area. The
              best approach is to take the center path first, allowing you to
              pass through the first 2 gates. As soon as you go through the
              second gate in the middle, follow either the left or right path
              leading around the perimeter of the back area. This will get you 4
              more gates. As you come back around to the first half of the
              course, follow the outer perimeter again to get the final 4 gates.
              It may help to shave some time off your trip if you drift between
              sides when you're at the far ends of the course.
    Mission 4-8
    Objective: Perform 9 power-slide turbo boosts in 1 lap!
    Strategy: This particular challenge takes place on the Luigi Circuit, where
              it is raining and puddles spot the track. You have to pull off 9
              power slides during the course of the lap, which is rather easy.
              Like you should be used to by now, do a power slide around each
              tight turn and you will meet the quota. Don't try to rush getting 9
              out on the first leg of the lap, but if it will help you get
              through it faster, by all means do it. Just make sure you steer
              clear of the puddles, since you will spin out from them.
    Level 4 Boss
    Objective: Collect 50 coins while avoiding King Boo!
    Strategy: The arena here is a series of circular platforms with several
              bunches of coins going around each platform in a line. As for King
              Boo, he'll float around you for a bit and then attacks you from
              behind, taking 10 coins (assuming you have that many), and the rest
              of the level's coins disappear temporarily. The easiest method to
              winning this mission is stated below (as submitted by rush60002
              since I felt his approach was better than my original one). Start
              off with a turbo boost and go straight ahead. Collect the two coins
              and then power slide in a clockwise fashion to collect the rest.
              Once you have collected all the coins on the ring King Boo should
              be about ready to charge you. So, jump into the lava in the center
              at the cost of one balloon. This should not only reset King Boo,
              but also it will place your kart in the appropriate position for
              the next part. Once you have been placed on the ground, try to get
              a boost when landing and get moving. Turn right, collect all the
              coins on the next ring, moving in a clockwise fashion again, using
              a power slide. Keep going around the ring even after alll of the
              coins are collected, and you should see a line of 3 coins on a path
              moving away from the ring. Grab those and hop into the lava in the
              center of the ring in front of you, again to stop King Boo from
              stealing your coins (and resetting him), placing you in the right
              position again. Once you hit the ground, boost and accelerate, and
              turn to the right. Once again, collect the coins by power sliding
              in a clockwise fashion, and keep going around the circle to collect
              the three coins in the line. This time, instead of jumping into the
              lava in front of you, collect the coins on the ring by power
              sliding in a COUNTER-CLOCKWISE fashion. Collecting the last coin
              can get kind of close sometimes, but if you do it fast enough, King
              Boo should not hit you and you should get the 3-star ranking. If
              done right, you should be able to have around 4:15 remaining on the
              clock, and it doesn't involve chasing King Boo around. If by chance
              he does steal your coins, chase and bump into him, then drive
              through King Boo from the front to get them back.
    Level 5
    Mission 5-1
    Objective: Reach the finish before the stray Chain Chomp!
    Strategy: Since this is Level 5, you'll need all the help you can get, so
              make sure to achieve the turbo boost from the start. Grab an item
              box with the Triple Mushrooms, and maybe power slide around the
              first turn. Atop the hill, use your first boost to cut through the
              grass and up the second hill. Boost again through the grass and
              then go down the hill into the bush maze. Go as straight as you can
              through this, avoiding the other Chain Chomps. At the top of the
              next hill, there will be some more grass to use your final boost to
              cut through. At the circular bush formation, take one of the paths
              going through the center to save time. Avoid the Monty Moles
              popping out of the dirt path, then power slide through the final 2
              turns before the finish line. You should have no problem winning if
              you use this method; the Chain Chomp should have been left behind
              after the first hill if you do this.
    Mission 5-2
    Objective: Drive backward and collect 15 coins! If you hit a snowman, you
    Strategy: Here you'll have another ridiculously easy mission, and it involves
              driving backward while being surrounded by snowmen. You are going
              around a circular formation with snowmen on both sides, collecting
              the coins around this path. After the second line of coins, the
              turn is wide but it's not something you need to slow down for. You
              really shouldn't have any trouble getting a *** on here, even on
              your first shot; just remember that you're holding B for reverse
              instead of A!
    Mission 5-3
    Objective: Destroy all 5 item boxes!
    Strategy: This item box challenge takes place around the Koopa Beach 2 stage,
              and the item boxes will be travelling over the deep waters where
              you can't follow. The quickest and rather logical solution would be
              to collect the first item box if you can catch up to the train and
              maneuver around the deep part before they all become unreachable.
              After you grab the first box, use the Mushroom to follow the
              shallow part to where the item boxes pass onto the shallows once
              more. Grab the front box in the train from behind, then either stop
              moving and collect the rest of them as they come to you without any
              further effort, or start driving in reverse to help it along. At
              first it could be thought that if you boosted over the deep
              portions, you'll skim over the surface; that is not true, so don't
              waste your time trying it.
    Mission 5-4
    Objective: Drive through all 10 numbered gates in order!
    Strategy: Here, you have to race around a Bowser Castle level while making
              your way through 10 gates in order. Try to drift through the first
              gate and around the turn, doing a power slide so you can hit the
              boost pad on the left side and pass through the second gate. Power
              slide around the next corner and head through the third gate,
              avoiding the Thwomp if it's down. In the first jumping part, if you
              can hit the boost pad on the far left and move to the right to pass
              straight through gate 4, that will really help with your time. If
              you can turn tightly enough you can hit the right boost pad. At the
              second jumping part, stay toward the middle and then to the right
              so you get gates 5 and 6. When you get to the next grated section
              of track, try to avoid hopping over the pit to reach gate 7.
              Instead, go through it and use the boosts to the left, then steer
              around the jumps and maneuver through gate 8 ahead. Power slide
              around the corner and use the mini turbo to get through gate 9,
              then continue straight to gate 10, barring any Thwomp interference.
    Mission 5-5
    Objective: Complete 1 lap in the opposite direction within the time limit!
    Strategy: For this mission you have to navigate the Mushroom Bridge stage,
              but you travel backwards through it (not in reverse, you go around
              the course the other way though). The actual track isn't hard to
              drive upon, but the challenge lies in avoiding oncoming traffic. In
              addition, there are a couple sections where half the road is
              blocked off so you have to travel on a narrow path, all while
              dodging other cars. There are item boxes along the way containing
              Mushrooms, so use those wisely. Using the items along with power
              sliding around the curves will really help, just as long as you
              don't crash!
    Mission 5-6
    Objective: Collect all 18 coins!
    Strategy: Atop a giant cake, you have to collect 18 coins by making 3 passes
              to the center. This isn't nearly as hard as it might look, but you
              will need to try it a few times to get the hang of it. Starting
              off, go straight to get the first coin, and make a wide turn around
              the cream puff to grab the second coin. Make a tight turn to the
              right so you can be lined up straight for the center, grabbing 3
              more coins on the way to it. At the center, you'll jump over the
              cherry and if aligned properly, grab one of the coins above it.
              When you land, go straight and make a tight turn around the next
              cream puff, then repeat the cycle. Do this 3 times and you should
              have successfully nabbed all 18 coins.
    Mission 5-7
    Objective: Drive through all 8 numbered gates in order!
    Strategy: In this icy and hilly stage, driving through the gates won't be a
              real problem for you to do. However, avoiding the snowballs rolling
              down the hills will pose a threat. All the gates can be reached
              easily without power sliding (and you'll still get a ***); just as
              long as you don't get hit by a snowball you will be fine. After
              going through the first 2 easy gates, move left to avoid the large
              snowball, then go through gate 3 and head straight up over the
              hill. Stay a little to the left to pass through gate 4, then move
              right to get gate 5. After the curves, you'll reach gate 6 with no
              problem. Towards the middle of the path ahead is gate 7, then after
              you make the final turn, avoid the bouncing snowball ahead and go
              up the hill lined up with gate 8 to pass through it. If you didn't
              hit the walls or get trampled by a snowball, you should have a high
              rank with no problem.
    Mission 5-8
    Objective: Reach the finish before Mario!
    Strategy: Of course, for this matchup you are racing as Luigi, against Mario!
              Anyway, it isn't hard to beat Mario in this race, especially if you
              collect from both item boxes (they drop Triple Mushrooms and
              Stars). Starting off the race with a turbo boost, you can get an
              added boost by drafting off Mario. Avoid the Goombas on the uphill
              run and collect the first item box. If they are Mushrooms, use the
              first two and then when you reach the piranha plant pipe in the
              dirt, use the last boost to cut across the dirt as a shortcut. Grab
              the second item box and power slide around the curve ahead. If you
              got a Star like I did, use it when you start reaching the piranha
              plants in the road to cut through them easily; if you have
              Mushrooms, use those but steer clear of the plants. Then, for the
              final 2 curves, power slide around them, and you should have this
              thing won.
    Level 5 Boss
    Objective: Hit the Big Bob-omb with 3 Bob-ombs!
    Strategy: This boss fight is really simple to obtain a high ranking on.
              Initially there will be an item box in the battlefield; grab it to
              get a Bob-omb. Then, line yourself up with the boss and launch the
              bomb to attack. After he gets back up and tosses another bomb back
              at you, the boss will start throwing out item boxes once more, so
              grab another Bob-omb and repeat the process until you clear it.
    Level 6
    Mission 6-1
    Objective: Drive backward across the spinning bridge! If you fall, you're
    Strategy: You have to drive in reverse across the rotating bridge in the
              Bowser Castle stage. This is easy, but it can also be tricky since
              you have to balance to stay on top of it. When it's rolling to the
              left, move your kart so you're going forward but pointing towards
              the center, so as to keep balance. Then, do the opposite when the
              rotation switches. You clear the mission simply by reaching the
              other side.
    Mission 6-2
    Objective: Get Stars and run over 15 Rocky Wrenches!
    Strategy: This mission isn't all that hard, but it's quite annoying to do it
              and receive a high ranking for it. There are several item boxes
              scattered around, all of which contain Stars, and a ton of Rocky
              Wrenches popping in and out of the airship deck. You must be fast
              to kill 15 of them with more than 20 seconds remaining to receive a
              high grade, so hurry up and drift/race around with a constant Star
              power to rid the deck of them. This is one of those missions where
              I can't give you a definite pattern, but I do recommend you make
              use of all your abilities, including being able to move in reverse,
              to hit them quickly. Also, when you're currently invincible, it
              will really help to collect another Star and use it just before
              your current one runs out, so there's no break in the power.
    Mission 6-3
    Objective: Collect all 30 coins!
    Strategy: This particular challenge takes place through the SNES Choco
              Mountain course, and while it may appear to be easy, it can be
              difficult given the landscape. Go straight from the start to get 3
              coins, then use the Mushroom to continue straight across the rocks
              for 3 more coins. Drift around the corner and line yourself up so
              you can get the following 3, then collect another easy set up
              ahead. Drift around the corner a bit more tightly, but straighten
              out quickly to get the next 3 coins. Cross the mud puddle, lining
              up to grab the next 3 coins in the set. This next part is the most
              annoying since there are plenty of little bumps in the road that
              cause you to jump around. Steer around the bumps carefully as you
              grab the next 6 coins, then make a tight drift around the final
              bend so you can reach the last 3 coins, ending this lap.
    Mission 6-4
    Objective: Destroy all 10 item boxes!
    Strategy: On this multi-level stage, there are 10 item boxes floating around
              seemingly at random, but I will give you the best path I've found
              in grabbing them all. Get a turbo boost from the start and go after
              the first box in front of you as it rounds the corner. As you
              approach the corner, go up the hill onto the red tier. Go around it
              counter-clockwise so you get box #2 as it heads toward you. Head
              straight across the bridge as the third box moves onto it; you'll
              catch up to it easy. Go up the hill to the top of the yellow tier
              to grab box #4. Take the upper bridge right towards the green tier,
              and grab box #5 as it goes from the middle to upper levels. Drop
              down to the middle level and collect the sixth and seventh boxes as
              they rotate around. Then, go to the top section and take the bridge
              to the blue tier. Head down the ramp to the second level here and
              grab box #8 as it falls from the upper level, as well as the box
              making the rounds on this level anyway (#9). Finally, ride along
              the bridges to the yellow tier, where you'll find the last box
              going around the middle level there. If you did this quick enough
              without messing up, you should have an easy high rank.
    Mission 6-5
    Objective: Drive through all 8 numbered gates in order!
    Strategy: Right off the bat, it should be known that in order to pull this
              off, you MUST grab both item boxes that you come across for the
              Triple Mushrooms they yield. Grab the first item box and power
              slide quickly around the corner, and go through the first gate.
              Then, line up with the ramp behind it and use a boost to make a
              jump and pass through gate 2. As soon as you land, use your second
              boost to cut across the small gaps with no effort. Power slide
              around the next turn, and head up the straightaway to the third
              gate. As soon as you pass the gate, use your final boost to go up
              the ramp, giving you a straighter shot at gate 4 on the bridge.
              Slide around the next couple turns and pick up the lone item box in
              the center of the track. Go through gate 5 while using a boost,
              then power slide around the turn ahead. As you round the turn,
              you'll see another gate fairly close to you. Line up with it and as
              you approach the gap, use a boost to shoot across and through gate
              6. As soon as you land on the track at the other side, power slide
              to the left and use another boost to get through gate 7 to the
              side. Then, just continue on and the last gate is in plain view.
    Mission 6-6
    Objective: Perform 14 power-slide turbo boosts in 1 lap!
    Strategy: For this mission, you play as Yoshi on Yoshi Circuit, and you have
              to pull off 14 power slides in a single lap. This pretty much means
              you have to do a power side around just about every turn. It really
              shouldn't be hard since all the hazards of the course are gone, and
              you can tell when a significant turn is coming as opposed to just a
              slight curve in the road. Stay on the track and try your best to
              get these done as early as possible; if done correctly you should
              have enough room to do an extra 1-2 slides before the end of the
              lap in addition to the first 14.
    Mission 6-7
    Objective: Collect all 40 coins!
    Strategy: Here, you have to collect 40 coins in the shape of a Star, atop a
              clock face, complete with moving arms. The minute/hour hands are
              the only obstacles you have to deal with, but they can be annoying
              and will make you drop some coins if you're hit. The best approach
              is to start off with a turbo boost, going straight up either the
              left or right lines of coins, all the way to the back wall. Then,
              turn around and go down another line of coins when the hands aren't
              in the way (use the map and your own line of vision to check). You
              don't really need to rush here, since a *** is possible below 35
              seconds; just avoid the hands and try your best to pick off the
              coin paths when there is no danger to yourself.
    Mission 6-8
    Objective: Reach the finish before Peach!
    Strategy: This race (with you as Bowser) takes place on a mirrored version of
              Peach Garden, which makes it a bit more difficult. Start off with
              the turbo boost, then turn tightly to the left. After the straight
              path, power slide around the curve and follow the dirt path while
              avoiding the Monty Moles. At the last curve of the dirt path, do a
              power slide. In the next section, stay to the left and go around
              the perimeter of the circle, grabbing the item box. Drift around
              the corner ahead and go up the hill. If you have the Triple
              Mushrooms, use your first boost to cut across the grass here. Going
              down the hill into the Chain Chomp maze, you may have some trouble
              since most of the paths through are blocked off. For the first
              couple rows, stay toward the middle, then go to the left. Make sure
              you grab another item box here (or if you have 2 more Mushrooms,
              save them). To avoid the Chain Chomp in the back left corner of the
              maze, stay to the right. Slide around the sharp corners and up the
              hill, using your boost to cut across the grass again. Ahead, use
              yet another boost to go over the grass you're required to go
              through. Cross the bridge and grab another item, and power slide
              around the curve, then use your Mushrooms/Star on this final
              stretch to the finish.
    Level 6 Boss
    Objective: Use Mushroom boosts to hit Chief Chilly and knock him off the
               stage 3 times!
    Strategy: For this boss fight, you are on a platform surrounded by water, and
              a few item boxes strewn about. Chief Chilly is a giant ice ball who
              will charge into you, trying to knock you off the platform as well.
              The item boxes here all contain Triple Mushrooms, so grab an item
              box and line up with the boss, then let loose with all 3 of your
              boosts to knock Chilly into the water. Be careful when using your
              boosts, that you're still lined up with the boss, or you'll go off
              into the water yourself. When Chief Chilly returns, grab another
              set of boosts and repeat. After this is done the second time
              though, Chief Chilly will try to jump when you start charging at
              him with your boosts; counter that by quickly using your boosts to
    Level 7
    Mission 7-1
    Objective: Perform 6 power-slide turbo boosts in 1 lap!
    Strategy: This challenge takes place on Rainbow Road, which means you will
              have very little leeway in terms of when/where you can power slide.
              Most of the track is comprised of boost pads and long straightaways
              and loops, so anytime you come across a turn, you had best perform
              a power slide. Do the first one shortly after starting around that
              first curve, then after the boost pads, do another one quickly
              while avoiding the upper wall. After the straight path, do another
              power slide to the right. After the loop you'll come to a curvy
              road; perform a power slide around the second one and head left.
              Just before you reach the second loop is a good time for another
              power slide. Finally, when you're coming around the final wide turn
              to the finish line, you can do the last power slide with no
    Mission 7-2
    Objective: Reach the finish before Bowser!
    Strategy: This particular race puts you against Bowser in none other than the
              Bowser Castle stage. Start off the race with a turbo boost and stay
              to the right, to avoid the blockades in the middle area. Avoid the
              Thwomps and grab an item box (they have Mushrooms and Stars, of
              course), then power slide through the next couple of turns. In the
              rotating room, power slide around to the far side while being
              careful not to hit the flames or the Thwomp further down the hall.
              Grab another item box and drift around the spiral tower, power
              sliding at the top opening. You'll now be at the rolling bridge: DO
              NOT GO ON IT! Instead, use your boost or Star and shoot right off
              the platform onto the ground below (by doing it this way you keep
              moving forward as you fall, whereas if you fell from the bridge
              you'll fall straight down). Boost across the grass and head up the
              path, power sliding around the corner. Be sure to grab another item
              box, of course. After the jump, boost across the middle of the
              moving platforms so you don't fall, and power slide around the
              corner, then go up the hill. Power slide around the last couple of
              turns atop the hill, and the lap will be over. It will probably
              take several tries to pull this off perfectly, and getting the
              right items so you can get that high ranking.
    Mission 7-3
    Objective: Complete 2 laps within the time limit!
    Strategy: Here, you have to complete 2 laps on the Tick Tock Clock course
              within 1 minute and 30 seconds. It's quite doable, so long as you
              don't crash into any of the obstacles or fall off the track.
              Starting off with a turbo boost always helps, as well as a power
              slide around the first corner. Grab an item box (they all have
              Triple Mushrooms) and boost up the hill, then go around the left
              perimeter of the clock face platform, using the boost pads to
              quickly get across without hitting the hands. Go down the hill and
              you'll come to a part with 3 pendulums alternating back and forth.
              If you have boosts, use them now to get by quickly, and also so you
              can get 3 more Mushrooms from the item boxes ahead. The next part
              is a series of 4 alternately rotating platforms; if you travel in
              the same direction as the rotation along the outer edge, you'll
              pick up speed but it's a lot more risky. Boost across these
              quickly, then power slide around the next couple corners. The next
              clock face platform is coming up, so travel along the outer edge to
              avoid colliding with it. Atop the final hill, there will be 2
              rotating tires on each side of the track. If you drive onto the one
              moving in the same direction, you'll gain another final boost for
              the lap. Repeat this for both laps and you should have more than
              enough time left over with the mission completed.
    Mission 7-4
    Objective: Use shells to defeat all 30 Goombas within the time limit!
    Strategy: Like in any other "kill the enemies" mission you've dealt with thus
              far, you only get Triple/regular Green Shells and need to quickly
              kill off everything within a time limit. The same goes for here,
              but now it's harder since you need to follow the track to several
              different checkpoints where there will be more item boxes and
              Goombas to clear. Right from the getgo, get some shells and shoot
              the Goombas you can, quickly get some more shells, and repeat until
              that segment is cleared. Then, you move ahead to the next part
              where more Goombas and items can be found. There really isn't any
              definite strategy I can give, other than to have good aim and to be
              quick about it, if you want a high ranking.
    Mission 7-5
    Objective: Collect all 20 coins!
    Strategy: For this coin challenge, you are at Wario Stadium, and the coins
              are actually very easy to collect too. Starting with a turbo boost,
              do a power slide around the wide turn and collect the first 2 coins
              you see where the paths curve. Power slide again, then straighten
              out before the hill to collect 3 more coins and another one when
              you land. The next part has the boost pad islands in the mud; you
              have to hit each of them to collect the coins above them (4 total).
              As you round the corner, straighten out as you go up the boost
              hill, collecting 3 coins as you fly through the fire ring. Then,
              align yourself for the next jump with 2 more coins to be had. Up
              ahead, there are 2 more coins in the inner curves of the track
              below the fire wheels. For the final part, stay to the right and
              shoot straight up the 2 right boost pads to collect the remaining
    Mission 7-6
    Objective: Drive through all 8 numbered gates in order!
    Strategy: This is quite possibly one of the hardest missions you'll have to
              face, but it is doable and with a *** ranking (after trying it so
              many times, I finally got it, so now I can write this part). The
              8 gates are situated in a circle formation, each gate you need
              alternating (1, 5, 2, 6, and so on) around the circle. Despite what
              you may hear, DO NOT POWER SLIDE! Instead, get a turbo boost at the
              start and you'll notice how the touch screen of the replica DS has
              light and dark streaks. Go straight and as soon as you hit the
              light streak, hop and hold R as you accelerate and hold Right. If
              you did this right, you should be able to successfully drift around
              the circle without hitting the gate walls, and get that *** easily.
    Mission 7-7
    Objective: Drive backward and collect all 12 coins! If you hit a burner, you
    Strategy: This one is probably the only mission where it pays off to take it
              easy with the gas and be patient to get the high ranking. You have
              to drive in reverse through a maze of crates, then across an open
              area with 2 burners going back and forth (if they hit you, you
              automatically fail). Starting off, go off the ledge and slowly turn
              left to the first coin (as an added note, when going around turns,
              do not hold B since you'll hit crates that way; just use the
              directional buttons to change direction, it really helps). Go
              around the bend slowly and grab the second coin at the other end,
              then turn again and collect 3 more coins as you swerve around the
              path. Slowly take the corner ahead and swerve around again for 3
              more coins. At the end of that path, make a wide turn left and go
              straight in reverse to the coin in the opening leading to the
              larger area. Move quickly to grab the 2 coins directly in the path
              of the burners while being careful, then collect the final coin
              ahead to end this mission. If you didn't hit anything and moved
              about the maze in a timely fashion, you should have no problem in
              getting a high rank.
    Mission 7-8
    Objective: Break all 10 item boxes while avoiding the Fake Items!
    Strategy: For the last mission before the boss, it's a pretty challenging one
              as you can see. Starting off, get a turbo boost from the start and
              power slide around the first corner. Do the same for the second
              turn, this time while avoiding the bananas. Stay to the right for
              the first real item box (to check which ones are real, use your
              map; the fake ones appear as red squares). Power slide around the
              wide turn ahead, then use the Mushroom boost. After the second item
              box (it's to the left), use the boost and avoid the bananas at the
              curve ahead. Get the next 2 item boxes to the right and left, using
              the boosts one after another while avoiding some more bananas
              further ahead. After the fall, grab the left item box and power
              slide around the turn, then use the boost. Grab the fifth item box
              and take the left side around the wall (of course there are a ton
              of bananas here so don't use your boost). Hop over the gap to the
              left where the hole is smallest and turn to get item box #6. Boost
              across the room and drift around the wall into the second room.
              There is a whole row of fake item boxes; drift around the curves
              and slow down if needed to get the next item box behind the column.
              On the boardwalk again, stay to the right to get the next item box.
              Use the boost and power slide around the curve, and go straight to
              the final item box, completing the mission.
    Level 7 Boss
    Objective: Reach the finish before Wiggler!
    Strategy: For the final boss stage in the Missions mode, it can be tough. Of
              course, Wiggler is huge and he plows through all the traffic, plus
              he moves a lot faster than you can. In addition, this race is a
              full 3-lap circuit, so be prepared! As for the actual race, there
              are item boxes containing Stars only, so make good use out of them
              (don't try using a Star to hit Wiggler, it doesn't work). As you
              race, you'll notice small trucks driving along; if you hit one
              while using the Star power, you'll receive a Mushroom for your use
              (check the touch screen and you'll see an item box inside the
              truck, too). The best method of dealing with this course is this:
              use a turbo boost at start, use the first Star (you should be
              grabbing every item box in the entire race), ram the truck and use
              the Mushroom, get the next item box, and repeat. If this goes as
              planned, you should have absolutely no problems beating Wiggler
              with a clear lead. If you aren't keeping up, beware since Wiggler
              is clearly much faster than you and after the third lap, he turns
              red and becomes even faster, even resorting to the shortcut over
              the hill after the first tunnel. With the method listed above, you
              really shouldn't be using that hill shortcut since you'd have
              enough of a lead doing what was already said.
    -=  11. Secrets/Tips and Tricks -=
    Access Alternate Title/Ending Screens
    To view the alternate title and ending screens, you must complete all the 
    cups on all difficulties (this includes 150cc Mirror) with Gold trophies in 
    Access 150cc Mirror Mode
    To gain access to the 150cc Mirror mode, you must complete the Retro Grand 
    Prix on 150cc with Gold trophies in each.
    Access Mission Level 7
    In order to access Level 7 of Mission mode, you must complete all the 
    missions in Levels 1-6 with at least a 1-star ranking.
    Character Unlockables
    Daisy: Win every cup in the Retro Grand Prix (50cc) with Gold trophies in
    Dry Bones: Win every cup in the Nitro Grand Prix (50cc) with Gold trophies in
    R.O.B.: Win every cup in the Nitro Grand Prix (150cc Mirror) with Gold
            trophies in each.
    Waluigi: Win every cup in the Retro Grand Prix (100cc) with Gold trophies in
    Kart Unlockables
    Each Character's Third Kart: Complete Nitro Grand Prix on 100cc with Gold
                                 trophies in each cup.
    Select From 7 Karts: Complete Nitro Grand Prix on 150cc with Gold trophies in
                         each cup (this basically lets you pick from that
                         character's own karts, plus some other random ones).
    Select From All Karts: Complete Retro Grand Prix on 150cc Mirror with Gold
                           trophies in each cup (when you pick a character, it
                           lets you pick from all karts from all other characters
                           as well as your own).
    Racing Cup Unlockables
    Leaf Cup: Complete Shell Cup and Banana Cup with Gold trophies in each.
    Lightning Cup: Complete Leaf Cup with a Gold trophy.
    Special Cup: Complete Star Cup with a Gold trophy.
    Star Cup: Complete Mushroom Cup and Flower Cup with Gold trophies in each.
    Staff Ghosts in Time Trial
    If you do particularly well on any given course in Time Trial mode, you may 
    unlock a staff ghost. Basically, the ghost is one of NOA's staff member's 
    best runs at the course, and you get to race against it. Nothing is gained by 
    beating the ghosts, but it is a fun challenge nonetheless. Here are a list of 
    times needed to beat each stage's ghost (to unlock the ghost you need to 
    complete the course within 10 seconds of the designated ghost's time in Time 
    Trial mode):
    Nitro Grand Prix
     Airship Fortress - 2:07:748
        Bowser Castle - 2:19:661
    Cheep Cheep Beach - 1:43:654
        Delfino Plaza - 1:54:601
         Desert Hills - 1:31:262
              DK Pass - 2:14:607
     Figure-8 Circuit - 1:36:481
      Luigi's Mansion - 1:59:357
        Mario Circuit - 1:56:533
        Peach Gardens - 1:52:989
         Rainbow Road - 2:16:246
         Shroom Ridge - 2:05:123
      Tick-Tock Clock - 1:54:903
       Walugi Pinabll - 2:23:288
        Wario Stadium - 2:14:868
          Yoshi Falls - 0:57:677
    Retro Grand Prix
            Baby Park (GCN) - 0:50:920
    Banshee Boardwalk (N64) - 2:14:403
      Bowser Castle 2 (GBA) - 1:52:258
      Choco Island 2 (SNES) - 1:01:620
       Choco Mountain (N64) - 2:15:571
      Donut Plains 1 (SNES) - 1:08:027
      Frappe Snowland (N64) - 2:08:781
       Koopa Beach 2 (SNES) - 0:54:847
        Luigi Circuit (GBA) - 1:29:759
        Luigi Circuit (GCN) - 1:46:581
     Mario Circuit 1 (SNES) - 0:50:688
         Moo Moo Farm (N64) - 1:17:751
      Mushroom Bridge (GCN) - 1:30:600
        Peach Circuit (GBA) - 1:12:011
           Sky Garden (GBA) - 1:44:400
        Yoshi Circuit (GCN) - 1:48:793
    Turbo Boost Before Race
    To get a turbo boost at the start of a race, do not hold the acceleration 
    button down prior to the race starting. Wait until just after the number 2 in 
    the countdown disappears, then hold A. If done right, you will receive a 
    turbo boost as soon as the race starts.
    -=  12. Credits -=
    GameFAQs (http://www.gamefaqs.com): For information on unlocking characters 
    and new cups in this game, as well as the Staff Ghost times list.
    ShockKirby80: For offering an alternate method to clearing the Wiggler boss 
    level, thanks!
    Barry: For an update to a couple of the hidden characters' weight classes 
    (Daisy and Dry Bones).
    bacon warrior: For a slight correction regarding the Staff Ghost times.
    Schaefer Edwards: For alerting me of a mistake in the power sliding section 
    of the FAQ.
    Ari Z: For an alternative method to completing Mission 3-6.
    rush60002: For submitting a new strategy for defeating King Boo (Level 4 boss 
    Matt Gaston: For telling me that blowing into the touch screen has the same 
    effect as blowing into the microphone directly for the Battle Mode balloons.
    Kyle Weis: For another correction regarding unlocking the Staff Ghosts.
    -=  13. Copyright Notice  -=
    This file is Copyright (c)2005-2007 Devin Morgan. All rights reserved. Please 
    view the following URL to see the list of sites that are allowed to post my 
    This list is comprised of sites I know and trust well. If your site is not on 
    the aforementioned list, you are currently not allowed to post any of my 
    files on your site. If you wish to acquire permission, feel free to email me 
    (see the section below); permission may or may not granted at my discretion. 
    Please respect my work and do not steal it or post it without my permission. 
    I only want my most recent work to be available and I do not feel that can be 
    achieved if others take from me without my knowledge or permission.
    If you are writing a FAQ for this game as well, and would like to use some 
    information, contact me and we'll talk. Please do not rip me off, as that is 
    blatant plagiarism and such will not be tolerated.
    -=  14. Contact Information -=
    As of this version, the file contains all the information I know to date. If 
    it is a work in progress, give me time before bombarding me with emails about 
    things being missing. All I ask is that you READ THE FAQ before emailing me, 
    since that's what it's here for! Don't waste my time (and yours) by asking me 
    for information obviously covered in the guide. If it's in reference to a 
    side quest or item, chances are they can be found in another section besides 
    the walkthrough, so check the appendices as well.
    If you have any questions, comments, or things to add that are not already in 
    this FAQ, feel free to email me. I usually do post submissions, credit given 
    of course, so long as I feel they are relevant to the game in question. My 
    email address is: dbmfaqs(at)gmail.com. Thanks for reading, and be sure to 
    check out the rest of my work at this URL:
    =- End of File -=

    FAQ Display Options: Printable Version