*****************************************************************************
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.
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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.
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-=-=-=-=-=-=-=-=-=-=-=
-= 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!
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-=-=-=-=-=-=-=-=-=
-= 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 -=