*****************************************************************************

                       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.
</pre><pre id="faqspan-2">
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.</pre><pre id="faqspan-3">
         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 -=