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FAQ/Walkthrough by DBM11085
Version: 1.15 | Updated: 12/10/2005
FAQ of the Month Winner: November 2005
***************************************************************************** Mario Kart DS FAQ/Walkthrough For the Nintendo DS Version 1.15 (Last Updated 12/10/2005) By Devin Morgan This file is Copyright (c)2005-2007 Devin Morgan. All rights reserved. ***************************************************************************** Table of Contents 1. What's New 2. Introduction 3. Controls 4. Advanced Techniques 5. Game Modes 6. Characters 7. Karts 8. Tracks 9. Items 10. Missions 11. Secrets/Tips and Tricks 12. Credits 13. Copyright Notice 14. Contact Information ***************************************************************************** -=-=-=-=-=-=-=-=-=-= -= 1. What's New -= -=-=-=-=-=-=-=-=-=-= Version 1.15 (12/10/05): Reworked part of the Mission 6-4 strategy due to a mistake I overlooked initially. Also, a couple more minor things were added here and there. Version 1.1 (11/30/05): Added a new strategy for beating the King Boo mission thanks to Frank Cario. I also made a correction regarding the power sliding description, among other things. Version 1.05 (11/28/05): Updated the strategy for the Wiggler mission (level 7 boss), thanks to ShockKirby80! Also, made a minor update to the characters section. Version 1.0 (11/27/05): With this update, I feel this FAQ is complete. It covers all the characters, courses, and provides a walkthrough for all missions. An explanation of Wi-Fi play has been included in the Game Modes section, so be sure to check it out. I also added a new section detailing the advanced techniques you can perform while racing, which can really come in handy, so check it out as well. Of course, if there is any information you find I may have missed, feel free to let me know so I can update the FAQ accordingly. Thanks for reading! Version 0.7 (11/27/05): As of this update, all the missions are completed. The next update will include information on R.O.B., and an explanation of the online play. Version 0.4 (11/22/05): The first version of the FAQ. Descriptions of all 32 tracks have been included, as well as the first few levels worth of missions. Most of the character data (based on what I have unlocked thus far) as well as items and information on the different gameplay modes have been added. More will be included in the next update. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-= -= 2. Introduction -= -=-=-=-=-=-=-=-=-=-=-= At last, one of the year's most anticipated titles arrives on the Nintendo DS in the form of Mario Kart! I remember playing this game 6 months ago at E3 2005, and thought it was very well designed and a fun experience similar to the N64 release several years earlier. Now that the final product has been released, I have to say that the game has totally lived up to its hype. With 16 all new tracks in addition to 16 select tracks from the previous 4 Mario Kart installments, as well as a Missions mode and Wi-Fi functionality, this is shaping up to be the best this year has to offer for the portable gaming world. The Wi-Fi connectivity is revolutionary since it allows for DS users to connect wirelessly to other users across the country/world to race and otherwise communicate. It is truly a breakthrough game in the series, and is very much worth the $34.99 USD spent buying it. If you own a DS, this is a must-have! ***************************************************************************** -=-=-=-=-=-=-=-=-= -= 3. Controls -= -=-=-=-=-=-=-=-=-= Control Pad: Steer during a race, move cursor on menu screens A: Accelerate (hold button), confirm selection on menu screens B: Brake, go in reverse (hold button and use Control Pad) X/L: Use your item (hold Up to throw forward, hold Down to lay behind) Y: Change the map view R: Jump (hold while accelerating and pressing Left or Right on the Control Pad to drift) Touch Screen: Same as Y ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -= 4. Advanced Techniques -= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Drafting -------- As you may have seen in various other racing games, there is a technique known as drafting, and it is now available in this game because of an improved physics engine. How it works is like this: when you're driving a short distance directly behind another racer, you'll notice some air moving to the sides of you. If you keep this up for a few seconds, you will see a shield of sorts appear in front of your character, and you'll receive the boost equivalent of a Star for a few seconds (as long as that "shield" is up). This is known as drafting, and it is actually quite useful in the higher difficulties where opponents are grouped closer together, and you need to get ahead. Drifting -------- This is a simple sliding technique, useful for rounding wide turns with less effort. To drift, simply press and hold R while accelerating and moving Left or Right. The more you hold a given direction, the tighter your sliding will be. Power Sliding ------------- As in the N64 and GBA versions of this game, you are able to power slide in this game as well. To perform a power slide, press and hold R to hop while holding Left or Right. When you land, you'll drift in the direction you were holding. Alternate pressing Left and Right quickly and you'll see blue, then red sparks coming from your kart. When they are red, release R and you'll be given a boost, which is the result of a power slide. It may take a little bit of practice to pull it off, but it helps when trying to get around hairpin turns, or if you want to cut a couple seconds off your time when racing in Time Trial mode. Snaking ------- This method is just another word for power sliding pretty much, but instead of being used around turns, you perform this on a long straightaway. You start off in the middle of the track, then move slightly to the left. Quickly power slide towards the right before you go off the track, then move to the right side and repeat going back to the left. This is snaking, and while it may not be very helpful in a crowded situation on 150cc, it can come in handy when facing off against other players online, or trying to achieve fast times in Time Trial mode. It also takes some practice to do it right (make sure the portion of track you attempt this on is wide enough so you don't run off into the rough terrain and lose speed), but overall it could be worth your while. ***************************************************************************** -=-=-=-=-=-=-=-=-=-= -= 5. Game Modes -= -=-=-=-=-=-=-=-=-=-= ============= Single Player ============= Grand Prix ---------- This is the main area of the game, where you race in one of 8 cups (4 initially, the others you will unlock) against 7 other racers. You can also pick what engine class (difficulty) you wish to play the circuit in. There are 4 courses in each cup, and after each race, you gain points according to what position you came in. After you finish the cup, if you're in the top 3 positions, you'll win either the Bronze, Silver, or Gold trophy for that set of courses. You are also given a rank, which is determined by how well you drive through each race. As far as I'm aware, nothing happens if you get a high ranking in this mode, so it's really just for show. Time Trials ----------- This game mode allows you to race on any of the available tracks against the clock to set a speed record. After racing on a course, you can race against your ghost on the same track. That way you can try to beat your previous record that the ghost is representing. You can also send and receive ghost data from other players if you connect to them. VS. --- In this mode, you play against 7 computer players in regular races, but it's more for fun in this mode. You can set the conditions of the match, such as engine class, the difficulty of the CPU players, the courses being played on, guidelines for winning overall, and whether or not you want to play in teams. So essentially, it's just like Grand Prix mode, but without the rigidness. Battle ------ Here, you can pick one of two battle mode games to play against computer players. Below I will briefly go into what each game is about. Balloon Battle: The objective is to knock out the opponent's balloons by attacking them, before they knock out yours. Initially you start off with just one balloon, but if you stop and blow into the DS microphone (or your touch screen, either way works), you can inflate up to 2 additional balloons, giving you 3 total. When a balloon is deflated by an attack, you can blow up a new one, which is great. If you really want to steal other opponent's balloons without it being lost, ram into them with a Mushroom boost. The last one standing with balloons in this mode wins. Shine Runners: In this mode, you're all placed in a battle arena with a few Shines thrown around for good measure. There will be a timer counting down to zero; when it hits zero, the characters with the least amount of Shines will be automatically knocked out of the battle, and the timer will count down again. To win, you need to be the last one standing with the most Shines. There are item boxes scattered about so you can attack other players to knock away their Shines. I find this mode to be pretty fun, and a worthy addition to the game alongside the more classic balloon battling. Missions -------- A rather unique addition to this game, you are given various objectives to fulfill in this mode. They are for the most part basic and for fun mainly, as a change of pace from the racing modes. Each level has 8 missions within, and when you finish them, a boss mission opens up for that particular level. Clear the boss stage and you can go on to the next level of missions. See the Missions section of this FAQ for details on each specific one. =========== Multiplayer =========== In this mode, you'll be able to connect to other players and race against them. There are two different modes you can select for this: Normal mode (every player has the DS and the game) and Simple mode (everyone has a DS, but not everyone has the game). The only difference in Simple mode is that you can only select Shy-Guy as your character. If you're one of the players without a game in your system, select DS Download Play when you're setting up multiplayer mode to access the game. Also, all participating players have to be within 30 feet of each other to play in this mode (this is NOT Wi-Fi gameplay). When people are registering to play in your session, you can set the limit when enough people have joined by hitting "Cut Off". ============ Nintendo WFC ============ As you might've guessed, this mode allows you to connect via Wi-Fi and play against other players anywhere around the world. When you access this menu, you will have three options: Nintendo WFC Match, Friend Code, and Nintendo WFC Settings. Setting Up ---------- It's really simple for you to get online via your DS. All you need is a high- speed connection (dial-up will not do), a 802.11b wireless router (if you don't have this, you'll need the Nintendo USB Adapter, which can be bought online at nintendostore.com), and your DS with Mario Kart DS running. This of course is if you want to play in your own home or what have you. If you're looking for an alternative method, you can go to any McDonalds restaurant and connect with the free Wayport Wi-Fi connection there, or any other place with free Wi-Fi set up. Please note that if you're in a dorm (like myself), you cannot connect with your DS if the wireless connection requires you to authenticate with a username/password, visit a webpage beforehand, etc. You may notice on your connection settings a space for a WEP Key; some Wi-Fi hotspots may require you to pay for service, and will give you this key in order to access their connection. Unless otherwise specified by your hotspot provider, you need not mess with the IP# and other options in the connection settings. When you're connecting to the WFC system, you'll see a signal meter with 3 bars. The stronger the signal (more bars), the more stable your connection will be. If there are no bars, you obviously have no connection, and this won't be good for online play. If you need further assistance with setting up your connection (the above should be sufficient, but for those who need it worded differently), I recommend checking out http://www.nintendowifi.com for more in-depth answers to your possible questions. Friend Code ----------- Here is where you can confirm your own friend code, which is a 12-digit number that others use to identify you when connected. If you want to register a friend's code, you go to the register option and they'll be added to your friends list. I know it's probably bad planning on their part, but it is NOT possible to obtain the Friend Codes of players you've faced on the connection. Therefore, the only way to get codes is to already know the person in question, or post on Mario Kart DS message boards to meet new people to add that way. Nintendo WFC Settings --------------------- Here is where you want to search for a compatible connection at your current location, and if there is one, test to see if it is stable enough for gaming. Note that this isn't required for actually connecting and playing with others. This is where you can connect to the Nintendo USB Adapter, provided you have it and it is connected properly to your computer/high-speed connection. You can also erase your settings, or transfer them to another system wirelessly. Nintendo WFC Match ------------------ This last option is the one that actually connects you to the network where you can play against other opponents. When you're actually connected, you'll be given a screen where you can choose the conditions as far as your potential opponents goes. Your options include Friends (randomly fits in other people on your friends list currently online and seeking a match), Rivals (other players with a similar win/loss record), Regional (people in the same country), and Worldwide (this is self-explanatory). After you choose a condition, you will automatically start seeking other seeking players for a match. The game always tries to put 4 people together, but there is a possibility you may end up with 2 or 3 if not enough people are seeking at a given time. Matchups -------- Once you have been matched up with your opponent(s), the character/kart selection will take place. After that, the course selection process will take place. Each person can pick from a list of these 20 courses (sorry, not all of the 32 courses in the game are available for racing here): Figure-8 Circuit Yoshi Falls Cheep Cheep Beach Luigi's Mansion Desert Hills Delfino Square DK Pass Mario Circuit Wario Stadium Rainbow Road Mario Circuit 1 (SNES) Moo Moo Farm (N64) Peach Circuit (GBA) Luigi Circuit (GCN) Frappe Snowland (N64) Baby Park (GCN) Choco Mountain (N64) Choco Island 2 (SNES) Sky Garden (GBA) Yoshi Circuit (GCN) You can also select Random to vote on a random track to be raced upon. The course picked most will be the one raced upon; if no majority is met, a random one from those chosen will be used. Now that you're ready, the race begins. Just so you know, obstacle-intense courses will be calmer so as not to cause lag. Also, you cannot drag items behind you to obtain a second item. Post-Race Information --------------------- After a race, each player is given a set amount of points depending on what place they ranked: 4-person match: 1st, 10 2nd, 7 3rd, 4 4th, 1 3-person match: 1st, 10 2nd, 7 3rd, 4 2-person match: 1st, 10 2nd, 5 The course selection will happen again just like before, and the next race will take place. After all the races are done (4 tracks total), the points will be tallied. Now, depending on your rank by points, you will receive a win for each person you placed above (you came in first in a 4-person match, you will get 3 wins to your name), and a loss for each person that places above you (you came in last in a 4-person match, you will get 3 losses to your name). If you tie, it doesn't count at all for/against you. Please note that if you disconnect during a race, you automatically receive a loss for each other person in the matchup (if it was a 4-person, you get 3 losses, and so on). You also have the option at this point to either hit Continue or Quit. If you use Continue, it starts up another set of 4 races with the same exact people (those who also hit Continue, at least). If you don't want to race with the same people anymore, or want to stop playing, simply press Quit. ======= Records ======= Here, you can view various records for each mode, including best lap/race times, rankings (in Grand Prix mode), amount of points (also in Grand Prix mode), and even records against those you have added to your Friends list. You can also see your overall record for VS., Battle, and Nintendo WFC modes. ======= Options ======= In this mode you can change your sound settings, decide whether or not you want to be alerted when any of your friends are logged in while you're playing in Wi-Fi mode. You can also edit your in-game nickname, as well as custom design an emblem to be placed on the front hood of your kart (remember that you can use your stylus here). You can even erase all saved data under the options menu, too. ***************************************************************************** -=-=-=-=-=-=-=-=-=-= -= 6. Characters -= -=-=-=-=-=-=-=-=-=-= NOTE: Each character doesn't have their own stats, but each weight class has its own characteristics unique to that particular class. Light-weights may have a quicker rate of acceleration, but their top speeds aren't the fastest around. Plus, they are prone to taking a beating if any heavier characters bump into them. Heavy-weighted characters are like tanks in which they are unaffected by other characters hitting them. However, due to their weight the acceleration is slow, but their top speeds peak higher than the others. As you would expect, the medium characters are the ones that are well-rounded with a balance between both extremes. Also, you may notice I gave my best possible judgment as to which category each hidden character fits. I could be wrong, but if you think I'm way off, contact me and it will be changed. Light-Weights ------------- Dry Bones Peach Toad Yoshi Medium-Weights -------------- Daisy Luigi Mario Waluigi Heavy-Weights ------------- Bowser Donkey Kong R.O.B. Wario ***************************************************************************** -=-=-=-=-=-=-=-= -= 7. Karts -= -=-=-=-=-=-=-=-= NOTE: Any character can pick any kart they want to use; the way I'm listing them is what karts are meant to "go along" with a given character. Also, the stats for each kart are a rough, yet fairly accurate, estimate based on the game's data. ===== Mario ===== B Dasher Speed: 5.8 Acceleration: 7.0 Weight: 7.3 Handling: 5.1 Drift: 5.5 Items: 10.0 Shooting Star Speed: 6.7 Acceleration: 7.4 Weight: 4.6 Handling: 6.0 Drift: 5.9 Items: 3.2 Standard MR Speed: 6.4 Acceleration: 7.1 Weight: 6.4 Handling: 5.7 Drift: 5.8 Items: 6.7 ===== Luigi ===== Poltergust 4000 Speed: 7.5 Acceleration: 7.7 Weight: 4.9 Handling: 7.8 Drift: 3.1 Items: 3.1 Standard LG Speed: 7.1 Acceleration: 7.4 Weight: 6.4 Handling: 7.3 Drift: 3.1 Items: 6.7 Streamliner Speed: 6.6 Acceleration: 7.1 Weight: 7.3 Handling: 7.0 Drift: 3.0 Items: 10.0 ===== Peach ===== Light Tripper Speed: 5.0 Acceleration: 7.5 Weight: 4.2 Handling: 5.0 Drift: 10.0 Items: 3.2 Royale Speed: 4.0 Acceleration: 7.0 Weight: 6.8 Handling: 4.4 Drift: 9.4 Items: 10.0 Standard PC Speed: 4.8 Acceleration: 7.3 Weight: 5.5 Handling: 4.8 Drift: 9.8 Items: 6.6 ===== Yoshi ===== Cucumber Speed: 4.9 Acceleration: 8.9 Weight: 5.8 Handling: 8.0 Drift: 3.7 Items: 10.0 Egg 1 Speed: 5.9 Acceleration: 9.2 Weight: 3.3 Handling: 9.0 Drift: 4.0 Items: 3.2 Standard YR Speed: 5.5 Acceleration: 9.0 Weight: 5.1 Handling: 8.5 Drift: 4.9 Items: 6.7 ==== Toad ==== 4-Wheel Cradle Speed: 3.2 Acceleration: 8.3 Weight: 6.0 Handling: 6.0 Drift: 6.4 Items: 10.0 Mushmellow Speed: 4.2 Acceleration: 8.8 Weight: 3.3 Handling: 7.0 Drift: 7.0 Items: 3.2 Standard TD Speed: 3.9 Acceleration: 8.6 Weight: 4.9 Handling: 6.5 Drift: 6.8 Items: 6.8 =========== Donkey Kong =========== Rambi Rider Speed: 7.3 Acceleration: 4.2 Weight: 8.9 Handling: 3.0 Drift: 7.4 Items: 10.0 Standard DK Speed: 8.0 Acceleration: 4.7 Weight: 7.3 Handling: 3.3 Drift: 7.7 Items: 6.6 Wildlife Speed: 8.4 Acceleration: 5.0 Weight: 6.4 Handling: 3.8 Drift: 8.0 Items: 3.2 ===== Wario ===== Brute Speed: 9.2 Acceleration: 5.2 Weight: 6.8 Handling: 5.1 Drift: 4.9 Items: 3.2 Dragonfly Speed: 8.2 Acceleration: 4.7 Weight: 9.2 Handling: 4.4 Drift: 4.4 Items: 10.0 Standard WR Speed: 8.9 Acceleration: 5.0 Weight: 7.6 Handling: 4.8 Drift: 4.8 Items: 6.6 ====== Bowser ====== Hurricane Speed: 10.0 Acceleration: 3.3 Weight: 8.0 Handling: 3.1 Drift: 7.0 Items: 3.2 Standard BW Speed: 9.7 Acceleration: 3.0 Weight: 8.2 Handling: 2.8 Drift: 6.8 Items: 6.7 Tyrant Speed: 9.0 Acceleration: 2.4 Weight: 10.0 Handling: 2.4 Drift: 6.4 Items: 10.0 ===== Daisy ===== Light Dancer Speed: 6.7 Acceleration: 6.7 Weight: 4.7 Handling: 4.2 Drift: 9.0 Items: 3.2 Power Flower Speed: 5.8 Acceleration: 6.1 Weight: 3.5 Handling: 3.5 Drift: 8.3 Items: 10.0 Standard DS Speed: 6.4 Acceleration: 6.5 Weight: 5.9 Handling: 4.0 Drift: 8.9 Items: 6.6 ========= Dry Bones ========= Banisher Speed: 2.4 Acceleration: 9.8 Weight: 4.9 Handling: 9.1 Drift: 4.4 Items: 10.0 Dry Bomber Speed: 3.3 Acceleration: 10.0 Weight: 4.0 Handling: 10.0 Drift: 4.9 Items: 3.2 Standard DB Speed: 3.0 Acceleration: 10.0 Weight: 4.6 Handling: 9.7 Drift: 4.7 Items: 6.6 ======= Waluigi ======= Gold Mantis Speed: 7.6 Acceleration: 6.5 Weight: 6.4 Handling: 6.0 Drift: 5.9 Items: 3.2 Standard WL Speed: 7.1 Acceleration: 6.2 Weight: 6.8 Handling: 5.7 Drift: 5.7 Items: 6.7 Zipper Speed: 6.6 Acceleration: 5.9 Weight: 7.0 Handling: 5.1 Drift: 5.5 Items: 10.0 ====== R.O.B. ====== ROB-BLS Speed: 10.0 Acceleration: 5.5 Weight: 7.5 Handling: 7.0 Drift: 2.8 Items: 3.2 ROB-LGS Speed: 9.0 Acceleration: 4.8 Weight: 8.9 Handling: 6.1 Drift: 2.4 Items: 10.0 Standard RB Speed: 9.7 Acceleration: 5.2 Weight: 8.2 Handling: 6.5 Drift: 2.6 Items: 6.6 ***************************************************************************** -=-=-=-=-=-=-=-= -= 8. Tracks -= -=-=-=-=-=-=-=-= NOTE: As you will notice, after completing any of the cups, you will receive a ranking (from *** to E) based on your performance. This rank is determined by a number of things, all of which are related to how you performed (how often you crashed, how fast you completed the circuit, etc.). It really doesn't affect you in any way, but it can serve as a marker for improvement on certain sets of courses. ================ Nitro Grand Prix ================ Mushroom Cup ------------ Figure-8 Circuit Description: The very first course you'll most likely play is the most basic of them all. It has two long straightaways with a couple of wide turns at the opposite ends. This course is a great beginners course to get accustomed to the controls and such, since there aren't any other obstacles to worry about yet. Also, the wide turns are a great place to practice executing power slides if you want to try. Yoshi Falls Description: This beach-oriented course is another fairly simple one. It has a bunch of boosters you can drive across to get a quick speed boost. They're usually on the upper half of the track. Both parts of the track are navigable, but if you stay on the lower/inner half there are a couple flooded spots that will slow you down, so be careful. Overall, with the boosters and wide turns in this area, it shouldn't be too hard to win a race without problems. Cheep Cheep Beach Description: Another fun beach level, this time populated with Cheep Cheeps and crabs wandering the beaches. The first turn on the pier is great for power sliding for a quick boost. After you boost jump to the beach, you'll have to steer to avoid the crabs and fish since they can really mess you up. There are also trees to maneuver around, but that shouldn't be too hard. Use the ramps to hop between sections of the beach if you can, since you'll slow down when passing through water. The beach is great for power sliding around the bends, and the tide recedes every now and then, so you can take shortcuts if the timing is right. Luigi's Mansion Description: The final course of the Mushroom Cup has quite the spooky twist to it. The first part sends you through the mansion; if you're good you can make 3 power slides around the 3 sharp turns after going down the initial hill. When you get to the outside portion, it gets a bit trickier I think, since the path isn't solid for the entire lap. The middle portion of the track is a solid path you can navigate easily. After a fairly straight course up a hill, you'll enter a swampland of sorts where you'll slow down when travelling in the red swamp. The only way to counter this is to use Mushroom boosts if you have any, or perform power slides. There are giant walking trees to avoid, but that's about it in terms of actual obstacles. Your only real concern here would be to maintain your speed in the swamp. Flower Cup ---------- Desert Hills Description: The opening track of the Flower Cup takes place in a desert setting full of hills and winding roads. Among the obstacles in the way are Pokeys (tall cactus) moving back and forth across the track, not to mention the fireballs that fall from the Angry Sun in the background every now and then. Pokey will just spin you out on impact, but the fireballs can really mess you up, so be careful. The course itself is full of somewhat tight turns, so now is a good chance to try those power slides you should be accustomed to by now. Delfino Square Description: This replica of the familiar Mario Sunshine plaza makes its return here as a track. In the first area, you can power slide around the fountain to make the tight turn easier on yourself. For most of the course, the track is rather straight with no real surprises. The path does get narrow when you're riding through town, and you'll even come to a path split; either way works out fine, so don't worry about taking the wrong way. Up ahead you will find some crates in the road. The first bunch of them drop Bananas, but the crates you encounter along the coast have Mushroom boosts. Towards the end after the big boost ramp is another good opportunity for power sliding, when you're making the final turn of the lap. Waluigi Pinball Description: Picture a giant life-sized pinball machine, and that's exactly what this track is about. You start off being speed- launched to the top of the course (machine), and then moving through a series of twists and turns as you make your way down the course. There are a few boost pads on the right side early on, as well as item boxes and a pit to jump over (you'll see that one coming). Further ahead, you'll be faced with an open section full of bumpers moving around a central column, as well as giant metal pinballs bouncing around. The bumpers will just cause you to go off course, whereas the pinballs can really knock you out of commission, so watch out for those. Try power sliding around some of the curves to shave seconds off your laps. Shroom Ridge Description: The last course of the cup is a rather open, tranquil area. It takes you through a country road, complete with other cars and trucks driving along, serving as obstacles. If you hit them, you'll spin out, so try and steer clear of any non-racer traffic. There are a couple segments of the track towards the end where there are no barriers keeping you from falling off the track, so keep this in mind when navigating those curves. Star Cup -------- DK Pass Description: This snowy terrain makes for a change of pace here, but the track can be very treacherous as well. The course for the most part is very hilly and full of twists and turns, then again it takes place through a mountain range so it's expected. There are several points where there are no fences stopping you from going right off the cliffs, so be careful not to swerve too far off the track here. As for obstacles, there are snowballs that can be found rolling down the path every so often, as well as numerous snowmen standing around; they are easy to avoid so I wouldn't worry too much about them. Tick-Tock Clock Description: Here, you get to race on a rather unique course based on the Super Mario 64 level of the same name. As you would expect, there are plenty of spinning gears, clock faces (where the minute/hour hands can wipe you out if you hit them, be careful), and even a giant pendulum. When you enter the first open area, you can pick either side to go on since they both have boost pads for you to use. Up ahead is a pendulum after some item boxes, so steer around that to avoid being spun out. After a long straight run, you'll have to move across 4 spinning gears, each one moving in an alternate direction, so try and move with the flow to avoid losing ground. On the last stretch before the finish line, there are 2 vertical gears on either side of the course. If you ride atop the one that's moving forward, you'll gain a small boost from it (check your map if you're having trouble figuring this out). Mario Circuit Description: As tradition would show, Mario Circuit is generally a simple and straightforward course. This one is no exception. There are some Goombas to watch out for on the actual track, but they're easy to drive around. Ahead are Piranha Plants that spit fire across the track; these may be more tricky but you can still avoid the blasts. Other than that, there are 2 hairpin turns towards the end you can power slide around easily, and the rest is easy. Airship Fortress Description: For all you SMB3 fans, this is the replica of all those airship levels you enjoyed so much. The first part has Bullet Bills being shot head-on at you; simply move to avoid them as you drop below their height. The next part will have those moles who pop out of the manhole covers to throw wrenches; luckily they don't throw anything at you in this game. Inside the actual airship there is a hairpin turn, followed by a couple fiery columns to maneuver around. After being shot through the cannon, use power slides to quickly go down through the spiraling tower. As long as you don't fall off the track on this last stretch, you'll be fine. Special Cup ----------- Wario Stadium Description: While not being as sprawling and painfully long as the N64 version, this course does make a return with some similar aspects. In general the course is straightforward and wide, with some jumps and turns here and there. There will be a couple points where you have to use the booster ramps to hop over mud pits. In addition to the mud, there will be fire wheels spinning in the air, so steer to avoid getting hit by one of its arms. Early on, there are also fire rings you can jump through to collect item boxes. Other than the few avoidable obstacles and some speed jumps, this is a relatively simple course to get through. Peach Gardens Description: This track takes you all through the gardens outside the legendary castle of games past. The first couple areas make you race around circular areas, around flower patches. Power sliding will really come in handy as you navigate the wide circular turns, as well as the sharper turns between the flowers. As you cross a bush garden, avoid the Chain Chomps and try to grab items stuck on its chain, then navigate around some more bushes (unlike the flowers, you can't drive through these). Ahead in the dirt, Monty Moles will jump out of holes, so try and steer around those to avoid wiping out. Bowser Castle Description: Now, THIS is an involved and drawn out course for you! Starting in the opening hallway, you'll have to avoid a couple of Thwomps so you don't get crushed or crash into them. In another room, the floor spins and it seems to work against you, so gather enough speed to get through the opening at the other side, or you'll end up hitting the wall. Make your way up the tower's spiraled path, then speed your way across a rotating log, moving left and right to avoid falling off it. Ahead are some moving platforms you need to move across, followed by some 90 degree turns. The laps aren't as long as you'd expect in a course like this, but there are plenty of hazards to keep you busy with. Rainbow Road Description: As always, the final course of the Special Cup is none other than the Rainbow Road. Being the final course, it is known for not really having any barriers stopping you from falling off the track. After the initial speedy dive, you go into a wide loop with boosters on the ground. Further along is a vertical loop and a long straightaway, followed by a couple of hairpin turns before a corkscrew. Then, it's just a couple simple (fenced in) turns to the end. It's enjoyable to play through this course, just as long as you don't make the mistake of falling off the edges, since that is rather easy to do here! ================ Retro Grand Prix ================ Shell Cup --------- Mario Circuit 1 (SNES) Description: And now we get to play on the track that started it all back in 1991. This original course is back in its original state to be raced upon here. There are long straightaways and wide turns (good for power sliding), with a minimal amount of pipes in the way as obstacles. It's really not meant to be a difficult course, so enjoy it. Moo Moo Farm (N64) Description: The second course in this initial retro circuit is a simple dirt track with minimal obstacles again. For the most part the track is clear, except for a couple points where you'll come across holes which Monty Moles jump out of. Just maneuver around the holes and you should have no problems in this course. Peach Circuit (GBA) Description: Now, this is a course with no obstacles to be found anywhere which is a first in this game. For the most part this track is straight with some minor curving along the way. There are a couple of hairpin turns which you can easily navigate by power sliding, and that's about it. Finally, a course where you only need to worry about winning instead of everything else! Luigi Circuit (GCN) Description: The last race in the Shell Cup is yet another easy one, considering how straightforward it is. The course is comprised of two long paths (one is straight, the other is curved), with a wide hairpin turn at each end, complete with boost pads along the side walls. In the middle area, the two halves of the track come together, but stay to the right half to avoid going up the wrong way and losing your precious lead. There are also Chain Chomps at each end, so stay away if one comes near. Banana Cup ---------- Donut Plains 1 (SNES) Description: The opening course of this cup is extremely easy, if you know how to drift and power slide (you should by now). The entire track is wide and the turns are somewhat tight, but manageable if you drift around them, power sliding as the road becomes straight again. As long as you don't get stuck in the dirt areas or fall into the water, you'll be okay. Frappe Snowland (N64) Description: This icy course is not necessarily hard, but it's fairly easy to get stuck or hit an obstacle throughout the run. A bunch of the tighter turns are good for drifting and power sliding around, since you'll end up in the snow if you don't at least drift. In the wide open area you'll have to swerve around a field of snowmen to avoid wiping out. Past that segment, the rest of the course is straightforward for the most part. There is another turn you should slide around, then the final turn goes across a bridge. As long as you don't fall off the bridge here, you should make it through the lap in good shape. Bowser Castle 2 (GBA) Description: This is probably one of the easier Bowser Castle courses, in my opinion. There are plenty of straight, non-obstructive lanes, but the turns are sharp; nothing you can't handle by drifting and power sliding, though! There are Thwomps in a couple spots you should steer around, but they shouldn't pose a real threat. There are a couple portions where you can go across those boost pads to jump over smaller lava pits. The second part where you have to jump over pits can get tricky, so stay to the center and you won't run a risk of falling into the lava needlessly. Other than the lava- jumping parts, there really aren't any dangerous parts to worry about. Baby Park (GCN) Description: The final course of the cup is a remake of the easiest course in the GCN Mario Kart. Baby Park is a simple loop like a traditional racetrack (2 straight paths, 2 tight turns). The best idea here is to power slide around each turn and speed up on the straight paths, and you should be good. Leaf Cup -------- Koopa Beach 2 (SNES) Description: This beach-themed course takes you around the perimeter of an island. The beach itself is clear, but there are green patches inland that will slow you down if you ride across them. Halfway through the course, you'll have to cross a watery area. You won't slow down as you go along the shallow water, but if you slip into the deep portions, you'll be delayed since Lakitu has to pull you out. Other than that, the course is fairly simple with opportunities for power slides around each corner. Choco Mountain (N64) Description: The course that takes you through the mountainous region is also fairly simple. The first half features wide turns and straight paths for you to gain speed on. After you pass through the tunnel, power sliding will help in that curve. Continue along the mostly straight path until you reach the cliffs, where boulders will fall from above. Try to avoid them as best as you can, then power slide around the wide hairpin turn, and the rest should be an easy ride. Luigi Circuit (GBA) Description: If there was a track perfect for drifting and power sliding, this one would be it. There are plenty of tight turns that require you to almost master the technique in order to navigate them without slowing down to handle the turns without drifting. Since it's raining, there are plenty of puddles around; try not to drive into them or you'll spin out. Other than the puddles, if you can perform power slides, you have absolutely nothing to worry about on this track. Mushroom Bridge (GCN) Description: On the last course of the Leaf Cup, you'll get to revisit another traffic-filled level. The turns are wide, which leaves you plenty of room to perform some power slides. Beware of the cars and trucks that are also driving on the road you're racing on, since you will wipe out if you hit them (or they hit you). In the first half, you'll notice a hill going off the road; if you have a Mushroom or two you can boost up it for a nice little shortcut. Lightning Cup ------------- Choco Island 2 (SNES) Description: This course starts off with a couple of tight turns; luckily you can power slide around them now, unlike in the original SNES version! Towards the middle of the track is a huge mud puddle, which will slow everyone down (if you have a heavy character, it will REALLY slow you down). At the other end of it will be dozens of bumps scattered around, which keep you from maintaining a high speed. Try to stay on the track here, since if you run off into the dark brown areas, you will slow down drastically. Banshee Boardwalk (N64) Description: On this course, the majority of the track is comprised of actual boardwalk, some sections with no boundaries. There are also several sharp turns to be made simpler by power sliding. Inside the haunted house, go right and drift around the wall, then stay to the right of the column to avoid a pit, but stay left enough to avoid the bats coming at you. They won't spin you out, but they will knock you around a bit. Drift around the next couple corners and continue out of the house, where you'll just have to drift/power slide around a couple more easy turns before reaching the end. Sky Garden (GBA) Description: This cloud-filled stage is pretty much straightforward with some boost ramps to jump over gaps in the track. There is even a ramp you can boost jump from to cut a corner towards the middle area. The majority of turns in this course can be handled easily by power sliding, especially the hairpin turn later in the lap. There are no boundaries on this track so stay on the actual track, and you won't run the risk of falling out of the sky literally! Yoshi Circuit (GCN) Description: And now, for the final course in the Retro Grand Prix, you race along an outline of Yoshi. For the most part the course is a breeze, except for a couple tight corners you can get around easily if you know what to do by this point in the game. There are however a couple of hairpin turns towards the second half of the track (Yoshi's back and tail, if you view the map). Alongside the track are piranha plants toward the end; unlike the GCN version, they won't attack you, so don't worry about them. ***************************************************************************** -=-=-=-=-=-=-=-= -= 9. Items -= -=-=-=-=-=-=-=-= NOTE: Bananas, Green/Red Shells, Bob-ombs, and the Fake Item Box can be dragged behind your kart by holding X before releasing to launch them. This is useful in that it stops opponents from ramming you from behind. Banana: This classic banana peel can be dropped behind your kart or thrown ahead to cause a spin-out if someone else hits it. Blooper: When this is used against you, Blooper appears and squirts a few spots of ink on your screen, hindering your vision temporarily. The ink does clear up after several seconds, but it can be annoying to see what's in front of you. Lucky for you, there is a map you can use to guide yourself through the course in the meantime. Bob-omb: This new bomb item can be thrown ahead of you, only to explode when someone drives past it. If noone drives by within a few seconds, it will explode on its own. Anyone caught in the blast will be spun out briefly. Boo: This crafty ghost will steal an opponent's item and give it to you when used. It also turns you invisible for a short period of time, so other karts can't see you and therefore cannot attack you. Bullet Bill: When you use this, you temporarily turn into Bullet Bill and start rocketing along the course. Any karts in the way will be knocked over by the impact. Fake Item Box: When dropped onto the track, it looks like any other item box, but it's actually a fake. If someone drives into it, they'll be knocked over. The best place to put it is among other real item boxes to trick your opponents. The key to avoiding these is if you look on the map, they appear as red boxes whereas real item boxes look more like actual item boxes on the map.
Golden Mushroom: When you get this, you can keep pressing X to get unlimited boosts for the brief period of time you have this item. It can be very useful in making up lost ground in a race. Green Shell: The regular type of shell you can launch ahead or behind to attack opponents. It just shoots straight, bouncing off any obstacles or walls it hits, until falling off the track or hitting someone else. Lightning: When this extremely rare item is used, all other karts are spun out and shrunk down to a miniature size. They also lose all their items. The shrinking effect lasts briefly, but it does slow down the other karts considerably in that time. Mushroom: When used, this fungi gives you a brief turbo boost. It's particularly helpful when you're recovering from hitting a wall or trying to inch past an opponent near the end of a race. Red Shell: The "better" variety of colored shells to be shot at opponent karts. The difference between this and the green shell, is that the red shells home in on the nearest enemy ahead (or behind if you drop it back there) to attack. They can come in handy when trying to eliminate your nearby competition with ease. Spiny Shell: This special blue spiked shell's ability is to seek out the player in first place, and explode in their face. There is no way to avoid it, and if you're too close to the #1 player at the time of the blast, the explosion will wipe you out as well. It's the ultimate in shelled attacks! Star: This star will make you totally invincible to your opponents' attacks for several moments. It also gives you a temporary boost to your speed, and if you come in contact with an opponent, they will spin out. Triple Bananas: Instead of getting just one banana peel, you have three trailing your kart when this is used. It also allows you to throw/drop them one at a time onto the track. Triple Mushrooms: Instead of having just one Mushroom for a boost, you have use of three. Each time you press the button, you use one of the boosts, until you run out of course. Triple Shells: When used, three of the designated color (green or red) shells orbit around your kart to create a shield against enemy attacks. These shells can also be shot ahead to attack, with the characteristics of that particular shell color (red ones will home onto the next opponent, green ones will just go straight). ***************************************************************************** -=-=-=-=-=-=-=-=-=-= -= 10. Missions -= -=-=-=-=-=-=-=-=-=-= NOTE: You will receive a ranking upon completion of each mission, ranging from *** to E. Your ranking depends on how well/efficient you perform in that particular mission (how fast you went, how often you hit walls or obstacles/enemies). As such, if you follow the strategies I gave for each mission, you should be able to pull off a *** rank in each mission. It also depends on your skill when you're playing; no amount of explanation will help you get a *** if you do not have the ability to play well. ======= Level 1 ======= Mission 1-1 ----------- Objective: Drive through all 5 numbered gates in order! Strategy: This first mission is very easy, since it's on the Figure-8 Circuit. There are 5 black gates you must drive through, a fair distance between each, and a line of mushroom boosts you can take just before each gate. It's not hard to miss any of them, so this shouldn't prove difficult at all or require any further detail. Mission 1-2 ----------- Objective: Collect all 15 coins! Strategy: This one's another simple one, although it could prove slightly tough to get all the coins in a single run through at top speed. The coins appear in groups of two (and one at the end), and are generally in straight lines. The only tricky part is the hairpin turn after the 3rd/4th coins; just take it slow (it's not a good idea to power slide around the turn) and the rest is easy. Mission 1-3 ----------- Objective: Destroy all 10 item boxes! Strategy: On this mission there are 10 item boxes, none of which are hard to reach easily, each one containing a Mushroom. The first couple item boxes are on the upper part of the track (make sure to use each Mushroom as soon as you get it). The third box is towards the middle line of both tracks, then the fourth one is up top again, so be quick to go through that one. The rest of the item boxes are on the upper portion of the track, so just follow the path across all the boost pads on the ground and use your Mushrooms when you get them to succeed. Mission 1-4 ----------- Objective: Get the Star and use it to hit 5 Cheep Cheeps! Strategy: While this mission is easy to clear, it may be tricky to get a high rank because of how fast you move with Star power. All the item boxes yield Stars, so take one and use the power to knock into as many Cheep Cheeps (the fish) as you can before it wears off. If you need another Star, just hit another item box. If you're good, you can pull it off with a single Star; not speeding too much is key here. Mission 1-5 ----------- Objective: Drive through all 6 numbered gates in order! Strategy: Atop a replica of the Nintendo DS, you have to pass through 6 gates. The first one is directly in front of you towards the center, and the remaining gates are situated along the perimeter. Be careful when turning since you can fall off the course! Power sliding helps a lot here in shaving off time and making it through the gates with no real slowdown in the approach. Mission 1-6 ----------- Objective: Drive out of the mansion... backward! Strategy: This is a fairly simple and uninvolved mission, since all you need to do is drive in reverse. There are no tight turns or obstacles to worry about; just hold B and keep an eye on what's approaching, using your map for guidance, and you'll be fine. Mission 1-7 ----------- Objective: Collect all 20 coins! Strategy: Here on this dirt track, you have to collect 20 coins; luckily they are all in a straight line and in groups. You can get a Triple Mushroom from the item box at the start for 3 boosts when you want them. Use one of them during the first straightaway, another during the first wide turn, and the last one in the empty area between coins. This is easier than Mission 1-2 since there are no tight turns so you should have no trouble grabbing the coins here. Mission 1-8 ----------- Objective: Perform 4 power-slide turbo boosts in 1 lap! Strategy: As Mario driving on Mario Circuit, you have to do 4 power slides in a single lap around the course. If you don't know already, you can power slide by hopping with R while holding Left/Right and accelerating. When you start to slide, alternate between Left and Right to see blue, then red sparks. When they are red, release for a boost. Do this 4 times, preferably around each of the turns, to fulfill this mission's criteria. Level 1 Boss ------------ Objective: Use Mushrooms to crash into the Big Bully and knock him off the stage! Strategy: For the first boss round, you'll have a face-off against Big Bully while being surrounded by 3 balloons. The boss can run into you, knocking you back a bit. The objective is to knock him off the ledge, so begin by going around Big Bully and collecting the Triple Mushroom from the item box. Then, turn around and drive straight at him, and use a Mushroom before impact to push the boss back. Do this again once or twice if needed, and the boss will fall into the water defeated. ======= Level 2 ======= Mission 2-1 ----------- Objective: Crash into all 10 wooden crates and destroy every one! Strategy: The first mission on the second level isn't too hard, unless you're going for a *** ranking. The best approach I've found thus far is the following one. Go through the first 3 crates normally, then go straight into the fourth one on the dock. Go down the hill onto the dock and first hit the crate at the far end, then quickly turn around (without falling into the water) and clip the other crate as you turn right to the uphill climb. Then, power slide around the fence and hit the next 3 crates on a long straight run. Turn right and power slide through the opening of the fence to the right, crossing the grass and hitting the final crate. Mission 2-2 ----------- Objective: Collect all 10 coins! Strategy: Here, you go back to a more simple track with only 10 easy coins to collect. The tricky part if you look at your map, is that the first coin is behind you. So, as soon as you start, hit reverse to collect the coin, then start accelerating forward. Pick up the first two sets of coins, then power slide and stay towards the middle of the track to collect the final 3 coins for the win. Mission 2-3 ----------- Objective: Drive through all 5 numbered gates in order! Strategy: In the Donut Plains, there are 5 gates you need to drive through over the course of a lap. The first gate is easy to reach, just before the first bridge. After the curve grab the Mushroom boost and cut across the grass for the second gate. Up ahead is the third gate; it may help to slide into it so you don't end up in the grass there. Stay to the right for this next stretch, then collect the Mushroom and go through gate 4, quickly sliding to the left around a tighter curve. There will be 2 more Mushrooms to grab, leading up to the last gate. After the first Mushroom, move to the left a little so you can approach the second one and the gate a bit more straight on. Once you go through all 5 gates, the mission is done. Mission 2-4 ----------- Objective: Destroy all 5 item boxes! Strategy: Played in Luigi's Mansion, you have to chase down the 5 item boxes that are moving in a line through the course. Each item box has a Mushroom inside for you to boost with. If you get the turbo boost at the start (start holding A just before the 2 fades out), you'll have no problem getting through the item boxes quickly. Just make sure to also use the Mushroom boosts as soon as you get them, since they'll help you keep up with the train. If you do this correctly, this should be an easy high ranking for you. Mission 2-5 ----------- Objective: Collect all 20 coins! Strategy: Collecting the 20 coins you need to clear this mission shouldn't be hard at all. The coins are all in straight paths along the beach, with no tight turns to worry about. There is a boost jump you need to go over to collect some coins, so make sure you go into that one aligned straight and towards the middle. Other than that, this mission should be a piece of cake. Mission 2-6 ----------- Objective: Use Bob-ombs to destroy all 5 Pokeys! Strategy: This is probably the first mission where you can't just rush through it and succeed. There are 5 Pokeys in a rather small playing field, and all the item boxes contain Bob-ombs. The best approach here is to grab a bomb, aim straight at a Pokey, and toss the Bob-omb to destroy the cactus, then grab another bomb immediately and repeat. It takes some patience to do this right and still get a good ranking, so don't worry if it's not done in 10 seconds, heh. Mission 2-7 ----------- Objective: Drive through all 10 numbered gates in order! Strategy: On Luigi Circuit, you have to get through 10 gates in order to complete the mission, but this time because of the course design, you don't get one gate at a time when you're driving. The first gate is right in front of you, then after the boost/drop stay to the left since there will be 2 gates coming up (2 on left, 7 on right). Collect a Mushroom boost for use after the gate, then stay to the right for the third gate (3 on right, 6 on left). Go around the end hairpin using the boost pads you drive across. On the second pass through the straightaway, alternate between right and left to pass through the next couple gates. When you reach the other end after the ninth gate, use the boosts to reach the top plateau and pass through the final gate (this one is a commonly missed one, so try not to miss it). Mission 2-8 ----------- Objective: Perform 6 power-slide turbo boosts in 3 laps! Strategy: On the Baby Park track, you have to complete an entire race, all while performing a total of 6 power slides throughout the 3 laps. This is actually really easy to do; just do a power slide around each of the two turns you encounter in each lap. The item boxes contain Stars for use during the straightaways, and seem to help in power sliding around those hairpin turns without cutting it too short or wide. Even if you don't use or get a Star every chance you get, this is still an easy objective to complete. Level 2 Boss ------------ Objective: Hit the Eyerok's eyeball 3 times with shells! Strategy: The boss here is comprised of two solid hands with blue eyes in the palms. They move around the arena, pounding the ground with their fists (usually one hand is in a fist while the other is on the ground with its eye open to attack). There are item boxes scattered throughout the room with Green Shells inside. Take a shell and head towards an eye (check your map to see which hand is vulnerable), then launch your shell to attack. Grab another shell from the item boxes and repeat this two more times to win. ======= Level 3 ======= Mission 3-1 ----------- Objective: Destroy all 5 item boxes! Strategy: This is actually a fairly annoying mission to complete, since it's played in the Waluigi Pinball area. This means there will be plenty of round bumpers to knock you around. There are 5 item boxes being knocked around as well, each containing a Star, and you need to go through all of the boxes. A good idea would to be patient and not so bent on speeding around, but rather to watch your map and move precisely to grab item boxes when they are near. If you follow this plan, you shouldn't be getting knocked into the bumpers nearly as much, and may come out of this with a high rank too. Mission 3-2 ----------- Objective: Drive through all 5 numbered gates in order... backward! Strategy: Of course, following a real pain in the neck mission, you get a much easier one to try. You have to pass through 5 gates entirely in reverse. Using your map, this can be done very easily. The first 2 gates are straightforward, but you'll soon come to a split in the path. Keep going straight to gate #3, and take the left turn to go around and pass through the final 2 gates. Mission 3-3 ----------- Objective: Collect all 15 coins while avoiding the Chain Chomp! Strategy: Despite what you might have thought going into this, this is actually VERY easy to complete. There is a circle of coins going around the Chain Chomp's post, with a line of coins leading into the circle itself from where you start. Simply follow the line into the circle, and when the turning begins, hold Left down as you accelerate and you should grab all the coins without any conflict. Mission 3-4 ----------- Objective: Reach the finish before Yoshi! Strategy: Here, you are Peach and you have to race against Yoshi in a modified version of Yoshi Falls. You only have one lap to do this in, also. Right from the start, Yoshi will get a speed boost out of the gate. The item boxes you encounter have Mushrooms and Stars, so those will really help when going through the waterfall segments. Just make sure you're watching the course so you don't end up on the wrong half of the track when it gets closed off. Overall, it's a rather simple race you shouldn't have trouble with winning. Mission 3-5 ----------- Objective: Drive through all 8 numbered gates in order! Strategy: Even with the non-linear layout, this isn't hard to clear in a short time if you know what you're doing. Along the back wall are two sets of pipes that act as warps (if you go into the bottom right one, you'll emerge out of the top right one, and vice versa). So, go straight through the first gate and then into the right bottom pipe hole. For the next 3 gates, ride along the upper catwalk all the way around, going through the top left pipe at the end of the catwalk. You'll come out of the bottom-right pipe and heading into the fifth gate. Make your way to the opposite end and turn/slide through the sixth one (enter it from the left). Go up the ramp to the catwalk and go through the seventh gate. Then, look to the ground and drop to the right, passing through the final gate at an angle to complete the mission. Mission 3-6 ----------- Objective: Hit Monty Moles with shells 5 times! Strategy: From where you start, there are 3 item boxes, all of which contain Green Shells. In front of you are several holes, and from each one a Monty Mole will jump out. It will first pop its head out, and then it will jump out, so remember this pattern. You have to hit 5 of them in order to win here. My method is to go up with a shell and sit in front of a hole, and when the mole jumps out, hit it. Then, reverse to the item boxes to get another shell and repeat. This is probably one of those missions that will take you a while, but practice does help in getting high ranks here. An alternative method would be to get a Green Shell, then hold the shell behind you as you sit just behind a hole (so the shell is floating above the hole). That way when a Monty Mole pops out, it'll automatically get hit by the shell, then you just have to get another shell and repeat. Mission 3-7 ----------- Objective: Perform 10 power-slide turbo boosts in 1 lap! Strategy: You will have 1 lap on the Shroom Ridge course, and in that lap you have to perform 10 power slides. This shouldn't be too hard, since there are plenty of long tight turns where you can easily get 2-3 of them out. Don't rush to get them all done early on; there are quite a few turns for you to use for sliding, so you most likely won't have a problem with hitting the quota. Mission 3-8 ----------- Objective: Collect all 20 coins! Strategy: This coin-gathering mission is a bit complex since you have to move around a series of rooms to grab all of them. From the start, go straight to get the first coin (1), then turn left in the second room to grab the next (2). Follow the outer path to the next room, grabbing the coin (3) at the entrance to said room. Quickly turn right and grab the coin (4) in the room that's blocked off, then quickly back out of there and turn around. Head out the opposite doorway and go right along the outer path again, grabbing another coin (5). Avoid the banana and turn into that room to reach the next coin (6). As you go into the next room, head toward the left opening as you grab the coin in here (7), and you'll be on the outer path again. Take the corner coin (8) without falling off (take it slow around the corners), then go straight. Grab the coin (9) behind the banana and head into that room, moving clockwise around the center block to get 2 more coins (11). Exit the same way you came in and grab 2 more coins (13) along the outer path while swerving around lines of bananas. Round the corner and go into the next room for yet another coin (14), then in the final room go around in a circle quickly, but not too fast to miss the coins, and you'll grab the final 6 (20). Level 3 Boss ------------ Objective: Reach the finish before Goomboss! Strategy: This boss race with Toad (a light-weight) against the giant Goomba at Baby Park is actually pretty challenging, but it's doable. You simply have to beat Goomboss to the finish after 3 laps here; he is clearly faster than you but don't let that get you down. If you're behind, he'll stop to throw Goombas or the occasional Mushroom boost at you (contact with a Goomba will deflate one of your balloons; lose all 3 and you automatically fail). If you're ahead, Goomboss will simply charge around the track to catch up. After each lap, Goomboss also gets bigger, which means more Goombas are thrown and on the final lap, he jumps over half the track to take a shortcut. The key to winning here is performing tight power slides around each turn. Not that you should be anyway, but don't ride all over the track; stay to the right and do the power slides perfectly, and you should be able to win. ======= Level 4 ======= Mission 4-1 ----------- Objective: Reach the finish before Donkey Kong! Strategy: On this icy mirror course, you have to beat Donkey Kong to the finish, while playing as Wario. The first part with the snowman field can be tricky, but drifting and turning to avoid them really helps. Also, if you can get the boost from drafting shortly after starting, it helps as well. After a bunch of very curvy turns (no need for sliding here), you'll be out on the cliffs on a gray track (DK will take the supposed shortcut up the snowy hills, don't follow him). Do a power slide around each turn on the regular track, collecting the Mushrooms and Stars from item boxes along the way. As you go down the hill, there will be a tight turn to the right, so follow that. Avoid a few more snowmen dotting the landscape and go through the tunnel, and power slide left to the goal. Mission 4-2 ----------- Objective: Blast 20 crabs! Strategy: You'll be on an island with a whole load of crabs scattered about, and your job is to destroy 20 of them. On the center island are item boxes containing Bob-ombs and regular Green Shells, as well as the triple variety. The area surrounding the center area floods with the tide every now and then, but that shouldn't matter to you. The best method I found here is to use the Triple Green Shells to go after the crabs. If you get a bomb, just toss it since it's essentially useless for getting this done quickly. If you obtain a single shell, pick a nearby easy target and nail it. If you get the Triple Shells though, have them orbit around you as you pass closely by 3 crabs, knocking them each out. Rinse and repeat, and you should be done in no time. Mission 4-3 ----------- Objective: Reach the finish before the red car! Strategy: This mission is EXTREMELY easy; your objective is simply to beat the red car going through traffic to the end of 1 lap. At first the car is a good distance ahead of you, but you can catch up easily by power sliding around the tighter turns and avoiding other oncoming traffic. There will be a couple times where you can grab an item from the boxes, usually containing Mushrooms. Those will come in handy for the straight/uphill portion. By the halfway point, you should already have left that red car in the dust, so keep on speeding around those curves with no mishaps, and you will have victory. Mission 4-4 ----------- Objective: Drive through all 7 numbered gates in order! Strategy: This gate challenge takes place across a very hilly, desert terrain as you can see. Go straight ahead into the first gate, then power slide around the curve. Make sure you get an item box (they have Triple Mushrooms). You'll see the next gate over the hill, so use your boosts, one at a time, to get yourself through gate 2, and even through gate 3 (all your boosts should be gone now). Go up the hill to the next gate and head across a hilly straight path, collecting your next set of Triple Mushrooms from an item box. Stay to the left of the Pokeys in the middle of the track, but start to turn right with the curve since gate 5 is in the inner portion of the curve. As soon as you go through it, use your boosts, again one at a time, to make it over the hills through the final 2 gates. Mission 4-5 ----------- Objective: Collect all 15 coins. If you get squished by a Thwomp, you fail! Strategy: This one might appear to be a bit tricky at first, but it's actually quite simple. The only thing you need to make sure you do is start off with the turbo boost. When the countdown hits 2 and is just about to fade out, start holding A so that you get the boost at startup. Go straight down the first line as the Thwomps go up (you won't hit them if you got the boost) to get the first 8 coins. Quickly turn around and line up before the other side, and as soon as the Thwomps drop down, start accelerating. If done at the right time, you'll pick up the remaining 7 coins with no problems. Mission 4-6 ----------- Objective: Break all 10 item boxes while avoiding the Fake Items! Strategy: For this mission, you have to ride along the Choco Mountain while going through 10 lines of item boxes. Only one box in each set is real, while the others are fake. In order to distinguish between them, use your map! The real item boxes will appear as they are, whereas the fake ones will show up as red squares. So, as long as you follow the map and avoid falling boulders, you should be set. Mission 4-7 ----------- Objective: Drive through all 10 gates! Strategy: Once again at Waluigi Pinball, you have to pass through 10 gates all while avoiding the bumpers and other hazards in the area. The best approach is to take the center path first, allowing you to pass through the first 2 gates. As soon as you go through the second gate in the middle, follow either the left or right path leading around the perimeter of the back area. This will get you 4 more gates. As you come back around to the first half of the course, follow the outer perimeter again to get the final 4 gates. It may help to shave some time off your trip if you drift between sides when you're at the far ends of the course. Mission 4-8 ----------- Objective: Perform 9 power-slide turbo boosts in 1 lap! Strategy: This particular challenge takes place on the Luigi Circuit, where it is raining and puddles spot the track. You have to pull off 9 power slides during the course of the lap, which is rather easy. Like you should be used to by now, do a power slide around each tight turn and you will meet the quota. Don't try to rush getting 9 out on the first leg of the lap, but if it will help you get through it faster, by all means do it. Just make sure you steer clear of the puddles, since you will spin out from them. Level 4 Boss ------------ Objective: Collect 50 coins while avoiding King Boo! Strategy: The arena here is a series of circular platforms with several bunches of coins going around each platform in a line. As for King Boo, he'll float around you for a bit and then attacks you from behind, taking 10 coins (assuming you have that many), and the rest of the level's coins disappear temporarily. The easiest method to winning this mission is stated below (as submitted by rush60002 since I felt his approach was better than my original one). Start off with a turbo boost and go straight ahead. Collect the two coins and then power slide in a clockwise fashion to collect the rest. Once you have collected all the coins on the ring King Boo should be about ready to charge you. So, jump into the lava in the center at the cost of one balloon. This should not only reset King Boo, but also it will place your kart in the appropriate position for the next part. Once you have been placed on the ground, try to get a boost when landing and get moving. Turn right, collect all the coins on the next ring, moving in a clockwise fashion again, using a power slide. Keep going around the ring even after alll of the coins are collected, and you should see a line of 3 coins on a path moving away from the ring. Grab those and hop into the lava in the center of the ring in front of you, again to stop King Boo from stealing your coins (and resetting him), placing you in the right position again. Once you hit the ground, boost and accelerate, and turn to the right. Once again, collect the coins by power sliding in a clockwise fashion, and keep going around the circle to collect the three coins in the line. This time, instead of jumping into the lava in front of you, collect the coins on the ring by power sliding in a COUNTER-CLOCKWISE fashion. Collecting the last coin can get kind of close sometimes, but if you do it fast enough, King Boo should not hit you and you should get the 3-star ranking. If done right, you should be able to have around 4:15 remaining on the clock, and it doesn't involve chasing King Boo around. If by chance he does steal your coins, chase and bump into him, then drive through King Boo from the front to get them back. ======= Level 5 ======= Mission 5-1 ----------- Objective: Reach the finish before the stray Chain Chomp! Strategy: Since this is Level 5, you'll need all the help you can get, so make sure to achieve the turbo boost from the start. Grab an item box with the Triple Mushrooms, and maybe power slide around the first turn. Atop the hill, use your first boost to cut through the grass and up the second hill. Boost again through the grass and then go down the hill into the bush maze. Go as straight as you can through this, avoiding the other Chain Chomps. At the top of the next hill, there will be some more grass to use your final boost to cut through. At the circular bush formation, take one of the paths going through the center to save time. Avoid the Monty Moles popping out of the dirt path, then power slide through the final 2 turns before the finish line. You should have no problem winning if you use this method; the Chain Chomp should have been left behind after the first hill if you do this. Mission 5-2 ----------- Objective: Drive backward and collect 15 coins! If you hit a snowman, you fail! Strategy: Here you'll have another ridiculously easy mission, and it involves driving backward while being surrounded by snowmen. You are going around a circular formation with snowmen on both sides, collecting the coins around this path. After the second line of coins, the turn is wide but it's not something you need to slow down for. You really shouldn't have any trouble getting a *** on here, even on your first shot; just remember that you're holding B for reverse instead of A! Mission 5-3 ----------- Objective: Destroy all 5 item boxes! Strategy: This item box challenge takes place around the Koopa Beach 2 stage, and the item boxes will be travelling over the deep waters where you can't follow. The quickest and rather logical solution would be to collect the first item box if you can catch up to the train and maneuver around the deep part before they all become unreachable. After you grab the first box, use the Mushroom to follow the shallow part to where the item boxes pass onto the shallows once more. Grab the front box in the train from behind, then either stop moving and collect the rest of them as they come to you without any further effort, or start driving in reverse to help it along. At first it could be thought that if you boosted over the deep portions, you'll skim over the surface; that is not true, so don't waste your time trying it. Mission 5-4 ----------- Objective: Drive through all 10 numbered gates in order! Strategy: Here, you have to race around a Bowser Castle level while making your way through 10 gates in order. Try to drift through the first gate and around the turn, doing a power slide so you can hit the boost pad on the left side and pass through the second gate. Power slide around the next corner and head through the third gate, avoiding the Thwomp if it's down. In the first jumping part, if you can hit the boost pad on the far left and move to the right to pass straight through gate 4, that will really help with your time. If you can turn tightly enough you can hit the right boost pad. At the second jumping part, stay toward the middle and then to the right so you get gates 5 and 6. When you get to the next grated section of track, try to avoid hopping over the pit to reach gate 7. Instead, go through it and use the boosts to the left, then steer around the jumps and maneuver through gate 8 ahead. Power slide around the corner and use the mini turbo to get through gate 9, then continue straight to gate 10, barring any Thwomp interference. Mission 5-5 ----------- Objective: Complete 1 lap in the opposite direction within the time limit! Strategy: For this mission you have to navigate the Mushroom Bridge stage, but you travel backwards through it (not in reverse, you go around the course the other way though). The actual track isn't hard to drive upon, but the challenge lies in avoiding oncoming traffic. In addition, there are a couple sections where half the road is blocked off so you have to travel on a narrow path, all while dodging other cars. There are item boxes along the way containing Mushrooms, so use those wisely. Using the items along with power sliding around the curves will really help, just as long as you don't crash! Mission 5-6 ----------- Objective: Collect all 18 coins! Strategy: Atop a giant cake, you have to collect 18 coins by making 3 passes to the center. This isn't nearly as hard as it might look, but you will need to try it a few times to get the hang of it. Starting off, go straight to get the first coin, and make a wide turn around the cream puff to grab the second coin. Make a tight turn to the right so you can be lined up straight for the center, grabbing 3 more coins on the way to it. At the center, you'll jump over the cherry and if aligned properly, grab one of the coins above it. When you land, go straight and make a tight turn around the next cream puff, then repeat the cycle. Do this 3 times and you should have successfully nabbed all 18 coins. Mission 5-7 ----------- Objective: Drive through all 8 numbered gates in order! Strategy: In this icy and hilly stage, driving through the gates won't be a real problem for you to do. However, avoiding the snowballs rolling down the hills will pose a threat. All the gates can be reached easily without power sliding (and you'll still get a ***); just as long as you don't get hit by a snowball you will be fine. After going through the first 2 easy gates, move left to avoid the large snowball, then go through gate 3 and head straight up over the hill. Stay a little to the left to pass through gate 4, then move right to get gate 5. After the curves, you'll reach gate 6 with no problem. Towards the middle of the path ahead is gate 7, then after you make the final turn, avoid the bouncing snowball ahead and go up the hill lined up with gate 8 to pass through it. If you didn't hit the walls or get trampled by a snowball, you should have a high rank with no problem. Mission 5-8 ----------- Objective: Reach the finish before Mario! Strategy: Of course, for this matchup you are racing as Luigi, against Mario! Anyway, it isn't hard to beat Mario in this race, especially if you collect from both item boxes (they drop Triple Mushrooms and Stars). Starting off the race with a turbo boost, you can get an added boost by drafting off Mario. Avoid the Goombas on the uphill run and collect the first item box. If they are Mushrooms, use the first two and then when you reach the piranha plant pipe in the dirt, use the last boost to cut across the dirt as a shortcut. Grab the second item box and power slide around the curve ahead. If you got a Star like I did, use it when you start reaching the piranha plants in the road to cut through them easily; if you have Mushrooms, use those but steer clear of the plants. Then, for the final 2 curves, power slide around them, and you should have this thing won. Level 5 Boss ------------ Objective: Hit the Big Bob-omb with 3 Bob-ombs! Strategy: This boss fight is really simple to obtain a high ranking on. Initially there will be an item box in the battlefield; grab it to get a Bob-omb. Then, line yourself up with the boss and launch the bomb to attack. After he gets back up and tosses another bomb back at you, the boss will start throwing out item boxes once more, so grab another Bob-omb and repeat the process until you clear it. ======= Level 6 ======= Mission 6-1 ----------- Objective: Drive backward across the spinning bridge! If you fall, you're out! Strategy: You have to drive in reverse across the rotating bridge in the Bowser Castle stage. This is easy, but it can also be tricky since you have to balance to stay on top of it. When it's rolling to the left, move your kart so you're going forward but pointing towards the center, so as to keep balance. Then, do the opposite when the rotation switches. You clear the mission simply by reaching the other side. Mission 6-2 ----------- Objective: Get Stars and run over 15 Rocky Wrenches! Strategy: This mission isn't all that hard, but it's quite annoying to do it and receive a high ranking for it. There are several item boxes scattered around, all of which contain Stars, and a ton of Rocky Wrenches popping in and out of the airship deck. You must be fast to kill 15 of them with more than 20 seconds remaining to receive a high grade, so hurry up and drift/race around with a constant Star power to rid the deck of them. This is one of those missions where I can't give you a definite pattern, but I do recommend you make use of all your abilities, including being able to move in reverse, to hit them quickly. Also, when you're currently invincible, it will really help to collect another Star and use it just before your current one runs out, so there's no break in the power. Mission 6-3 ----------- Objective: Collect all 30 coins! Strategy: This particular challenge takes place through the SNES Choco Mountain course, and while it may appear to be easy, it can be difficult given the landscape. Go straight from the start to get 3 coins, then use the Mushroom to continue straight across the rocks for 3 more coins. Drift around the corner and line yourself up so you can get the following 3, then collect another easy set up ahead. Drift around the corner a bit more tightly, but straighten out quickly to get the next 3 coins. Cross the mud puddle, lining up to grab the next 3 coins in the set. This next part is the most annoying since there are plenty of little bumps in the road that cause you to jump around. Steer around the bumps carefully as you grab the next 6 coins, then make a tight drift around the final bend so you can reach the last 3 coins, ending this lap. Mission 6-4 ----------- Objective: Destroy all 10 item boxes! Strategy: On this multi-level stage, there are 10 item boxes floating around seemingly at random, but I will give you the best path I've found in grabbing them all. Get a turbo boost from the start and go after the first box in front of you as it rounds the corner. As you approach the corner, go up the hill onto the red tier. Go around it counter-clockwise so you get box #2 as it heads toward you. Head straight across the bridge as the third box moves onto it; you'll catch up to it easy. Go up the hill to the top of the yellow tier to grab box #4. Take the upper bridge right towards the green tier, and grab box #5 as it goes from the middle to upper levels. Drop down to the middle level and collect the sixth and seventh boxes as they rotate around. Then, go to the top section and take the bridge to the blue tier. Head down the ramp to the second level here and grab box #8 as it falls from the upper level, as well as the box making the rounds on this level anyway (#9). Finally, ride along the bridges to the yellow tier, where you'll find the last box going around the middle level there. If you did this quick enough without messing up, you should have an easy high rank. Mission 6-5 ----------- Objective: Drive through all 8 numbered gates in order! Strategy: Right off the bat, it should be known that in order to pull this off, you MUST grab both item boxes that you come across for the Triple Mushrooms they yield. Grab the first item box and power slide quickly around the corner, and go through the first gate. Then, line up with the ramp behind it and use a boost to make a jump and pass through gate 2. As soon as you land, use your second boost to cut across the small gaps with no effort. Power slide around the next turn, and head up the straightaway to the third gate. As soon as you pass the gate, use your final boost to go up the ramp, giving you a straighter shot at gate 4 on the bridge. Slide around the next couple turns and pick up the lone item box in the center of the track. Go through gate 5 while using a boost, then power slide around the turn ahead. As you round the turn, you'll see another gate fairly close to you. Line up with it and as you approach the gap, use a boost to shoot across and through gate 6. As soon as you land on the track at the other side, power slide to the left and use another boost to get through gate 7 to the side. Then, just continue on and the last gate is in plain view. Mission 6-6 ----------- Objective: Perform 14 power-slide turbo boosts in 1 lap! Strategy: For this mission, you play as Yoshi on Yoshi Circuit, and you have to pull off 14 power slides in a single lap. This pretty much means you have to do a power side around just about every turn. It really shouldn't be hard since all the hazards of the course are gone, and you can tell when a significant turn is coming as opposed to just a slight curve in the road. Stay on the track and try your best to get these done as early as possible; if done correctly you should have enough room to do an extra 1-2 slides before the end of the lap in addition to the first 14. Mission 6-7 ----------- Objective: Collect all 40 coins! Strategy: Here, you have to collect 40 coins in the shape of a Star, atop a clock face, complete with moving arms. The minute/hour hands are the only obstacles you have to deal with, but they can be annoying and will make you drop some coins if you're hit. The best approach is to start off with a turbo boost, going straight up either the left or right lines of coins, all the way to the back wall. Then, turn around and go down another line of coins when the hands aren't in the way (use the map and your own line of vision to check). You don't really need to rush here, since a *** is possible below 35 seconds; just avoid the hands and try your best to pick off the coin paths when there is no danger to yourself. Mission 6-8 ----------- Objective: Reach the finish before Peach! Strategy: This race (with you as Bowser) takes place on a mirrored version of Peach Garden, which makes it a bit more difficult. Start off with the turbo boost, then turn tightly to the left. After the straight path, power slide around the curve and follow the dirt path while avoiding the Monty Moles. At the last curve of the dirt path, do a power slide. In the next section, stay to the left and go around the perimeter of the circle, grabbing the item box. Drift around the corner ahead and go up the hill. If you have the Triple Mushrooms, use your first boost to cut across the grass here. Going down the hill into the Chain Chomp maze, you may have some trouble since most of the paths through are blocked off. For the first couple rows, stay toward the middle, then go to the left. Make sure you grab another item box here (or if you have 2 more Mushrooms, save them). To avoid the Chain Chomp in the back left corner of the maze, stay to the right. Slide around the sharp corners and up the hill, using your boost to cut across the grass again. Ahead, use yet another boost to go over the grass you're required to go through. Cross the bridge and grab another item, and power slide around the curve, then use your Mushrooms/Star on this final stretch to the finish. Level 6 Boss ------------ Objective: Use Mushroom boosts to hit Chief Chilly and knock him off the stage 3 times! Strategy: For this boss fight, you are on a platform surrounded by water, and a few item boxes strewn about. Chief Chilly is a giant ice ball who will charge into you, trying to knock you off the platform as well. The item boxes here all contain Triple Mushrooms, so grab an item box and line up with the boss, then let loose with all 3 of your boosts to knock Chilly into the water. Be careful when using your boosts, that you're still lined up with the boss, or you'll go off into the water yourself. When Chief Chilly returns, grab another set of boosts and repeat. After this is done the second time though, Chief Chilly will try to jump when you start charging at him with your boosts; counter that by quickly using your boosts to win. ======= Level 7 ======= Mission 7-1 ----------- Objective: Perform 6 power-slide turbo boosts in 1 lap! Strategy: This challenge takes place on Rainbow Road, which means you will have very little leeway in terms of when/where you can power slide.
Most of the track is comprised of boost pads and long straightaways and loops, so anytime you come across a turn, you had best perform a power slide. Do the first one shortly after starting around that first curve, then after the boost pads, do another one quickly while avoiding the upper wall. After the straight path, do another power slide to the right. After the loop you'll come to a curvy road; perform a power slide around the second one and head left. Just before you reach the second loop is a good time for another power slide. Finally, when you're coming around the final wide turn to the finish line, you can do the last power slide with no problem. Mission 7-2 ----------- Objective: Reach the finish before Bowser! Strategy: This particular race puts you against Bowser in none other than the Bowser Castle stage. Start off the race with a turbo boost and stay to the right, to avoid the blockades in the middle area. Avoid the Thwomps and grab an item box (they have Mushrooms and Stars, of course), then power slide through the next couple of turns. In the rotating room, power slide around to the far side while being careful not to hit the flames or the Thwomp further down the hall. Grab another item box and drift around the spiral tower, power sliding at the top opening. You'll now be at the rolling bridge: DO NOT GO ON IT! Instead, use your boost or Star and shoot right off the platform onto the ground below (by doing it this way you keep moving forward as you fall, whereas if you fell from the bridge you'll fall straight down). Boost across the grass and head up the path, power sliding around the corner. Be sure to grab another item box, of course. After the jump, boost across the middle of the moving platforms so you don't fall, and power slide around the corner, then go up the hill. Power slide around the last couple of turns atop the hill, and the lap will be over. It will probably take several tries to pull this off perfectly, and getting the right items so you can get that high ranking. Mission 7-3 ----------- Objective: Complete 2 laps within the time limit! Strategy: Here, you have to complete 2 laps on the Tick Tock Clock course within 1 minute and 30 seconds. It's quite doable, so long as you don't crash into any of the obstacles or fall off the track. Starting off with a turbo boost always helps, as well as a power slide around the first corner. Grab an item box (they all have Triple Mushrooms) and boost up the hill, then go around the left perimeter of the clock face platform, using the boost pads to quickly get across without hitting the hands. Go down the hill and you'll come to a part with 3 pendulums alternating back and forth. If you have boosts, use them now to get by quickly, and also so you can get 3 more Mushrooms from the item boxes ahead. The next part is a series of 4 alternately rotating platforms; if you travel in the same direction as the rotation along the outer edge, you'll pick up speed but it's a lot more risky. Boost across these quickly, then power slide around the next couple corners. The next clock face platform is coming up, so travel along the outer edge to avoid colliding with it. Atop the final hill, there will be 2 rotating tires on each side of the track. If you drive onto the one moving in the same direction, you'll gain another final boost for the lap. Repeat this for both laps and you should have more than enough time left over with the mission completed. Mission 7-4 ----------- Objective: Use shells to defeat all 30 Goombas within the time limit! Strategy: Like in any other "kill the enemies" mission you've dealt with thus far, you only get Triple/regular Green Shells and need to quickly kill off everything within a time limit. The same goes for here, but now it's harder since you need to follow the track to several different checkpoints where there will be more item boxes and Goombas to clear. Right from the getgo, get some shells and shoot the Goombas you can, quickly get some more shells, and repeat until that segment is cleared. Then, you move ahead to the next part where more Goombas and items can be found. There really isn't any definite strategy I can give, other than to have good aim and to be quick about it, if you want a high ranking. Mission 7-5 ----------- Objective: Collect all 20 coins! Strategy: For this coin challenge, you are at Wario Stadium, and the coins are actually very easy to collect too. Starting with a turbo boost, do a power slide around the wide turn and collect the first 2 coins you see where the paths curve. Power slide again, then straighten out before the hill to collect 3 more coins and another one when you land. The next part has the boost pad islands in the mud; you have to hit each of them to collect the coins above them (4 total). As you round the corner, straighten out as you go up the boost hill, collecting 3 coins as you fly through the fire ring. Then, align yourself for the next jump with 2 more coins to be had. Up ahead, there are 2 more coins in the inner curves of the track below the fire wheels. For the final part, stay to the right and shoot straight up the 2 right boost pads to collect the remaining coins. Mission 7-6 ----------- Objective: Drive through all 8 numbered gates in order! Strategy: This is quite possibly one of the hardest missions you'll have to face, but it is doable and with a *** ranking (after trying it so many times, I finally got it, so now I can write this part). The 8 gates are situated in a circle formation, each gate you need alternating (1, 5, 2, 6, and so on) around the circle. Despite what you may hear, DO NOT POWER SLIDE! Instead, get a turbo boost at the start and you'll notice how the touch screen of the replica DS has light and dark streaks. Go straight and as soon as you hit the light streak, hop and hold R as you accelerate and hold Right. If you did this right, you should be able to successfully drift around the circle without hitting the gate walls, and get that *** easily. Mission 7-7 ----------- Objective: Drive backward and collect all 12 coins! If you hit a burner, you fail! Strategy: This one is probably the only mission where it pays off to take it easy with the gas and be patient to get the high ranking. You have to drive in reverse through a maze of crates, then across an open area with 2 burners going back and forth (if they hit you, you automatically fail). Starting off, go off the ledge and slowly turn left to the first coin (as an added note, when going around turns, do not hold B since you'll hit crates that way; just use the directional buttons to change direction, it really helps). Go around the bend slowly and grab the second coin at the other end, then turn again and collect 3 more coins as you swerve around the path. Slowly take the corner ahead and swerve around again for 3 more coins. At the end of that path, make a wide turn left and go straight in reverse to the coin in the opening leading to the larger area. Move quickly to grab the 2 coins directly in the path of the burners while being careful, then collect the final coin ahead to end this mission. If you didn't hit anything and moved about the maze in a timely fashion, you should have no problem in getting a high rank. Mission 7-8 ----------- Objective: Break all 10 item boxes while avoiding the Fake Items! Strategy: For the last mission before the boss, it's a pretty challenging one as you can see. Starting off, get a turbo boost from the start and power slide around the first corner. Do the same for the second turn, this time while avoiding the bananas. Stay to the right for the first real item box (to check which ones are real, use your map; the fake ones appear as red squares). Power slide around the wide turn ahead, then use the Mushroom boost. After the second item box (it's to the left), use the boost and avoid the bananas at the curve ahead. Get the next 2 item boxes to the right and left, using the boosts one after another while avoiding some more bananas further ahead. After the fall, grab the left item box and power slide around the turn, then use the boost. Grab the fifth item box and take the left side around the wall (of course there are a ton of bananas here so don't use your boost). Hop over the gap to the left where the hole is smallest and turn to get item box #6. Boost across the room and drift around the wall into the second room. There is a whole row of fake item boxes; drift around the curves and slow down if needed to get the next item box behind the column. On the boardwalk again, stay to the right to get the next item box. Use the boost and power slide around the curve, and go straight to the final item box, completing the mission. Level 7 Boss ------------ Objective: Reach the finish before Wiggler! Strategy: For the final boss stage in the Missions mode, it can be tough. Of course, Wiggler is huge and he plows through all the traffic, plus he moves a lot faster than you can. In addition, this race is a full 3-lap circuit, so be prepared! As for the actual race, there are item boxes containing Stars only, so make good use out of them (don't try using a Star to hit Wiggler, it doesn't work). As you race, you'll notice small trucks driving along; if you hit one while using the Star power, you'll receive a Mushroom for your use (check the touch screen and you'll see an item box inside the truck, too). The best method of dealing with this course is this: use a turbo boost at start, use the first Star (you should be grabbing every item box in the entire race), ram the truck and use the Mushroom, get the next item box, and repeat. If this goes as planned, you should have absolutely no problems beating Wiggler with a clear lead. If you aren't keeping up, beware since Wiggler is clearly much faster than you and after the third lap, he turns red and becomes even faster, even resorting to the shortcut over the hill after the first tunnel. With the method listed above, you really shouldn't be using that hill shortcut since you'd have enough of a lead doing what was already said. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -= 11. Secrets/Tips and Tricks -= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ===================================== Access Alternate Title/Ending Screens ===================================== To view the alternate title and ending screens, you must complete all the cups on all difficulties (this includes 150cc Mirror) with Gold trophies in each. ======================== Access 150cc Mirror Mode ======================== To gain access to the 150cc Mirror mode, you must complete the Retro Grand Prix on 150cc with Gold trophies in each. ====================== Access Mission Level 7 ====================== In order to access Level 7 of Mission mode, you must complete all the missions in Levels 1-6 with at least a 1-star ranking. ===================== Character Unlockables ===================== Daisy: Win every cup in the Retro Grand Prix (50cc) with Gold trophies in each. Dry Bones: Win every cup in the Nitro Grand Prix (50cc) with Gold trophies in each. R.O.B.: Win every cup in the Nitro Grand Prix (150cc Mirror) with Gold trophies in each. Waluigi: Win every cup in the Retro Grand Prix (100cc) with Gold trophies in each. ================ Kart Unlockables ================ Each Character's Third Kart: Complete Nitro Grand Prix on 100cc with Gold trophies in each cup. Select From 7 Karts: Complete Nitro Grand Prix on 150cc with Gold trophies in each cup (this basically lets you pick from that character's own karts, plus some other random ones). Select From All Karts: Complete Retro Grand Prix on 150cc Mirror with Gold trophies in each cup (when you pick a character, it lets you pick from all karts from all other characters as well as your own). ====================== Racing Cup Unlockables ====================== Leaf Cup: Complete Shell Cup and Banana Cup with Gold trophies in each. Lightning Cup: Complete Leaf Cup with a Gold trophy. Special Cup: Complete Star Cup with a Gold trophy. Star Cup: Complete Mushroom Cup and Flower Cup with Gold trophies in each. ========================== Staff Ghosts in Time Trial ========================== If you do particularly well on any given course in Time Trial mode, you may unlock a staff ghost. Basically, the ghost is one of NOA's staff member's best runs at the course, and you get to race against it. Nothing is gained by beating the ghosts, but it is a fun challenge nonetheless. Here are a list of times needed to beat each stage's ghost (to unlock the ghost you need to complete the course within 10 seconds of the designated ghost's time in Time Trial mode): Nitro Grand Prix ---------------- Airship Fortress - 2:07:748 Bowser Castle - 2:19:661 Cheep Cheep Beach - 1:43:654 Delfino Plaza - 1:54:601 Desert Hills - 1:31:262 DK Pass - 2:14:607 Figure-8 Circuit - 1:36:481 Luigi's Mansion - 1:59:357 Mario Circuit - 1:56:533 Peach Gardens - 1:52:989 Rainbow Road - 2:16:246 Shroom Ridge - 2:05:123 Tick-Tock Clock - 1:54:903 Walugi Pinabll - 2:23:288 Wario Stadium - 2:14:868 Yoshi Falls - 0:57:677 Retro Grand Prix ---------------- Baby Park (GCN) - 0:50:920 Banshee Boardwalk (N64) - 2:14:403 Bowser Castle 2 (GBA) - 1:52:258 Choco Island 2 (SNES) - 1:01:620 Choco Mountain (N64) - 2:15:571 Donut Plains 1 (SNES) - 1:08:027 Frappe Snowland (N64) - 2:08:781 Koopa Beach 2 (SNES) - 0:54:847 Luigi Circuit (GBA) - 1:29:759 Luigi Circuit (GCN) - 1:46:581 Mario Circuit 1 (SNES) - 0:50:688 Moo Moo Farm (N64) - 1:17:751 Mushroom Bridge (GCN) - 1:30:600 Peach Circuit (GBA) - 1:12:011 Sky Garden (GBA) - 1:44:400 Yoshi Circuit (GCN) - 1:48:793 ======================= Turbo Boost Before Race ======================= To get a turbo boost at the start of a race, do not hold the acceleration button down prior to the race starting. Wait until just after the number 2 in the countdown disappears, then hold A. If done right, you will receive a turbo boost as soon as the race starts. ***************************************************************************** -=-=-=-=-=-=-=-=-= -= 12. Credits -= -=-=-=-=-=-=-=-=-= GameFAQs (http://www.gamefaqs.com): For information on unlocking characters and new cups in this game, as well as the Staff Ghost times list. ShockKirby80: For offering an alternate method to clearing the Wiggler boss level, thanks! Barry: For an update to a couple of the hidden characters' weight classes (Daisy and Dry Bones). bacon warrior: For a slight correction regarding the Staff Ghost times. Schaefer Edwards: For alerting me of a mistake in the power sliding section of the FAQ. Ari Z: For an alternative method to completing Mission 3-6. rush60002: For submitting a new strategy for defeating King Boo (Level 4 boss mission). Matt Gaston: For telling me that blowing into the touch screen has the same effect as blowing into the microphone directly for the Battle Mode balloons. Kyle Weis: For another correction regarding unlocking the Staff Ghosts. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-=-=-=-= -= 13. Copyright Notice -= -=-=-=-=-=-=-=-=-=-=-=-=-=-= This file is Copyright (c)2005-2007 Devin Morgan. All rights reserved. Please view the following URL to see the list of sites that are allowed to post my work: http://www.freewebs.com/dbmfaqs/allowlist.html This list is comprised of sites I know and trust well. If your site is not on the aforementioned list, you are currently not allowed to post any of my files on your site. If you wish to acquire permission, feel free to email me (see the section below); permission may or may not granted at my discretion. Please respect my work and do not steal it or post it without my permission. I only want my most recent work to be available and I do not feel that can be achieved if others take from me without my knowledge or permission. If you are writing a FAQ for this game as well, and would like to use some information, contact me and we'll talk. Please do not rip me off, as that is blatant plagiarism and such will not be tolerated. ***************************************************************************** -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -= 14. Contact Information -= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As of this version, the file contains all the information I know to date. If it is a work in progress, give me time before bombarding me with emails about things being missing. All I ask is that you READ THE FAQ before emailing me, since that's what it's here for! Don't waste my time (and yours) by asking me for information obviously covered in the guide. If it's in reference to a side quest or item, chances are they can be found in another section besides the walkthrough, so check the appendices as well. If you have any questions, comments, or things to add that are not already in this FAQ, feel free to email me. I usually do post submissions, credit given of course, so long as I feel they are relevant to the game in question. My email address is: dbmfaqs(at)gmail.com. Thanks for reading, and be sure to check out the rest of my work at this URL: http://www.gamefaqs.com/features/recognition/3579.html =- End of File -=