Mario Kart 64
Mirrored courses:
Win the gold cup in the 150cc class. After the Nintendo
64 is reset, the title screen will change to confirm that mirrored
courses are enabled. Enter the 150cc option under GP mode to access
the courses. Note that when racing the mirrored Toads' Turnpike,
you will be going against the traffic.
Mario 64 castle:
Follow the yellow road to the right of the big jump
on the Royal Raceway course to reach the castle from Mario 64.
View Mario Raceway record:
Press R at the title screen to see the best
time trial record for Mario Raceway.
Turn off music:
Press L during game play to make the music softer.
Do it again to turn off the music completely. Do it once more
and the music will be back on. A sound will confirm correct code
entry.
Information in this section was contributed by USCMitch99
and Chad.
Course ghost racers:
Enter time trial mode and complete a course, beating
the time indicated below. Then, select "Retry" to race
the course again. The phrase "Now Meet the Course Ghost"
will appear. The course ghosts are automatically saved to the
cartridge for future replay without beating the course time again.
Information in this section was contributed by Jesse Dybenko.
| Course |
Time |
| Banshee Boardwalk | 2:02.4 |
| Bowser's Castle | 2:11.2 |
| Choco Mountain | 1:57.7 |
| D.K.'s Jungle Pkwy. | 2:18.6
|
| Frappe Snowland | 2:00.9 |
| Koopa Troopa Beach | 1:57.0
|
| Luigi Raceway | 1:53.9 |
| Mario Raceway | 1:31.9 |
| Moomoo Farm | 1:26.5 |
| Rainbow Road | 5:19.9 |
| Royal Raceway | 1:31.9 |
| Sherbet Land | 1:58.9 |
| Toad's Turnpike | 2:48.4 |
| Wario Stadium | 2:34.6 |
| Yoshi Valley | 2:07.0 |
Hint: Quick start:
Press A to accelerate at the instant between
the dimming of the second light and the flashing of the blue light
at the start of the race. Performed correctly, your kart will
rapidly accelerate ahead of the other racers. Note that accelerating
too soon will result in a spin out.
Hold A for the first two lights at the start of the race.
Release the button when the second light dims. Press A
at the start of the third light as if you were getting the boost
start. This should make you spin out while getting a boost start.
Information in this section was contributed by Tim M.
When lined up for a race, repeatedly tap A until it "Go"
appears. You will start at full speed immediately.
Information in this section was contributed by Supercrazyjeff.
Hint: Quick restart:
After falling off a course, watch as Lukita places
your kart back on the track. Press A when your kart is
two or three tire widths from the track to immediately resume
the race.
When something hits you, press A(3) times, but hold the
button on the third time. If done correctly, your Kart will quickly
boost up to its maximum speed.
Information in this section was contributed by MarioStar3.
Hint: Item select:
This trick is very useful in battle mode, versus mode,
and grand prix. While controlling your character, drive into an
item box and immediately pause the game as soon as the items start
to change in the box. The roulette action of the items will stop.
Resume the game and immediately press Z or C-Down.
The box will usually stop on the item after the item that was
displayed on the pause screen. Keep spinning or, if you are lucky,
land on the item that was on the pause screen. Just take some
time to study the order in which the items appear to select the
desired item.
Information in this section was contributed by Robocop.
Hint: Better items:
Whenever you are in sixth, seventh, or eighth place,
you will get better items.
Information in this section was contributed by nikedogg2001.
Hint: Fake item boxes:
When racing in multi-player, watch the item boxes.
Someone may place a fake item box in the item box cluster/row.
Fake item boxes, always have an upside-down question mark (?)
and rotate in the opposite direction.
Information in this section was contributed by emz7703.
Hint: Bananas and fake item boxes:
Place a banana or a fake item box behind a cluster
of item boxes. Opponents or CPU players might run into them. If
you are in first place, this will give you a few seconds lead.
Information in this section was contributed by emz7703.
Hint: Banana peel recovery:
When a banana peel is run over, immediately hold the
brake for one second, then accelerate to avoid skidding or losing
a balloon in battle mode.
When you run over a banana, the kart will slow down. When you
see this happen, press B. You will see a music note appear
by your player, which indicates you did not spin around. This
works about half the time.
Information in this section was contributed by Benjamin Wilson.
Hint: Turn into a Bob-Omb:
In battle mode with three or four players when you
lose all three balloons you will become a Bob-Omb. You can drive
and crash into someone to self-destruct. You can only do this
once per game.
Information in this section was contributed by MikeRoChip31.
Go to battle mode and be the first one to die. You will be a Bob-Omb
and hit people only once and blow up.
Information in this section was contributed by GAMASTER1993.
Hint: Drafting:
Align your kart behind the next racer. Wisps of air
will appear from the sides of your kart. The small speed increase
that your kart will gain should be enough to pass the racer that
is being followed.
Hint: Mini-turbo slide:
Hold R to slide around a corner, and press the
Analog-stick to steer in the direction of the turn, then
to the opposite direction. The smoke from your kart will change
from white to yellow if done correctly. Continue to hold R
and repeat the steering motion with the Analog-stick to
change the smoke from yellow to red. Release R once the
smoke becomes red. The speed of your kart should increase for
a few seconds.
Hint: Doughnuts:
Start any course in any mode with any character. After
starting the race, slow down to a complete stop, then hold A
+ B. Your tires will start spinning. Then turn left or
right and your Kart will do doughnuts.
Information in this section was contributed by Cee Smith.
Learn where your opponent's starting point is located on the Skyscraper
level. This should be easy since it is marked with a number. Go
to that location and place a banana right at the point where they
will appear. When your opponent slips off one of the many falls
in this level, they will be set back down right on top of the
banana, causing them to immediately lose a balloon.
Information in this section was contributed by Jerry Caskey.
Begin with a heavyweight character (Donkey Kong, Wario, Bowser).
Immediately at the beginning, get a booster start and when you
hit your opponent, jump. They will spin out the first time. Keep
on jumping and do not stop. They will lose all their balloons.
Information in this section was contributed by WSWings303.
Hint: Protect yourself:
You can protect yourself from getting hit by shells,
or you can get back at other racers with this trick. Make sure
you have a single or multiple bananas, or a single shell. Hold
Z instead of simply pressing the button. The power-up will
now be in back of your racer. If another racer shoots a shell
at you, the banana/shell will block it. You can also hold the
power-up until a racer gets in back of your vehicle.
Information in this section was contributed by Pika312.
Hint: Hopping:
Hopping is faster than driving, even on hills. Press
R to do this during a race. This also can be used to avoid
banana peels.
Information in this section was contributed by Pika312.
Hint: Driving off-road:
You do not need to follow the track if you have a Starman
or Mushroom power-up. Simply drive on the hills until they wear
out.
Information in this section was contributed by Pika312.
Hint: Power sliding:
Do not power slide in tight corners. Just drive and
turn to get by them.
Information in this section was contributed by Pika312.
Hint: Swerving in circles:
Start as any character on any course. Start your race
and slow down to a complete stop. Hold A + B, then
press Analog-stick Left or Analog-stick Right. You
will start going around in a two foot diameter, creating a "donut".
Information in this section was contributed by ShortManIgmo.
Hint: Parked fourth place finisher:
During the trophy ceremony, when the third place finisher
drives up from the left, look to the very right of the screen
in the distance. The racer who finished fourth is parked on the
road. Look carefully to see them. Peach and Mario are the easiest
racers to view.
Information in this section was contributed by PatDugg79.
Hint: Spiked Shells:
Spiked Shells are dangerous, even for the thrower.
You may want to consider holding, instead of using them.
Information in this section was contributed by Pika312.
If you are in first place and get a Spiked Shell, do not use it.
It will just return and hit you. You can get a Spiked Shell in
eighth place without getting them in the secret places.
Information in this section was contributed by Nick.
When you receive a Spiked Shell, do not throw it. Instead, hold
it behind your back to use it as much as you want. Its also very
helpful if you are in first place and are about to be passed.
Information in this section was contributed by Devin Mathieson.
While racing in Grand Prix on any other mode, play through until
you get the Red Shell or Triple Red Shell as your weapon. The
best way to use them is to ram your opponent or be within close
range so your shot will connect (especially on curves). If you
race in the Frappe Snowland circuit, you can fire a Red Shell
at close range and it will seek over the area and attack. A good
way to fire a Red Shell is on the Rainbow Road circuit. When going
down a slope such as the roller coaster drop at the beginning
and you have a Red Shell as your weapon, jump at the beginning
of the drop and fire it. If someone is ahead of you on the ground,
the Red Shell will drop directly on top of them like a cruise
missile. To use a Red Shell right in battle mode, play in the
Double Deck or Block Fort arenas. In Double Deck, wait until your
opponent falls off the top story onto the platform. Make sure
you have a Red Shell as your weapon and your opponent does not
have or carry a Star or Ghost in reserve. When they fall off,
fire off the Shell. It will hit even if they are still on the
platform or the area right below it. In the Block Fort arena,
get on one of the top bridges and wait with a Red Shell as your
weapon. When someone passes under you or comes your way, make
sure they do not use or have a Star or Ghost, then fire. Your
shot will usually connect if you fire the Shell down the corridor.
Hint: Spiked Shell locations:
There following two places have hidden item boxes that
will always give you Spiked Shells if you wait until its done
going through items. You can find them in the Mushroom Cup on
Luigi's Raceway and Koopa Troopa Beach.
In Luigi's Raceway, get to the item box hanging on the hot-air
balloon that hovers up and down a short distance after the starting
line. To reach it, you must either have perfect timing when racing
on the course or you can wait on the shadow location on the track
until it drops on you.
On Koopa Troopa Beach, race through most of the course until you
see a long, narrow ramp around a corner. Note: You must have a
Mushroom power-up for this to work. Drive up the ramp at top speed
and steer slightly to the right. Use a Mushroom near the top to
fly in midair over the giant turtle rock and hit the item box.
Wait for it to stop to get a Spiked Shell.
Information in this section was contributed by BSEPHIROTH.
Hint: Shoot shell behind your kart:
Get a single Red or Green Shell. Hold Z, press
Analog-stick Down, then release Z. If done correctly,
the shell should shoot straight behind your kart.
Information in this section was contributed by Gary Cartmill
and XScream3KillerX.
Hint: Red and Green Shell meteor shots:
When racing on the Rainbow Road of the challenging
Special Cup or dueling in the Block Fort or Double Deck arena
of the fun Battle Mode, there is a way to pop opponents who have
semi-commanding leads or are defending themselves with Triple
Green or Red Shells. When descending down the giant drop of the
Rainbow Road while trying to catch an opponent with a high lead,
make sure the ready weapon is either the Red Shell, Green Shell,
or any special variant of the two. When you grace the top of the
slope, fire your single Red or Green Shell, send away one Red
Shell from your Triple pack at a time, or let loose all three
of your Green Shells at the same time. The fired weapon(s) will
fly through space. If the weapon launched was a Red Shell, it
will automatically "meteor" the opponent, scoring a
direct attack even if the opponent was defending his or herself.
If Green Shells were launched, your salvo will either hit, had
you used good accuracy, or fly past the opponent, giving them
trouble once they enter the corner following the rainbow arch.
It is the same with Battle Mode in the Double Deck and Block Fort
arenas; when on the highest story in the Double Deck arena and
your opponent is moving around on the platform level, let loose
the Red Shell you had waiting, and depending on where you launched
it on the highest level, it will determine if you score a direct
attack, Launch your shell off the highest level when you are somewhat
above your opponent. In the Block Fort arena, when you are on
any bridge with a Red Shell at the ready in range of an opponent
on the ground level, launch the attack. It will meteor straight
to the opponent, even if he or she was on the defensive, depending
on how far away your opponent was from your temporary position.
Hint: Red Shell drop shots:
This can only be done on Royal Raceway. If you have
Red Shells at the ready with a leading opponent that has just
landed the big double-dash jump while you are just taking flight,
let loose your shell or one of three. Your launched weapon will
fall away, seek low across the lake to the pavement, and engage
the opponent, coming in from the very bottom of your screen.
Hint: Blue Shell:
If you get the Blue Shell and throw it, it will pursue
those who are in first place, no matter who is on the way. It
will run over whoever is in front. If you are using when you are
first, it will go forward and back to you.
Information in this section was contributed by Edson Luiz Apolinario.
Hint: Hit someone with a red shell when
they have an item behind them:
Drive on the same side of the driver Note: This works
better in Grand Prix when playing with someone else, but it can
also work in battle mode. Once you get to the side, launch your
shell straight ahead but make sure you are still behind the driver.
When you shoot it, the shell should hit the person in the front
instead of behind.
Information in this section was contributed by Tommy Pearson.
Hint: Throw banana peel forward:
Press Analog-stick Up while throwing a banana
peel during a race.
Information in this section was contributed by czeimet.
Hint: Shield from projectiles:
In battle mode, when you get a Triple Green Shell or
Red Shell for an item, press Z, but do not fire the shells.
You now have a shield to protect you from enemy projectiles.
Information in this section was contributed by Bobby00135.
Hint: Hop into first place:
Use the "Turbo start" trick, then hop on
one of other karts at the start of a race. If done correctly,
your kart will hop into first place.
Information in this section was contributed by George.
Hint: Easy balloon kill in battle mode:
When the first light starts to illuminate, hold Up
+ A (accelerate). If done correctly, when you start there
will be a huge fire behind you. Charge at any of the other players
and this will destroy one balloon.
Information in this section was contributed by Franklin Sok.
Hint: Easier descent in Rainbow Track:
For a better start to each lap in the Rainbow Track
of the Special Cup, press R to jump slightly past the beginning
of the downward hill. This way you will not slow down, will hit
the ground running.
Information in this section was contributed by KrnagPower.
Hint: Get gold cups quickly:
The following trick can be used to get gold cups without
having to retry all the tracks because of a third or fourth place
finish. On the last lap, when you are close to the end and are
in fourth place but need a first place finish, use the brakes
or slow down until your kart is in fifth place before completing
the race. Then, select "Retry" and repeat the race until
getting a first or second place finish. Also, keep track of your
and your opponent's points to learn what place finish is needed
to win. For example, if you have 24 points and the second place
player has 21 points, you need at least a second place finish
to win because ties will go to the player.
Information in this section was contributed by PetaPan2.
Hint: CPU players:
CPU-controlled players cannot shoot purple spiked turtle
shells, but can shoot green and red ones. CPU-controlled players
cannot use ghost.
Information in this section was contributed by Michael Jenkins.
Hint: Bowser's Castle: Blue monster blocks:
If you are playing a Grand Prix in Bowser's Castle,
the blue monster blocks only follow a human player, and not the
CPU players.
Information in this section was contributed by Michael Jenkins.
Hint: Choco Mountain: Shortcut:
Race the track as Toad and get a mushroom (booster).
When you go past the tunnel and you will be on a cliff. Before
you are on that cliff, you can see another cliff directly above
your head. Use Toad and the mushroom to get up the cliff. Note:
This only works sometimes.
Information in this section was contributed by Devin Mathieson.
Hint: DK's Jungle Parkway: Shortcuts:
At the first gated "U'' turn on the track, try
to gain a little speed. Then on the power ramp, stick right (or
left if racing on the "reverse" track). Finally, right
off the jump, turn away from the landing zone area and a little
bit less of half the short straightaway. You will save a few seconds
with this shortcut.
At the cave exit, turn left into the wall. If you done correctly,
one of three things will happen: You will not move fast enough
and get placed back at the cave exit; you will move too far to
the right and get placed by the river; or you will move enough
to the left and land in the "green" water next to the
entrance of the cave. You will hear the "lap counter"
sound and be placed in the cave if done correctly. Note: If you
are very skilled, Lakitu will not have to pick you up.
Information in this section was contributed by Lawrence Depaoli.
Hint: Donkey Kong Raceway: Shortcut:
Before the end of the lap you should be driving over
a bridge into a cave. While in the cave you should see three item
boxes in a row. Turn your Kart until you drive through all three
of them, then hold Left (or Right for mirrored courses).
If done correctly, you should drive right up the hill and cut
about five to seven seconds off your time.
Information in this section was contributed by EEPEEPEEP.
Hint: Frappe Snowland: Shortcut:
Begin any type of race (versus, time trials) and go
to Frappe Snowland. When you start, do not go across the finish
line. Just turn around and stop when you are about in the middle
of the bridge. Then turn so that you are facing the start line.
Turn towards the corner of the bridge in front of you, to your
right. Head towards that corner and when you get to the edge of
the bridge hop from the bridge to the snow bank. Do not touch
the track. Once on the snow bank, drive past the start/finish
line and turn out of bounds. You will be will picked up and placed
on the edge of the bridge, right in front of the starting line.
Simply drive across the line to finish a lap without actually
running the entire track. You can repeat this to finish the entire
race in under a minute.
Information in this section was contributed by kitsy2.
On Frappe Snowland, just before the jump, angle left slightly,
and land on the snow. Do not land too far off to the left or Lakitu
will pick you up and you will miss the shortcut. Drive over the
mountain shaped snow, and land on the snow over it as close to
the course road without touching it. Drive a short distance and
will see a mini-mountain of snow to your left (it has an acute
angle at the top). Drive towards the peak, and be careful not
to go too far to the right. It is safer to drive left directly
beside the peak. Drive over the peak, and keep going forward.
Lakitu will eventually pick you up. If done correctly, Lakitu
will hold you above the jump, often very high up, then drop you
off at the start. Turn around and drive past the start/finish
line to finish a lap.
Information in this section was contributed by forrest bartlett.
When you see the triangle cracks and they about three quarters
of a car length jump over the crack and do a one and a half second
U-turn brake (medium tight). This will prevent you from falling
and works as a shortcut. Be careful, as you might hit the wall
to where it takes you a long time to get out.
Information in this section was contributed by Tyler Stoll.
Hint: Frappe Snowland: Avoid snowmen:
Go to the right of the Mario ice statue to avoid evil
snowmen.
Information in this section was contributed by Michael Jenkins.
Hint: Kalamari Desert: Nintendo 64 logo:
When the race starts, drive to the train tracks. Turn
yourself in a diagonal position to face the tunnel and wait for
the locomotive to appear. Look closely at it to find the numbers
"64" on the tip of the front car.
Information in this section was contributed by Robocop.
Hint: Kalamari Desert: Recommended kart:
The best racer for Kalamari Desert is Yoshi because
he has good handling, is moderately fast, and can brake quite
well.
Information in this section was contributed by David Graven-Milne.
Hint: Kalamari Desert: Shortcuts:
Instead of going straight over the tracks at the first
train stop, take a right onto the train tracks. When the next
stop appears, take a right off the train tracks. This should cut
a second or two off your time.
Begin a race in any mode except for time trial with any racer.
Find a Star in an item box and drive to the second set of railroad
tracks after the start line. When you get to those tracks turn,
left on to the tracks (or right in mirrored courses) and avoid
any trains that are approaching. When you reach the entrance to
the tunnel use the Star. The cloud boy should show up and reveal
that you are on the next lap. When you come out of the tunnel,
you will be at the train track crossing where you turned on to.
Take a left and continue the race. Note: This trick can only be
done on the first or second lap. If done on the third lap it will
just put you back on the third lap.
Information in this section was contributed by STAMMER_22_19.
Note: This trick requires a star. Continue racing until the second
railroad crossing. Turn down the left route (right on extra mode),
and get to the tunnel. Do not use the star yet, and keep to the
sides to avoid trains. When you get to the tunnel, use your star
immediately before you enter it. If done correctly, you should
complete the lap in the tunnel. Turn right at the railroad crossing
(left on extra mode) and rejoin the race in first or second place.
Note: Do not attempt this on the final lap or you will jump from
whatever position you are in to eighth place and still have the
lap to complete.
Information in this section was contributed by qinghaosukid.
Hint: Koopa Troopa Beach: Shortcuts:
There is a shortcut on this track that takes you about
half way across the board. When you start the race, stay to the
right of the big turtle rock (to the left on mirrored courses).
Drive to the left of the first jump and to the next three (right
on mirrored courses). It is best to avoid all the jumps in the
race since they slow you down and will be longer to drive. In
front of the three jumps is a narrow jump. Ride this to the hole
in the wall. You will need a mushroom to make it all the way to
the hole in the cliff. Drive through the tunnel and, at the end,
turn towards the trees to get to the finish line. Another option
is to drive around the arc that is in front of the first jump.
Just stay to the right of the jump and around the arc -- there
is a narrow strip of land in the water. It will cut a second or
two off your time. It works better with a turbo because you are
on wet sand.
Information in this section was contributed by Underground85.
This trick allows you to make it into the cave without using the
ramp. Pass the set of the set of three ramps until you reach the
smaller ramp that guides you into the cave. Go along the left
side of the ramp. Make sure your heading directly for the left
side of the opening of the cave. Immediately after you hit the
wall, jump and you should land in the tunnel. Another way of doing
this is to go further left of the opening of the cave and jump
up the giant boulder while gradually going left. Once you have
reached the top of the opening of the tunnel, fall to land in
the tunnel. These tricks are useful when you do not have a mushroom
for the ramp.
Information in this section was contributed by Chris Kalkman.
When you start the race, do a boost. When you get to the part
near the entrance of the three jumps, turn right (left for mirrored
courses). You will see a narrow path with crabs. Go through the
water slightly. This will help on the last lap if you are in second,
third, or even fourth place.
Information in this section was contributed by Hirshyboy.
After the first ramp, turn right until you turn around the big
rock. You should see a big stretch of land surrounded by water.
If done correctly, not hitting any crabs etc., you can go from
fifth to first place.
Information in this section was contributed by pthm.
Start off and head to the three ramps that are close to each other.
When you are near, go over to the right. You will find a straight
path. You will save about five seconds by not going around where
the three ramps are located. This may also bring you into a lower
place so you have an easier chance of being in first.
Information in this section was contributed by JohnDugan93091.
When you get to the part where there is an archway, before the
four ramps and the mountain shortcut, go round the outside of
the arch. There is only one place you can do this. There should
be a road of sand that keeps getting covered with water. Drive
along it. You will know where it is because there are crabs lining
it. You will then join the course with a few seconds saved. Note:
It will sometimes state that you are in 8th place for a moment
when you do the second shortcut. Ignore that message.
Information in this section was contributed by qinghaosukid.
This shortcut requires a super mushroom or three normal mushrooms.
Immediately before the "S" bend to the start/finish
straight, go directly on through the water. Use your super mushroom
constantly, or the three mushrooms at regular intervals.
Information in this section was contributed by qinghaosukid.
At the first ramp, take a right around the mountain. The water
will go away for a moment. Then, go along that path. You will
move up about four positions. This is very useful on the second
and third laps.
Information in this section was contributed by DGSCARBER.
Hint: Koopa Troopa Beach: Faster driving:
When you are racing in this circuit, it is best to
drive your car where the sand ends and the water beings. The water
is shallow and always is drifting in and out. This will give you
better speed, as well as will allow you to steer much better.
Information in this section was contributed by Mark Scott.
Hint: Koopa Troopa Beach: Always get a
spiked shell:
Go up the giant ramp near the end. You will always
get a spiked shell.
Information in this section was contributed by marty behm.
Hint: Luigi's Raceway: Shortcut:
At the start of the level in any mode except time trials,
to the left( or right if extra) is the tunnel halfway through
the level. If you launch a Green Shell and hit it ,you should
fly over the side and into the tunnel. This shortcut is most easily
done on the second lap when you have speed. You can also do it
if you are lucky enough for a person to hit you with a shell while
you are driving over there.
Information in this section was contributed by Superswiper65.
Hint: Luigi's Raceyway: Item box balloon:
There is a hot air balloon on this track. This balloon
will rise and fall over the track. Drive under it at the precise
moment when it is at its lowest point, and do a jump by tapping
R. This box will always contain a spiked shell. Remember
to jump, as the item box is just always out of reach otherwise.
Information in this section was contributed by emz7703.
Hint: Mario Raceway: Faster time:
To get a better record in the time trials, use a mushroom
once on a lap across the sand that is diagonal to the tunnel at
the end.
Information in this section was contributed by Streetsk8r3490.
Hint: Mario Raceway: Shortcuts:
Go partially through the level in any mode except time
trials. After you have done a couple of turns, you will go straight.
Immediately before you turn, you can use a Golden Mushroom and
hop over the side. This shortcut is difficult, and requires practice
to master.
Information in this section was contributed by Superswiper65.
On Mario Raceway, there is a shortcut which you can use to complete
a lap in about 29 seconds. To do it, you need a mushroom. Do the
first three turns and there should be a steep hill to one side.
Where there is a slight bend in the track, drive up the hill as
far as you can go and turn around. Start accelerating and use
the mushroom. When you get to the course, wait until you are the
opposite edge to where you just came on, then jump off the course.
Because it is sloped it will act like a ramp and you should go
over the top of the wall and land near the pipe "tunnel".
Continue with your lap and repeat this as many times as needed.
Note: You must master it before doing it in races. You may find
yourself not going high enough or landing inside the wall, where
Lakitu will put you back where you started.
Information in this section was contributed by qinghaosukid.
Hint: Rainbow Road: Shortcuts:
Get up to top speed at the beginning of the track,
. Near the front, you will get to the top of a very steep hill.
Stay all the way to the left and just when you get to the peak,
quickly turn left and press R to jump. It is extremely
difficult to accomplish, but If done correctly, you will land
back on the track, half way through. This will bring you half
a lap ahead of the other racers.
Information in this section was contributed by Ethan.
Note: Try this in time trial mode first. Get a boost, and at the
beginning of the race go to the right (using boost). As the slope
goes down, sharply turn to the left then jump. Note: You could
bounce off when you land.
Information in this section was contributed by Steven.
Note: This trick takes a lot of practice to master but after awhile
you should be able to do it without a problem. After the race
starts, there is a huge drop. Before the drop, turn left (or right
if it is the Extra GP) and jump at the same time. Turning too
sharply will make you fly over the track, and not turning sharp
enough will make you fall short of the track. If done correctly,
you should land on a further part of the track and save a lot
of time. If you bounce off the track, do not worry. You will be
picked up and placed on the part of the track where you bounced.
Information in this section was contributed by Shopmanagain.
When you reach the point just past the starting line where the
course begins to angle down the huge hill, take a sharp left turn
and use R to jump over the wall. Hold Analog-stick
Left and you will fly in space until you reach the other
part of the race track. You must be careful and get the correct
timing or you may over or undershoot your target.
Information in this section was contributed by Logan Jonas.
Hint: Rainbow Road: Flying turtle shell:
Get to the start of the level after the start/finish
line on the second or third lap. If you are not in first place,
but you can see the opponents ahead of you, by just going through
the finish line completing your first lap you will have a red
shell in your item box. When you get to the top of the hill, jump
and glide, then use the shell. It will fly to the enemy.
Information in this section was contributed by John Mac.
Hint: Royal Raceway: Shortcuts:
There are two sets of speed tracks on a row on the
Royal Raceway. The second one is a long distance jump which you
can make every time. To add a little distance to it, press R
to jump just before the edge. For a better recovery landing, without
a slowing bounce, continue to hold R until you land. Your
kart will impact hard, but you will be moving forward.
Information in this section was contributed by KrnagPower.
Immediately before you get to Peach's castle on any mode, there
will be the two boosts. Immediately after the second boost, turn
left (right if in extra mode) and hop. Try to get as far as you
can. If you are lucky Lakitu will pick you up and place you just
before the finish line, shaving seconds off your time. This shortcut
is best done with a Star.
Information in this section was contributed by Superswiper65.
A little while through the level after your first couple turns,
you will go straight. If you look ahead, this will be the place
where you land after the two boosters. If you use a Golden Mushroom,
you can jump across and land over there. This shortcut is difficult
to master.
Information in this section was contributed by Superswiper65.
Hint: Sherbet Land: Always get spiked turtle
shells:
Go near to where the big rock and the set of boxes
are located. Go to the left of the rock (right on extra) to find
a single item box with a spiked shell in it every time.
Information in this section was contributed by Mike Hill.
Hint: Skyscraper: Avoid opponent:
If you are being chased or if there is someone coming
for you, jump over the gaps at the side. Chances are that the
other players are going to collide, or if they have shell there
will be a few balloons floating away.
Information in this section was contributed by emz7703.
Hint: Toad's Turnpike: Shortcut:
At the start of the level in any mode, go a little
bit forward immediately before you get to the place with items.
Press C-Right to turn on the map and line up your Kart
where it is directly overhead the track under you. Then, race
toward the side (you should probably have a Mushroom or Star)
and hop when you hit the railing. If done correctly, you should
be halfway through that lap.
Information in this section was contributed by Superswiper65.
Hint: Wario Stadium: Shortcut:
Note the first bump right after starting a race at
Wario Stadium. When the race starts, turn around and go back a
short distance. Next, accelerate to the left side of the bump.
Press R a couple of times when you are at the top of the
bump. If done correctly, you will land on the other side of the
wall, cutting off half or more of the race.
Information in this section was contributed by AiR fOrCe AcE 112
and Terry Traktman.
Go fast to the wall and press R to jump over it. You will
skip about one-quarter of the track.
Information in this section was contributed by Tyler.
On the dip just before the jump (after the six small "whoopies"),
stay to the right. You will reach the location where the road
turns. This is also the place of the wall that you need to jump.
Turn hard to your left once you reach the inside corner of that
particular turn. Do a hop just before you hit the wall. If done
correctly, you will bounce over the wall. This requires a lot
of practice to master, but can save anywhere from 12 to 16 seconds.
Information in this section was contributed by forrest bartlett.
You can jump over three walls to skip ahead about a half of a
lap.
Information in this section was contributed by Nintendo323.
Go backwards and jump into the black and you will be in first
place. Note: You must have the required speed.
Information in this section was contributed by JSmith9566.
Use the following shortcut to complete a lap quickly. From the
start, drive to the small dirt hills in front of you. Turn towards
the wall on the left (50cc to 150cc cups) or the right (Extra
cup). Drive to the wall, and just when you just about to hit it,
press R. If done correctly, you will jump over that wall
and get far ahead. You now have two choices. You can continue
with the lap normally or you can jump the wall again and attempt
to skip a lap. If you do try to skip a lap, drive over to where
the lap flag is located, and position yourself so you will be
behind the flag when you jump the wall. If done correctly you
will land next to the finish line and can immediately go on the
next lap. Repeat this two more times if desired. If you are an
expert, you can finish the race in less than :25 seconds.
Information in this section was contributed by ThompsonDwi.
Jump the fourth bump in the beginning of the lap. Do not jump
the first bump as you normally would. While you are there on the
other side, when you drive to the normal path you can see the
other side and the lap. Practice the jump and the cameraman will
pick you up, and if done correctly, you will be on the other side
and complete the lap easily. If done wrong, you will remain on
that side.
Information in this section was contributed by Bhaskar438.
At the start of the race, leap over the final bump. If done correctly
you will cut out almost half of the course. Then, you will see
a Wario sign. Jump on the dirt near the pole of the sign. You
will get stuck and appear at the finish line.
Information in this section was contributed by Jepthan Edwards.
This is one of the longest tracks in the game, but it has a super
shortcut that can cut a lot of time off your lap. It is possible
to jump over the wall to the left of the starting line by using
any one of the four small jumps there. Although you can make it
over the wall without the assistance of any speed boosting item,
a Mushroom or Mini-Turbo assist is helpful. Approach the wall
at high speed so that you are driving directly at it as you reach
the peak of the small hill. Jump just before you hit the wall
and you will sail over. The timing requires some practice, but
once you master it, it is not too difficult. It is also possible
to jump back over the wall on the other side of the starting line,
but the return jump is much more difficult and requires precise
jump timing and aim.
Information in this section was contributed by Nicholas Graybeal.
Hint: Wario Stadium: Slow your opponents:
When you jump the big jump over the track, shoot someone
right before they jump. They will have to go around again, leaving
them about one quarter of the track behind. This is very useful
during the second or third lap.
Information in this section was contributed by DarylBullman2004.
When you are about to go up that big hill, make sure that you
have a Lighting Bolt. Use the Lightning Bolt before they reach
the top of the hill and they will fall and have to do the big
ramp over again.
Information in this section was contributed by Derick Lee.
Hint: Yoshi Valley: Shortcuts:
Start racing and get to the area where all the routes
combine. Go to the left until you see where the fence ends. After
that, look down and you will see the other side of the track.
Get to the location where the shortest jump is, then go back a
little bit. Speed up, cut the wheel to that short jump area, and
press R. If done correctly, you will then end up on that
side of the track, giving yourself a lead. Note: You do not always
have to stop; but doing so may help until you are used to the
trick.
Information in this section was contributed by Tim.
Take the path with the small bridge. Then, at the end (the grass),
use a mushroom to cut through it diagonally to the finish line.
Information in this section was contributed by Streetsk8r3490.
Once you come out of the maze (the shortest route is the one with
all the porcupines), you will reach a hairpin bend in the road.
Notice how the track gets close to itself and there are no barriers,
and that the part you are on is higher than the other. Turn into
this part and jump. You will cut a few seconds out of your lap.
You have to be careful though. If you get the wrong angle you
will just go off the lower part of the track. If you think that
is going to happen, jam on the brakes in mid-air.
Information in this section was contributed by qinghaosukid.
This course is a tangle, as shown in the introductory map. However,
there are a few shortcuts that will allow you to defeat just about
anybody. Follow the course until you hit the maze part. Immediately
go left and remain to the left. The first part of the shortcut
is to stay left and on the narrow part of the course. After managing
to do that, you will hit a little checkered ledge, and see a big
red and white sign on the left pointing to the right. This is
the difficult part. Accelerate as fast as possible and stay to
the far right. As soon as the rail on the left side ends, pull
a hard left powerslide off the road. You will continue the powerslide
onto the upcoming road after you land, and done correctly, you
will have shaved off at least ten seconds or lead the pack. This
requires a lot of practice.
Information in this section was contributed by Nicholas Graybeal.
Hint: Sign parodies:
In the Japanese version, the sponsor signs are parodies
of companies made elsewhere. The alternate signs in the United
States and European versions were probably used to avoid lawsuits.
On the left is the re-done sign, on the right is the Japanese
parody.
Information in this section was contributed by Capt. Couch.
Blue 64 Ball: Orange 64 Ball (76 Gas)
Mario Star: Marioro (Malboro)
Luigi's: Luigip (Agip)
White Koopa Air: Blue Koopa Air (Goodyear)
Yoshi: Yoshi 1 (Mobil 1)
Glitch: Place position in mini-map:
In Yoshi Valley, if you use the mini-map you can see
what place you are in.
Information in this section was contributed by angeltumbler337.
Glitch: Big body and flat kart:
Go to Choco Mountain and get up to the part where the
boulders are located. Try to land underneath the shadow of the
boulder on the small sloped hill next to the lake. If done correctly,
you will get picked up and hit the boulder from underneath then
get half flattened and half stretched. You will go back to a normal
shape when you land back on track. This requires precise timing.
Information in this section was contributed by Cooltom666.
Glitch: Ties do not count:
If you and another racer tie for first, second, or
third place, the game will choose the character whose name begins
with an earlier letter and give said place to that character.
For example, if Bowser and Wario tie for first, Bowser will be
given first place and Wario will be given second place.
Information in this section was contributed by Matthew.
Glitch: D.K.'s Jungle Parkway: Make the
spiky balls pull you closer to the wall:
As Yoshi, go to a location where the spiky balls will
shoot at you. While they are shooting at you, hold B. It
will seem like the spiky balls are crying, and they will bounce
off you instead of hitting you; as a type of shield. They will
start to pull you closer to the wall. When you get to the wall
and the balls shoot at you, it makes a loud hammer sound. You
will never get pushed back unless you stop holding B.
Information in this section was contributed by Gam3Hack3r.
Glitch: Double Deck: Sink into track:
At the staring block, there are a few places where
your Kart will sink into the track. Drop down onto the track from
the highest point. If you are in the correct place, two of your
wheels will sink into the track. if you are stationary, you will
roll backwards onto the lower track. You will fall, but will not
lose a balloon.
Information in this section was contributed by emz7703.
Glitch: Kalimari Desert: Drive inside of
the train:
While driving, go to the train tracks and wait for
the train to drive pass you. Follow the train, Go to the right
to about the middle of it. If you go to the correct part of the
train, you should be able to get inside. If you are going at the
correct speed, you should be able to drive inside of the train
until you crash.
Information in this section was contributed by Gam3Hack3r.
Glitch: Koopa Troopa Beach: Fall under
the sand:
Note: This is very challenging and requires very fast
tapping. At the beginning of Koopa Troopa Beach, drive until you
see a double-palm tree directly beside a rock. Go to the side
of it where there is a small corner between the rock and the palm
tree. You will have to hop over it. Tap R rapidly to get
onto the rock beside the palm tree, then fall between the two
palm trees that are stuck together. If done correctly, you should
start to twist and turn massively, then slow down and fall under
the sand.
Information in this section was contributed by Gam3Hack3r.
Glitch: Rainbow Road: Make the camera focus
on you from under the road:
At the very beginning of time trials (one player) as
Yoshi, stop and do not drive. Slowly move to the left and remain
there touching the star gate. Then as fast as possible, use a
boost while at the top of the hill and bounce over the left Star
Gate. You should fall. Stop leaning to the left, You will "fix"
the way you stopped. The person on the cloud will pick you up
and take you to the course. The camera should be focusing on you
from under the road, then stop..
Information in this section was contributed by Gam3Hack3r.
Glitch: Sherbet Land: Visible ghost:
When you are racing in Sherbet Land and someone next
to you uses a ghost, you can still see their reflection in the
ice. Note: This only works on this track.
Information in this section was contributed by Matthew.
Glitch: Yoshi Valley: Fall under the road:
Note: This is very challenging and requires very fast
tapping. While starting Yoshi Valley as Yoshi, go down the dirt
path until you actually get to the rocky part of the course with
two flags with Yoshi's face on them. Directly ahead of you, you
should see a sign with red arrows pointing left and right. Go
to the left from there until you see the porcupines. Do not follow
the path to the right where the cave is located. Just keep going
straight onto the thin path with no gates connecting the two mountains
together. It is a very small path. When you get to the end of
it, you should see a red arrow pointing to the left. Instead of
following the path, drive to the right. The person with the reverse
sign should come down. Stop when you see the second arrow pointing
to the left. If you go past it, back up all the way back until
you see it. Face the mountain that the left sign is attached to.
Do not jump down the opening. While facing the mountain, drive
into it and start hopping onto it. Make sure you are "hopping"
to the left of the mountain side. Hop on the side of the mountain
until you "tumble" down the side. For a moment, Yoshi
will be under the road.
Information in this section was contributed by Gam3Hack3r.
Glitch: Odd colored water:
There are two places where you can see strange colored
water. At Bowser's Castle, fall into the lava pit to see "black"
water. At D.K.'s Jungle Parkway, jump into the water before the
landing spot to see "green" water. Note: This only works
in extra mode.
Information in this section was contributed by Lawrence Depaoli.
Glitch: Trapped CPU:
At any place with a wall, you hit a CPU racer with
a star to get them frozen in one location for three-quarters of
a lap. Note: You can use lightning at the lake at Choco Mountain
or the abysses at Yoshi Valley for the same effect.
Information in this section was contributed by Lawrence Depaoli.
Where ever the track goes above itself (except at Wario Stadium),
you can a CPU racer with a star to land on the lower track. They
will think they are still on the higher track and keep ramming
into the wall. Note: At the bottom of the 360 degree loop at Rainbow
Road, the game will have the CPU racer on top trying to go to
the lower track.
Information in this section was contributed by Lawrence Depaoli.
Glitch: CPU drives anywhere:
If a CPU character slips on a banana into abyss, the
game thinks there on the "ground" and they will "drive"
in the air. Note: If you see them, they will enter the "Trapped
CPU glitch".
Information in this section was contributed by Lawrence Depaoli.
Glitch: Accordion character:
Get hit by someone with star at Choco Mountain. While
you are in the air. hit the side of a boulder. The game will not
be sure if you hit it, and makes your character get flattened,
then back to normal, and back to flattened again, etc. until you
hit the ground.
Information in this section was contributed by Lawrence Depaoli.
Glitch: Multi-colored hat:
To make Mario's hat multi-colored, choose any track
and get a star. Then, crash into a wall and keep driving up the
wall. You should fall in space, then be put back on the track
with a multi-colored hat.
Information in this section was contributed by Warren Norgrove.
Glitch: Keep ending pose:
Use the following trick to make the characters keep
their ending pose. At the character selection screen, choose a
character. At the end of their pose just before they finish, deselect
the character and move to another person. This can be done multiple
times.
Information in this section was contributed by Ozzy.
Glitch: Driver stuck in wall:
Hit a driver with a red shell or a star (into a solid
wall or rock). Before they hit the wall, drive so that you cannot
see the driver. The driver will be "tumbling into the wall"
until you see them. Note: If you see them, they will come "out
of the wall". Note: This also works for abysses.
Information in this section was contributed by Lawrence Depaoli.
Glitch: Drown forever:
Go to Frappe Snowland. On the part where you have to
leap over a stream of water, make sure you take a right and land
on the snow. Never go on the track. Keep going until you see the
arrow sign. Behind it is a blue crater-like object. Aim torwards
it. Lakitu will bring you up to a very blue place that looks like
it is made of paper. The following may happen.
Information in this section was contributed by the king.
Lakitu will drop you back on course (if you touch the road even
a little).
Lakitu will drop you and you will instantly gain one lap.
You will be dropped in a place where it will look like you are
drowning and there us no escape.
Lakitu will drop you and you will instantly lose one lap.
Strategy: by Luge
Strategy: by ThunderBlaze
Strategy guides
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Saved game files
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Copyright © 1997-2009
Al Amaloo. All rights reserved.
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