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Guide and Walkthrough by NDS_Master

Version: 0.7 | Updated: 12/25/2005

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|         |    Mario Kart DS FAQ   |         |
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Mario Kart DS: Table of Contents

1. Copyright
2. Introduction
3. Version History
4. Controls
5. Characters
6. Karts
7. Items
8. Grand Prix
9. Time Trial
10. Mission
11. Courses
12. Multiplayer

1. Copyright 2005 NDS_Master

This guide is copyrighted to me, which grants me full permission to use 
this guide and to post it wherever I want. It also gives me exclusive 
rights to my guide. Therefore, everyone else does not have permission 
to use my guide or to post it on any websites, publications, or other 
documents. To defend my rights, the United States has laws and other 
countries have international treaties. With its copyright, this guide 
is under the protection of many countries, and each of them takes 
stealing literary works very seriously. Should someone plagiarize my 
works or blatantly steal them, he or she will be performing an illegal 
act that can lead to dire consequences.

Fortunately, there is an easy solution if you want to use my guide. 
Just ask me. I typically allow websites to publish my works if they 
simply ask me permission. If you want to use my guides or reviews, 
contact me and I will quickly consider your request and reply. The 
answer will usually be yes, but it is imperative that you contact me 
first to make your usage of my written work legal. Since my e-mail 
became overcome by spam when I posted it, I no longer use it. Instead, 
you will have to send me a Private Message via my My Nintendo account. 
If you don't have a My Nintendo account, you will have to go to 
Nintendo.com to get one. It's free and easy. Once you have one, just PM 
me, NDS_Master, with your request. Thanks in advance for only using 
this guide when you have my permission.

2. Introduction

It's finally here! After months of waiting, Nintendo has finally made 
perhaps the greatest release of the year. I am partially talking about 
Mario Kart DS, but I am also talking about online play. Mario Kart DS 
sets new standards for the popular Mario Kart series, with thirty-two 
tracks, hordes of characters, and plenty of new and familiar items. 
With so much replay value and excitement, this game is a dream come 
true for every racer and Mario fan on the planet.

However, it gets even better. Mario Kart represents Nintendo's first 
major attempt to go online, and it has done so successfully. Now 
everyone can play against people from all over the world. Gamers will 
never go without competitors again!

As a result of its massive game play, Mario Kart DS has more than 
enough challenges for both newer players and old pros. Because of its 
challenge, gamers will need help with Grand Prix mode, Time Trial, and 
Versus. Whatever mode they need help on, this is the place to be.

Maybe you need help just finishing 50 cc Grand Prix. Most likely, 
though, you need help with advanced strategies for destroying opponents 
and dominating Time Trial. That's what this guide is for. Browse 
through it, search for the information you need, and take over the 

You will quickly notice that this guide does not have the most advanced 
or detailed strategies for this game. Since the game has only been out 
a short while, I have barely had time to scratch together a decent 
guide with all of the basic strategies that you need. Despite its lack 
of expert strategies, this guide will help you with part of the game. 
As the weeks go by, this guide will quickly expand into perhaps the 
most detailed and complete Mario Kart DS guide on the planet. Just wait 
-- and enjoy this first version while you do.

3. Version History

What's different between this version and the versions before it? That 
is the main question dealing with version history, and that is why this 
section is in here. For Mario Kart DS version history is extremely 
important, as I will be constantly updating this guide for the first 
few weeks of its existence. This section includes the first version 
information as well as information about upcoming versions and when I 
expect to have them submitted to GameFAQs.

Version 0.2
Monday, November 14
Initial Version

This is the first version of the guide. With partial character, item, 
and control information, it provided the basic for this all-new game. 
It also had seven course maps and course information for several 

Version 0.25
Tuesday, November 15

For the second update, I finished a little more of the basic sections 
and I added a course information for three more courses. I also started 
working on Mission.

Version 0.3
Wednesday, November 16

In this version, I did some more work on the Mission and Courses 
sections. Along with that, I fixed a few inaccuracies I found with my 
previous version.

Version 0.35
Thursday, November 17

I didn't get as much done in this version as I would have liked, but I 
did get some work done on missions, multiplayer, a course, and a few 
other basic areas.

Version 0.4
Friday, November 18

I added quite a bit of mission info along with some other basic info in 
this version. However, I don't think this will be my only version for 

Version 0.45
Saturday, November 19

I did manage to finish this small update on Friday like I had hoped, 
but I wasn't able to submit it until Saturday. I added course 
information for two more courses and I wrote some more about Mission 

Version 0.5
Tuesday, November 22
Major Update

Taking advantage of a free weekend, I started working on advanced 
strategies for a couple of courses, and I wrote down more basic course 
information. Mission mode has a bit more to it now, as does the 
Advanced Techniques part of the Controls section. I added quite a bit 
to the Nintendo WFC portion of Multiplayer, including a section written 
specifically for all you disconnectors. Go to the very bottom of the 
FAQ to see it.

Version 0.52
Thursday, November 24

I did some more basic maintenance work on many parts of the guide, 
added a map and course information for Pipe Plaza, and I also added 
some more three star Mission strategies. Currently I have no set order 
for which missions I am covering, as I am just randomly picking levels 
and writing strategies for them. Some of the levels have been fairly 
difficult, so at least visit the Mission section to see if I have 
covered a mission you need help on. 

Version 0.55
Friday, November 25

It's not much, but I did get a bit more done on Missions and Courses.

Version 0.6
Thursday, December 8

I realize that this is a small update for the long length of time since 
my last update, but I have been busy these past few weeks. Now that the 
semester is nearly over, start expected more frequent updates. For this 
version, I played around with a lot of minor things in Courses -- I 
added some, I revised some, and I fixed the maps so they were easier to 

Version 0.7
December 25
Major Update

Just in time for Christmas, I finished course information section of 
the FAQ and I gave strategies on how to complete all of the regular 
missions. Many of the missions still lack three star strategies, so I 
will continue to work on that as time goes on. I will also add more 
course maps.

4. Controls

A: Accelerate
B: Brake/Reverse
X: Use Weapon
L: Use Weapon
R: Hop/Drift
Y: Change Map View
Touch Screen: Change Map View
Start: Pause

Advanced Techniques

Power Sliding

In the midst of a difficult curve, power sliding is an important way to 
not only make it through the curve, but to also gain some additional 
speed. When you approach a curve, press R and the direction that you 
wish to turn. You will want to do this a little before the turn so that 
you will be in a full drift by the time you reach the curve.

Once you have started to drift, as is indicated by dust coming out of 
your tires, let go of the direction that you are holding for just a 
split second to press the opposite direction on the D-Pad. Immediately 
return your finger to its normal position. Your action must be 
distinct, or it may not work. If done correctly, this will create blue 
sparks. Wait about a second and do it again. It will turn the sparks 
orange, and when you let go of R you will receive a burst of speed.

Often throughout this guide, I will tell you to start a power slide 
early. This is simply stressing a fact that should always be true. 
Whenever you decide to power slide, you need to start a good distance 
before the actual turn. It takes some time before the power slide is at 
a maximum turn, so you need some extra room if you want to make a turn 
without hitting a wall.

Rocket Start

Previously, Mario Kart games required that you press A right before the 
race began in order to get a power start. In Mario Kart DS, it is a 
little different. Immediately after 2 appears and becomes as large is 
it will become, press A and hold it down. When the race begins, your 
kart will take off with tremendous speed. Should you happen to press A 
too early, however, a cloud of smoke will indicate that you have 
stalled. It will take a lot longer to get up to speed if that happens.


When you are behind someone else and you need a boost of speed, taking 
advantage of a slipstream is exactly what you need to do. As a kart 
goes forward, it breaks through the air that is normally stationary. 
The air moves to the side of the kart, so that the kart can go through. 
In the end, this action causes a slipstream, a V shaped section where 
the air has already moved away. At the point of the V is the kart (I 
realize that it is upside-down), and the section behind the kart is the 
area where the air has moved away.

Now, of course, you want to know what the point of this information is. 
Since the air has moved away, if you drive within the invisible V that 
is behind another kart, you will go faster since you will not have to 
battle with the air! Blue streaks will start flying past you when you 
are in the slipstream, and eventually a blue circular shaped line will 
start pulsing in front of your kart. That indicates that you have just 
gained maximum speed from the slipstream, at which time you should pass 
the kart in front of you. This is useful for stealing places from your 
opponents. However, if you see someone trailing you closely, especially 
near the end of the race, you had better do something quickly to get 
him out of your slipstream before he passes you.


For all the anti-snakers out there who don't want this information 
spread: I apologize. But, I will still tell about snaking. Basically, 
snaking is doing power slides while going straight. During a 
straightway start drifting one direction. Quickly turn that drift into 
a power slide by press left and right at the appropriate times. Once it 
is a power slide, release it immediately. Hop and start drifting as 
soon as you end the first power slide and do the exact same thing. Keep 
doing this as long as possible, and you will frequently gain speed 
boosts. This got the name snaking because you go right, then left, and 
then right again, so you seem to slither back and forth across the 
track. However, if you do it well, it will seem like you are merely 
driving straight rather than actually snaking (or something close to 
that). It takes practice, but it has tremendous benefits.

Screen Display

            Team Box
    Item  ||  |_|      Lap 1/3|
     Box--||__|  Lap Indicator|
          |                   |
          |    Race Screen    |
          |                   |
          |Position     Wi-Fi  |
          |1st          Box \_|
          |1__|  Time 0'00"00 |
Character |2__|      Race Time|
Positions-|3__|               |
          |4__|               |
          |5__|     Map       |
          |6__|               |
          |7__|               |
          |8__|               |

Item Box: This displays any items that you are currently carrying. You 
can only have one item at a time, so be sure to get rid of your current 
item before attempting to collect a new one.

Team Box: If you are playing on a team, your team color will appear 

Lap Indicator: This shows which lap you are on and how many laps there 
are in the race.

Race Screen: If it isn't obvious enough, the race screen is where all 
the action takes place. You will spend most of your time looking here.

Position: Whether you are in first or eighth, your position will appear 
on the lower left side of the top screen.

Wi-Fi Box (When Applicable): This box appears for Wi-Fi races, and it 
has up to three bars in it. The more bars, the better the wireless 

Character Positions: When you want to know how your opponents are 
doing, look here. It has the positions of every single opponent, along 
with what items they are carrying at the time.

Race Time: Displayed in minutes, seconds, and milliseconds, the race 
time tells you how long you have been racing.

Map: To see an overview of the course, look here.

5. Characters

Mario Kart DS hosts a horde of characters; some them start out as 
playable characters, others require certain tasks to be completed 
before they will appear on the character select screen. Each character 
has his or her individual strengths and weaknesses that will ultimately 
determine how well they do in a race.

Starting Characters


A faithful servant of Princess Peach and the Mushroom Kingdom, Toad is 
always ready to help out his allies in any way he can. In Mario Kart, 
though, he doesn't have allies. His small size makes him ideal for 
acceleration, and he won't be affected as much by tough terrain.

Princess Peach

Although the princess of Mushroom Kingdom may seem helpless because she 
is constantly imprisoned by Bowser, in Mario Kart she will not need 
Mario's help at all. Peach is similar to Toad and excels in the same 


This peaceful dinosaur has helped Mario out in many adventures. He 
tries to avoid conflict, but he is always willing to take on anyone who 
challenges the peace of his land. As a racer, Yoshi enjoys friendly 
competition, and his size, which is between medium and small, makes him 
effective in acceleration and tough terrain. It also gives him a slight 
advantage in the top speed area.


In his first game, Mario debuted as a carpenter. Shortly afterward, he 
changed his full time occupation so that he became a plumber. On the 
side, Mario has taken up several hobbies including saving Mushroom 
Kingdom, golfing, playing tennis, and racing. Mario is the most well 
rounded character in the game, giving him excellent acceleration and 


Often out of the spotlight, Luigi Mario is the brother of the world's 
most famous plumber. As such, he is also a well-rounded Mario Kart 

Donkey Kong

Typically, Donkey Kong stays out of Mario's way, keeping to himself on 
his own island. When it comes to racing, however, Donkey Kong is not 
afraid of getting in on the action. Though he is a little heavy and 
slow to start, he can attain great speeds when he gets going.


Wario is the nemesis of Mario, and he is also very greedy. In the few 
games he has starred in, Wario makes it clear that he is all about the 
money. Despite his heavy weight, which gives him bad acceleration yet 
good top speed, Wario is not afraid of going for gold on the track.


Once a totally despised criminal, Bowser has occasionally stepped down 
from his position of evilness to have some fun with Mario and his 
friends. He is still a long ways from perfect, as he often kidnaps the 
princess or causes trouble in Mushroom Kingdom. As a racer, Bowser is 
extremely heavy. That's good for top speed, but horrible for 
acceleration and off-track racing. 

Shy Guy

This classic baddie appeared in Super Mario Brothers 2, and he has 
caused trouble for Mushroom Kingdom ever since. In Mario Kart DS, he 
takes some time off to have some fun racing. Shy Guy is only available 
in DS download play, and only the person downloading from the main 
cartridge can play as him. As a light racer, Shy Guy has excellent 
acceleration and off-road abilities.

Unlockable Characters


Unlockable: Get gold in every cup on 50cc Retro mode

Daisy is a good friend of Princess Peach a good racer. Her karts put 
her in the medium racing class.


Unlockable: Get gold on every cup in 100cc Retro mode

Waluigi is to Luigi as Wario is to Mario. That's right, Waluigi is 
Luigi's archrival! Although he doesn't have his own game franchise like 
Wario does, Waluigi does participate in many of Mario's multiplayer 

Dry Bones

Unlockable: Get gold on every cup in 50cc Nitro mode

One of Bowser's lowly minions, Dry Bones is a skeletal version of a 
Koopa. Typically, he lurks around Bowser's castle, waiting to cause 
serious trouble for Mario when he arrives. Since there is not much to 
him, Dry Bones is a light racer with excellent acceleration and decent 
off-road driving.


Unlockable: Get gold on every cup in 150cc Mirror Mode Nitro mode.

Okay, this is really weird. You get to race as an accessory for the 
NES! Who would have thought of this? Actually, R.O.B. has been in a 
game before -- Star Fox 64, where he controlled the main ship, provided 
maintenance, and offered advice. R.O.B. is completely metal, which 
makes him very heavy and terrible off of the track. His top speed is 
good, however. 

6. Karts

Following the style of Double Dash, Mario Kart DS allows racers to race 
in different karts. These karts have their own individual abilities 
pertaining areas including speed, acceleration, and handling, so each 
player will have to decide which kart he or she feels is best. In this 
game, karts even have an indicator of the quality of items that players 
will receive while using the kart. I'll add more info on the karts 
later, but for now here are the names of the karts and the characters 
that are typically associated with them (note the use of the word 

Each character has a light kart, a medium kart, and a heavy kart. Light 
karts are typically good with acceleration yet low on top speed, while 
heavy karts are the opposite. Also, light karts only get one mushroom 
in Time Trial while heavy karts get three.


Standard Toad
4-Wheel Cradle


Light Tripper
Standard Peach


Egg 1
Standard Yoshi


Shooting Star
Standard Mario
B Dasher


Poltergust 4000
Standard Luigi

Donkey Kong

Standard Donkey Kong
Rambi Rider


Standard Wario


Standard Bowser


Light Dancer
Standard Daisy
Power Flower


Gold Mantis
Standard Waluigi


Standard R.O.B.

Dry Bones

Dry Bomber
Standard Dry Bones

7. Items

Mario Kart games are known for their wacky items. With each ? box, you 
get yet another chance to score a valuable item that you can throw you 
opponents' way. These items keep Mario Kart interesting, as they 
provide an element of randomness while adding a layer of challenge to 
the game. If you want to be successful, you will need to know how to 
use and defend against the many items you will encounter in this game.


Bananas are the most boring items in the game. All they do is sit on 
the track, waiting to slip some character. Once you have a banana, you 
will want to hold it behind your kart by using the L button. When it is 
behind your kart, the banana will block one item that is thrown at you 
-- or it will cause major problems for any opponent that decides to get 
a little too close. Since the banana is behind your kart, it will also 
be removed from the inventory slot, allowing you to acquire another 

Despite the advantages to constantly holding a banana behind your kart, 
you will eventually want to lay the banana so that you can fire another 
item. Find a narrow stretch of track and lay the banana in a place 
where your opponents are most likely to run over it. Remember, if all 
of your opponents avoid the banana, there is a chance that you will hit 
it on your next lap. Take that into consideration when you are choosing 
a drop site. 

Although simply laying a banana is good, it will not help you earn any 
leads. If you want to gain a position, you will need to throw your 
banana forward by pressing up when you release L. The banana will go 
straight for a short distance and drop to the ground, which only gives 
you a small chance of disrupting your opponent. It is worth the 
attempt, but beware that you will have to avoid the banana if your 
opponent escapes.

Banana Bunch

The banana bunch is just like the banana, only more useful. After you 
get a banana bunch, tap L to hold three bananas behind your kart. These 
bananas work just like regular bananas, as you can throw them forward 
or drop them. With three, it's really easy to litter the track and slow 
your opponents.


A new item for Mario Kart DS, Blooper has one of the most interesting 
attacks. To release Blooper, press L and send him at an opponent. He 
will fly over to the opponent and put ink on him or her. If you receive 
a Blooper, large blobs of ink will appear on the top screen for a 
while, which will make it difficult to see. To eliminate the ink 
quickly, use a mushroom or go over a boost plate.


With a massive range of effectiveness the Bob-omb is extremely useful, 
especially on narrow sections of the track. When you get a Bob-omb, you 
can hold it behind your kart by holding down L. Letting go of L will 
throw the Bob-omb far ahead of you, where it will bounce for a few 
seconds and explode. All karts within its explosion will wipe out or 
fly into the sky. You can also drop it behind you by pressing down when 
you let go of L. A little later, someone behind you might be feeling 
some pain.


Dastardly ghosts have infested nearly all Mario games, and Mario Kart 
is included in the selection. In Mario Kart DS, Boo will steal an item 
from an opposing played and make you invisible. You can use the item 
immediately, and the invisibility will last several seconds. Also, you 
are invincible when you are invisible.

Bullet Bill

A new item for Mario Kart DS, Bullet Bill is a great item to have no 
matter what place you are in. When you activate this item, you will 
turn into a Bullet Bill for several seconds. After that, you will not 
need to do a thing. Bullet Bill will fly across the course on his own 
at a rapid speed, taking out any enemies he hits along the way. Once a 
few seconds are up you will return to normal, most likely with a 
position a few numbers lower.

Fake ? Box

Functioning similarly to bananas, fake ? boxes add another layer of 
treachery to the game. When you lay a fake ? box, it is exactly the 
same as a regular ? box -- except it does not have a ? inside it. If an 
opponent isn't paying attention, it is really easy to mistake it for 
the real thing. Other than its appearance, the fake ? box is exactly 
like a banana in every way.

Green Koopa Shell

These basic items make racing time very exciting. They not only bounce 
for a long time but also cause major harm to any karts they come in 
contact with. Upon discovering a green Koopa shell in your inventory, 
you should hold it behind your kart by holding the L button. It will 
block shells and harm tailgaters. To throw the shell, simply let go of 
L. The green shell will spin straight forward, bouncing of any walls 
that it comes in contact with. Because it can bounce back and hit you, 
I recommend that you don't shoot it forward unless you are fairly 
certain that you can hurt the opponent in front of you. If there's 
little chance that you can score a hit, press down when you let go of L 
to shoot the shell backwards. With its surprising speed the green shell 
can quickly stop someone who is trailing you on a straightaway.

Triple Green Koopa Shells

When you need a shield and a few good weapons, this is the item to 
have. Press L once and three green Koopa shells will circle your kart, 
giving you protection against land-based attack. If you want to attack 
someone, just press L once to shoot a single green Koopa shell. Once 
you have shot all three shells, your shield and this item will be gone. 
As with regular Koopa shells, you can shoot these forward or backward.

Red Koopa Shell

An advanced form of Koopa shells, the ones with the color red have 
homing abilities. You can hold it behind your kart, but when you 
release one it will slide forward (or backward, depending on which way 
you shot it), acquire a target, and roll along the course searching for 
that target at tremendous speed. Whenever a red shell hits a wall, it 
will become useless.

Triple Red Koopa Shells

Perhaps one of the best items in the game, the triple shells mean 
serious trouble for your competitors. Like the triple green shell, you 
can press L once to have the red shells circle around you kart. Each 
one you shoot will home in on the nearest opponent that is ahead of (or 
behind) you and track him down. Don't shoot all three at once, however, 
or they will all hit your opponent at about the same time, causing less 
damage than it would if you waited until he was back on track before 
pounding him again.

Blue Winged Spiked Koopa Shell

The granddaddy of all Koopa shells, the spiky blue one packs a powerful 
punch. It is neither stopped by items nor hindered by speed. Once it 
locks onto its target, there is no stopping it. As soon as it is 
launched, the blue Koopa shell will fly through the air and seek out 
first place -- a massive explosion will signify its success.


As the most coveted Mario Kart item, lightning is rare and useful. The 
only negative part is that you will usually only get it when you are 
way behind. Unleashing a lightning bolt will zap all opposing players 
(except for those protected by stars and Boos), causing them to spin 
out and shrink. In their diminished state, the opposing karts are easy 
to run over, which will damage the kart and force it to wait a few 
seconds to return to normal. Small karts can't go as fast as large 
karts, and they also can't use mushrooms, stars, or Boos. With 
lightning you have a hefty wild card that you can play against your 
opponents; just don't give an opponent the chance to steal it from you 
with a Boo.


Why are wild mushrooms dangerous to eat? They contain the Mario Bros. 
equivalent of nitroglycerin! When you utilize it, the mushroom provides 
a single burst of speed, useful for completing shortcuts or passing 
competitors. Unfortunately, it only lasts one time and it is not good 
for much else, unless you happen to hit an opponent and knock them off 
course. In Balloon Battle you can steal opponents' balloons by hitting 
them when you are using a mushroom.

Triple Mushroom

The triple mushroom is exactly like the mushroom, except that you get 
to use it three times. This feature is extraordinarily useful.

Golden Mushroom

All mushrooms need something to look up to, and this is it. The golden 
mushroom lasts for several seconds, and you can get as many velocity 
increases out of it as you want. Continuously tap the L button to use 
this item, and you will keep going faster until the mushroom's time 
expires. It's the ultimate organic speed device.


This item is one of the oldest items in Mario history; it has long 
helped Mario to become invincible and defeat foes. In Mario Kart DS, it 
does the same thing. Upon activating a star, you will start to flash 
and exciting music will begin to play. This signifies that you are 
invincible. When you are invincible nothing -- not bananas, not Koopa 
shells, not lighting bolts -- will hurt you. It's perfect if you want 
to avoid a lightning strike, want to knock out competitors (which you 
can do easily in your powered state), or just want an easier ride to 
victory. And if being invincible is not enough, the star also makes you 
go faster.

8. Grand Prix

While regular races and Time Trial attempts are fun, they are not 
necessarily the masterpiece of the Mario Kart games. Some would argue 
with me, and I will let them argue. However, when you are ready for 
something big, Grand Prix races are the way to go.

Grand Prix consists of four circuits placed together in a single cup. 
Mario Kart DS has eight cups and thirty-two circuits. Depending on how 
well you place in a specific circuit, you will receive so many points. 
Once you finish all four circuits, you may or may not receive a trophy 
depending on what place you earned. A gold cup is for first place, a 
silver cup is for second, and a bronze cup is for third. Here are the 
point values for each position.

1st: 10 Points
2nd: 8 Points
3rd: 6 Points
4th: 4 Points
5th: 3 Points
6th: 2 Points
7th: 1 Point
8th: 0 Points

Along with the cup, you also get to choose which engine size you will 
race with. The sizes are 50 cubic centimeters, 100 cubic centimeters, 
and 150 cubic centimeters. These sizes also signify difficult in a way. 
The larger the engine, the faster you go. The faster you go, the harder 
it is to focus on the race and to know what to do. The harder it is to 
focus, the worse you will do. To make it worse, if you have a larger 
engine size, you will get much further behind when you crash than if 
everyone was racing with slower and smaller engines. Finally, when you 
are racing on 150 cc, the opponents will cheat a little. It is best to 
start off with 50 cc until you get fairly good at the game, at which 
time you can attempt higher engine levels.

Mirror Mode

Unlockable: Earn gold on all 150cc cups

Mirror mode is just like 150cc mode. You go just as fast, you have the 
same difficulty of competitors, and you finish the courses in about the 
same amount of time. The only difference is that Mirror mode allows you 
race on mirror images of all the courses. Right turns become left 
turns, and left turns become right turn. It will force you to eliminate 
your habitual driving routine and to think quickly in order to succeed.

9. Time Trial

This mode allows you to race alone on all of the tracks so that you can 
earn new best times -- for both entire courses and single laps. Each 
time you play Time Trial, you will start at the beginning of the course 
with one to three mushrooms depending on which character/kart you are. 
All of the item boxes are gone in Time Trial, so you will not be able 
to use them. Since you only have up to three mushrooms, you will have 
to use them carefully to maximize their effectiveness. Look over the 
Courses section for more information and tips on completing the tracks 
in record times.

Whenever you complete a course in Time Trial, the game will make a 
"ghost" of you (if it was your fastest time). Every time you race on 
that course afterwards, you can choose to race your ghost. Playing 
against your ghost a great way to see exactly what you did before and 
to look for ways to improve.

Staff Ghosts

If your time is good enough, you will unlock a staff ghost. A staff 
ghost is just like a regular ghost; only it was created by someone who 
actually works for Nintendo. Staff Ghosts are challenging, but not 
impossible. Give one a little effort and you can usually beat it by a 
few seconds. I have beaten all the staff ghosts by at least a full 
second, so I know that you can beat them as well. Here are the times in 
which the staff ghosts complete each race, just so you can see what 
their difficulty is. Your time usually has to be within a few seconds 
of the staff ghost's time to unlock them.

Mushroom Cup

Figure-8 Circuit: 1:36:481
Yoshi Falls: 0:57:677
Cheep Cheep Beach: 1:43:654
Luigi's Mansion: 1:59:357

Flower Cup

Desert Hills: 1:31:262
Delfino Square: 1:54:601
Waluigi Pinball: 2:23:288
Shroom Ridge: 2:05:123

Star Cup

DK Pass: 2:14:607
Tick-Tock Clock: 1:54:903
Mario Circuit: 1:56:533
Airship Fortress: 2:07:748

Special Cup

Wario Stadium: 2:14:868
Peach Gardens: 1:52:989
Bowser Castle: 2:19:661
Rainbow Road: 2:16:246

Shell Cup

Mario Circuit 1: 0:50:688
Moo Moo Farm: 1:17:751
Peach Circuit: 1:12:011
Luigi Circuit: 1:29:759

Banana Cup

Donut Plains 1: 1:08:027
Frappe Snowland: 2:08:781
Bowser Castle 2: 1:52:258
Baby Park: 0:50:920

Leaf Cup

Koopa Beach 2: 0:54:847
Choco Mountain: 2:15:571
Luigi Circuit: 1:46:581
Mushroom Bridge: 1:30:600

Lightning Cup

Choco Island 2: 1:01:620
Banshee Boardwalk: 2:14:403
Sky Garden: 1:44:400
Yoshi Circuit: 1:48:793

10. Mission

Mission mode is comprised of six levels that each have eight individual 
challenges and one boss. These levels usually force you to complete 
some task. Each mission is timed, and you will be graded depending on 
how well you did. A *** (triple star) is the highest grade that you can 
get. After you complete all of the missions in a level, you will be 
graded for the level as well. The level grade is simply the lowest 
grade you received in any one of the missions. 

Since it is challenging to get high scores in Mission, this section of 
the FAQ is dedicated to helping you get through Mission mode. It has 
in-depth tips and walkthroughs on the missions, giving you all the info 
you need to have perfect ratings across the board.

Sometimes I also include the time needed for a three star rank. As a 
disclaimer, these times are not necessarily completely accurate. I play 
through the missions several times trying to narrow the times down, but 
it would be next to impossible to totally guarantee exact times for 
every mission. What I can assure you, however, is that these times are 
no more than a few tenths of a second off, so you have a really good 
idea as to what you are aiming for.

As for the time, keep in mind that in some levels that time counts 
down, while in others it counts up. If the time counts up and the 
instructions say you need to complete it in Less than 25 Seconds, you 
have to complete it so that the timer says a number less than 25. If it 
said 25 seconds remaining, then you would have to have a number higher 
than 25 on the timer when you finished.

Level 1

Mission 1-1

Figure 8 Circuit
Race through all 5 numbered gates in order!

For this mission, you will need both speed and skill. Pure skill will 
get you through the level, but speed is essential if you are to get a 
*** rank. It is fairly easy to get a *** rank; you just have to go 
fast. Use a rocket start to enhance your speed as you drive through the 
first tire gate. Ease calmly into the turn that is after it (power 
slides are not necessary), and aim for the mushroom that is closest to 
the next gate. Grab the mushroom to boost through the next gate, and 
keep going. Do this for all five gates, and you will complete this 
mission with a *** for certain.

Mission 1-2

Peach Circuit (GBA)
Collect all 15 coins!

This is another easy and short level. Begin with a rocket start and go 
straight into the first two coins. The next few coins are on a turn, so 
quickly turn (you don't need to use a power slide). Since braking would 
slow you down too much, only release the A button for a split second if 
you are going to miss a coin. After the turn, go straight along the 
track and collect the other coins. There is one more turn, but you can 
easily take it at full speed.

Mission 1-3

Yoshi Falls
Destroy 10 items boxes!

While this mission is not difficult, you will need to figure out where 
to go if you are to succeed. A rocket start will give you great speed, 
and you should direct that speed straight towards the first item box. 
Use the mushroom you get to increase your speed.

The second item box is on the bridge, and it also contains a mushroom. 
As you use the second mushroom, veer down to the curved portion of the 
track to hit the third box. Don't stay on the curved track for long, as 
the fourth question box is on the regular track.

With its mushroom you can speed across the bridge to the fifth item 
box. Boost up to the sixth item box, located right in front of a boost 
plate. Since the boost plate will increase your speed, you will not 
need to use the mushroom right away. Wait until you get onto the bridge 
and have slowed down a little before using the mushroom to speed into 
the seventh item box.

Another boost plate rests at the end of the bridge. Wait a second or 
two after going over the boost plate before pressing L to speed off 
towards the eighth item box.

Go over the two boost plates after the eighth item box before using the 
mushroom. Use the mushroom just as you are about to reach the ninth 
item box. Wait a short while, and then use your final mushroom to 
accelerate towards the final item box. Be careful not to miss the item 
boxes, follow these directions, and a *** grade will be yours.

Mission 1-4

Cheep Cheep Beach
Get the Star and use it to hit 5 Cheep Cheeps!

Precision -- not velocity -- is required to get a good grade in this 
mission. I realize that that is contrary to what most expect, but it is 
true. The Cheep Cheeps are all over, and if you miss one, it will cost 
a lot of time.

Despite this, you should still begin with a rocket start. Go straight 
until you reach the first item box, then slow down and turn off to the 
right. Activate the star and run slowly into the first Cheep Cheep. 
Turn left to go along the shore, and slowly (but not too slowly) 
approach the other Cheep Cheeps. They jump, so make sure you reach them 
when they are near the ground so you can eliminate them. Take your time 
and defeat them all. The requirements for getting a *** rank are not 
too strict; just be precise.

Mission 1-5

Nintendo DS
Drive through all 6 numbered gates in order!

While this mission does require skill to get the highest grade, it is 
possible with a little practice. Rocket start to the first tire gate 
and go through it. Past the gate you will head onto the slanted portion 
of the DS. Halfway up, hop and drift to begin a power slide to the 
left. Quickly shift your finger from left to right twice so that orange 
sparks start to come out from your tires. This should occur just before 
you reach the gate.

Release R right to gain a speed boost. Fly through the tire gate and 
turn as much as you can to get into position for the next gate. Drive 
through it and then go straight through tire gate four. When you reach 
gate four, sharply turn (don't slow down) to the left. Go through gate 
five. A full turn isn't necessary to get through tire gate six, so just 
ease of to the left and go through gate six at an angle. The mission 
will end once you go through gate six, so it is okay if you are headed 
off the edge. If done perfectly, the perfect rank will be yours.

Mission 1-6

Luigi's Mansion
Drive out of the mansion... backward!

Okay, if this isn't an easy mission, I don't know what is. Because you 
are driving backward, you cannot use a rocket start or power slides. 
That makes this course simple. Press B to go backward. The only thing 
strange about this is that when you are going backward left is right 
and right is left. Keep that in mind and go through this course without 
hitting anything and it is almost certain that you will get the best 
grade possible.

Mission 1-7

Moo Moo Farm
Collect all 20 Coins!
Time to Earn *** Rank: 17.5 Seconds Remaining

The overall challenge factor in this level is low, so you should be 
able to get three stars will little trouble. As is customary, a rocket 
start should set you in motion. Drive straight into the item box, which 
will give you a Triple Mushroom. As soon as you get it, use one of the 
mushrooms. You will burst forward to collect the first four coins, and 
then you will go over a small jump. As you land, use another mushroom. 
You'll gain additional speed as you collect the next four coins.

Five more coins rest in a curve. The curve is wide, so you can easily 
get all five coins without slowing down. No coins appear for a while 
after those five, so use your third mushroom here as you continue to 
turn. The last seven coins will be near each other in a jagged line. 
Pick them up at full speed to earn the *** rank.

Mission 1-8

Mario Circuit 1 (SNES)
Perform 4 power-slide turbo boosts in 1 lap!
Time to Earn *** Rank: 19 Seconds Remaining

This is a difficult challenge, but it is one that you can accomplish 
with some practice. A rocket start will propel you ahead quickly, and 
hug the inside of the curve as you make the first turn. Drive steadily 
from there on to the second curve. As you reach the second turn, move 
to the inside of the track and power slide. Do it just right so that 
you are on the inside of the track and so you don't hit the pipe. That 
will require you to start the power slide very close to the edge. You 
should finish your first power slide without going too far to the 
right, as you want to stay close to the edge.

Further on, you will need to do a second power slide to get past the 
third turn. Begin the power slide early so that you can squeeze through 
on the red and white strip.

Mark a straight course towards the fourth turn. You should be at the 
left of the road for the third turn, so turn slightly so that you will 
reach the right side of the road by the fourth turn. Again, start the 
power slide early and stay as close to the inside red and white strip. 

Come off that power slide and face towards the inside curve of the 
fifth and final turn. As usual, start you power slide plenty of time 
before the curve so that you can be in a full slide by the time you 
reach the curve. Stay very close to the inside of the track, and 
release the power slide when the road straightens out. If you manage to 
do this with at least 19 seconds remaining, you will receive a *** 
grade. Please note that this is a fairly difficult challenge, you may 
have to play the level through several times to perfect your driving.

Boss Stage 1

Use Mushrooms to crash into the Big Bully and knock him off the stage!

Simple, simple, simple. Do this right, and in a matter of second Big 
Bully will be soaked. When the level commences, use a rocket start to 
smash into Big Bully. He will bounce back, and so will you. Keep going 
straight to the item box. Get it, and you will hit Big Bully yet again. 
This time little will happen, though you will be bumped back a slight 

You have your three mushrooms, so you will quickly be able to knock him 
off. Immediately curve around to the right (you should end up going 
behind the Big Bully) and keep curving until you are once again facing 
straight at the Big Bully. At this point, the Big Bully will be fairly 
close to the edge. Launch at him once to knock him back, then do it a 
second time, and finally, if you were accurate in your first two 
attacks, the third mushroom will allow you to knock him off the stage. 
With the small time it takes to complete these steps, you will gain a 
*** grade.

Level 2

Mission 2-1

Delfino Square
Crash into all 10 wooden crates and destroy every one!
Time to Earn *** Rank: 18:75

An awkward mission, 2-1 is simple if you get the hang of it. As you 
start off, use a rocket start to speed directly into the first box. As 
it breaks, keep holding down A so that you can drive into the second 
box on the left side of the road. After that, continue onward as 
quickly as you can into box number three, which is on the right side.

Once the third box is gone, head straight towards the dock and smash 
into the box that is located on it. Since going forward would send you 
into the drink, hang a quick left. Stay on the dock, and speed all the 
way to the end of it to destroy your fifth box.

Hold down A and B at the same time and press right to turn completely 
around, and then drive into the sixth box, which you passed on the way 
to the fifth box. Destroy that boxes, and then carefully turn to the 
right and make your way off the dock. As soon as you are past the 
fence, turn sharply to the right so that you can pick up speed and plow 
into the seventh box. Constantly hold down A and then slam into the 
eighth box and the ninth box.

The final box is a short distance away, so you will have some time to 
pick up speed. Turn right onto the bridge. When you are about halfway 
onto the bridge, start a power slide heading to the right. The barrier 
on the right side of the road will soon end and you can use the power 
slide boost to fly straight into the final box.

Mission 2-2

Figure 8 Circuit
Collect all 10 Coins!

You should find this mission to be not that difficult. It does not 
require any power slides or even rocket stars -- just steady driving. 
When you begin, hold down B to go backwards. The first coin is behind 
you. Immediately after you acquire it, let go of B and press A to go 
forward. The other nine coins are in front of you. Stay at top speed, 
ease carefully into the turn without slowing down, make sure that you 
get all of the coins, and the three star grade is yours.

Mission 2-3

Donut Plains 1 (SNES)
Drive through all 5 numbered gates in order!
Time to Earn *** Rank: 18:3

In contrast to the previous mission, Mission 2-3 is hard. You start off 
as Donkey Kong, so use a rocket start to speed past the starting line. 
Immediately after that, you will be presented with a turn. It is not 
that steep, but you should still get a power slide in to increase your 
speed. Go through the first tire gate.

Next, you will cross a bridge. A little past the bridge is a turn, so 
power slide early enough so that you can take the turn on with little 

Instead of following the course, you will be forced to take a shortcut. 
When the course slowly heads to the right, head straight for the 
mushroom that is on the grass. Take the mushroom to get a boost of 
speed across the grass and through the second tire gate.

Now the real run begins. The third tire gate is on a hairpin curve, so 
start a power slide as you reach the turn. While you are power sliding, 
make sure the sparks coming out of your tires are orange before you 
reach the gate. Then, go through the gate in the midst of your power 
slide. Remember that you can press left or right to make your power 
slide sharper or wider, so do some adjusting to make sure that you go 
through. When you go through the tire gate, release the power slide and 
boost across the straight section of track.

This fourth tire gate is tricky. There's a mushroom next to it, which I 
believe you are supposed to grab in the middle of a power slide so that 
you can have a major speed boost as you go through the fourth gate. 
However, I have never used the mushroom to gain a *** rank, and I have 
received that rank a few times on this level. I personally just start a 
power slide before I go through the fourth gate. I time it so the 
sparks turn blue just before the gate, and then I turn them orange 
shortly after the gate. If you do the rest of the course right and you 
make a sharp turn here, you will do fine. Should you incorporate the 
mushroom into your routine, that's fine as well.

After the fourth gate and the power slide that accompanies it, you will 
head straight for the fifth gate. It is also located on a curve. You 
will not need to power slide for this curve, though. At the start of 
the curve is a mushroom. Drive into the mushroom as you start to turn 
right. You will boost toward the right, and you will see another 
mushroom on your way. Maneuver into it and top speed, and hold down the 
accelerator as you drive through the fifth gate. As a side note, you do 
not have to slow down on this curve. At all. However, it is possible 
that you did not start a sharp enough turn when you got the first 
mushroom. If that is the case, you may have to ease of the accelerator 
for a split-second to ensure that you go through the fifth gate without 
hitting it. Don't be too generous, or you will not receive the *** 

Mission 2-4

Luigi's Mansion
Destroy all 5 item boxes
Time to Earn *** Rank: 19.25 Seconds Remaining

Despite a few minor turns, this is a pretty straightforward and easy 
level. All you have to do is to destroy five item boxes. Rocket start 
from the beginning of the level. Go mostly straight, and only turn a 
little to the left in to cut off the first item box as it heads to the 
right. When you destroy it and receive the mushroom from it, turn right 
and use the mushroom so that you hit the second item box.

You will receive yet another mushroom, which you should use to speed 
towards the next item box. Since the next section of the track is 
straight, it is easy to destroy the third item box. With your next 
mushroom, boost again to get closer to the fourth item box, which you 
will finally be able to break as you start heading downward. Use your 
last mushroom to gain additional speed. The last item box will make a 
wide turn, so drive to the right and aim for outer wall. Hit the fifth 
item box and you will finish the mission with lots of time remaining.

Mission 2-5

Cheep Cheep Beach
Collect all 20 coins!
Time to Earn *** Rank: 17.5 Seconds Remaining

Nothing fancy here. All this mission consists of is a bunch of coins 
and a long, wide turn. Rocket start into the first set of coins, and 
then turn with the coins to make it around the bend. The turn will 
require some skill, as you will need to take it without little or no 
braking if you want a *** rank. Turn sharply, but not too sharp. At the 
end of the turn, go straight over the boost ramp to collect the final 
few coins. It may take more than one try to get three stars, but this 
mission shouldn't tax you too much.

Mission 2-6

Desert Hills
Use Bob-ombs to destroy all 5 Pokeys!

Although it requires precision, Mission 2-6 has a generous *** time 
limit. As long as you do not waste too much time, you will finish will 
all three stars intact.

Rocket start from the finish line, and slow down so that you stop near 
the first row of item boxes. With the first Bob-omb you receive, turn 
slightly to the left and throw it straight at the Pokey. Score a direct 
hit on the Pokey so that the Bob-omb explodes, otherwise the Bob-omb 
may go too far and its explosion will be useless.

Next, use the A+B turn when you are stopped to turn around and collect 
another item box, which you should then use on the nearby Pokey that 
the right side of the road. Again, scoring a direct hit on the Pokey is 
the best way to ensure a good grade.

With those two out of the way, drive onward to the next row of item 
boxes. Turn sharply to the left when you receive your next Bob-omb so 
that you face another Pokey, and quickly eliminate him. Collect a new 
Bob-omb, and throw this one so that it hits the Pokey that is in front 
of you. Drive up a short ways to the next row of item boxes, and use 
your final Bob-omb to fully clear the area of Pokeys. It is okay if you 
are not super fast; just be decently quick and very accurate.

Mission 2-7

Luigi Circuit
Drive through all 10 numbered gates in order
Time to Earn *** Rank: 17.5 Seconds Remaining

It's little disorienting at first, but when you know what to do this 
mission is not too hard. A rocket start should mark your entrance as 
you head through the first gate. After the boost plate, you will be 
tempted to go through the next gate you see. You could, but it is 
pointless, as the next gate you see is the eighth gate. Instead, drive 
to the left of the gate and go straight. You will come to gate number 
two on the left side of the road, past the item boxes. Get an item box 
and drive through the gate.

Use the mushroom you receive to speed slightly over to the right side 
of the road, where you will encounter gate number three. Drive through 
it, and follow the track until you reach gate number four.

Now, instead of merely driving across the boost plates that lead to the 
fifth gate, try something a little different to decrease your overall 
time. Start power sliding as you reach the first boost plate, and 
continue power sliding across all of the boost plates. You may have to 
adjust yourself to make it through the fifth gate, but that is easy to 
do by pressing right left during the power slide. Remember, since you 
are power sliding to the left, left will make the slide sharper and 
right will make the slide wider.

Once you have gone through the fifth gate and have flown across the 
last boost plate in the turn, wait for your speed to die down before 
you release your power slide. You want to let it go so that you get 
maximum additional speed before the next boost plate while not wasting 
any of the speed earned from the last boost plate in the turn.

Go straight through gate number six, and then drive over to the left 
side of the road to get through gate seven. When you receive a mushroom 
from the item box on the track, use it to get through the eighth gate.

A right turn will get you through gate number nine, and from there you 
only have a short distance to go before going through the tenth gate. 
Since it is on the flat section of road to the right of the curved 
track with boost plates, you will not need to use a power slide to 
reach it. Go straight over the first boost plate on the turn, and turn 
slightly to the left as you go over the top portion of the second boost 
plate. As the road changes from curved to straight you will jump into 
the air; aim for the tenth gate and you will be fine.

Mission 2-8

Baby Park
Perform 6 power-slide turbo boosts in 3 laps!

Although this mission is challenging, it is not hard to get a three 
star rank on it if you use some precise turning. Since Baby Park is 
such a simple level, you only need to master the first turn to be able 
to successfully complete the remaining six turns of the mission. When 
the level begins, rocket start straight towards the center item box. As 
you approach the center item box, start drifting to the right. Hit the 
item box and then quickly press left and right twice to start power 
sliding. Release the power slide so that you barely miss the inside 
barrier. Finally, use the star you will receive from the item box to 
speed towards the next turn.  Do this on all six turns and you will 
complete the mission. If you turn sharp enough on every single turn you 
will get a three star rank, so keep practicing until you can do it 

Boss Stage 2

Hit the Eyerok's eyeball 3 times with shells!
Advanced Three Star Strategy Coming Soon!

It may sound hard, but this mission is actually easy. Just get a green 
shell from the item boxes in the level and shoot it at a hand when its 
eye is open. Avoid the hands when they start pounding and you will do 
just fine.

Level 3

Mission 3-1

Waluigi Pinball
Destroy all 5 item boxes!
Advanced Three Star Strategy Coming Soon!

You will be hard pressed to get a good rank when you first play this 
level; all you have to do is figure out where the item boxes will be. 
TO beat the level, just drive around and collect the item boxes. 
Predict their movements instead of chasing after them, as it is easier 
to break them that way. Whenever you do break an item box, use the star 
you receive to gain a boost of speed as you head towards the other 

Mission 3-2

Delfino Square
Drive through all 5 numbered gates in order... backward!

Another backward level -- I love the simplicity of these things. All 
you have to do is to drive through the five gates going backward. 
Remember that when you are going backward, right is left and left than 
right. Since you cannot do much while going backward, you only need to 
continuously drive without crashing to get three stars. It is fairly 
simple to do. Take note that when the road splits, the third gate is on 
the path going straight. Do not turn to the left or you will not 
complete the mission.

Mission 3-3

Luigi Circuit
Collect all 15 coins while avoiding the Chain Chomp!

It is not that hard to get a three star rank on this mission; you just 
have to do it right. The course features Chain Chomp surrounded by 
several coins. Rocket start to the first few coins, and then slowly 
turn and collect the coins set in a circle. Go quickly so you can 
retrieve the rest of the coins before Chain Chomp strikes again (he 
will jump out once before you even are in range of him), but be sure to 
get all the coins. If you are fast and steady you should get three 
stars no problem.

Mission 3-4

Yoshi Falls
Reach the finish before Yoshi!
Time to Earn *** Rank: Less than 30 Seconds

If you know what to do, this mission isn't too difficult. It puts you 
against Yoshi on Yoshi Falls. While the route you have to take is 
unusual, it manageable. Rocket start from the finish line, and power 
slide to the right to head onto the curved section of the track. You 
will find some item boxes, so take one and see what surprise is inside.

A star or three mushrooms should appear. (If you're unlucky enough to 
get a red shell or single mushroom, accept the fact that you probably 
won't get a three star rank. Try again and hope for something better.) 
Go across the water and power slide again to the right, and then use 
your item. If it is a star, activate it and keep racing. If it is the 
mushrooms, use them one at a time. Wait until you slow down before 
using an additional mushroom, otherwise they will be wasted.

Keep going across the second area of water. Power slide to the left as 
you collect your next item box, and aim for the boost plate. Go across 
the edge of the boost plate, and stay close to the inside of the track 
as you go across the remaining boost plates. When you go over the final 
boost plate, wait until you slow down and then sparingly use your 
mushrooms until you are across the finish line. If you received a star, 
time the activation so that the star will end just as you go across the 
finish line. The optimal item to get if you are going for a three star 
rank is the three mushroom item. Keep trying and you will eventually 
score the perfect grade.

Mission 3-5

Pipe Plaza
Drive through all 8 numbered gates in order!

Confusion marks this level, as the gates are placed in strange fashion. 
If you are good at following directions, however, you should be able to 
get a three star rating on this level fairly quickly.

At the beginning of the mission, use a rocket start to speed through 
tire gate number one. Keep going straight and as a result you will also 
go through gate five, though it won't count since you went out of 
order. If you continue forward, you will go through the pipe directly 
behind gate five and you will come out of the pipe to the right of it.

So far, you have not had to turn at all, and this is still true as you 
head through gate number two. After the second tire gate, however, you 
will have to turn to make it through tire gates three and four. Power 
slide to the right so that you stay on the wire path and head towards 
gate number three. Once you make the turn, release the power slide to 
boost through the third gate, then hold down A and turn right to go 
through the fourth gate.

Continue onward into the pipe, and you will shoot out of the pipe you 
first entered. You will quickly go through gate number five again, and 
this time it will count. Go straight through gate number one again and 
keep going until you are almost to the end of the course. Off to the 
side you should see tire gate number six.

Although you could power slide, it is easier to simply drive through 
gate number six. Go at full speed and turn at the right time so that 
you go through gate number six. Continue turning and adjust yourself if 
need to get onto the ramp that is after gate six. At the top of the 
ramp, you will go through gate number seven. Instead of staying on the 
track, turn partway to the right and fall onto the ground to go through 
gate number eight. It takes some skill, but you should be able to get 
three stars on this mission without too much trouble.

Mission 3-6

Moo Moo Farm
Hit Monty Moles with shells 5 times!

If this isn't an annoying mission then I don't know what is. The moles 
jump up and down so quickly it is difficult to hit them if you are 
trying. However, with good positioning and a bit of luck, you can 
complete this mission and maybe even get three stars on it.

Drive up to the item boxes and stop on one. When you reach an item box, 
hold down A and B and press sideways to make a sharp turn. You want to 
be almost facing the wall. Then, while you are still on the item box, 
fire the green shells as rapidly as you can. Look on the bottom screen 
to ensure good position -- you want the shells to bounce back and forth 
along the walls and go over as many moles holes as possible. I 
personally prefer to go to the left item box and to turn almost totally 
left, but it doesn't really matter which spot you choose. Just keep 
firing away and with a bit of luck you'll hit five moles quickly enough 
for the three star prize.

Mission 3-7

Shroom Ridge
Perform 10 power-slide turbo boosts in 1 lap1
Advanced Three Star Strategy Coming Soon!

Shroom Ridge is full of turns; reaching the ten power slide limit 
should be no trouble at all. Just power slide on every turn you can, 
and try to throw in more than one power slide on some of the wider 
curves. Since you are racing as Donkey Kong, who turns sharply, it will 
be somewhat have to get multiple power slides in. Master enough power 
slide and you are bound to finish with a three star grade.

Mission 3-8

Twilight House
Collect all 20 coins!
Advanced Three Star Strategy Coming Soon!

Since Twilight House has many of its paths blocked off for this 
mission, it will not be a simple task to collect all of the coins. Rely 
heavily on the touch screen for this mission, as its map will give you 
helpful information on where road blocks and coins are. It is 
especially nice near the beginning of the level, as the fourth coin is 
actually located in a dead end that you should easily be able to spot 
with the touch screen. Collect all of the coins without wasting much 
time and you should receive a fairly decent rank on this mission.

Boss Stage 3

Reach the finish before Goomboss!

Located on Baby Park, this race is simple if you use snaking to its 
fullest. However, since I'm trying to write the Mission section of this 
FAQ without requiring snaking, I will give other advice besides that. 
It is possible to get three stars without snaking; it is just really 

Once of the most important things that you can do in this mission is to 
cut corners. For both of Baby Park's hairpin curves, start power 
sliding so that you can release the power slide and gain a speed boost 
while barely mission the edge of the turn. It saves lots of time. Once 
you complete a turn, stay on the right side of the road. Goomboss is 
faster than you, and he will knock you aside if you get in his way. 
Remain calm and keep driving steadily -- you will be able to pass him 
when he slows down at the end of each lap.

When Goomboss gets ahead of you, he will stop and drop Goombas. Avoid 
the Goombas at all cost, or you will most likely lost the race. 
Occasionally, however, he will drop a mushroom. Take any mushrooms you 
find (except for those that require you to go way out of your way) so 
that your overall time will be lower. If cut corners, race steadily, 
and get a few mushrooms, you are bound to earn a three star ranking. 
And if all else fails: Snake! (See Advanced Techniques in the Control 
section if you don't know what snaking is.)

Level 4

Mission 4-1

DK Pass
Reach the finish before Donkey Kong!

An interesting task -- you must beat Donkey Kong by completing one lap 
of DK Pass going in the opposite direction as normal. As usual, a 
rocket start should begin your journey. When you get close to the first 
turn, start a power slide. Turn the sparks orange and let it go fairly 
early. Go in between the two snowmen that are near the inside of the 

Several more snowmen lurk on the course, stationed in a zigzag pattern. 
Weave left and right to avoid the snowmen. After you are past them, you 
will go over a large hill. Five item boxes are after the hill, but you 
will miss three of them because you will jump when you go over the 
hill. Aim for one of the two items boxes that are farther out so you 
can break an item box as you go over the jump. Actually, I prefer to 
simply slow down near the top of the hill so I can hit both the boost 
plate and the item box.

From the item box, you will get either a triple mushroom or a star. If 
you get the mushrooms, use them at distinct intervals. Should you use 
them all at once, you will not get as much out of them. However, do not 
wait too long to use them, as there are more item boxes ahead. For the 
star, simply activate it and head through the snowball infested roads 
without trouble.

Soon you will come to another small hill with item boxes on top of it. 
Do not take this hill at full speed; instead, slow down a little so 
that you can get an item box. Take advantage of what it contains as you 
head out of the snowy area and onto the main track. If you are using 
mushrooms, watch out for the snowball to the right of the course after 
the item boxes.

When you reach regular track, start a power slide to curve around the 
first turn. You may notice that at this turn Donkey Kong goes across 
the snow (instead of taking the hairpin curve) to get an item box. That 
is okay for you to do, but it slows you down. If you have a speed-
enhancing item you can go across the snow without much trouble, but you 
will still be at an awkward position when you return to the track. Stay 
on the main road.

Finish off any items that you have in this small straightaway, as you 
will soon encounter the second hairpin curve. It has item boxes, which 
you will want to get as you power slide through it. After this turn, 
you will quickly come to another hairpin turn. This one should have a 
giant snowball rolling along it. You may not be able to complete a 
power slide because of the snowball, so just squeeze through and 
survive the turn.

As for the remainder of the track, it is just comprised of several 
steep curves and a few item boxes. Use power slides whenever you can, 
and collect an item at every possibility.

One last thing: the item boxes do not always have a star or a triple 
mushroom. I have actually received a single red Koopa shell while 
racing. Needless to say, item such as that are useless and will hinder 
your ability to gain a *** rank. If you get a worthless item you might 
as well finish the race, but there is a good chance you will have to 
restart. Fortunately, worthless items do not appear that often in this 

Mission 4-2

Palm Shore
Blast 20 crabs!

It is not an exceedingly difficult mission, as you have plenty of 
leeway time. However, you will want to make the most of it in order to 
secure a *** grade. At first you will start off on a lone, circular 
island surrounded by four longer islands. Shallow water is in between 
the island, which you can drive through. Several item boxes rest on top 
the circular island. Grab and item box and quickly press L. You should 
get a green Koopa shell, triple green Koopa shells, or a Bob-omb. The 
green shell and the Bob-omb are not that useful, so get rid of them 

With the triple green Koopa shells, activate them so they circle around 
your kart. Then, drive into the water and drive into crabs so that you 
will kill them with one of the Koopa shells. Once you have depleted 
your supply, race back to the main island to restock. Keep on doing 
this – get the triple green Koopa shells and drive out to hit crabs 
with them. You never even have to shoot a single one of them.

A short way into the mission, a ton of crabs will start to move against 
the main island. This makes your job easier, as you will not have to go 
as far to find crabs. Get items and eliminate the crabs like mad. Once 
twenty are gone, you will win. Also, you have a reasonable amount of 
time to complete the mission and still earn a *** rank. You can still 
get that rank even a short while after the crabs start to leave the 
main island.

Mission 4-3

Shroom Ridge
Reach the finish before the red car!
Time to beat red car: Less than 50 seconds.
Time to Earn *** Rank: Less than 42.25 Seconds

A long course with many turns, Shroom Ridge is a precarious place to 
hold a race. This time, however, you are not racing another kart. You 
are racing a wild car. As the race begins, you will see the red car 
drive past the starting line and pass a blue car. Use a rocket start to 
get going quickly.

Pass the blue car that is on the left side of the road, and start to 
power slide. Power slide as closely to the inside of the curve as you 
can, and get an item box. It will have three mushrooms in it. Release 
the power slide a short distance before the curve is complete to gain 
additional speed, and when you start to slow down use a mushroom for a 
second boost of speed. Now you will be fairly close to the red car.

The next section of track has a long U-turn. Start an early power slide 
so that you can make the full turn as sharply as you can. You'll want 
to turn the sparks orange as quickly as you can so that your initial 
drift becomes a full power slide, and then you will want to stay as 
close to the wall as you can.

Coming off that turn, you should be ahead of the red car. However, you 
still need to race quickly for the three stars. Power slide through the 
next curve, and stay as close to the inside of the curve as you can. 
Once you get the boost from that power slide, wait about a second and 
use a mushroom. Wait until you start to slow down, and then use your 
third mushroom.

At this point, you will approach another curve. It is not that sharp, 
but you still want to power slide through it. Avoid the vehicle on the 
road as you make the turn. Immediately after that turn, hop to the 
right and start another power slide. Complete it, and head straight for 
on of the item boxes in the tunnel. As a reward, you will receive three 

Use one mushroom as soon as you get the item. You will boost through 
the tunnel. As you begin to slow down, you will come to a U-turn that 
you should power slide through. Release that power slide at the end of 
the turn, and then quickly start another power slide after it to take 
on the next curve. You will have to squeeze in between a yellow and 
blue car for a successful power slide.

Immediately after you release the power slide, use a mushroom to go 
through the next curve. You will encounter the last curve of the level 
right after that. Power slide through the last curve, and then quickly 
use your last mushroom to make it to the finish line. Earning three 
stars require a lot of precision, but with practice you can do it.

Mission 4-4

Desert Hills
Drive through all 7 numbered gates in order!
Time to Earn *** Rank: 21 Seconds Remaining

Now this is how Desert Hills is supposed to be played. With a slew of 
mushrooms you can speed quickly of the desert terrain. That is, if you 
know what to do. That's what this walkthrough is for.

A rocket start should mark the beginning of the race. Drive straight 
through the first tire gate, and when you are past it start power 
sliding. Release the power slide when you are facing towards the item 
boxes to get a burst of speed. In the item box you get, you will 
receive triple mushrooms.

Continue straight after you get the item box, and do not turn with the 
course. Instead, go just to the right of the palm tree that is next to 
the road. You will see the second tire gate in the middle of a 
shortcut. As you reach the off course dirt, release a mushroom to speed 
up. Speed across the desert terrain and through the second tire gate. 
When you start to slow down even a little, use another mushroom. Keep 
going straight, even past the road when you reach it. On a ridge 
directly in front of you is tire gate number three. You will start to 
slow down from your second mushroom speed boost, so take advantage of 
your third mushroom to get through the third tire gate.

By the time you slow down, you should be back on the road. Turn 
slightly to the right to realign yourself with the road, and go through 
the fourth tire gate. Immediately after the tire gate you will jump 
down onto lower ground. It is here that you will get your next set of 

Head a little to the left and get the item box that is closest to the 
center of the road. Normally I just save these mushrooms because you 
don't need to use them right away to get a *** rank, but they could 
give you an addition amount of speed. Up ahead you should notice some 
more item boxes. If you can use all three mushrooms before you reach 
the next set of item boxes, you can get another set of three mushrooms.

No matter what you decide to do, make sure that you drift sharply to 
the right and line yourself up with the fifth tire gate. If you used 
the three mushrooms beforehand, you will be going fast enough where you 
will only be able to drift. If you didn't use the three mushrooms, you 
should be able to get in a power slide.

Now that you are lined up and have an inventory of three mushrooms, it 
is time to race for the finish. As you near the fifth gate, use a 
mushroom to speed through it. Just go straight and you will fly through 
the sixth tire gate as well. Should you start to slow down, just apply 
another mushroom to the engine. After the sixth gate you should fly 
straight across another ridge and land on yet another ridge. At this 
point you should only have one mushroom left. Use it immediately to 
soar over the next ridge, and you will see the seventh tire gate as you 
land. Steer as much as needed to maneuver into the seventh gate and you 
will complete the mission -- hopefully with a three star grade.

Mission 4-5

Bowser Castle 2
Collect all 15 coins. If you get squished by a Thwomp, you fail!

While the basic for this mission seems hard, it is actually really easy 
if you know what to do. The trick is not to make perfect turns, but to 
make pathetic turn, which lowers the difficulty level of this mission.

Begin with a rocket start so that you can get the first several coins 
that are in a line. When you reach the end of the first line, you will 
have to turn to the left so that you can get the second row of coins.

Instead of making a sharp turn after the last coin in the line, go 
nearly all the way to the barrier at the end of the level and then turn 
however you want. After you collect the last coin in the first row, the 
Thwomps should all smash the ground. Since you will make your turn very 
wide and late, the Thwomps will have enough time to pound down yet 
again and start to head back up. Once you finish the turn, speed 
through the second row of coins to collect them all. If you took long 
enough (yet not too long) on your turn, you will go right under the 
first Thwomp as it goes back in the air, at which time you can easily 
collect the remaining coins before the Thwomps come down for a third 
time. If you made your turn too quickly, you will slam into the first 
Thwomp, which will ruin your momentum and lower your rank. If you do it 
right, and *** rank is not too hard to obtain.

Mission 4-6

Choco Mountain
Break all 10 item boxes while avoiding the Fake Items!

Steady driving and cautiousness are all that is need if you want a 
three star rank. As long as you keep a straight path and don't crash, 
you will do well.

Each item box is set amongst a group of fake item boxes. Your goal is 
to break all of the real item boxes. The easiest way to determine which 
item boxes are real and which are fake is to look on the touch screen. 
Real item boxes are clear, while fake item boxes are red. Find the 
correct item box, apply its position to the actually racetrack, and you 
are good to go. Whenever you break an item box you also receive a 
mushroom, so use the mushroom before you reach the next item box to 
keep your speed up. Although it is easy to simply look at the touch 
screen, here is a list of where the real item boxes are located and how 
many item boxes are in each group (both real and fake).

1) Second to the left in the group of four
2) In the middle in the group of three
3) Second to the left in the group of four
4) To the far right in the group of three
5) To the far left in the group of four
6) To the far right in the group of three
7) Second to the left in the group of four
8) To the far right in the group of three
9) At the front middle in the scattered group of four
10) In the middle in the group of three

Mission 4-7

Waluigi Pinball
Drive through all 10 gates!
Advanced Three Star Strategy Coming Soon!

Since you get to choose the order that you tackle the gates, this 
mission is simple to complete. I prefer to go straight through the 
first two gates and then to drive through the rest in a figure-8 
fashion. Add a few power slides to the mix and you not only beat the 
mission, but you beat it with a few stars.

Mission 4-8

Luigi Circuit
Perform 9 power-slide turbo boosts in 1 lap!
Time to Earn *** Rank: 17 Seconds Remaining
Advanced Three Star Strategy Coming Soon!

With its seven hairpin curves, Luigi Circuit is the perfect place for 
mass power sliding. Power slide on every single curve to get seven of 
the power slides in. To get your final two power slides in, power slide 
once on the simple left curve before the first hairpin curve and once 
on the final stretch (avoid the puddles).

Boss Stage 4

Collect 50 coins while avoiding King Boo!
Advanced Three Star Strategy Coming Soon!

The description of this level is deceiving; you can't actually avoid 
King Boo. Drive around collecting coins and go as quickly as you can. 
However Boo will attack you and there is no way to stop him. When he 
hits you, he will take all of your coins and the coins in the level, 
making it impossible to continue. To regain your coins, drive over to 
King Boo. He will stop moving. Go under King Boo and hop. When you do, 
you will get all your coins back and the coins will appear on the level 
again. Keep collecting coins until he attacks you again, and then do 
the same thing. It's not that hard if you know what to do; just chase 
him down quickly and don't dawdle while hoarding coins.

Level 5

Mission 5-1

Peach Gardens
Reach the finish before the stray Chain Chomp!
Time to Beat Chain Chomp: Less than 49 Seconds
Time to Earn *** Rank: Less than 42.75 Seconds

All you get in this mission is three mushrooms, so pay attention so 
that you spend them wisely. When the race begins, use a rocket start. 
That should be ingrained in your head by now. When you reach the item 
boxes, start power sliding to the left. Release the power slide as soon 
as you can and zoom across the bridge that you come to.

Drive straight until you come to the flowers that force you to make a 
U-turn. Instead of following the path, use one mushroom to drive 
straight through the flowerbed as soon as you reach it. Steer carefully 
so that you end up on the right side of the road after you have gone 
through the flowerbed. At this time you should be extremely close to 
Chain Chomp, so stay on the right side of the road to avoid getting 

Continue until the path turns, and then use a mushroom to go through 
the next flowerbed at full speed. Doing that allows you to make a much 
sharper turn. Past that turn, you will enter a section of the garden 
with many hedges. Go to the right of the first hedge that you come to 
(it will be in the middle). Go to the left of the hedge immediately 
after that, and start to head towards the left of the hedge after that 
as well. Instead, of merely steering, power slide to the left of the 
next hedge so that you gain a speed boost and end up going to the right 
of the hedge that is directly after the hedge you power slided past (it 
will be in the fourth row or hedges that you pass) Go to the right of 
the last hedge, and you will be free from that section of the garden.

Soon after that, you will need to make another right turn. A flowerbed 
is in the way of this turn to, so plow through it with your last 
mushroom. Once you have completed that, you will head down a long, 
slanted path that leads to a circular area with three large hedges in 

When you reach the circular area, go to the side of the first hedge, 
and then power slide in between the two hedges that are after it when 
you get the chance. It is difficult to do effectively, but with 
practice you will be able to do it.

In the dirt section of track after the paved circle, you will have a 
fairly substantial turn. Power slide to the right to gain some speed, 
and then do a normal turn to the left. A power slide to the right will 
get you onto paved ground again, and another power slide a short 
distance after that will get you to the end.

The key to gaining a *** rank in this level partly relies on following 
the steps above, but it also relies on precision. Make your turns as 
tight as you possibly can to shave even a second of your lap. Also, do 
your power slides quickly and effectively; if you don't, they may cause 
you more harm than good. Practice some, and you will be able to 
accomplish this task.

Mission 5-2

DK Pass
Drive backward and collect 15 coins! If you hit a snowman, you fail!

I love missions where you drive backward. They are all so easy, as 
there is not much you can do while driving backward. Keep in mind that 
left and right are switched when driving backward.

As the mission begins, press B to head backward. You will collect a few 
coins, and then the coins path will turn to the left. Since you are 
driving backward, press right to make the turn. Keep pressing right 
sparingly as you make the wide left turn.

After the ninth coin however, you will have to make a sharper turn. 
Momentarily let go of B to ensure that you make the turn and collect 
the tenth coin. Once you have the tenth coin, return to full speed to 
collect the final five coins, which are also locate on a wide, left 

Mission 5-3

Koopa Beach 2 (SNES)
Destroy all 5 item boxes!

I had a lot of fun with this mission, and I hope you will to. The item 
boxes may seem tricky at first, but with a little practice you can 
destroy them quickly. When the race begins, use a rocket start to head 
towards the item boxes. Turn just right so that you hit the last item 
box in the line. It will give you a mushroom, which you should 
immediately use to break the next to last item box before it goes over 
the deep water.

Although you will receive a mushroom from the second item box you 
break, there is no need to use it. Instead, drive along the edge of the 
deep water until you find the spot where the first item box returns to 
shallow water. Head to that spot. The second item box in the line will 
pass before you get the, but you can make it to the spot in time so 
that the third item box crashes into and breaks. Instantly after you 
destroy your third item box, use the mushroom to boost into the fourth 
item box. You will get yet another mushroom.

At this point, you should feel inclined to speed straight ahead to get 
the fifth item box. Resist that temptation. The last item box will make 
a sharp left turn at the small island, and you will miss it if you go 
straight. Activate the mushroom and turn to the left so that you can 
cut off the last item box. That will require you to aim straight for 
the deep section of water. Because of that, it is vital that you hit 
the last item box. Once you do, the mission will end and you will get a 
*** rank. If you miss the item box, you will fall into the water. 
Restart the mission and be a bit more careful next time.

Alternate Strategy Written by Rush60002

Get a rocket boost when you start and head immediately for the last box 
in the line. When you destroy that last box immediately use the 
mushroom, and get the second box. As soon as the boost from the first 
mushroom wears off, use the second mushroom and follow the edge where 
the sand meets the water and aim for the first box in the line. You 
should be able to intercept it before it goes into the next part. As 
soon as you touch it HIT THE BRAKES. If done right you should just sit 
in place and the other 2 boxes should just come right up and hit you, 
plus you should get a little over 25 seconds left and get urself a 3 
star rank.

Mission 5-4

Bowser Castle 2
Drive through all 10 numbered gates in order!
Advanced Three Star Strategy Coming Soon!

This is a simple run through of Bowser Castle 2, only you need to go 
through gates while completing a lap. The gates are all in reasonable 
places, so just drive steadily to get through them all. If you want to 
improve your time and your grade, make sure that you hit all of the 
boost plates you can and power slide often. You have plenty of time to 
complete the mission; make the most of it.

Mission 5-5

Mushroom Bridge
Complete 1 lap in the opposite direction within the time limit!
Advanced Three Star Strategy Coming Soon!

Going the wrong direction provides a new intake on levels; you just 
have to watch out for mission specific obstacles. The beginning of the 
level will take you across the bridge, but only one lane is open. Avoid 
the oncoming traffic while going for any item boxes that you see.

Later on you will also have the opportunity to go up the shortcut 
backward. If you have mushroom, use it at the beginning of the 
shortcut. The mission has mushroom already placed to get you across the 
dirt. Drive carefully, power slide, and use items to accomplish this 
task with a decent grade.

Mission 5-6

Tart Top
Collect all 18 coins!
Advanced Three Star Strategy Coming Soon!

All the coins in this level are stationed in a classic flower like 
shape. They loop around an obstacle near the edge of the course, and 
then they head straight across the jump to repeat the process. Just go 
around quickly and get every single coin; if you do it right you can 
easily get a good rank.

Mission 5-7

DK Pass
Drive through all 8 numbered gates in order!
Advanced Three Star Strategy Coming Soon!

Yet another level where you go through DK Pass backward! Anyway, this 
time your trip should be much simpler. There are no item or opponents 
to worry about, so just carefully make your way through all eight 
gates. Since the snowballs are in abundance this mission, you will have 
to watch out for them. Use power slides whenever possible, slow down on 
the first steep hill so you land on the boost plate, and avoid the 
snowballs if you want to improve your time.

Mission 5-8

Mario Circuit
Reach the finish before Mario!
Time to Earn *** Rank: Less than 44 Seconds
Advanced Three Star Strategy Coming Soon!

Advanced power sliders will be able to score a three star rank with 
little trouble on this mission. Go along the track carefully, and power 
slide as often as you can. The beginning of the track has a ton of 
Goombas, and you will have to avoid them if you want to keep up your 
speed. If you get a mushroom of a star in the first item box, use it to 
go across the dirt when the path veers off to the left to go around a 

When you get your next item box, hope that it is a star since you have 
to travel through a section of track infested with a ton of Piranha 
Plants. If it is a star, activate it and don't worry about a thing 
until you reach the final two hairpin turns that you should power slide 
through. If it is not a star, use caution as you maneuver through that 
part of the course. Mario is slow, so you should be able to beat him if 
you don't run into any enemies. 

Boss Stage 5

Hit the Big Bob-omb with 3 Bob-ombs!

You hit the Pokeys with Bob-ombs back in Level 2, and this is way 
easier than that. If you know want to do, you can finish of King Bob-
omb in just a few seconds.

When the level begins, King Bob-omb will create two item boxes -- one 
to his left and one to his right. Start off slowly and get an item box. 
You will receive a Bob-omb, so turn and throw the Bob-omb at the king. 
Throw it immediately, but make sure you do not go forward too much when 
you turn; otherwise you will get caught in the explosion.

He will fly backward, so drive up sort of close to him and wait for him 
to regain his composure. Once he gets back up King Bob-omb will walk 
around for a few seconds and then he will create two more item boxes 
and a Bob-omb. Drive to an item box as he goes for the Bob-omb, and 
then throw your Bob-omb at him before he can do much damage.

Now, King Bob-omb will jump high into the air, and three Bob-ombs and 
an item box will fall from the sky. The Bob-ombs are trouble, but the 
item box (which will land in between the three Bob-ombs) is exactly 
what you want. Acquire the item box and steer away from the Bob-ombs so 
that they do not hurt you when they explode. Once they explode, turn 
around and face the spot where you took the item box. King Bob-omb will 
drop onto that exact spot, and all you have to do is to throw the Bob-
omb and finish him off. Do all these steps without ever missing the 
king and you are most likely going to get a *** rank.

Level 6

Mission 6-1

Bowser Castle
Drive backward across the spinning bridge! If you fall, you're out!

The level is as easy as it sounds (or doesn't sound). You will start 
off in front of the spinning bridge in Bowser Castle, and you will have 
to drive backward to get across it. Start by merely holding B to go 
straight backward towards the bridge. It will start by spinning right, 
so you will need to press right on the D-pad as much as needed to keep 
from falling off. About halfway through, it will switch and start 
turning left. When you start going off the left side, press left on the 
D-pad to stay on. Near the very end it will switch back to going right, 
but you will only need to press right for a short amount of time before 
you make it across the bridge and finish the level. If you don't slow 
down (not that you can slow down much while going backward), you will 
get a three star grade.

Mission 6-2

Airship Fortress
Get stars and run over 15 Rocky Wrenches
Advanced Three Star Strategy Coming Soon!

It's exactly as its name suggests. Get item boxes, get stars, and have 
fun! Rocky Wrenches pop up all over the place, so try to keep a star 
activated at all times. If you look ahead for potential victims and 
don't waste time, you should fare well on this mission.

Mission 6-3

Choco Island 2
Collect all 30 coins!
Advanced Three Star Strategy Coming Soon!

Taking you through Choco Island 2 the way you are supposed to go, this 
mission is more informative than anything else. Pay attention to the 
shortcut and the path it provides, as both will help you improve your 
times on this course. Just follow the coins and adjust your turns to 
make sure that you get every single one. Getting them quick enough to 
gain a three star grade is challenging, but possible if you put a 
little effort into it.

Mission 6-4

Block Fort
Destroy all 10 item boxes!

Breaking all the item boxes in this level can be a pain, especially 
since they move around. Start off by destroying the lone item box that 
is on the ground level by using a rocket start and following it. Once 
it is gone, use the mushroom that you receive to take down the 
remaining item boxes that lurk on the upper two areas of the arena.

Mission 6-5

Sky Garden
Drive through all 8 numbered gates in order!
Advanced Three Star Strategy Coming Soon!

A teaching mission, 6-5 will show you the way to go on Sky Garden. As 
you come off the first turn, break an item box to get three mushrooms. 
Use one as you go over the ramp, and use a second one as you land on 
the clouds. Then, keep following the path and use the third one when 
you reach the next ramp.

Since the other gates are easy to find, just drive through the level 
and go through the remaining gates. One of them is on the cloud 
shortcut, so remember to turn there. A lone item box is also on the 
path before gate number five, and its three mushroom will propel you to 
a better rank.

Mission 6-6

Yoshi Circuit
Perform 14 power-slide turbo boosts in 1 lap!
Advanced Three Star Strategy Coming Soon!

Have you read my walkthrough on Yoshi Circuit? If not, go and do so now 
and apply what you read to this mission. It is basically the same 
method, only you are doing it in a mission instead of in a race. Use 
the tips provided in the walkthrough to get even more than 14 power 
slides, which will help your time. To make you time even better, use 
the shortcut near the beginning of the level. I have all those tips in 
this level walkthrough, so look there for you three star needs!

Mission 6-7

Tick Tock Clock
Collect all 40 coins!
Advanced Three Star Strategy Coming Soon!

With nothing but a clock face, two hands, and a few boost plates, this 
mission has plenty of challenge. Look at the touch screen for good 
paths to take, and watch the hands to make sure that you do not get hit 
while taking the paths you design. Be careful and you should complete 
the mission. Just go as fast as you can and get as many coins as 
possible when you head into the middle of the clock.

Mission 6-8

Peach Gardens
Reach the finish before Peach!
Advanced Three Star Strategy Coming Soon!

Getting three stars on this mission is not hard because of all the 
obstacles, nor is it hard because you are going through Peach Gardens 
backward. It is hard because Bowser is a lame character. Anyway, you 
have the odds stacked against you when going for three stars in this 
mission. Tackle this level backwards the same as you would forwards; 
just watch out for the hedges section -- which has several added 
barriers -- and the circular path with a Mario hedge in the middle -- 
which you must take the long way on because the short way is barred 
off. Do well and you should beat Peach; whether you get a three star 
rank or not depends on how well you power slide and use items.

Boss Stage 6

Use Mushroom boosts to hit Chief Chilly and knock him off the stage 3 
Advanced Three Star Strategy Coming Soon!

The final boss is a challenge, but when you play your mushrooms right 
you can keep him off the stage and in the drink. Start by getting an 
item box, which will contain three mushrooms. Turn to face Chief 
Chilly, and then use a single mushroom to boost straight at him. When 
you make impact, don't press anything and wait for a split second. 
Then, use the second mushroom to pummel the chief again. Finally, use 
your third mushroom if he isn't off the edge.

Once you knock him off, replenish your mushroom supply and go to the 
middle of the stage. Face the place where Chief Chilly fell off and 
wait for him to jump back on. As soon as he does, start the process 
over again and knock him back into the water.

The third time however, Chief Chilly is smarter. If you use a mushroom 
from too great a distance, he will jump over you. If you are close 
enough to the edge, you'll be the one in the drink. To prevent this 
from happening, drive around until you are facing Chief Chilly and he 
is close to the edge. Then, use a mushroom to boost towards him when 
you are very close to him. Hit him back, and wait to see if he falls 
off. If he doesn't, quickly get close to him again and use another 
mushroom. It will take practice, but you can finish him off if you try 
hard enough.

Level 7

Unlockable: Earn at least a * rank in every mission to unlock Level 7

Mission 7-5

Wario Stadium
Collect all 20 coins!
While it is a challenge, this mission can be fully completed with a 
little practice and skill. It takes place in Wario Stadium, and it 
forces you to play the level to its fullest if you want all three 

Begin with a rocket start, and immediately follow that with a power 
slide around the first curve. The road will then form and S-curve, but 
the road is wide enough where you can go straight through the curve. 
Collect the two coins in the S-curve as you go straight through it, and 
then turn sharply to the left to take on the curve afterwards.

At the end of that curve, you must go straight across a boost plate to 
garner even more coins. Three coins are near the boost plate, but there 
is one in the middle of the ring of fire that you must collect.

Power slide through the turn after the first ring of fire, and you will 
come to the section of track that is full of mud. Four boost plates are 
located in the mud to help you get across it quickly, and a single coin 
is on each of the boost plates. Steer carefully to get all of the coins 
while still taking the boost plates on at full speed. When you are out 
of the mud, power slide through the next turn. 

You will come to two slanted boost plates that lead to two rings of 
fire. The first has three coins near it, and the second has two coins. 
Approach the first one from the right side and turn to the left to 
acquire all of its coins, and then do the opposite for the second boost 
plate. It is somewhat difficult, so you may need to practice this a few 
times. You want to turn just enough for the first one so that you get 
all three coins while still being able to get the coins near the second 
boost plate.

Further one, another S-curve will rest in a sea of mud. Go straight 
through this S-curve, as the two coins in it are easiest to collect if 
you do so. You should not have to worry about the rotating fire, but if 
any of it gets close to you just maneuver a little to avoid getting 

One last turn remains before the end of the level. Power slide through 
it, and end up on the right side of the track. Go perfectly straight 
over the first boost plate, and stay straight as you hit the second 
boost plate and fly through the ring of fire, where the last coin 
lasts. It is hard to line up correctly for this section, so you will 
probably have to replay the mission a few times. The key to earning 
three stars is to follow and perfect the steps above. You will need to 
finish with very close to 20 seconds remaining if you want a perfect 
grade; I would have listed that at top, but I did not have it quite 
exact enough. Just know that that is about what you should aim to get.

Mission 7-6

Nintendo DS
Drive through all 8 numbered gates in order!

You should find this level challenging at first, but it is not too hard 
once you get the hang of it. In the level are eight tire gates 
stationed in a circle. However, they alternate number. Therefore, you 
will have to go around the tire gate circle twice before you complete 
this challenge. You only have 10 seconds, so you have to make it count.

A rocket start should mark your entrance into the level. When you are 
partially onto the touch screen of the Nintendo DS, start drifting to 
the right. You should hold down right all the way on the D-pad. If you 
started the drift at the correct time, you will drift through the gates 
numbered 1 and 6. At this point, relax and keep holding down R and 
right. It may look like you will miss some of the tire gates, but you 
will actually go through them all without trouble. If you started your 
power slide too early or too late, you will hit either gate 1 or gate 
6. Also, please note that I said drift, not power slide. You do not 
need to complete an actually power slide to beat this mission, nor do 
you need to power slide to get three stars. If you start off with a 
rocket start and simply start your drift at the right time, you will 
complete this level with a *** rank.

Boss Stage

Mushroom Bridge (GCN)
Reach the finish before Wiggler!
Time to Earn *** Rank: Less than 1:25

It may be the last boss stage, but it actually isn't that hard to get 
three stars on this if you know what you are doing. This race takes 
place on Mushroom Bridge, so you will need to take advantage of 
shortcuts. Also, many cars have item boxes underneath them that will 
give you a mushroom if you go through the car with a star. Let's look 
at this level to see how to gain the three star grade.

At the beginning, Wiggler and you will be behind the starting line. 
Take off with a rocket start. Wiggler will start off much faster than 
you, but at least the rocket start will keep you from getting too far 

Immediately, Wiggler will start running into vehicles. First he will 
hit a black truck, and then he will hit a blue car. The black truck has 
an item box underneath it. Start a power slide, and time your slide so 
that you go underneath the truck at the same time Wiggler knocks it 
into the air. Release your power slide (remember, for it to be 
considered a power slide it has to give you a mini-boost at the end), 
and then use the mushroom to boost into the item box in the middle of 
the road in the tunnel.

You will get a star, which you should use immediately. While you are 
invincible, go to the left side of the road to hit a black truck. 
Collect the item box that is underneath the black truck, and 
immediately use the mushroom that you receive to zoom in front of 
Wiggler and to go on the dirt shortcut. Since you are using the star, 
you will not slow down at all by going on the dirt.

Drive quickly over the shortcut and drop down and the end. Turn so that 
you resume normal driving without losing much speed. You will lose your 
star shortly after you fall, so avoid the black truck that you will 

Since you have no speed powerups, use a power slide in the tunnel to 
gain some additional speed. Also, dodge all of the vehicles in the 
tunnel (it is best if you stay in the center). Near the end of the 
tunnel, you will find an item box in the center of the road. Take it 
and activate the star that you will receive.

As you go across the bridge, you will want to gain additional speed. 
Start by staying on the right side of the road until you hit the black 
truck. Since you are invincible, the truck will fly into the air and 
you will be able to get the item box underneath it.

Quickly use the mushroom that you receive and move onto the left side 
of the track, where you will hit yet another black truck. Make sure 
that you use mushroom as soon as you get it.

At this point you will be near the starting line. Use the mushroom you 
received and head to the center of the road. You should find an item 
box right next to the finish line in the center of the road, and you 
will want to get it.

Utilize the star immediately, and zip through the turn and the tunnel. 
When you approach the shortcut this time, however, ignore it. Instead, 
get the item box that is in the center of the road. Use the star to 
become invincible, and head to the left side of the road where you will 
find a truck with an item box. Get the mushroom and use it to boost 
towards the tunnel, where you will find another item box. It has a star 
in it.

Speed through the tunnel with the star, and make your way to the left 
side of the track. When you go around the turn, you will hit a black 
truck that is in the left land. You will get a mushroom if you are sure 
to get the item box that is under the truck. Quickly use the mushroom 
and go to the right lane, where you will hit another truck. That truck 
also has an item box hidden underneath it. Grab the box and use the 

On the bridge, you will find another item box in between the two lanes. 
Acquire it to earn a star, and then immediately use the star. Once you 
start turning after the starting line, quickly use a power slide. As 
you boost from the power slide, go to the left lane and hit the black 
truck that you will encounter. It is imperative that you power slide 
quickly through this turn. Under the black truck is an item box with a 
mushroom. Use it!

Return to the center of the track after using the mushroom, where you 
will find another item box when you go over the bridge. Press L when 
the star appears to become invincible. Drive steadily through the dirt 
shortcut, and smoothly drop back down to the regular road when you have 
finished the shortcut.

The star will disappear, and you will be on your own for several 
seconds. Try to get in two power slides while you are under the bridge, 
and then head to the center lane to get the item box that is there. It, 
like all of the other item boxes, will be in the center of the lane.

Activate the star, and move to the left side of the road to hit a black 
truck. Take the mushroom from the item box and boost to the finish 
line. If you did these steps perfectly, you will receive a three star 
rank. Keep in mind that this is a difficult task, so you will have to 
practice often if you are to gain the perfect score on the last level.

11. Courses

Welcome to course information. In this section, you will find hordes of 
useful information on how to best complete each track. With course 
layouts, shortcuts, and hints, it is certain to have something that you 
can use.


These are what the various symbols stand for in most of the tracks. 
Occasionally, one track may use a symbol in a different way. Each track 
has its own key, so refer to it when you want specifics for the track. 
Otherwise, you can use this information to figure out what the track 
looks like. Also, each track has numbers (1, 2, etc.) on it. These 
numbers correspond with different tips, so look under the track to find 
the tips that go with each of the numbers.

~ = Normal Track
. = Alternate Type of Track
Y = Dirt or Grass
B = Block Wall
O = Clouds
W = Shallow Water
J = Jump Pad
= = Starting Line
? = ? Box(es)
^, V, <, >, = Boost Plates

 Retro Mode

Shell Cup

Mario Circuit 1 (SNES)

 BY~??~YYB                  BBBBBBBYYY~~~~YYB
 BY~~~~YYB                      ^ BYYY====YYB
 BYY~~~~~~~~~~3333333~~~~YYYYB    BYYY~~~~YYB

B = Block
Y = Dirt
~ = Track

1) If you are a snaker, this part of the track should be a haven for 
you. After the first turn, power slide at least once to the right and 
once to the left before reaching the next turn.

2) Pipes swarm this section of track, and if you run into one it will 
cost you serious lap time. Maneuver carefully to avoid the pipes, and 
try to stay on the inside of the track.

3) The quickest route between two points is a straight line, whether it 
is on the track or off it. Since the dirt will slow you down, it is 
best if you save this shortcut for when you have a mushroom or star. A 
mushroom's speed will make the journey ultra-fast, just make sure you 
don't attempt to cover too much ground with a single mushroom.

Time Trial Tip: Mushrooms will give you one boost of speed in Time 
Trial. Use a mushroom to quickly get across the dirt using the shortcut 
at 2. You will save time by going straight across the dirt with a 
mushroom instead of staying with the track.

Moo Moo Farm (N64)

Moo Moo Farm is one of the classic levels from the N64 version of Mario 
Kart. It features a large track with wide curves, and it is almost 
shaped like a circle. You will have little trouble going through it. 
Because it is wide and its curves are slight, you could go through them 
with little trouble. However, the curves are very easy to do power 
slides on, so try to get as many power slides as you can during the 
race to increase your speed.

Even though it is simple, there are things that you should watch out 
for. On some sections of the road, you will find many holes. These 
holes house gophers, which will occasionally pop out. If you hit a 
gopher, your kart will get a serious beating. Avoid the holes as much 
as possible, and collect as many ? boxes as you can. Also, near the end 
of the track you will find a bridge going over the track you are on. 
Since the bridge has several pillars keeping it up, you will have to be 
sure to go in between the pillars so you do not get stuck. Other than 
that, it's not that hard.

Peach Circuit (GBA)

           BBY~~~~ BBBBBY~~~YYB  ^
         BBY~~~~YB     BY===YYB / \
       BBY~~~YYBB      BY~~~YYB  |
     BBY~~~~YBB        BY~~~YYB  |
   BBY~~~~YYB          BY~~~YYB
  BY~~~~YYYB           BY~~~YYB
  BY~2~YYYYB           BY~~~YYB
   BY~~~~YYB           BY~~~YYB
    BBY~~~~YB          BYYY~~~~~~~~~~~~~~~~~~..YYYB
  BBY~~~~YBB           BYYYY~~~~~~~~~~~~~~~~~~..YYB
 BBY~~~~YBB                              BYY~~~~YYB
   BBY~~~~YBB                BBBBBBBBBBBBYY~~~~YYB
     BBY~~~~YBB             BYYYYYYYYYYYY~~~~YBBB
       BBY~~~~YBB          BY~~~~~~~~?~~~~~~YB
         BBY~~~~YBB      BBY~~~~~~~~~?~~~~YBB
           BY~~~~YB    BBY~~~~YYYYYYYYYYYBB

B = Block
Y = Grass
~ = Normal Track
. = Striped Track

1) This first hairpin can cause trouble, but an additional portion of 
track (T) makes it easy to stay off the grass. To make this turn 
effectively, however, you will need to start a power slide early.

2) This S-curve is perfect for power sliding. Use as many power slides 
as you can to maneuver this section of track, as doing so is faster 
than simply going straight.

3) Around the halfway point of the track, the game will throw at you 
another sharp curve. It is possible to make the turn with a good power 
slide, but if you have a mushroom you can cut through the grass. It 
saves time and it is easy.

4) The final hairpin curve does not have as much track security as the 
first one, so it is easier to go off the road. Apply the brakes or 
utilize a power slide to negotiate this turn.

Time Trial Tip: Remember the mushrooms in Time Trial, and consider 
using them to get across the shortcut at 2. It will save you time as 
long as you don't run into the trees that are near the track. Use a 
mushroom to take advantage of this shortcut. Also, don't forget the 
speed boosts that power slides can provide -- with many hairpin curves 
you can gain some easy power slide speed.

Luigi Circuit (GCN)

Forward then backward, backward then forward. That's how this track 
goes, and you will often find yourself lost in the midst of the level. 
Not really, but the track is interesting because the lane going away 
from the exit and the lane going to the exit are side-by-side, and you 
can easily slide from one to another. However, going into the other 
lane will easily throw you off course, as a small jump from the 
opposite direction will stop you in your tracks.

You will be safe if you stay in the lane that directs you to go 
forward. Stay on the road and get any ? boxes that you find. In two 
sections of the track, there will be the main road and a curved section 
of road off to the side. The curved section of road has several boost 
plates on it, but going over them requires you to make a wide turn. If 
you are a decent power slider, stay near the inside of the turn and use 
power slides to maneuver though it instead.

Banana Cup

Donut Plains 1 (SNES)

 ^ BYY~~~~YYBWWYYY~~~~~~~~~~~~~~YYYYBY2~~~~YYYY3YYYYB

~ = Dirt Track
. = Bridge
Y = Grass
B = Block
W = Deep Water

1) Once you have passed the bridge, the course will throw at you a 
little curve. It is fairly easy to negotiate if you time a power slide 
right, so practice up.

2) With no wall separating this section of grass, it is an excellent 
shortcut. As a light character you can power slide across the grass. 
For maximum effectiveness, however, use a mushroom or a star.

3) Due to a break in the wall that was supposed to keep this curve 
intact, it is possible to travel straight instead of making the 
difficult turn. Since the grass slows you down tremendously, avoid this 
shortcut unless you have a mushroom to assist you.

4) The last several stretches of Donut Plains are riddled with hairpin 
curves that will either throw you off course or severely hamper your 
speed. To take these as maximum velocity, time several key power slides 
-- just make sure you allow yourself ample recovery time to start into 
the next slide. Also, the inside of the track may be slippery, but it 
is a lot faster than staying on the normal road. It does not hamper 
your speed, so stay on the dark dirt when taking on the turns that have 

Time Trial Tip: Shorter paths are your friends, and this is especially 
true when you are in a timed race. Use a mushroom to maximize the 
effectiveness of the shortcut at 2.

Frappe Snowland (N64)

Ever wanted to see a violent snowman? Now is your chance, as Frappe 
Snowland features some of the meanest snowmen around. As long as you 
avoid them, you will race just fine.

At the beginning of the race, you will encounter many different sharp 
turns. They typically alternate from right to left turns, so after 
completing one with a power slide you can simply hop the opposite 
direction to get started on the next one. Dangerous snowmen lurk in the 
path, but if you power slide correctly through them you can easily 
avoid a collision. Once you have completed the first set consisting of 
a right and left turn, you will have a chance to pick up an item for 
use during the next to sets of turns.

After three sets of right and lefts turns, you will jump over a narrow 
river and head across a short section of straight road. Here you will 
encounter another group of item boxes. Past the items boxes, power 
slide to the left and then immediately to the right to make it through 
the two turns that follow the item boxes.

Aim for the left side of the road as the track widens, and steer so 
that you go just to the right of the leftmost snowman. Stay on this 
course until you reach the left turn, at which time you should power 

While you would normally power slide through the two sharps turns after 
the major left turn, it is easier to simply go straight. However, due 
to the snow you should only go straight if you have a mushroom. Once 
you turn left, use the mushroom and boost straight across the snow as 
the course makes to slight turns. Don't go too far to the right, or you 
will head into deep snow that Lakitu will have to pull you out of, and 
maneuver away from any snowman that you may potentially hit. It is not 
a hard shortcut to complete, so take it if you have a mushroom or a 

During the straight valley, you will be given another opportunity to 
collect an item. Along with that, the valley is also a great place to 
snake if you want additional speed. At the end of the straightway, a 
wide left turn and a wide right turn will escort you out of the valley 
and to normal ground. Apply power slides generously in this area, as 
you can usually get more than one power slide in per wide turn. When 
you complete the two wide turns you will come to a short bridge. Cross 
it and you will be right back at the beginning of the level.

Bowser Castle 2 (GBA)

                                   BBBBBBBBB  BB  BB  BBBBBBB
  BBBBBBBBBBBBB                    B.. ..B  BB  BB  BB  B~~~B
  B~~~~~~~~~~~B                    B..J..B              B~~~B
  B~1~~~~~~~~~B                    B.....B               JJJ
  B~~~BBBBB~~2B                    B.. ..B
  B~~~B   B~~VB                    B..J..B            B~~~~~~B
  B~~~B   B~~~B                    B.....B            B~~JJ6~B
  B~~~B ^ B~~~B                    B^...^B            B~~  ~~B
  B===B/ \B~~~B                    B4. ..B            B~~  ~~B
  B~~~B | B~~~B                    B..J..B            B~~~~~~B
  B~~~B | B~~~B        BBBBBBBBBBBBB.....B             JJJJ~~B
  B~~~B   B~~~B        B~~~~~~~~~~~~.....B                 ~~B
  B~~~B   B~~~B        B~~~3T~~~~~~~.....B             B~~~~~B
  B~~~B   B???B     BBBB~~~BBBBBBBBBBBBBBB              JJJJJ
  B~~~B   B~~~BB    B~~~~~~B                          
  BT~~B   B~~~~B    B~~~~BB                           B~~BB~~B
  B~~~B   B~~~~BBBBBB~~~~B                             JJ  JJ
  B~~TB   B~~~~~~~~~~~~~~B
  B~~~B   B~~~~~~~~~~~~~~B                             B~?~~~B
  B~~BB   BBBBBBBBBBBBBBBB                             BJJJ~~B
  B~~B                                                     ~~B
  B~~B                                                 B~~~~~B
  B~~B                                                 B~~~~~B
  B~~B                                                 B~~~BBB
  B~~B                                                 B~~~B
  B~~B                                                 B~~~B
  B~~BB                                                B~~~B
  B~~~BBBBBBBB         8      J................<...........B
  B~~~~~~~~~~~......... J........     J  J  J. J. J........B
  BBBBBBBBBBBB               J...............<......BBBBBBBB

~ = Stone Track
. = Wire Track
J = Jump Pad
T = Thwomp
B = Block
_ = Track In Between Lava Pits

1) Ease into the first U-turn with a power slide; it will help you make 
the turn and give you an opportunity to gain some speed.

2) Finish your power slide by aiming towards the left side of the 
track, where you will find a boost plate. You need to not only get to 
the boost plate but also to straighten out so that you do not boost 
yourself into a wall.

3) The Thwomp at 3 is easy to avoid; however, you can make your turn 
sharper if you can go right under him. As you approach the end of the 
curve, look ahead to see whether or not you can risk driving under the 

4) As the terrain changes for a short period of time, the game will 
give you an opportunity to gain some speed. Aim for the boost plate to 
the left of the jumps; it will allow you to have the greatest chance of 
reaching the boost plate at 5. A power slide to the left is the best 
way to reach the boost plate. Although the jumps do give you enough 
height to bridge the lava gaps, they waste time since you could be 

5) This is the riskiest boost plate in the game. You will have to make 
a sharp turn to reach it after the boost plate at 4, and even if you do 
reach it the Thwomp may make your journey difficult. It is usually best 
to simply run over a small corner of the boost plate. That provides a 
full boost with minimal trouble.

6) Stay straight and go straight over the jump at six; just make sure 
that you do not hit the fireball. Going beside the jump is also a 
plausible route. Normally jumps slow you down when you hit the ground, 
but because the jump at 6 gives you an addition boost, it is about as 
fast as just going the regular way.

7) You cannot see it well because of the inherent problems with ASC II 
art, but there is actually a narrow path in the center of this section. 
It even has ? boxes, if you want to acquire items. Even though it is a 
plausible route to take, your lap will go quicker if you veer off to 
the side and take advantage of the boost plates located there. The 
sides have straight paths devoid of lava pools that are too long to 
jump, and it is easy to merge back into the main flow of traffic when 
the path is about to end.

8) Upon leaving the section of track filled with lava pools, you will 
encounter two final lava pools before you finish your lap. The jump 
pads make it easy to jump them, but it is also possible to simply drive 
through a lane that is in between the two pits of lava. Since fireballs 
will make jumping the lava risky, it is best to stay in the center 

Time Trial Tip: As a result of the lack of competition, this track will 
be much easier to navigate when you are alone. Practice your power 
slides to perfection so that you can hit the boost plates that come off 
many of the turns.

Baby Park (GCN)

 ^  B~~~~~~~B B~~~~~~~B
/ \ B~~~~~~~B B~~~~~~~B
 |  B~~~~~~~B B~~~~~~~B
 |  B~~~~~~~B B~~~~~~~B
    B~~~~~~~B B~~~~~~~B
    B=======B B~~~~~~~B
    B~~~~~~~B B~~~~~~~B
    B~~~~~~~B B~~~~~~~B
    B~~~~~~~B B~~~~~~~B
    B~~~~~~~B B~~~~~~~B

~ = Track
B = Wall

Baby Park has little in the way of variety; the track consists of two 
U-turns and a heaping helping of ? boxes. Use power slides to stay near 
the center of the track during turns; it cuts off time. Take advantage 
of the many ? boxes piled near the turns, and realize that shells can 
go over the barrier and onto the other side of the track. Also remember 
that this course is five laps instead of three.

Time Trial Tip: Snaking is the best way to minimize your time on Baby 
Part. Snake during the straight sections to improve your speed, and cut 
the corners as sharply as you can. Cutting corners is immensely more 
important than gaining an extra power slide, so take that into 

Leaf Cup

Koopa Beach 2 (SNES)

This retro track is very simple, yet fun to play. It starts on a lone 
island in the middle of the sea. Since the middle of the island is full 
of vegetation, you will need to stay on the beach to stay at top speed. 
The first section of the track is just a large curve, so power slide 
multiple times to get through it as quickly as possible. You will also 
find some item boxes that you can get.

Later on, the island will head inward and you will be forced to drive 
across the shallow water. A small island to the right has three item 
boxes, and you can head towards it if you want. Since large sections of 
deep water dot the shallow water path, it is best if you avoid power 
sliding during this section of the track. You can keep power sliding 
through the remainder of the short track once you get past the deep 
water. Watch out for the Cheep Cheeps that are on the track and you are 
good to go.

Choco Mountain (N64)

Disguised as a peaceful chocolate mountain, Choco Mountain is one of 
the most treacherous courses in the game. The beginning of the course 
features a wide curve to the right, which is a perfect place for power 
slide. Past the first turn you will come to item boxes and a turn in 
the opposite direction.

Almost as soon as you have changed direction, the course will head back 
towards the right. Power slide multiple times during this section to 
improve your speed.

The next section of the track is straight, and it takes you directly 
under another part of the course. It is possible to snake through this 
section, though it is difficult. If you are a master snaker, use your 
skills to gain some time in this section.

When the track curves again, be sure to have some power slides 
prepared. Use power slides as often as you can, but don't power slide 
if you don't have enough room to do so. Some items boxes lie in this 
section of the track, which will prove useful should you fall behind 
earlier in the course.

After a small hill, you will come to the most dangerous part of the 
track. Off to the right is a cliff with boulders falling from it, and 
off to the left is empty air. Continuously power slide to the left in 
this part of the track. Once you get the boost, straighten out and 
power slide again. Upon reaching the hairpin curve, use one or two 
power slides and stick as far to the left as you can to minimize your 
racing time.

Beyond the dangerous hairpin curves, a few item boxes, a few turns, and 
a few large hills will take you to the finish line. It's a great place 
for ambushing opponents, and the hills are also great if you have 
mushrooms to fly over them.

Luigi Circuit (GBA)

Not to be confused with the GameCube Luigi Circuit, Luigi Circuit for 
GBA was one challenging course. Although it lacks drop-offs or deep 
water, its many hairpin turns and puddles pose several problems. With 
good timing, power slides, and top-notch strategies, you will soon be 
tearing up the track.

At the beginning of the track, you will have to ease into small curve. 
Take it at full speed, as it is easy to negotiate. Two puddles will 
threaten your travel, but if you avoid them or hop over them you will 
not have any trouble.

Immediately after the first curve you will meet the first of the 
course's seven U-turns. Start a power slide as you reach the end of the 
block wall so that you can sharply turn when you reach the full turn. 
Once you have completed the power slide, pick up one of the ? blocks 
that is on the track to celebrate your success.

Your success will not last long, however, as another U-turn will 
instantly challenge you. Approach it in the same way, being careful not 
to start your power slide too early or too late.

The next portion of the course features a slight curve and then -- you 
guessed it -- a U-turn. It's virtually the same story; use well timed 
power slide while avoiding competitors and the two puddles that lurk 
near the turn.

The fourth U-turn is similar, so approach it in the same manner. Do the 
same maneuver for the fifth U-turn as well. However, be sure to get the 
? box that is just before the fifth U-turn by going into it and hopping 
over the puddle that is immediately after it.

After the fifth U-turn, you will have a long stretch before the next 
massive curve. Take advantage of the ? box you received before the turn 
(and one of the ones that is on the long stretch) to eliminate 
opponents and advance a position or two.

The sixth U-turn is after the long stretch of track, and you can easily 
go through it with an excellent power slide. Past the sixth U-turn, you 
only have to go through on last U-turn to enter the home stretch. Avoid 
the few puddles on the straightaway by hopping or dodging, and soon 
you'll be safe at the end of the race. It is possible to do more power 
slides than the ones listed here, so try to cram as many in as possible 
during your race.

Mushroom Bridge (GCN)

With dangerous vehicles and a precarious bridge, Mushroom Bridge can 
cause lots of trouble for those who don't know what they are doing. For 
those who do, however, Mushroom Bridge is an excellent level to play. 
You will start off just in front of the bridge, and you will 
immediately have to make your way into a normal road with actual 
traffic on it. Zoom in and stay near the center, as it has not 
vehicles. Try to stay in the center as much as possible; only venture 
out to get item boxes, power slide, and take shortcuts.

A slight turn in the road will appear directly after the starting line. 
Use a power slide (preferably two) to gain some additional speed during 
the turn. When you reach the tunnel, head straight until you reach the 
end of it and get at least one item box that is in the middle of it. 
When you do, you have two options. You can either turn off to the left 
to take a shortcut, or you can go along the normal path. Since the 
shortcut is dirt, do not take it if you do not have a star or mushroom 
that you can use to get across it with. If you take the shortcut, go 
onto the dirt when the fence stops momentarily, and stay on that path 
until it drops you onto the road. When it does, hang a sharp right.

Normally, though, you will not have the means to take the shortcut 
effectively. Power slide to the left when you get out of the first 
tunnel if you cannot take the short cut, and then power slide to the 
right when you come to the sharp turn after the shortcut. Soon 
afterwards you will reach a tunnel, which is the point where the 
shortcut reconnects with the main road. Item boxes are near the 
beginning of the tunnel, so be sure to get them.

The tunnel is long and it has a wide turn, so it is optimal for power 
slides. Try to get two in before you go out of it. At the end of the 
tunnel, you have a long straightway before the finish line. It has item 
boxes, so you can get an easy item before starting the next lap. I 
recommend snaking across the bridge. Take a little extra time on some 
of your snaking power slides so that you can avoid traffic, and once 
you do that you will have a quick, easy journey over the bridge. 
Snaking is useful in other parts of the level, but it is extremely 
useful when going across the long, wide bridge.

Lightning Cup

Choco Island 2 (SNES)

It may seem simple enough, but Choco Island 2 actually requires a good 
deal of strategy and planning if you want to complete it effectively. 
At the beginning of the level, the road will head off to the right for 
a short distance and then head back to the left. You can skip this 
section of track if you have a mushroom or a star, as there is a break 
in the block wall that allows you to head straight across the rocky 

After that large S-curve, several item boxes will present you an 
opportunity to gain a valuable weapon. There's also a turn to the 
right, which you can power slide through. Another small left turn then 
take you through a narrow path with Piranha Plants on either side of 
it. Use caution while maneuvering through this section, and also 
consider laying any items that you have on the narrow road.

At the end of the narrow path, power slide to the right to survive the 
next turn. You will encounter several small bumps that will slow you 
down if you go over them. Steer to avoid them all.

In the chocolate part of the course, you can either go to the left or 
right side of the road. The left side has item boxes, but the right 
side is quicker. Under most circumstances, stay to the right; it is 
shorter, you can snake on the right side, and you will find item boxes 
further on in the track.

When the chocolate section is about to end, head to the far right of 
the track. Power slide to the right. Hold the power slide for a short 
distance to make it through the turn, but release it before you go over 
any bumps. Once you power slide, you will have to carefully choose your 
course straight in between all of the bumps so that you won't lose any 
speed. While there are several ways you can accomplish this, the best 
route is straight through the middle of the track. It also has item 
boxes. Play the level a few times to master the path before trying it 
out in a real race. Once you finish the bumpy section, a quick power 
slide should send you straight towards the finish line.

Banshee Boardwalk (N64)

Perhaps the most despised level in Mario Kart 64, Banshee Boardwalk is 
a certain way to tell the beginners from the pros. Mastering it is a 
key way to establish yourself as an excellent Mario Kart player and to 
do well in Lightning Cup.

The first section of the course will features several sharp turns that 
will quickly separate the pack. Typically the inside portions of these 
turns are without walls, while the outer sections have walls. Avoid the 
temptation to jump over the corners, and use solid power slides to make 
it through this section.

Later on, the railing will disappear for a fairly challenging S-curve. 
If you miss the curve, it will cost you severely as you must waste 
precious time recovering from your fall into the water. Keep a 
competitive speed so that other competitors don't knock you off track, 
but slow down as much as necessary to survive the turn.

After a good portion of the boardwalk, you will enter the haunted house 
itself. Wild bats make the journey difficult, but you can avoid them 
without much trouble. Once inside you will have to make a sharp right 
turn, left turn, left turn, right turn, right turn, and left turn to 
escape. Looks can be deceiving, so familiarize yourself with the 
directions before attempting this tricky part of the track. Also, for 
the first left turn, wait until you are almost at the wall before 
turning. If you turn too early, you will take a plunge through a hole 
in the floor.

The rest of the track is simple. Most of it is protected by walls, 
which makes even the most difficult turns manageable. Use this section 
of the course to make key passes and take the lead.

Sky Garden (GBA)

Sky Garden is my absolute favorite online course. It has lots of 
shortcuts and other secrets that you can take advantage of whenever you 
race, and the fun is compounded online. Practice these shortcuts to 
perfection and you will dominate your opponents.

      O~~~O   O~~~OO         OO~~~~~~~~~~OOO
      O~~~O    OO~~~OO      O~~~~~~~~~~~~~OO
      O~~~O     OO~~~~OO  OOO~~~~OOOOOO~~~~O
      O~~~O      OO~~~~~ J~~~~~OO      O~~~O
      O~~~O        O~~~~ J~~~~OO       O~~~O
      O~~~O        OOOOO  OOOOO     ^  O~~~O
      O~~~O                        / \ O===O
      O~~~O                         |  O~~~O
      O~~~O                         |  O~~~O
      O~~~O                            O~~~O
      O~~~O                            O~~~O
       O~~~O                           O~~~O
       3O~~~O                          O~~~O
       JO~~~~O                         O~~~O
         O5~~~O             OOOO       O~~~O
      44  J~~~~O           O~~~~O      O~~~O
  OOOOOOOO?~~~~O          O~~7~~~O      J~~O
 O~~~~~~~~~~~6~O         O~~~BO~~~O    O~~~O
 O~~~~~~~~~~~6O        O~~~BO~~~O      O~~~O
 O~~~OOOOOOOO6O       O~~~BO~~~O       O~~~OO
  ...        6       O~~~BO~~~O         OO~~~O 
  ...       O6OOOOOOO~~~BO~~~O 8O        OO~~~O
  ...     OO~6~~~~~~~~~BO~~~O  OO         O~~~O
 O~~~O  OO~~~~~~~~~~~~ B ...     OOOOOOOOOO~~~O
 O~~~OOO~~~~~~~OOOOOO    ???   OO~~~~~~~~~~~~O
 O~~~~O~~~~~~O           ...BOOO~~~~~~~~~~~~O
 O~~~~~~~~~O            O~~~BOO~~~~OOOOOOOOO
 O~~~~~~~~O             O~~~~~~~~~O
  OOOOOOOO              O~~~~~~~O
~ = Sky Track
. = Organic Bridge
O = Cloud
B = Block

1) The first jump pad allows you to make a small but worthwhile 
shortcut if you have a mushroom. Use it a little before you reach the 
jump. To complete the shortcut, use correct acceleration to land at 2.. 
After landing, keep hopping so that your speed does not goes down too 
much, and make sure that you successfully hop from the clouds back onto 
the main track. This is a good shortcut, but keep in mind that there 
are better ones to spend mushrooms on.

3) This special jump makes for a time saving shortcut. With a mushroom 
you can bridge the gap from one part of the course to another. After 
the jump, try to land around 4. It is also possible to do this shortcut 
without a mushroom if you are going fast enough and if you power slide 
right into it. Since it is fast and somewhat easy to do, use this 
shortcut if you lack a mushroom.

5) Using the jump pad at 5 can save you lots of trouble. Instead of 
negotiating around a tricky curve, you can merely hop a small gap. 
You'll also receive an item box for you trouble.

6) With a mushroom, a lot is possible. When you reach 6, use a mushroom 
and head straight for the edge. As soon as you reach the very edge, hop 
and turn to the left. If you do it right, you will skip a large section 
of track and be in position to continue the race. Please do not try 
this without some practice, as it is sometimes difficult to pull off. 
Also, it is much easier to do with a large kart, so you may want to 
only use it if you are racing big. One last disclaimer: since online 
play is 100cc, this shortcut is a lot harder to do when playing online. 
It is possible to do, but be warned that your hop will have to be 
extremely well timed.

7) To make this U-turn as troublesome as possible, the course has 
several blocks placed so that you cannot do the U-turn early. As you 
approach it, start a power slide so that you can easily clear the turn 
and get a speed boost. After the power slide, however, watch out for 
the next shortcut.

8) Immediately after the U-turn, you will find a single small cloud. 
This cloud allows for a good-sized shortcut, but you will need to use 
two well-timed hops. If you don't do it right, this shortcut could send 
you to the abyss below, wasting your precious time. Practice this a few 
times before trying it out in a heated race, as it's worth the item box 
you will have to miss. Also, try to power slide into it so you can 
minimize your time on the clouds.

Time Trial Tip: The shortcut at 6 is too good to pass up, especially if 
you do it correctly. Pick a character with three mushrooms for this 
course. Also, always use the shortcut at 7 to minimize race time.

Yoshi Circuit (GCN)

With at least a dozen turns, Yoshi Circuit will have you spinning by 
the time your through. It is an excellent level for power sliding, so 
keep your skills handy.

The first wide turn has a slew of item boxes. Pick at least one up on 
your way through, and get in a power slide or two. It is followed by a 
turn to the left, which you can also power slide multiple times on.

For the next section, you have two routes. Either you can stay on the 
road as it loops, or you can go straight through a shortcut. The 
shortcut is through the grass, but there is a large hole in the middle 
of the grass. The best way to use this shortcut is with a mushroom. If 
you don't have a mushroom, however, power slide towards the shortcut 
and release the power slide as you go on the grass. You will gain a 
speed boost. Then, jump right before you reach the pit. If you do it 
right, you will jump over the pit and land on the other side.

Continue on pas the shortcut, and power slide to the left to reach the 
next large right curve. While you can simple power slide once through 
the curve, it is large enough where you can complete multiple power 
slides. At the end of the curve is a left turn and yet another right 
curve. If you have room to fit in a power slide to the left do so, but 
if not just drive straight to the right curve and start a power slide 
there. Do the same thing for the next set of curves.

In the next section of track you will come to several items boxes. 
Drive straight though and collect one. If you are on a lower engine 
class, power slide to the right to maneuver through the turn after the 
item boxes. If you are at top speed, simply drive through the turn and 
then power slide to the left. You'll want to start your left power 
slide a good distance before the hairpin curve that it is for so that 
you can make it through the turn. After the hairpin curve, there are 
only a few basic turns and a couple item boxes before the finish. Throw 
in as many power slides as you can to lower your overall time.

 Nitro Mode

Mushroom Cup

Figure 8 Circuit

  BY~~~~~YBB     BBY~~~~~YB
 BY~~~~~YB         BY~????YB
 BY~~~~YB           BY~~~~YB
 BY~~~~YB           BY~~~~YB
  B~~~~~~B         B~~~~~~B
   B~~~~~~B       B~~~~~~B
    B~~~~~~B     B~~~~~~B
     B~????~B   B~~~~~~B  ^
      B~~~~~~B B======B  / \
       B~~~~~~B~~~~~~B    |
        B~~~~~~B~~~~B     |
      B~~~~~~B B~~~~~~B
     B~~~~~~B   B~~~~~~B
    B~~~~~~B     B~~~~~~B
   B~~~~~~B       B~~~~~~B
  B~~~~~~B         B~~~~~~B
 BY~~~~YB           BY~~~~YB
 BY~~~~YB           BY~~~~YB
 BY~~~~~YBB        BY~~~~~YB
  BY~~~~~YBB     BBY~????YB
~ = Track
Y = Grass
B = Wall

This track is fairly calm and easy to negotiate. All of the curves are 
wide and long, so you will have little trouble going through them. Take 
advantage of power slides whenever you can to increase your speed, as 
you won't find many other special things on this track. And no, there 
is not a block wall in the middle of the track. That's actually a 

Most importantly, Figure-8 Circuit is considered the ultimate place to 
perfect snaking skills. It has wide, long roads and simple curves. If 
you want to be master snaker, start here. To lower your lap time, power 
slide many times throughout each turn and stay as close to the edge of 
the turn as possible without going into the grass. You would be 
surprised at how useful making tight turns is in this game.

In the straight section of track, try your hand at snaking. Start 
heading slightly towards one side of the track, and then power slide 
back the other direction. As soon as you release your power slide 
(which should be done quickly), instantly hop again so that you can 
power slide the other direction. Some karts are better at this than 
others, so choose a small kart with little drift and good handling (I 
prefer Yoshi's Egg 1). Snaking requires skill and perfection, but it is 
well worth the efforts -- especially in online games.

Yoshi Falls

          BB~~~~...   ...~~~~BB
        BBTTTT...       ...~~~~BB
      BB????WWW           ...~~~~BB
    BBTT1TWWW               ...~~~~B
  BB~~~~~...                ...~~~~B
 B~~~~~....                ...~~~~B
 B~~~~~....               ...~~~~B
 B~~~~....               ...TTTTB
 B~~~~....              WWWTTTTB
 B~~~~....             WWWTTTTB
 B~~~~BBBB            WWWT3TTB
 B~~~~B  ^           WWW????B
 B~~~~B / \         WWWTTTTB
 B====B  |         ...TTTTB
 B~~~~B  |         ...~~~~BB
 B~~~~B             ...~~~~~BB
 B~~~~B              ...~~~~~~BB 
 B~~~~B                ...~~~~~~B
 B~~~~.B                 ....VVVVBB
 B~~~~..B                   ..6~~~~B
 B~~~~...                    ...~~~~B
 B~~~~...                     ...VVVVB
 B~~~~...                      ...TTTTB
 B~~~~...                       ...TTTTB
 B~~~~...                       W4WTTTTB
 B~~~~...                       WW?TTTTB
  BB~~~~...          ......     ...TTTTB
           BBBBBBBBBB      BBBBB

~ = Track
. = Track Curved Downward
T = Wooden Bridge
W = Shallow Water
B = Wall

The interesting part of this track is its two-lane road. The C stands 
for the tilted part of the track, and the G stands for the regular part 
of the track. The T stands for a wooden track, and at the edge of every 
wooden track there is a small fence. You may have also noticed that 
there are no blocks on the inside of the track. If you go to close to 
the edge, you will fall off into the abyss below, which will waste 
precious time. Choose your course carefully.

1) Although you could go on the inside track for this section, it is 
neither safe nor practical. The items boxes are on the wooden bridge 
portion of the track, so it is often the preferred route. Of course, 
staying on the inside lane is much shorter than going across the 
bridge, so weigh time and difficulty when decided which way to go.

2) The first large curve of the track is actually easy to negotiate, 
thanks to a very wide track. You should have little trouble here; just 
make sure you don't fall off if you stay on the inside of the track.

3) On the second bridge you will find even more ? boxes -- choose that 
route whenever you can since it is fast and easy.

4) At the last bridge, you have a tough choice. You can either take the 
bridge and use the two boost plates on it, or you can stay on the 
inside track and drive through the water. Since ? boxes float across 
the water, it is usually the best way to go. It is also faster, since 
it is the shorter route. To minimize your race time, only use the boost 
plates at 5 and 6; avoid the rest and make your turn as close to the 
edge you dare.

Time Trial Tip: Staying near the edge of the course will give you some 
obvious speed advantages. After all, the distance around the track is 
shorter if you stay on the inside lane. Despite this, you will 
temporarily want to go onto the regular path so that you can hit the 
boost plates at 5 and 6.

Cheep Cheep Beach

A fairly simple track, Cheep Cheep Beach will give you little trouble 
as you attempt to complete it. It does contain a few trouble areas and 
even a minor shortcut, so pay attention if you want to race this track 
to its fullest potential.

At the beginning, all of the racers will be forced onto a bridge that 
crosses over a large section of deep water. The bridge has a ninety 
degree turn and an S-curve -- easy turns that will give you little 
trouble. Use a power slide for the ninety-degree curve to gain maximum 

Past the S-curve, you will encounter a small jump that will take you 
over a short section of deep water and onto the beach. While this jump 
shouldn't give you much trouble, it has the ability to send you or your 
opponent down into the drink. Try to time an attack (such as a Koopa 
shell) so that it will hit your opponent as he makes the jump. If done 
correctly, the attack will cause him to miss the beach and end up 
instead in the water. This will cost him precious time, giving you an 
edge (by the way, make sure this doesn't happen to you). Bob-ombs and 
blue Koopa shells are particularly effective as they send their prey 
straight up and then straight down.

When you land, you will see several item boxes straight ahead of you. 
Steer steadily to get one that you can use against your competitors. A 
wide yet long turn rests after the ? boxes, so power slide multiple 
times to increase your velocity.

The path will straighten and you will once again see a jump. This one, 
however, is over the beach, so it won't matter much if you take your 
opponent down as he goes over it. After the jump, the course will turn. 
If you follow the turn, you will end up with a sharp curve on your 
hands as the track comes back around. To make the journey easy, you can 
simply go straight across the shallow water after the jump instead of 
going across the track. Since the water will slow you down, it is 
imperative you use a mushroom to take advantage of the shortcut if the 
tide is high. If it is not, use power slides to get across. Also, avoid 
the Cheep Cheeps and Crabs that lurk in the water -- there's no better 
way to ruin your trip than to run into one of them.

Once you have finished the shortcut (or the long way), you will 
encounter several small jumps. They don't enhance your speed, but they 
do allow you to jump across small amounts of shallow water. Try to go 
over them if at all possible, as they will make your journey much 

The last leg of the race features a forested area, and the track going 
through the forest is enclosed by fences. You won't have to worry about 
going off the track in this section, so focus on collecting the ? boxes 
and successfully completing the simple turns. If you're brave, attempt 
some power slides while you are at it!

Time Trial Tip: Two of the laps the tide will be high when you reach 
the beach U-turn shortcut. Choose a kart with two mushrooms so you can 
go through the water while the course makes a U-turn. For the lap with 
a low tide, snake through the shortcut.

Luigi's Mansion

For a haunting trip into Luigi's infested mansion, this is the track. 
Luigi's Mansion features a dark landscape, a terrifying mansion, and 
more than a few moving trees. It will require more nerve than skill to 
complete this course.

The course begins slowly, with a few simple turns that present the feel 
of this gloomy track. Carefully avoid competitors to keep with the pack 
as you travel along the dirt road. Don't go off of it, or your speed 
will suffer.

After a while of outside racing, you will be allowed to venture inside 
Luigi's Mansion. ? boxes will invite you inside, so be sure that your 
competitor does not take a ? box that you could have received. Once 
inside the mansion, you will meet up with a 270-degree turn. Several 
power slides will keep you from falling behind, and they may even give 
you the chance to take the lead.

Past the sharp turn, you will enter the final part of the mansion (sort 
of small for a mansion, isn't it?), which has obstacles. First, stay to 
the right, then the left, and then avoid the middle to successfully 
maneuver through this portion of the track. When you pass this section, 
you will enter a tunnel with ? boxes that will take you outside.

A desolate forest awaits you as you leave the mansion, with walking 
trees, mud, and items boxes. Look ahead to avoid the few trees that 
will move along the track, and also look for item boxes. The will be 
moving calmly inside one of the few pieces of land.

Since most of the last section of the course is mud -- which slows you 
down -- you will want to do everything possible to stay on high ground. 
Only a slight amount of land is in this section, and it is mostly in 
the form of small islands. Hop when you are in the mud to keep your 
speed, and aim for the small patches of land whenever you get a chance. 
Beyond the mud, only a short distance remains until the finish line and 
the end of the lap.

Time Trial Tip: The muddy section of Luigi's Mansion will slow you down 
the most, so use your mushrooms there. Snaking is also beneficial in 
the muddy section, and it is something you will want to master.

Flower Cup

Desert Hills

With lots of subtle shortcuts, Desert Hills is one great place to be if 
your inventory is full of mushrooms. At nearly every turn is a place 
where you can shave a few seconds off your time.

The starting stretch is basic with nothing interesting (except for a 
sun that shoots fire down on it occasionally), and after the first 
straightway you will come to an item box packed turn that is easy to 
power slide through.

After the first turn, you have two options. You can follow the road to 
the right and power slide through a hairpin curve, or you can go 
slightly to the left of the pyramid. Since the ground near the pyramid 
is loosely packed dirt, you will slow way down if you go over it. Use 
this shortcut only with a star or a mushroom, preferably two.

Power slide through the turn after the pyramid, and you will have a 
straight section of road for a good distance. The only obstacles in the 
road are Pokeys, which move back and forth along the road. Avoid them 
at all costs, and get at least one item box along the straight section 
of track.

A turn to the right will mark your next challenge, but it is wide and 
you can easily power slide through it. Now, if you have mushrooms, here 
is the fun part. The track will lead to the right after the first 
hairpin curve after the straightway, and it will lead to another 
hairpin curve that goes left. The entire next section of the road is 
just one hairpin curve after another, but you can make the journey 
easily if you have even one mushroom or a star. Instead of weaving back 
and forth, just use a mushroom or star and go straight over one of the 
ridges in between the hairpin curves.

You will get through the level much faster since you go a shorter 
distance, and the ridges will send you high into the air, boosting your 
speed tremendously. A star or three mushrooms is ideal for this part, 
but you can go over a single ridge and save a few seconds with only one 
mushroom. If you don't have any useful items, just power slide through 
the hairpin turns and collect at least one item box. Watch out for the 
fire the occasionally lands on the track because of the sun. After all 
of the hairpin turns you will reach straightway that leads directly to 
the finish line.

Delfino Square

Set on the lovely Delfino Isle, Delfino Square offers downtown racing 
fun. It has several key routes and plenty of variety, so it is a course 
you do not want to miss.

The first section of this track is straight. Use a rocket start to head 
off quickly. Soon you will have to make a fairly substantial U-turn to 
go around the statue in Delfino Square. As you turn, drift and activate 
your power slide to gain a speed increase.

When you are past the statue, follow the narrow track through the city. 
It is possible to power slide through some of the ninety degree turns, 
but it is hard. Stick mainly to normal driving. Further on in the city, 
the track will branch out in two directions. Each path is equally 
valid, but I prefer to go left as I find it an easier route.

After the two paths come back together, you will find a shortcut that 
you can utilize if you have a mushroom. The houses will stop to signify 
a river crossing. Instead of going straight, head off to the left just 
before the rope fence. As soon as you have turned a good amount, use a 
mushroom to start speeding. Curve so that you are fairly close to being 
perpendicular with the track you left, go over the edge of the area, 
and land on the dock. If you turn enough, you can do this shortcut 
without having to stop at all. Near the end of the dock is an item box, 
so you will get something besides a shorter lap for your trouble.

If you don't have a mushroom, just go along the track and over the 
bridge. Once you are past the bridge, a sharp turn will take you along 
other part of the city. Go straight. When you see two boxes close to 
each other, you are near another shortcut. Turn right immediately after 
the boxes and you will find a narrow alley that goes in between two 
buildings. It is shorter than the main route, but the mud in it does 
slow you down. When racing as a light character, you can use the alley 
to shave a second or two off your time -- hop when you get to the mud 
to keep going as fast as possible. One last thing before moving on: if 
you run into the crates at a fast enough speed then you will break them 
open and an item will come out. Sometimes it is good like a mushroom; 
other times it is bad like a banana peel. (You cannot break the boxes 
in Time Trial).

A drawbridge gives you a way to return to the mainland. Since it has 
boost plates covering it, take it at full speed whether it is up or 
down. The path after the bridge consists of a small curve, but with a 
little skill you can take the curve at maximum velocity. Once you are 
nearly out of the grassy area with the stone path, start a power slide 
to return to the city street as fast as you can. The finish line will 
appear shortly afterward.

Time Trial Tip: With the dock shortcut offering a faster lap time, the 
three mushroom karts will excel on this course. Use the shortcut and 
admire your final time.

Waluigi Pinball

Based off a traditional pinball table, Waluigi Pinball sends you into a 
world unknown to previous Mario Kart games. As the level begins, you 
will drive a short distance and then be shot up into the pinball table.

At the top of the table, you will find a wide left turn with three 
boost plates on the right side. Items are on the left side of the 
track, right next to the middle boost plate. If you are in first place, 
start a power slide and head over the three boost plates for additional 
speed. After all, it is unlikely that you will get any good items if 
you are in first. If you are further back however, and there is a 
greater chance that you will get something worthwhile, start a power 
slide and stay near the inside of the track, getting an item box as you 

Past the first turn, you will fall a short distance and then head down 
the table at a steep angle. A ninety-degree turn is followed by a 
hairpin curve, so start an early power slide so that you can get the 
mini boost after the ninety degree turn and still have enough time to 
power slide through the hairpin curve. If you are going too fast to get 
the first power slide in, that's okay. Just get a power slide on the 
hairpin curve. Occasionally a large, metal ball will roll through this 
section, so watch out and avoid it if it is there.

A good distance after the hairpin curve, you will encounter yet another 
sharp turn. The course gives you ample time to power slide through it, 
so by all means power slide to get the extra speed. At the end of the 
turn, you will go over a substantial jump, which is a key place to 
knock opponents out.

By the way, some of you brilliant thinkers might look at the map and 
think: "Hey, the track loops around under itself. Maybe I could miss 
the main track and land on the track underneath it instead to score a 
shortcut." If you thought that, I will congratulate you on your awesome 
idea. However, don't try it. There is an invisible wall on either side 
of the track that you are supposed to land on, so if you go off to the 
side you will hit the invisible wall and fall into the abyss below.

When you are past the jump, you will come to a long, two hundred 
seventy degree turn. Be sure to power slide if you can, and try to get 
at least one item box while you do. Once it straightens out, you will 
have a short distance before two more curves that you should power 
slide through.

Upon reaching this point, you are nearly to the end of the course. 
Drive down and head straight across the area with the four bumpers. 
large, metal ball will bounce along the bumpers; look ahead so that you 
can avoid it. You will also find item boxes here that you can use.

Further on, you will see four bumpers moving around a single, 
stationary bumper. Dodge the bumpers by predicting their movements 
(they always move at the same rate in the same direction), and avoid 
the flippers that are after the moving bumpers. When you are to this 
point, you just have two ninety-degree turns before the finish. Power 
slide through them and get ready to start the whole process over again.

Shroom Ridge

It may appear simple, but Shroom Ridge is actually a haven for power 
sliders. With no fancy shortcuts or difficult turns, it is considered 
the ultimate place for power sliding. The only real obstacle in this 
level is the many cars and truck that fill the road. Since each turn 
will present different challenges each time you go through it, be 
prepared to react and make your power slides wider or narrower 
depending on the traffic. You can make these adjustments by pressing 
left or right in the midst of a power slide. Since the turns are so 
wide, try to get two or three power slides in per turn. The more power 
slides you do, the faster you will go.

If you are a snaker, try snaking in the two straight sections of track. 
One section is after the second left curve, and the other one is at the 
finish line. Also, break the item boxes that are on the side of the 
road. They contain useful items, and you never know where you will find 

Star Cup

DK Pass

Donkey Kong's level is full of snow in Mario Kart DS. Fortunately, with 
a little maneuvering you can stay out of the snow the majority of the 
time. At the beginning of the level, you will encounter a small turn to 
the right and a tunnel. Power slide through the turn so that you get a 
boost of speed through the tunnel. As you speed through the tunnel hop 
to the left so that you can power slide through the next turn.

Although it is possible to power slide through the second turn after 
the tunnel, it is often impractical. Instead, simply drive through it. 
After that turn, you will come four item boxes and a U-turn which you 
should not power slide through. However, the turn after the U-turn you 
need to power slide through if you want a little boost.

Next you will come to the final ridge U-turn to the left, which is 
immediately followed by a U-turn to the right. Once you complete the U-
turn to the right (which has item boxes), you are almost off the 
racetrack on the ridge. You'll be moving onto the snowy slopes next. By 
the way, don't forget the power slides on the U-turns.

Instead of staying on the beaten path, however, this would be an 
excellent time to try something new. As the fencing to the left of the 
track disappears, turn onto the snowy slope instead of staying on the 
track. It will slow you down, but keep going. At the top of the snowy 
slope, you will find an item box. Take the item box and descend from 
the slope, returning to the track with a power slide.

The whole point of this venture is to get the item box. You see, the 
item box on top of the slope is not bound by the normal laws of item 
boxes. It usually will give you three mushrooms or a star (rarely will 
it disperse a red shell) no matter what place you are it. Yes, you can 
get a star while you are in first place! Once you have the item box and 
are back on track, you can use the item you receive very effectively.

When you return to the track from the slope, you will notice that it is 
covered with snow. This makes driving more difficult, but it can be 
done. Weave in and out of the many turns in the level while avoiding 
the snowballs that roll down the hill. Power slides can work, but they 
usually don't because you frequently fall. Because of that, stick to 
normal turns. Also, make sure to collect at least one item box from 
each of the two sets that are in this section.

After the second set of item boxes, a boost place will send you to the 
base of the mountain. At the base you will encounter four snowmen near 
the inside of a U-turn. Power slide around them (or in between them if 
you are skilled) to get one final boost before the end of the level.

Tick-Tock Clock

Set inside awe-inspiring Tick-Tock Clock, this course allows you to 
race along the beloved level from Super Mario 64 DS.  The start 
features a left turn, which you can power slide through. As you head up 
the wire path towards the top of the course, you can try your snaking 
skills. Be sure to break one of the item boxes as you head up.

At the top, you will see a clock face with two a minute hand and an 
hour hand on it. On the edges of the clock are boost plates. If the 
hands are across the clock so that you cannot go straight, go onto the 
side opposite of the long minute hand and head across using the boost 
plates. If there is a straight path open, start snaking or use a 

When you are past the clock fact, drive down the next part of the track 
and power slide a few times as you make a sharp right turn. Gain an 
item using the item boxes, but be careful to avoid the pendulum. It 
will slow you down or knock you off the course.

Drive (or snake) down the track after the pendulum until you reach the 
gears. Typically the gears alternate, with one going left and the next 
one going right, etc. Each lap they tend to change directions, and 
sometimes they even stop. Watch their direction and drive accordingly. 
You'll want to go along with the gear. Also, try to get a power slide 
or two in during the part of the course.

After the gears, two turns will take you to yet another clock face. 
Power slide through at least one of the turns, and then head to the 
extreme left of the clock face. It is the shortest distance. Should the 
hand threaten your journey, just get closer to the left edge so it does 
not hit you. Since item boxes litter the clock face, consider picking 
one up as you power slide out. In the final stretch, you will see two 
gears. One will be going forward, and one will be going backward. Drive 
across the gear going forward as it will give you a boost of speed. 
They change directions occasionally, so keep a sharp eye out whenever 
you approach them. Once you pass the gears, the finish line is all that 
will await you.

Mario Circuit

An interesting track that is fairly close to being an actual racetrack, 
Mario Circuit does manage to throw in some unique surprises. Fresh off 
the first turn (power slide through it), you will come to a long 
stretch of road with several Goombas on it. I realize that most of you 
have played Mario games before, and you general inclination will be to 
run over the Goombas. However, they are not easily destroyed in this 
game, so if you try it then you will spin out.

After the Goombas you will come to a group of item boxes, and after 
that you will find a small curve that you can almost drive straight 
through. When you pass that turn, power slide through the next turn, 
which is larger.

Past that curve, you will come to two other curves that are surrounded 
by dirt. Two pipes are in the dirt, and each of the pipes has a Piranha 
Plant in it. The Piranha Plants will breath fireballs that will go on 
the track, so avoid those at all cost. Use two power slides to get past 
both of the turns. If you have a mushroom or star -- which will keep 
you from slowing down in the dirt – you can cut straight across the 
dirt to avoid the two curves almost completely.

Next, you will drive through a pipe. The pipe is boring as it is just 
like a tunnel, but it does have some item boxes underneath it. The pipe 
leads to a section of track that is a little challenging. When you 
leave the pipe, do a power slide to get through the U-turn that is 
after it. You will then come to a section of dirt track. On the dirt 
track you will have to maneuver through an easy curve before power 
sliding again to complete another U-turn.

Directly before the dirt track becomes paved again, you will encounter 
a small S-curve. It is not difficult to get through, but it does have 
item boxes that you will want to use. Also, stay away from the Piranha 
Plants on either side of the road -- they will cause you to spin out.

The track will become paved again, and when it does you will need to 
start another power slide to get through another U-turn. Once you get 
the speed boost from that U-turn, wait a second or two and then start 
one last power slide to get through the last U-turn of the level. After 
that U-turn, you will have a straight path to the finish line.

Airship Fortress

While bringing back old memories of Super Mario Bros. 3, Airship 
Fortress also offers a unique racing experience. At the beginning you 
will drive a short ways and then fall onto a path infested with Bullet 
Bills. They will come at your from the Airship Fortress, so watch ahead 
and be sure to dodge them. After a little while, the course will drop 
down again and you will be safe.

The path now will escort you onto the airship. Power slide through the 
first left turn, and then use a power slide to handle the second turn 
while collecting one of the item boxes that is on the ground. A boost 
plate will send you onto the deck.

On deck, you will find several holes with metal plates above them. In 
these holes lurk moles, which will occasionally pop out. If you hit a 
mole, you will fly into the air and you will lose a lot of time. Since 
they come out suddenly, it is best to avoid the plates as part of your 
regular routine. Start a power slide as you go into the U-turn where 
all the moles are. Once you get the orange sparks coming out of your 
vehicle, keep holding down R and press left and right to make your turn 
wider or sharper. When you are out of the U-turn, let go of R to get 
your speed boost.

Another simple curve will send you below deck, and the first obstacle 
you will come to is a very sharp hairpin curve. Start a power slide a 
good distance before you reach the curve so that you can pass it 
without much trouble.

A few items boxes rest on the ground directly before you reach the 
lower level. Grab one and keep driving. The boxes in the next are can 
be broken if you hit them at a fast enough speed. However, they usually 
just litter the track with a banana peel or something similar. Since 
hitting the boxes slows you down, avoid them as much as possible.

Two flames move slowly across the track after the area with the boxes. 
If you get close to them, you will get scorched. Look ahead and make 
sure that you do not run into either of the flames. Past the flames, a 
simple curve will send you into the airship's cannon. You will fly 
across the stage and land inside a half destroyed tower.

Since the tower is one long curve. Start a power slide and hold it 
until you are at the end of the tower. It is easy to hit the side while 
doing a power slide, so try to start your power slide as close to the 
inside of the track as you can.

As you leave the tower, veer off to the right to avoid falling off the 
part of the track that is damaged. After the demolished track you will 
come to a wide turn, which you should pass while using a power slide.

Special Cup

Wario Stadium

Wario Stadium is a level that is not snaker friendly. Sure you can 
throw in an extra power slide here or there, but overall it has little 
opportunity for snaker. If you are a non-snaker looking for a good 
course to play against snakers, this is it. The items determine a lot 

When you begin the game will present you will a left turn, a short 
right turn, and a long left turn. Power slide as many times as you can 
through the first left turn (two is usually sufficient), and then go 
straight through the right turn as if it wasn't even there. Return to 
power sliding again as you immediately reach the long left turn. Try to 
get at least two power slides in, and throw a third one in if you can 
manage it.

After the few turns, you will go over a jump with items boxes. Since 
the item boxes are close together, you will most likely break one for 
an item that you can use later on in the race. Upon arriving back on 
the ground, you will have to turn to the left. Again, the more power 
slides you can fit in the better.

Several boost plates will mark a path through the mud in the next 
section of track. Go over every single boost plate or else your journey 
will go much slower. Since the narrow boost plates are the quickest 
journey through the mud, they are excellent places to lay items. At the 
end of the boost plates, power slide through the next turn and go over 
the two boost plated jumps. Pick up at least one item while you are at 
it as well, and avoid the fire rings at all costs.

Beyond the two jumps, the track will go through yet another muddy 
section. This one has a path all the way through it, though the path 
does S-curve. Try to stay as straight as you can when maneuvering 
through the S-curve. The only time you should turn is to get an item 
box or to use a mushroom to take a shortcut through the mud. As you 
travel, watch out for the fire so you do not get burnt.

Another turn is after the S-curve through the mud, and you should power 
slide through it. At the end of the curve is a large hill. Aim for the 
right side of the hill so you hit the first boost plate. After that, 
aim for the boost plate at the top of the hill for an additional boost 
of speed. Since these boost plates are great for speed increases, lay 
any item you have on the first boost plate.

Additional measly hills line the remaining track. They will disrupt any 
drifts, so do not attempt to power slide in this section. Go over the 
hills gracefully and get one last item to use before the finish line.

A hairpin turn is the last turn of the course, and since it is after 
the bumps you cannot easily power slide through it. Take it as 
carefully and as sharply as you can with drifting. When you finish the 
turn, you will come to a boost plate that will send you towards the 
exit. It is also a great item ambush point, so lay any items your can 
on the boost plate.

Peach Gardens

While they may be beautiful now, the flowers in this level will be 
anything but that when your tires mash them into the dirt. This 
peaceful course begins straight, but it soon makes a left turn. Power 
slide through the turn, and be sure to go left, not right, when you 
reach the massive Mario hedge. Going right is a plausible route, but it 
takes longer.

Once you pass the bridges and the item boxes, you will come to a U-
turn. However, the U-turn is guarded by flowers, not walls. Although 
the flower will slow you down, the course is quicker if you go straight 
across the shortest section of the flowers instead of going all the 
wall around the turn. Power slide into the flowers so you get about 
halfway through without slowing down, and then drive the rest of the 
way. This is not recommended with a large kart, though it is an 
extremely useful shortcut if you have a star or a mushroom to go along 
with it.

Next, you will come to a right turn that leads down into an area with 
many hedges. Flowers guard the right side of the path. Do not go around 
the flowers, although it appears like a good path. Stay to the right of 
the flowers and squeeze back onto the main path. Avoid the flowers 
unless you have yet another mushroom to shorten the distance of your 

The hedges are confusing since they alternate, but they are great to 
power slide around. Fit several power slides into you trip as you head 
through the hedges; just avoid the Chain Chomps if you encounter any.

Yet another right turn is after the hedges, and flower also protect 
this turn. Go to the left of the flowers this time, and power slide so 
that you can get a boost of velocity after the turn. The path will head 
downhill after the turn, and it will come to three large hedges. Go to 
either the left or right of the first hedge and then head back into the 
middle when you come to the next hedge. It is possible to power slide 
back into the middle, but don't attempt it unless you are certain that 
you can make it without hitting a hedge.

Item boxes rest in the middle of the hedges for you to take. After the 
hedges, the nice white dirt will give way to regular dirt in the midst 
of grass. This section of the track has a right turn, a left turn, and 
another right turn. It also has moles that you must avoid. Power slide 
through the first right turn, and then power slide again through the 
second right turn (unless of course you are on a slower engine class -- 
then you can power slide through the left turn as well). That will take 
you onto the paved ground next to the castle. Snake across the paved 
ground if you want some more speed, and then head to the right to go 
down the castle steps and towards the finish line.

Bowser Castle

Every Mario Kart game has had at least one Bowser Castle level, and one 
(Super Circuit) had seven! It's the place Mario always goes to rescue 
the Princess, and it is also a nerve wrecking racecourse.

The beginning of Bowser Castle is completely straight. Speed off and 
drive steady as you enter the castle. Two Thwomps will be inside, but 
you can easily avoid them by staying in the center of the track. Also, 
there are four item boxes in front of the Thwomps that you can collect. 
After you pass the Thwomps, start a power slide to make it through the 
sharp turn.

You will only have a short distance before you will need to power slide 
again to make it past yet another sharp turn, and you are going to want 
to start your power slide early.

The next section of the course sends you up two flights of stairs. Keep 
going straight up the stairs and turn with the wall. It is hard to do a 
power slide after the stairs, so a regular turn should suffice. Past 
the stairs you will go across a narrow bridge, which is a perfect place 
to lay weapons.

After the bridge, you will come to a steep curve. The curve has two 
paths going out from it -- one halfway through the curve, and one at 
the end of the curve. The path that is halfway through the curve is 
easier, but it is a little longer so you should take the path at the 
end of the curve with the spinning ground. Use a power slide to make it 
through the entire curve, and then avoid the flame as you boost off. 
Further on in the path, you will come to a Thwomp that moves back and 
forth along the ground. Time it so that you are on the side of the road 
that the Thwomp is not on when you pass. When you pass the Thwomp, you 
will rejoin the other path.

A long, spiraling curve will take you to the top of the castle. It is 
possible to power slide on the narrow track, but it is hard to do and 
not recommended. Simply turn normally as you head up.

At the top, you will find a narrow, spinning bridge. Drive across the 
bridge as quickly as you can, and be sure to turn the opposite way that 
the bridge is spinning to compensate for the bridge's turning. By 
making it all the way across, you will earn a shorter lap. Should you 
happen to fall off, drive to the left to get on course.

Three item boxes lie after spinning bridge, along with a turn that you 
can power slide through. You will head downward after the turn and go 
over a jump. It leads to a single large, moving platform. In all, there 
are four moving platforms, and you will have to drive across each one 
of them. Look ahead to see where each platform is so that you can avoid 
landing in the lava.

Upon landing on regular track after the moving platforms, you will see 
item boxes and another turn. Power slide through that turn and the turn 
after it, and then maneuver through the S-curve to make it to the 
finish line.

Rainbow Road

It's the Mario Kart signature track: every Mario Kart game has had a 
Rainbow Road, and it tends to be the most popular track. How do you 
take on Rainbow Road in Mario Kart DS? You are about to find out.

The beginning of the track has three long boost plates. Everyone goes 
over the boost plates, so they do not affect racing much. In between 
the second and third boost plates are four item boxes, so get at least 

After the three long boost plates, the track will curve. During the 
curve, there are four more boost plates. The first is near the inside 
of the track, the second is in the middle of the track, the third is on 
the outside of the track, and the fourth is on the inside of the track.

Fresh off the third long boost plate before the turn, start a power 
slide and curve towards the center of the track to hit the first narrow 
boost strip. As you speed up, move to the center of the track (keep 
power sliding, or -- if you want to be adventurous -- try to throw in 
additional power slides in between the various boost plates) to get 
another boost of speed. Then, move to near the edge of the track for 
the third boost plate, and finally move back to the inside of the track 
for the final speed enhancer. After the curve is fully over, release 
your power slide for yet another boost of speed. Let it go a little 
before the turn is complete to avoid the wall on one side of the 
course. This is a difficult maneuver, but it is well worth the effort. 
Consider practicing it before a heated race.

Once you have completed the long curve, you have a short section of 
straight track. Use any items that you received here. At the end of the 
straight section is a loop with item boxes before it. You won't have to 
worry about the loop too much, as it is covered with boost plates that 
will give the speed to go around it. However, it is possible to fall 
off the loop if you get hit by an item of hit the rail when you are 
upside-down, so be careful. Oh, and don't try jumping either. However, 
if you want to ambush an opponent at the top of the loop with a red 
shell or blue shell, please go right ahead. Your opponent will float 
away and you will gain a solid lead.

Past the loop, you have another straight section of track followed by a 
hairpin curve. There are no walls, so you will have to be careful. 
Start a power slide early enough so that you can easily make the turn 
and get a speed boost. Also, make sure you don't fall off the edge.

When you have finished that, you will drop a short distance and come to 
another curve. It is easy to take this curve on at full speed if you 
stay on the inside of the track, and it has item boxes before it that 
you can use to your benefit. Once you complete the curve, start power 
sliding for the next hairpin turn.

It is fairly easy to pass the second hairpin turn of the level if you 
power slide and don't get knocked off by enemies. After it, you will 
come to a corkscrew. It is like the loop, and it has boost plates all 
the way across it. As you go upside-down, do not hit the edge of jump 
if you want to stay on the track. And if you are behind and can time a 
blue winged Koopa shell so that it hits first place as he goes upside-
down, do that as well.

With the corkscrew behind you, you only have a short distance before 
the finish line. In that short distance is a small curve. It is 
possible to power slide through the curve, but it is difficult to do. 
Unless you start your power slide early enough, you will have to resort 
to merely drifting through the curve. After that, you will head across 
the finish line and onto your second lap.

12. Multiplayer

Battle Courses

Nintendo DS

|                                           |
|  ? #                                 # ?  |
|        |||||||||||||||||||||||||||        |
|        ||                       ||        |
|        ||       ?    ?          ||        |
|        ||     ?         ?       ||        |
|        ||       ?    ?          ||        |
| ...... ||                       || ...... |
| ...... ||                       || ...... |
| ...... ||||||||||||||||||||||||||| ...... |
|  ? o     _______________________     o ?  |
|_________| |--------|--------| | |_________|
|   ___  \ _______________________ /__   __ |
|  |___|  |                       ||__| |__||
| S       |                       |       S |
|    _    |       ?    ?          |         |
| S_| |_  |     ?         ?       |   (X) S |
| |_   _| |       ?    ?          | (Y) (A) |
| S |_|   |                       |   (B) S |
|         |                       |         |
| S       |_______________________|       S |
|________/             Nintend[]DS \________|
|           |MIC.             []            |


? = Item Box
S = Starting Point

Yes, this course is of the Nintendo DS. It is also flat. That means you 
will not have to worry about driving onto the touch screen or the 
buttons, as it will seem as if nothing changed. Just like the real DS, 
the top portion of this course is slanted, making for some unique 
battles. The hinges of the system provide a ramp up to the top half of 
the DS, while the sections on either side of the hinges are short 
walls. The top half of the system has many ? boxes, and it is protected 
somewhat by the walls on the lower portion of the system. I would 
advise spending most of your battle time on the top half, as it gives 
lots of item and sniping opportunities.

Twilight House

Palm Shore

Tart Top

Block Fort

Pipe Plaza

|    |  |            |  |    |
|    |  |            |  |    |
|    |  |            |  |    |
|    | U|            |U |    |
|    |  |            |  |    |
|    | ?|            |? |    |
|    |  |------------|  |    |
|    |      ?   ?       |    |
|    |     ?            |    |
|    |  -------------   |    |
|    |RR|            |RR|    |
|    |R?|?          ?|?R|    |
|                            |
| ?                        ? |


?: Item box
U: Item box underneath top layer
P: Pipe
R: Ramp

An interesting battle course, Pipe Plaza is certain to keep you 
entertained for a long while. With nothing but two ramps blocking the 
ground layer, it is a wide open track with plenty of opportunities to 
attack. However, there is another layer to this track -- literally. The 
top layer is narrow (and it is displayed above), but is does have lots 
of item boxes and it is a great place for sniping.

What's most unique about this course is its pipes. When you enter one 
of the pipes on the ground level (the middle two) you will fly out the 
pipe that leads to the top layer and is adjacent to the pipe that you 
entered. When you go into one of the pipes that is on top, you will go 
out the opposite ground based pipe. It's an interesting system, and you 
can use it as part of you overall strategy.

Balloon Battle

Balloon Battle is an interesting game mode where you fight to be the 
last person standing. In Balloon Battle, you must drive around and 
collect items to attack the other players with. Whenever you hit them, 
they will lose a balloon. Once all their balloons are gone, they are 
out. The last person alive wins.

At the beginning of a match, each person starts out with five balloons. 
One of them is inflated, while the rest are deflated. Only inflated 
balloons count, so if they get hit with only one inflated balloon, they 
will be out. To get more inflated balloons, the person needs to simply 
blow into their microphone. This will blow up one balloon at a time. 
Each person can hold up to three balloons.

How many balloons you want at a time, however, is up to you. You might 
think three balloons is best, but it may actually be better to have two 
at a time. When you get a mushroom, you can use its speed to slam into 
an opponent. If you hit them fast enough, you will get one of their 
balloons. The only problem is that if you have three balloons when you 
hit them, you will not be able to steal one of their balloons. Since 
stealing balloons is a great way to hurt you opponents while helping 
yourself, consider only having two balloons inflated at a time. If you 
get hit, you still have time to inflate another balloon before you are 
eliminated, and if you get a mushroom you can use it to add another 
balloon to your inventory.

Shine Runners

Collect the shines! In Shine Runners, time is important. At the 
beginning of the race, your goal is to drive around and collect as many 
shines as you can. Your opponents will do the same. After a certain 
amount of time (it varies depending on the stage), the player with the 
least amount of shines will be eliminated. If more than one person has 
the least amount of shines (say, two people have zero), then both of 
them will be eliminated. Every so often after that there will be 
another elimination, and the last person standing is the winner.

Download Play

When you have a friend that has a DS but doesn't have Mario Kart DS, 
download play is the way to go. It allows up to eight people to play 
with only a single Mario Kart DS game card. To begin download play as 
the host, go to Multiplayer and select Create Group. Then, choose 
simple mode.

The people who are going to download need to turn on their DS systems 
and go to DS Download Play. After they locate you game, they should 
select it.

Once you (the host) have everyone you want, select Cut Off at the 
bottom of the screen. This will start the download for the people wo 
are in your group. The download may take a while, so be patient.

As soon as the download is done, game play can begin. Choose your 
character and kart (the others have to play as Shy Guy), and select the 
game mode that you want. When racing, you can only race from one of the 
courses in either the Mushroom Cup or the Shell Cup. You get to choose 
the level, and you can have computer opponents.

While playing Balloon Battle or Shine Runners, you can also have 
opponents. Unfortunately, the game randomly chooses the level for you 
to play on, and it varies from Nintendo DS to Tart Top to Pipe Plaza. 
Although it is lacking in features, download play is a great way to 
have fun with people who don't have Mario Kart DS.

LAN Quick Race

Coming Soon!

Nintendo Wi-Fi Connection

Getting Started

To use the Nintendo Wi-Fi Connection, you will have to first establish 
a wireless connection in the area that you are in. Upon selecting 
Nintendo WFC, go down to Nintendo WFC Settings. Choose Nintendo Wi-Fi 
Connection Settings. In that area, you will have up to three 
connections that you can establish. If you are using a wireless router, 
select one of the empty connections. Usually, you will have to choose 
Search for an Access Point. That will cause the DS to automatically 
search for a wireless connection in range.

When it finds something, the DS will display all of the connections it 
found and you will have to choose one. If it is unlocked, it will take 
you to a screen where you can test the connection. Once you have 
successfully tested the connection, press back several times until you 
are at the first menu in Nintendo WFC, and then select Nintendo WFC 
Match. If the connection is locked, you will have to find the router's 
WEP key and enter it into the DS to play on the connection. I am not an 
expert on wireless connections, so if you cannot connect try going to 
NintendoWifi.com to learn more details.

The Basics

Ah, at last, it is finally here. Nintendo has been waiting a long time, 
and now it has gone online. Online play is available if you have a Wi-
Fi router or the Nintendo USB Adapter, both of which allow you to play 
online. If you need information on connecting, visit NintendoWiFi.com 
for additional details.

Once you have connected, you will need to choose which type of game you 
want. You can choose friends, rivals, regional, or worldwide. Each 
setting allows you to play against different types of people.

Select your setting, and then you will have to wait for competitors. 
Three boxes will appear on the lower screen, and they are where your 
opponents will show up. If the game is attempting to gain a connection 
with someone, the box on the left side will flash yellow. Depending on 
how many people it locates, you will then start a match with one to 
three adversaries.

First, select your character and your kart. You have thirty seconds to 
do so. All of your competitors will do the same, and then it is ready 
to race. The game will take you to another screen where all twenty Wi-
Fi enable tracks are. Each person has a limited amount of time to 
select the course they want to race on. The one with the most votes 
wins. In the case of a tie, the game will randomly choose the course 
out of the ones selected.

The racing portion of the game is almost the same, except for a few 
differences. One of these is that you cannot press Start, so you have 
to play through the entire match without stopping. Also, you cannot 
hold items behind your kart. This will seem strange, but you have to 
get used to it. A final word: the race is on 100cc, so if you are the 
type of person who does 150cc only shortcuts (ones that you have to be 
on 150cc or have a mushroom to complete), then you will have to wait 
for a mushroom to appear in your inventory before attempting the 

At the end of each race, you will be given points based on what place 
you earned and how many opponents there were. After a set of four 
races, you will receive your overall place. That's it for now. I'll try 
to add more details later on.

Winning the Races

I admit, Mario Kart DS requires a lot of skill to win. Strategies are 
useful, but you have to have practice if you are to put them into game 
play. Items also add a layer of randomness to the game, so you might be 
better than your competitors and still lose because of a barrage of 
items that they throw at you.
While playing online, I noticed many advantages that people missed 
because they were not familiar with the levels. Here I am going to list 
many things that people did wrong, and I hope that you will pay 
attention and try to not make these mistakes when you play. I will also 
list strategies.

Sky Garden: This is first because it is very common. You do not know 
how many people do not take the cloud shortcut near the end of the race 
(see Sky Garden in the Courses section). It is an extremely easy 
shortcut, as it only requires two hops to complete. Actually, you can 
usually complete the shortcut without hopping at all. Anyway, it can 
save a lot of time. I try to get a Sky Garden race in every match, 
partly because nobody uses the shortcut and I can get an easy win.

Saving Mushrooms: Some courses have shortcuts that you use when you 
have a mushroom. If you get a mushroom and the shortcut is a long ways 
away, it is okay if you use the mushroom before reaching the shortcut. 
However, if you are only going to miss one set of item boxes, consider 
saving the mushroom. Never ever ever use a mushroom before a shortcut 
if there are no item boxes on the way to the shortcut. You will not 
lose anything by saving the mushroom, and you will lose a lot of time 
if you do not use the mushroom on the shortcut. And if you are first, 
keep a mushroom until the absolute opportune time to use it. Seriously, 
what are you going to get from the item boxes when you are in first? A 
banana? I think I proved my point.


Okay, so you actually want to know how the scoring system works. I'll 
tell you. Whenever you go online and race people, you have to race in a 
four course match. That means you cannot leave legally until four races 
are done. In each individual race, you receive points depending on what 
place you earned. These points do not matter at all until the very end. 
That said, you could get last in a race and still not have it affect 
your score as long as you get first overall.

Anyway, once four races are done, you receive your position for the 
overall match. For each person you beat, you receive one win. For each 
person you lost against, you receive one loss. If you tie, it counts 
that you neither beat nor lost against the person that you tied with. 
It is fairly simple, but I made a chart just to simplify it further.

4 Person Match

1st Place: 3 Wins, 0 Losses
2nd Place: 2 Wins, 1 Loss
3rd Place: 1 Win, 2 Losses
4th Place: 0 Wins, 3 Losses

3 Person Match

1st Place: 2 Wins, 0 Losses
2nd Place: 1 Wins, 1 Loss
3rd Place: 0 Wins, 2 Losses

2 Person Match

1st Place: 1 Win, 0 Losses
2nd Place: 0 Wins, 1 Loss


This has to be addressed. Many people disconnect in the race, but they 
are actually doing MORE HARM TO THEMSELVES than good. Whenever you 
DISCONNECT, you AUTOMATICALLY get LAST PLACE. Period. If you are in a 
four person race, you INSTANTLY get THREE LOSSES.

Basically, you are shooting yourself in the foot. No, it is worse than 
that. You are shooting yourself in the head. Not only do your forfeit 
any chance that you had of getting something better than last place, 
you also miss out on any enjoyment you could have had by actually 
racing. Instead of disconnecting, which is the absolute dumbest thing 
that you could do, keep playing with those who are better than you and 
try to learn some ways that you could improve. It will make everyone's 
game a whole ton better.

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