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MARIO KART: DOUBLE DASH!!
A Full FAQ, version 2.02 / March 13, 2005
By American Arsenal <americanarsenal4 (at) gmail (dot) com
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~ D O U B L E D A S H ! ! ~
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TABLE OF CONTENTS
===============================================================================
I. Introduction
a. Contact Me
II. Game Basics
a. Controls
b. The Basics
c. Items
III. Characters and Karts
a. Characters
b. Karts
IV. Course Strategies
a. Mushroom Cup
b. Flower Cup
c. Star Cup
d. Special Cup
V. Multiplayer
a. Balloon Battle
b. Shine Thief
c. Bob-omb Blast
VI. Unlockables
VII. FAQ
VIII. Revision History
IX. Legal Disclaimer
X. Closing
WHAT'S NEW?
Made a purely cosmetic change. New track headers. Yum.
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I ------------------------------------------------------ INTRODUCTION
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Welcome everyone to my latest guide, this one covering the best Mario Kart
game since the last one, Double Dash!! I am the artist formerly known as
Merca formerly known as Vash the Stampede, and this is a rewrite of my sixth
guide, covering the game introduced in the previous sentence. That's right, I
said "rewrite", meaning that I recently went over what was once a
piece-of-crap-guide and redid everything, making it into a better-than-it-was-
before-but-still-not-so-great-guide. But that's just me putting myself down
as always. Anyhoo, I tend to ramble on way too much in these introductions,
so I'll make this a first and shut up.
Enjoy!
- American Arsenal
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a. Contact Me
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Need to get in contact with me? That's cool, so long as you follow some
simple rules. Feel free to send any questions, comments, hate mail or
anything else of the sort to americanarsenal4 (at) gmail (dot) com. However,
I highly suggest reading through the FAQ before asking a question--if it's
answered within the confines of this document then you shouldn't expect a
response. What that means is that if you are too lazy to check through the
FAQ by pressing Ctrl + F and searching for whatever it is that you're looking
for, then I'm too lazy to reply. Also, do not ask me any questions about
something that I may not have covered yet, as I probably don't know anything
about it and would rather not have it spoiled for me. One last thing: when
sending me an e-mail, be sure to put something along the lines of "Mario Kart"
in the subject. If you fail to comply, your mail will be promptly deleted.
Sound good?
In short...
E-Mail: americanarsenal4 (at) gmail (dot) com
Please only contact me if it's pertaining to something that isn't already in
the guide, otherwise I'll be left with no prerogative but to eat your face.
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II ------------------------------------------------------ GAME BASICS
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This nice little section will cover all of the basic information you need to
know before playing Double Dash!! Just think of it as a condensed version of
the instruction manual, only written by yours truly instead of whoever writes
those.
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a. Controls
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Control Stick - Steer
Surprisingly enough, you can use this little gray stick to steer your
vehicle. Tilt it to the left to veer left and vice versa.
C-Stick - Nothing
Like I said above, it doesn't do anything!
Start Button - Pause
Tap this button during play to pause the game and display the controls,
complete with a diagram of the controller! Cool beans!
A Button - Accelerate
Hold this button down to gain speed and move from a snail's crawl to maximum
speeds.
B Button - Brake
The B Button has two different functions. Pressing it while accelerating
will apply the brakes. On the other hand, pressing it whilst you are
stationary allows you to back up.
X and Y Buttons - Use Item
Pressing either of these buttons will let loose whatever item your hind-
seated character is currently holding.
Z Button - Switch driver / item user
This button will switch the driver to the item handler and vice versa. In
co-op mode, both players must press this button simultaneously for it to
work.
Left and Right Triggers - Drift
If you push these buttons together, you can drift, or slide, around a tight
turn. It's a very useful skill that you'll need to learn to use
effectively. In co-op mode, the triggers have a different use for whoever
is controlling the rear character: the Slide-Attack, a quick ramming move
good for smashing nearby karts.
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b. The Basics
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
All the basic stuff you should already know / be able to figure out. Even so,
this is a good place to look if you're a Mario Kart newbie.
=========
MAIN MENU
=========
When you first boot up the game, three options will appear below:
Start Game
----------
Pretty self-explanatory, I should think. Select this and you'll be taken to
another screen, asking how many players you want. Choose from one to four,
then select the mode you wish to play; either Grand Prix, Time Trials, Versus,
or Battle (Multiplayer only).
Records
-------
This option will display not only your record scores for each cup in Grand
Prix mode, but also your fastest time trial runs for each and every course.
Pretty cool!
Options
-------
There are several things to fiddle with here, complete with an array of
different results depending on what you select:
* Sound: Whichever you want. If you have surround sound, go for that,
Otherwise, it's either Stereo (like me) or Mono (only one speaker).
Default is "Surround."
* Volume: Does the exact same thing as hitting the "Vol +" button on your
TV's remote control. Pump it up if you've got bad ears. If not, leave it
be, as the recommended sound level is just fine. Default is
"Recommended."
* Rumble: Want the controller to vibrate ever-so slightly when you're hit
with a turtle shell or collide with another kart? If so, leave this
option on. Default is "On."
* Time Trials Ghost: Your choice here determines whether or not a ghost of
your best time in each course will appear during a Time Trial race.
Default is "On."
* Vs. Item Box: The various options here decide how the item boxes will
appear during a Versus Mode race. Default is "Recommended."
* Vs. Laps: During a Vs. race against a buddy, you can use this option to
set the number of laps per race to anything from a single to lap to as
many as nine. Default is "3."
===========
GAME SCREEN
===========
Turn on the game and make some snap decisions to get playing ASAP. Sooner or
later, this is what you'll see.
________________________________
| _ |
| #1 |_|[] Time: #### |
| 2 3 |
| ** ____|
| | |
| ** 4 | |
| 8 | 5 |
| ** | |
| |____|
| ** ___|
| / |
| #6 | 7 |
|___________________________|____|
1 - Position
This displays the current place you're team is in (1st being the best and
8th being total suckiness).
2 - Current Item(s)
This small box shows what item(s) your racers are currently holding.
3 - Timer
Here you'll see a timer showing how long you're taking.
4 - Top Four Karts
On the left side of your screen are the top four pairs/karts. It should
be your goal to always be on here.
5 - Track Map
A map of the course layout, complete with little icons for each individual
kart. Great for seeing how far ahead (or behind) you may be.
6 - Current Lap
Shows how many times you've raced around the course out of how many total
times you need to finish the race.
7 - Miles Per Hour
Displays how fast you're going.
8 - Your Kart
No explanation needed, I shouldn't think.
=====
MODES
=====
Grand Prix
----------
This is the main single player mode. After choosing one of three initially
unlocked cups, you get to race against seven other karts in four races.
Depending on how you place, you'll gain a certain amount of points; the better
you do in the race the more points you'll receive. The top three point
scorers after all four races receive trophies, while the other five karts are
laughed at and referred to as losers.
Time Trial
----------
In this mode, it's just you racing against the clock--there are no other karts
to slow you down. Your goal here is to finish a single course as fast as
possible. To aid you with this, each character on your kart is given one, and
only one, Mushroom. Make sure you conserve these and only use them when
needed, otherwise getting the best time possible won't be easy.
Versus
------
This is a multiplayer mode, meaning that the only karts on the road are those
controlled by human players. With that as an exception, everything else is
similar to a Grand Prix race.
Battle
------
Another multiplayer mode, Battle lets you choose one of three different
mini-games to challenge your buddies in: Balloon Battle, Shine Thief, and
Bob-omb Blast. Check out Chapter V for more in-depth details on those.
==============================
DRIVER'S ED, MARIO KART-STYLE!
==============================
Drift
-----
This technique is incredibly useful for taking sharp turns. By pressing and
holding either the left or right trigger (or both) during a turn and you'll
slide around the corner without losing your momentum. Master this skill an
you'll become a much better driver.
Mini-Turbo
----------
With this tricky move, you can actually get a speed boost while drifting
around a turn. There are two different ways to perform it:
* Single Player: During a drift, tilt the Control Stick in the opposite
direction of the turn (e.g., if you're turning left, tilt the stick to the
right). When the sparks on the wheels turn red, that's your cue to tilt
the stick back in the other direction. Once the sparks become blue, stop
drifting to gain a short-lived turbo boost.
* Co-op: While the front character performs the drift, the back character
should tilt the stick in the opposite direction of the turn. Once the
sparks are red, push it back to the other side and wait for the sparks to
turn blue. When that happens, the front character should end the drift to
activate the turbo.
Rocket Start
------------
During the countdown right before the actual race begins, you can get off to
a quick start by pressing A when the light turns green. This can be somewhat
difficult to perform, but practice makes perfect (as if you've never heard
that before). The most effective method to pull off this technique is to wait
for Lakitu's hand to start moving after the light turns green, then press the
A button just as his hand falls.
Double Dash!!
-------------
This move (the game's namesake) can only be performed in co-op mode. If both
the players (the person controlling the front character and the person in
control of the rear rider) properly execute a Rocket Start (see above)
together, a Double Dash!! will occur. It's basically the same thing as a
Rocket Start, only much more effective.
Stealing Items
--------------
There are three different ways to steal an item from an opposing kart, but
they only work if your rear character doesn't currently have an item.
* Crash into an opposing kart while using a Mushroom
* Crash into an opposing kart while using a Star
* Slide attack another kart (co-op only)
================
SWITCHING PLACES
================
The newest addition to the Mario Kart series is inclusion of two characters
per kart. Not only does each character have a special item unique to them,
but they also have specific weight conditions, limiting that character to
certain sized karts. During a race, one character will serve as the driver
while the other deals with items and whatnot. To have the driver and item
user switch places, simply press Z. Now, what is the point of switching
places? Well, if you're rear character already has an item in hand, you can
switch so that the character who was previously driving can grab one. Also,
you may want to take advantage of a certain character's special item.
===========
CUP PLACING
===========
In the Grand Prix mode, you don't need to take first place in every race to
win. Instead, you gain a certain amount of points depending on which place
you come in. Ideally, you'll want to get first in each race, but it isn't
required to obtain the gold trophy for the cup. Anyway, here's a list of each
rank you can come in and the amount of points it yields:
1st Place - 10 points
2nd Place - 8 points
3rd Place - 6 points
4th Place - 4 points
5th Place - 3 points
6th Place - 2 points
7th Place - 1 point
8th Place - 0 points
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c. Items
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By driving over one of the many multi-colored boxes scattered around each
individual track, you'll acquire an item that can be used in the race to gain
an advantage over your opponents. Item boxes usually only provide one item
each, but if you hit a double item box (which looks like two normal item
boxes smashed together) both your front and rear character will obtain an
item.
===========
BANANA PEEL
===========
These items, which can be either dropped behind you or tossed ahead, will sit
on the track until something--be it yourself, another racer, or a projectile
of some sort--collides with it. Any kart that drives over a banana peel will
spin out, so be on the look out for these along the course and avoid them like
the plague.
===========
GREEN SHELL
===========
A very useful item, indeed. As with the banana peel, you can either propel
this ahead like a torpedo or fire it behind. Now, the most apparent use of
these shells is to hit other karts with them. Once shot, a green shell will
zoom ahead in a straight path until it hits a wall, at which point it'll
ricochet off anything else until it strikes a kart, causing it to spin out,
or a banana peel, causing the shell and the banana to disappear. However,
another interesting use of shells such as this is to divert homing shells
(see below). If a red shell is on your kart's tail, a small icon will appear
to inform you of this. At this point, toss a green shell behind you to knock
out the attacking shell and save your skin.
=========
RED SHELL
=========
Now here's an item and a half for you. At first, the red shell may just seem
like a prettier version of the green shell, but in reality it's actually a
much more useful item. After tossing it either forward or behind, it will
automatically home in on the nearest kart and smash into it. Unlike the green
shell, it doesn't require any aiming and can be unleashed right away with
minimal effort to the same effects. She's a beaut to use, and can also knock
away oncoming projectiles the same way as the green shell.
===========
SPINY SHELL
===========
These bad boys can be either your best friend or your worst enemy. The role
of this spiky blue shell is to bypass all other karts and head straight for
the guy in first place. If that's not you, it's all good. However, if you
happen to be the frontrunner when one of these is unleashed you might just be
screwed, as evading a spiny shell is about as difficult as, well, something
really difficult. Yes, that was lame, I know. By the way, when this explodes
on the lead racer's kart, it'll result with a massive shockwave, so any
nearby karts will also feel the impact. Unfortunately, this item never seems
to show up unless you really suck (e.g., are in 5th place or worse), making it
almost nonexistant to someone as awesome as I am at this game.
=============
FAKE ITEM BOX
=============
Ah, here's an interesting item, indeed. Basically, it's like an item box,
only a slightly different color, and instead of giving anyone who hits it an
item it'll force them to spin out. I find that a good place to leave one of
these is around a place with a lot of normal item boxes or at the top of a
ramp. The former should be self-explanatory, but the latter is a good idea
because if another kart hits one right at the top of a ramp, they won't have
enough steam to make it over the ensuing jump, this screwing them over quite
nicely.
========
MUSHROOM
========
Use one of these li'l guys during a race to gain a short-lived speed boost
that is perfect for cutting across areas of the track that would normally slow
you down. Even better, these sometimes come in groups of three. Lovely.
====
STAR
====
Anyone who's ever played one of the older Mario games (anything before Mario
64, I suppose) will know what this valuable item does--makes you invincible!
When you've used a star, not only will your kart speed up, but you'll also be
able to ram other karts, knock them aside, and steal items from them. As if
that wasn't enough, any item that hits you (or that you hit) will be rendered
useless.
==============
LIGHTNING BOLT
==============
Arguably the most effective item in the game, using a lightning bolt will zap
all seven other karts on the track, shrinking them and drastically reducing
their speed. Also, they'll all drop whatever items they're carrying at the
time. Nice! Sadly, this item, like the spiny shell, only tends to show up
when you're at the bottom of the heap.
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III -------------------------------------------- CHARACTERS AND KARTS
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a. Characters
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Note that I've paired each character with their default partner for the sake
of simplicity (and also because they have the same special items). You can
pair up whoever you want to.
===============
MARIO and LUIGI
===============
Fun game for the GBA. Both Mario and his tall, thin, and green-clad brother
fall into the medium weight class, and pilot karts known as Red Fire and
Green Fire respectively. Their special item is a trio of Fireballs that,
when released, will disperse and nail any racer stupid enough to be in the
way.
==========================
DONKEY KONG and DIDDY KONG
==========================
These two rambunctious simians cruise around in the DK Jumbo and Barrel Train
karts. Their special item is a huge banana peel that works exactly like the
smaller ones, only it's much more effective because it's so much larger!
Another nice advantage of their super-large banana peel is that it is a lot
difficult to remove from the road. By this, I mean shells often explode when
they hit one of these, instead of removing it.
===============
PEACH and DAISY
===============
These pretty princesses ride around in the Heart Coach and Bloom Coach
vehicles, both of which just so happen to be mid weights. Their unique item
is the heart, and using it surrounds your vehicle with a magical aura. During
this period of time, any item that hits you will have no effect and will
become theirs to be used.
===============
YOSHI and BIRDO
===============
Yoshi is a Super Mario mainstay, but Birdo may be a character that you don't
recognize. It first appeared in Super Mario Bros. 2 (aka Doki Doki Panic),
where it served as a boss enemy. These reptilian characters drive the Turbo
Yoshi and Turbo Birdo karts, which are both middle weights. Their special
item is a giant egg that homes in any racer. When it hits anything (it doesn't
even have to be another racer), it'll drop three random items that you can
use.
====================
KOOPA and PARATROOPA
====================
Riding around in the light weighted Koopa Dasher and Para Wing karts, these
two can hold three green or red shells at once. Though it may not sound like
much, having three red homing shells at your disposal can really turn the tide
of a race.
=========================
BABY MARIO and BABY LUIGI
=========================
These two infants have tricked out their cribs, creating the Goo-Goo Buggy and
Rattle Buggy vehicles. When you use their special item, an enlarged Chain
Chomp will appear and drag your kart along behind it, causing any karts it
hits to spin out. Pretty awesome, although it only shows up when you're are
not doing so well in a race.
=====================
BOWSER and BOWSER JR.
=====================
The Koopa King is Bowser's vehicle, while Junior rides around in the Bullet
Blaster. Their unique item is pretty much a massive version of the Green
Shell item, albeit more powerful; it takes a lot more to destroy the thing.
=================
WARIO and WALUIGI
=================
Okay, so Waluigi is the worst name ever in the history of the world. There is
no contesting this. Anyhoo, him and his buddy Wario both ride around in ugly
purple cars. Their unique item is known as the Bob-omb, and it is a powerful
bomb that can take out multiple karts with a single blast.
=================
TOAD and TOADETTE
=================
These two mushroom people ride around in the Toad Kart and Toadette Kart,
respectively. Their unique item is a golden mushroom, and using it grants
unlimited speed boosts for a short period. Very cool, and a terrific way to
make up some lost time.
==========================
KING BOO and PETEY PIRANHA
==========================
Riding around in the Boo Pipes and Piranha Pipes vehicles, these two
characters have the most unique special item there is--they don't have one!
Their special is simply a randomly-chosen special item of one of the
characters listed above. More of a wildcard than anything else.
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b. Karts
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Depending on which characters you select, only certain karts will be
available, as characters cannot ride in a kart smaller than they are. For
example, Bowser can't fit into Jr.'s tiny Bullet Blaster. As such, you
should take to mind what kind of kart you want to be driving before choosing
racers.
===========
LIGHT KARTS
===========
While lightweight karts have relatively low top speeds, they tend to have
terrific acceleration, allowing them to reach their max speeds in a hurry.
Unfortunately, they can easily be pushed around by larger karts, a deadly
downfall in some cases.
Goo-Goo Buggy
-------------
Speed : *
Acceleration: *****
Weight : **
Rattle Buggy
------------
Speed : **
Acceleration: ****
Weight : **
Koopa Dasher
------------
Speed : **
Acceleration: ****
Weight : **
Toad Kart
---------
Speed : **
Acceleration: ****
Weight : **
Toadette Kart
-------------
Speed : *
Acceleration: *****
Weight : **
Bullet Blaster
--------------
Speed : ****
Acceleration: ***
Weight : *
Barrel Train
------------
Speed : ****
Acceleration: **
Weight : ***
Para Wing
---------
Speed : *
Acceleration: *****
Weight : **
============
MEDIUM KARTS
============
Medium karts, are you may guess, are average karts with all-around statistics.
Red Fire
--------
Speed : ***
Acceleration: ***
Weight : ***
Green Fire
----------
Speed : ****
Acceleration: **
Weight : **
Heart Coach
-----------
Speed : **
Acceleration: ****
Weight : ***
Turbo Yoshi
-----------
Speed : **
Acceleration: ****
Weight : ***
Turbo Birdo
-----------
Speed : ***
Acceleration: ***
Weight : ****
Bloom Coach
-----------
Speed : ***
Acceleration: ***
Weight : **
Waluigi Racer
-------------
Speed : ***
Acceleration: ***
Weight : ***
===========
HEAVY KARTS
===========
Consider heavy karts the exact opposite of the lightweights--they don't
accelerate too fast, but once they reach their top speed they can't be beat.
Also, they have no trouble knocking around anything smaller than them.
DK Jumbo
--------
Speed : ****
Acceleration: **
Weight : ****
Koopa King
----------
Speed : *****
Acceleration: *
Weight : *****
Wario Car
---------
Speed : ****
Acceleration: **
Weight : ****
Boo Pipes
---------
Speed : **
Acceleration: ****
Weight : *****
Piranha Pipes
-------------
Speed : ****
Acceleration: **
Weight : *****
* NOTE - The Parade Kart, an unlockable vehicle, fits into all three weight
classes, so I didn't list it. It's stats are as follows: 4 speed, 3
acceleration, 4 weight. Thank you and goodnight.
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IV ------------------------------------------------ COURSE STRATEGIES
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a. Mushroom Cup
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L U I G I C I R C U I T
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===============
TIME TRIAL TIPS
===============
Although the shortcut behind the Chain Chomp is a great way to avoid fire and
get a leg up on your opponents in Grand Prix mode, it's actually faster to
skip it. To get the most bang for your buck, I suggest using your two
allotted Mushrooms when ascending the hill after the second jump; once in the
first lap and again during the second or third, it's your choice. Also, it is
absolutely integral that you take advantage of the speed boosts on the two
gray ramps during those lengthy turns leading into the jumps. Make sure you
hit each and every pad to achieve the best time possible. However, you
can't ride up too far on those ramps, otherwise you might slip off onto the
blacktop and lose some serious time. Obviously, if you make some sort of minor
slip up (e.g., not getting the Rocket Start or hitting the Chain Chomp),
you'll want to restart. That's just common sense.
==================
COURSE DESCRIPTION
==================
Right off the bat, you'll begin on a short straightaway that ends in a speed
booster pad. From there, the road will curve ever-so slightly to the left and
lead right into a series of item boxes, one of which you should try to grab.
Just past there, the path will swerve back to the right, leading past the
gigantic Chain Chomp. Colliding with this chained menace will cause your
vehicle to spin out, so stay to the far side of the road. Ahead is a lengthy
left turn, where you should drift onto the gray ramp to take advantage of the
various speed boost pads. Also, try to pick up another item box along the
way; some of them spill over onto the ramp.
After the final boost pad on the ramp, veer back down to the left, off the
ramp and prepare for the mini-jump ahead, aided by another speed boost, this
one actually on the road. This is a terrific place to leave behind a Banana
Peel or Fake Item Box, mind, as there's not much room to maneuver. At the
bottom of the jump, you'll land back on the same road as you begin, only this
time you're going the opposite direction. Keep in mind that there will be
a barrier dividing the sides of the road on 50cc, but it's absent in 100cc and
150cc. In addition to curving just a smidge to the right, the pavement here
also goes uphill, so now would be a terrific place to use a Mushroom or Star
if you have one.
En route to the top of the hill, you'll pass another grouping of item boxes,
so stock up if need be. At the peak, the road will bend to the right, leading
through another set of boxes, and then finally into a sharp left turn. As
with last time, it's a great idea to ride up onto the gray ramp, so as to use
the speed boosts to pass up any frontrunners. Be sure not to veer too high on
the ramp, however, as you don't want to slip off onto the blacktop to the
right of the ramp. The finish line is barely a Koopa Shell away from the last
boost pad, so make a beeline to it and the race is over.
=========
SHORTCUTS
=========
Behind the Chain Chomp
----------------------
After driving off the mini-ramp right at the beginning of the course, there is
a somewhat hidden road directly to the right of the item boxes ahead. It
leads behind the massive Chain Chomp, preventing any possible danger there,
and also provides another opportunity to grab an item box.
Pit stop!
---------
At the peak of the hill after the second mini-ramp, the road branches off to
the right, leading behind a wall. There are a few double item boxes over this
way, so it's hardly a bad idea to try this shortcut out, especially if you're
in the lead.
---------------------------------------------------------------------
P E A C H B E A C H
---------------------------------------------------------------------
===============
TIME TRIAL TIPS
===============
As with the first track, the main shortcut here (head left at the bottom of
the hill and go off the ramp) isn't nearly as fast as taking the normal route.
There are two effective ways to use your speed-boosting Mushrooms here; either
to cut through the rising tide on the beach or during the uphill climb after
you get off the beach, right before the finish line. Unlike the actual race,
there aren't any Cataquacks to bother you, so as long as you can keep out of
the water (unless you're powering through it with the aid of a Mushroom),
nothing should impede your progress.
==================
COURSE DESCRIPTION
==================
As with the opening course, Peach Beach also begins with a short-lived
straightaway. Directly following this is a gentle downhill ride that curves
to the right, leading through some item boxes and onto the beach. From here,
there are two choices; left or right. On the first or second laps, only go
left if you've got a Star or Mushroom. After leaping the large ramp, you'll
need a speed boost of some sort to power through the shallow water on the far
side. However, on the third lap the water drifts away, leaving a narrow path
for you to drive through.
If you don't have a speed-boosting item, the easiest (and quickest) path is
the one to the right. Don't bother sticking to the stone road--just cut
across the sand, avoiding the various Cataquacks (the red and blue creatures
with duck bills) at all costs; get too close to one and it will toss you into
the air, sucking away valuable time. Also, steer clear of the water, as it'll
only slow you down. On the far side of the beach is a tiny cavern where some
item boxes reside. Try to snatch one as you zoom by, then swerve to the right
along with course as you head back onto the beach.
Again you'll want to avoid the Cataquacks, so stay this time to right, closer
to than stone path than before. Once you've driven past the Cataquacks, drift
hard to the left as you turn back onto the road. You'll head up a hill rife
with moving item boxes, hopefully you'll get a Banana Peel or Fake Item Box
here, as this is the perfect place to leave those things. At the top of the
hill is a short sprint to the checkered finish line!
=========
SHORTCUTS
=========
To the left!
------------
At the beginning of the downhill slope at the start of the track, you can
actually turn left just before the item boxes and drive into a pipe. This
pipe will spit you out in the same location, but it will also allow you to
grab a double item box. Not the most useful "shortcut" as it slows you down,
but a cool little thing to experiment with nonetheless.
To the left... again!
---------------------
Following the downhill ride toward the start of the course, you'll have two
paths to take once you reach the beach. Heading right is the obvious way, but
taking the left path can save you some time. However, going this way only
works if you have a Mushroom or Star, unless you're on the third lap, in which
case it will work even without. Anyhoo, once you've hurdled over the giant
booster ramp, you'll land on a small island. Head for the small strip of land
connecting this island to the main beach and, if you've got a Mushroom or
Star, use it now to speed right through the water that would otherwise slow
you down. On the third lap, the water is no longer there, so you're free to
go without any speed-boosting items.
Around the fountain
-------------------
Right after the uphill climb directly before the finishing line, you can turn
to the left and drive around the fountain, nabbing yourself a double item box.
Like the first shortcut for this level, it doesn't do much to speed you up,
although it does provide some possible ammunition.
---------------------------------------------------------------------
B A B Y P A R K
---------------------------------------------------------------------
===============
TIME TRIAL TIPS
===============
The main thing you need to do in the Baby Park to get a good time is learn how
to successfully take the turns. The idea is to start drifting a bit
prematurely, allowing you to slide around the central median with little space
between it and your kart. Other than that, just stay near the median the
whole time, as opposed to driving in the center of the road--that will only
slow you down. As for your Mushrooms, there really isn't any way to use them
here, so apply them during a straightaway or after coming out of a turn.
==================
COURSE DESCRIPTION
==================
Hands down, Baby Park is the most simplistic course in the game. The stage is
comprised of an oval, and nothing more. Do to it's incredibly short length,
you actually need to circle the course seven times (seven laps), as opposed to
the three laps required for normal stages. The best way I've found to take
the U-turns on this course is to drive toward the turn at an angle and start
drifting around early, allowing you to slide just past the middle barrier and
into a comfy position. Also, since the stage is so small and all eight karts
will be rather close together, be sure to make the most of your items. As
another result of the stage's diminutive size, chances are there will be a
plethora of Banana Peels and Fake Item Boxes laying around, so drive carefully
and use them to stop weapons that may be homing in on you from behind.
---------------------------------------------------------------------
D R Y D R Y D E S E R T
---------------------------------------------------------------------
===============
TIME TRIAL TIPS
===============
The best way to make use of your Mushrooms in this oh-so dry desert is to cut
across the dark areas of sand near the beginning of the track, so that you
don't have to bother with the various turns. In addition to that, make
absolutely certain that you don't get swallowed up by the quicksand or one of
those cyclones. Either one will completely kill your time.
==================
COURSE DESCRIPTION
==================
Following a straightaway that leads under an arch and right to some item
boxes, the road curves to the right, so drift through some more item boxes,
then get ready for four quick upcoming turns; right, then left, right, then
left again. Drifting around these tight corners is almost necessary,
otherwise you might slip out into the sand, which would drastically slow you
down. From there, a short straightaway is in order, although you'll need to
stay to the left, far away from the cyclone. Get too near it and you'll be
engulfed, losing some precious time.
Not far past the cyclone is another interesting obstacle: a pit of quicksand.
Driving right through won't do at all, so curve around the lip of dirt at the
top, either to the left or to the right. However, if you drive too
haphazardly around this lip, you'll probably slip into the quicksand. At that
point, the only thing to bail you out will be a Mushroom or Star, so be
extremely careful here. Additionally, the small lip of road around the
quicksand is an awesome place to drop a Banana Peel or Fake Item Box, as each
kart has to take this route.
Once you reach the other side, grab an item box and look out for the brownish
cactus enemies. They like to form arches, so drive through what little space
you're given with care and you'll come into a large open area with some sand
dunes. Simply drive straight through, swerving around the cactuses and
avoiding the dunes, as well. Another pair of cactuses guard the path to the
finishing line, but they won't do much as you ride right past. Take the right
ahead gently, then following the mostly straight road toward the finish line!
=========
SHORTCUTS
=========
Cut through the sand
--------------------
Right at the beginning of the track, there are several turns you're forced to
make. However, if you've got a Mushroom or Star, you can easily skip those
and cut through the dark portions of sand.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
b. Flower Cup
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------------------------------------------------
M U S H R O O M B R I D G E
---------------------------------------------------------------------
===============
TIME TRIAL TIPS
===============
Like many other courses thus far, some of the shortcuts will in fact lead to
slower resultant times. On the Mushroom Bridge stage, don't bother trying to
climb the sand path after the first tunnel--even with the aid of a Mushroom it
will still slow you down. However, taking the railing on the bridge at the
end of each lap is a must. If you tend to fall off, be sure to practice up;
without this shortcut, getting an extremely fast time is impossible. When it
comes to your Mushrooms, you're free to use them at any point in the track.
Personally, I like to use them while inside the second tunnel, but that's just
me.
==================
COURSE DESCRIPTION
==================
The first thing you should notice about this course are the various cars and
other vehicles in addition to the eight karts. Fortunately, most of the cars
move slowly enough that they can be avoided with ease, though your kart will
spin out if you slip up and collide with one. Furthermore, be extra careful
around the vehicles that resemble bombs. Why? 'Cause they're bombs! Also,
the red cars carrying mushrooms can be bumped without penalty--they'll even
drop speed-boosting Mushrooms that you can grab! Sweet!
Almost immediately, this course swings into a left turn, bringing you into a
tunnel. Try to grab an item box as you dash through this straightaway, but
don't stick your neck out if it's too close to a car. At the end of the
tunnel, you've got two choices as you barrel along to the left. You can
either continue along the main road (recommended) or you can ascend the uphill
dirt path to the right. The latter can prove a valuable shortcut, but only
works well if you've got a Mushroom or Star to help push you up the sandy
path. Without such an item, this path will only slow you down.
Okay, so assuming you went left, the road will ease into a nice straightaway
before kicking back to the right. Make good use of your drifting ability
here. Following that is another short but sweet straight section that'll
bring you into a second tunnel. Be sure to snatch an item box here, as it'll
help a good bit to have some ammunition so close to the finishing line. Just
past the item boxes, the road curves to the left, so drift a bit to prevent
your kart from smashing into the far wall.
Outside, you'll need to turn left just a bit to align yourself with the
upcoming straightaway across the bridge ahead. Now, there are two ways to get
across the bridge: the fast yet dangerous path or the slower but much safer
route. It's up to you. The slow but safe route is the obvious way to cross
the bridge--just drive right across it. There are some item boxes to grab and
you'll have to dodge a bit of traffic, but beside than it's smooth sailing.
On the other hand, the other way requires you to actually drive up onto the
red arched railing on either side of the bridge. While there are speed
booster pads all the way across, making for a great way to take over the lead,
it's quite easy to fall off into the water below. Doing so would drastically
slow you down, so it's a gamble. I suggest only taking the aforementioned
route if you've tried it before and are confident in your ability to get
across. Either way, the finish line is just on the other side of the bridge.
=========
SHORTCUTS
=========
Up the hill, around the traffic
-------------------------------
Once you exit the first tunnel, keep your eyes on the lookout to the right for
a patch of sand leading upward. Drive up there (preferably with the aid of a
Mushroom or Star, otherwise it'll only slow you down), then make a slight left
adjustment and drop back onto the track, effectively shaving off a small bit
of time.
Atop the bridge
---------------
After exiting the second tunnel, edge to the left and instead of driving
across the bridge like normal, drive up onto the red railing to the side.
There are speed boosts o' plenty up here, but it's really easy to slip up and
plummet, so be careful.
Through the pipes
-----------------
Just to the left of the finish line, you can turn left and drive through a
pipe which will spit you out not too far ahead. However, you'll also be able
to nab a double item box using the pipe, so it's not bad decision in the
least.
---------------------------------------------------------------------
M A R I O C I R C U I T
---------------------------------------------------------------------
===============
TIME TRIAL TIPS
===============
Since this is one of those courses without any true shortcuts, there really
isn't a whole lot you can do to decrease your time. The best way I've found
to use your Mushrooms is to cut over the grassy corners on the final stretch,
just before the finish line.
==================
COURSE DESCRIPTION
==================
Not unlike most other levels, the Mario Circuit begins with a short
straightaway leading through a group of item boxes. Just after those is a
wide left turn that you should drift around. A similar right turn will follow
that, and then the road will turn to the left and head uphill, past a Chain
Chomp hanging around on the left. Be sure to stay on the far right side of
the road in order to avoid it's wrath. Atop the hill you'll find another
series of item boxes, followed directly by a quick right into a tunnel.
Inside, the road immediately swerves back to the left, then gradually switches
back toward the right again. Once outside, you'll be treated to a nice short
straightaway through a sandy area with Piranha Plants to either side. If one
of them is able to so much as knick your kart, you'll spin out, so be sure to
stay in the center of the road. Drift left around the U-turn ahead, then zoom
through a group of item boxes and drift back to the right. Some unhappy
Goombas occupy this area, but they're rather large and crashing into them
isn't a problem.
Additionally, there always seems to be a surprising amount of Mushrooms laying
around here, so grab them and exploit their use to cut some corners. After a
quick left followed by another fast turn, this one to the opposite direction,
you will swing back around onto a straightaway, with the finish line at the
end.
---------------------------------------------------------------------
D A I S Y C R U I S E R
---------------------------------------------------------------------
===============
TIME TRIAL TIPS
===============
In addition to the obvious things (don't fall in the pool, restart if you have
any trouble in the room with the moving tables, etc), there are a few other
things to take note of. For one, it is absolutely necessary that you stay out
of the pit in the room following the moving table area. About your Mushrooms,
there are a few different ways to apply them. If you aren't particularly apt
at getting through the table room unscathed, that is a worthwhile place to use
them. Additionally, I like to use mine as I ascend the stairs at the tail end
of the track.
==================
COURSE DESCRIPTION
==================
Right from the get-go, you need to start turning to the right in order to
align yourself for the upcoming turn. Not long after, the track kicks back in
slightly, so veer a bit to the right and do your best to grab an item box,
though it may be tricky because they're always on the move. Just past the
boxes, you'll want to drift to the left in anticipation of the upcoming turn.
At the bottom of the stairs, curve to the right around the swimming pool,
staying as close as you can to the pool to speed things up a bit. On the far
side are some stairs that you need to descend, but don't drift down them,
otherwise you'll collide with the railing on the right and lose speed.
Make a left turn at the bottom and head inside the ship. Following a short
straightaway, you'll come into the trickiest area in the level. Turn left and
start driving toward the room's exit on the far side of the room, but watch
out for the tables, which are constantly moving. If you're able to reach the
other side of the room unscathed, be ready for a hard right turn, followed up
by two hard lefts. Try as hard as you can to stay out of the pit after the
first left, since falling in won't speed you up if you don't know what you're
doing.
Anyhoo, taking another right will lead back out onto the deck, where you want
to veer to the left. Just ahead is a right turn that you'll want to drift
around, as well as some boxed items. Next you'll get to ride along a
short-lived straightaway, then drive up a set of stairs. From the top, the
finish line is just a smidgeon to the right.
=========
SHORTCUTS
=========
Into the pit
------------
In you fall into the pit after the room with moving tables, all is not lost.
Drive ahead (follow the signs) and grab the double item box, then ride into
the large red fan and you'll pop out on the deck.
---------------------------------------------------------------------
W A L U I G I S T A D I U M
---------------------------------------------------------------------
===============
TIME TRIAL TIPS
===============
Since there are no "true" shortcuts in this stage, we'll have to exploit a few
other little things in order to achieve a good time. First off all, there is
one specific turn where you need to curve around a pool of muddy water.
Instead of that, simply power through with the aid of a Mushroom.
Additionally, it's possible to save a bit of time on the first few turns of
the course (the ones right after jumps) by holding down the triggers and the
direction you want to drift in even before you land.
==================
COURSE DESCRIPTION
==================
Waluigi Stadium begins with a beeline to a ramp; driving off this take you
right through some item boxes. Try to align your kart with a box before going
off the jump to ensure that you get one. Also, be ready to drift slightly to
the left as soon as you land, since you'll want to be in prime position for
the following dash across some speed bumps. Curve to the right prior to
riding up the massive ramp ahead and leaping the gap below with the aid of
some speed boosts. Keep in mind that the very top of ramps such as this one
are perfect places to leave behind Fake Item Boxes or Banana Peels. If
another kart hits one of these at the top of the ramp, they'll fall into the
pit, losing a ton of time.
Before you even land, hold down the triggers in preparation to drift around
the corner ahead. Just past that is a second jump--try to nab the floating
item box along the way. When you land, zoom down the straightaway toward the
group of item boxes ahead, then pull a swift drift to the left. Be sure to
avoid the nasty black-brown watery stuff, it's sure to slow you down a lot
more than you want. However, if you've got a Mushroom, you can easily use
that to dash through and make up some lost time.
Anyway, take advantage of this straightaway to raise some havoc with any
weapons you may have. Pull a quick drift to the left at the end, then get
ready to head through the "obstacle course." Although this part is indeed a
straightaway, there are several figurative hurdles you'll need to hop. First,
Piranha Plants will pop out of the seemingly harmless green pipes, looking to
get in your way and force your kart to spin out. Not good, so swerve right,
left, and right again to dodge them. However, you also need to look out for
rotating flames that have set up shop in the center of the track. Be sure to
steer clear of them as you swerve back and forth as well.
At the end of that troublesome stretch, drift a bit to the left, then watch
out for attackers on the straightaway before you. Following that, drift right
and stay away from the watery muck that I mentioned before. The first right
turn shouldn't require any drifting, but the left turn afterwards does. Swing
back into place and sprint for the ramp ahead. Once you land on the opposite
side, the checkered flag is within reach.
=========
SHORTCUTS
=========
Cut the corners
---------------
Although not a shortcut per se, using a Mushroom to cut through certain watery
turns this stage entails can give you a slight edge on the other racers.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
c. Star Cup
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------------------------------------------------
S H E R B E T L A N D
---------------------------------------------------------------------
===============
TIME TRIAL TIPS
===============
As a track with no shortcuts, there are really only two ways to utilize your
two allotted Mushrooms. The first is to cut the corners on certain turns and
use the speed boost to power through the snowbanks. Works pretty well. The
other way to use them is simply to gain some speed on a straight shot or to
get past the Shy Guy area.
==================
COURSE DESCRIPTION
==================
Since this course is set in a nice winter wonderland, there are a few new
things introduced that are important to know about. Portions of the track are
made of ice rather than snow or asphalt, you need to be wary of turns, as you
might slide further than expected and hit the wall. Also, there are some Shy
Guys training for the Ice Capades in the first area; avoid them or spin out.
Simple enough. Finally, at the end of the course, there are some blocks of
ice. Avoid these like the plague, as hitting one will freeze your character.
Recovering from being frozen takes even longer than recovering from a spin
out.
A right turn prior to a quick left curve will start this snowy course off.
Try as you will to avoid driving up onto the snowbanks to either side of the
road--they'll slow you down, much like the water or sand seen in previous
tracks. Next, you'll want to drift to the right when you reach the icy
portion, although it's important that you avoid the freezing water all the way
to the right. Past the Shy Guys, through the gate ahead, are some item boxes
that pave the way to a long, winding right turn. Make sure you steer clear of
the icicle in the center of the road, then be ready for the path to switch
directions (it'll turn to the left).
Ahead is a sharp right that you're advised to drift around, then a small left
turn and some item boxes lead the way to another turn to the right. Progress
forward a little and you'll come to a wide open area that is slick as ice
(most likely because it is ice). Stay as far away from the ice statues
blocking the way as you can, since hitting a single one will kill your time.
A few small turns is all that stands between you and the finishing line,
though, so keep up the pace!
---------------------------------------------------------------------
M U S H R O O M C I T Y
---------------------------------------------------------------------
===============
TIME TRIAL TIPS
===============
My preferred way to expend the provided Mushrooms is to take the small strip
to the right of the item boxes at the tail end of the course (see the
shortcut entitled "Avoid the traffic" for more details on that). Although
you'll need to use both Mushrooms in one lap, this path will cut down on the
overall time.
==================
COURSE DESCRIPTION
==================
Returning from the Mushroom Bridge track seen in the Flower Cup is the
traffic. As with before, oncoming vehicles are bad, but the bomb cars are
even worse. Whatever you do, stay away from them. Fortunately, the Mushroom
cars have also returned. Bump one as you drive past and it'll spit out a
Mushroom that you can use to gain a quick speed boost.
Right off the bat you'll want to veer just a little bit to the right and align
yourself with one of the item boxes in front of you. Just behind them is a
wide right turn that you need to drift around, followed by a nice little
straightaway that is a perfect place to use any speed boost items you might
have recently acquired.
A sharp right turn ahead will lead to another similar turn, only this time off
to the left. Make sure you avoid the pillar in the center of the road, and
head straight forward, making a right turn at the very end. A left turn just
in front of you will lead to some item boxes, and a slight adjustment in the
direction of the road to the left. The street will curve around a little,
ending in a very wide left turn, for which I encourage you to utilize your
drifting capability.
A left turn into some oncoming traffic is preceded by a long straightaway.
There are a ton of cars coming your way, so stay on the white line in the
center of the road and try to swerve around them as they near you. Make it to
the end of this road without getting completely smashed by the ridiculous
amounts of traffic and you'll locate the finishing point at the end. If the
heavy traffic is causing too much trouble, however, there is an alternate
solution. Instead of turning left after the item boxes, stay on the right,
as there is a small strip of road you can use. Unfortunately, it's quite
muddy and will actually slow you down.
=========
SHORTCUTS
=========
Through the buildings
---------------------
When you reach the junction where you can either turn to the right or head
straight, continue on forward and look to the right. Nestled amongst the
buildings is a pink road that'll allow you to cut ahead. Unfortunately,
there's not a whole lot of room to maneuver using this path, so I can't
suggest using it.
Avoid the traffic
-----------------
Toward the end of the stage, after a series of item boxes, you turn left onto
a highway filled with vehicles coming straight toward you. Instead of going
that way, it's actually possible to turn right after the items and take a
small strip of road across. However, unless you have a star or mushroom,
this path will slow you down.
---------------------------------------------------------------------
Y O S H I C I R C U I T
---------------------------------------------------------------------
===============
TIME TRIAL TIPS
===============
In this stage, the most obvious use and the best use of your Mushrooms are one
and the same. Toward the beginning of the course, you can turn off to the
right and use a speed boost to clear a jump, really cutting down on the total
time taken.
==================
COURSE DESCRIPTION
==================
A winding turn to the right is what this nifty track greets you with. It'll
soon change so that the road is heading to the left, however, so you need to
be ready to turn without falling off the edge into the water below. In the
little tunnel just ahead is another winding right turn which is followed by a
small adjustment to the left. You'll soon be changing direction again,
though, so don't get too comfortable.
In the next tunnel will be a long winding right turn which, of course, changes
to the left when it spews you back outside. After some more item boxes you'll
be changing directions yet again (back to the right). This turn will end
rather abruptly, so you'll probably go careening into the wall if you aren't
expecting it.
After that left turn, the road will again revert back to the right and send
you downhill. Weave to the left to ensure that you don't smash into the bed
of flowers at the bottom. A small left is the warning you get for the
upcoming right turn that is very, very wide. Drift like a madman here,
otherwise you'll most likely slide up the ramp and towards the wall (not
good).
A quick left awaits you just after that mammoth turn just before, but it will
soon turn off to the right for another really wide turn that you'll need to
drift around. Some item boxes lay just before a left that leads into a right
curve that will finally return you to this level's starting point.
=========
SHORTCUTS
=========
Through the grass
-----------------
Once you pass the first two turns, you can either continue along the road into
an open tunnel or turn right onto the grass and head for the gap in the wall.
If you have a Mushroom, you can use it to boost over the chasm and gain a few
seconds on your opponents. Keep in mind, however, that trying this without a
Mushroom or Star will result in you losing some time, as you can't make the
jump without one.
Off the road
------------
After coming out of the long, winding tunnel, use a Mushroom or Star and drive
straight ahead, right off the cliff. If you look closely, the grass forms a
faint jump, allowing you to enter a secret road underground.
---------------------------------------------------------------------
D K M O U N T A I N
---------------------------------------------------------------------
===============
TIME TRIAL TIPS
===============
Yet another stage with no true shortcuts. Regardless, there are still several
ways to use those Mushrooms in your hot little hands. After taking a ride
through the way cool barrel cannon, you can turn to the right of the jumps
ahead and cut (somewhat) across the road. Additionally, you may want to use
the Mushrooms to power up the hill directly at the beginning of the stage.
Both methods are effective.
==================
COURSE DESCRIPTION
==================
You'll immediately start heading uphill on a winding path that first curves to
the right but quickly changes to the opposite direction and then back to the
left again. Tricky. At the top of the hill is a wide right turn that leads
you into one of the trademark DK canon barrels. Of course, this bad boy sends
you flying way across the jungles below to the next section of the track.
Now heading downhill, drift to the right and go off the jump right in front of
you. A few bumps later, you'll want to make a quick right just prior to a
similar turn to the left. A wide turn to the opposite direction awaits you
when you return to the grassy jungle-like area. Of course, things don't get
any easier from here; a super-sharp U-turn lurks just ahead. Make sure you
drift, otherwise you'll have some major trouble with this part.
Another U-turn is subsequent, only there are no rails or anything this time,
so if you mess up you just might fall into the chasm below. Not cool. A
quick turn to the left will take you onto a narrow bridge suspended over a
huge gorge. Enjoy the pretty view, but try not to fall off, eh? On the far
side is your destiny: the finishing line!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
d. Special Cup
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------------------------------------------------
W A R I O C O L O S S E U M
---------------------------------------------------------------------
===============
TIME TRIAL TIPS
===============
Although it's as obvious as can be, it must be stated: take the multi-colored
ramp over the chasm toward the end of the track instead of driving around.
That's just common sense, buddy. As for your Mushrooms, there really isn't
any place that's significantly better to use them. On any straightaway or
while coming out of a turn tend to be good places, however.
==================
COURSE DESCRIPTION
==================
A simple left turn is straight ahead, and it leads to a large ramp with some
speed boosters on it. Try to align yourself so that you are in the middle
when you reach the top, allowing you to grab the item box as you soar up to
the road above. A slight turn to the right followed by another one to the
left will lead to another ramp, where you should again center yourself before
you get to the top.
A long curving left turn is the first thing you'll encounter on this part of
the stage. After it are some item boxes and a third immense ramp. You'll
land inside a circular cage with the road just ahead. A very long left turn
is just before you. You'll be spiraling down around the central pillar. At
the bottom are some more item boxes that lead into an upward ascension and a
turn to the left, which you should drift around.
Some speed boosters (those colorful panels on the ground) just ahead will send
you flying over the road, so you need to make sure you are in the middle to
avoid falling off the edge. Grab an item box, then take the winding right
turn ahead, making sure you drift so as not to smash into the walls.
A long downward drop is what awaits after the turn. At the bottom is a right
turn that leads into an oval-shaped area. If you want, you can go around the
hole in the middle of this area. However, the quickest way across is to take
the rainbow-colored booster ramp straight ahead. It'll send you flying across
the chasm and (hopefully) ahead of the pack.
On the other side is a sharp left turn that leads into another left turn,
albeit one that isn't so hard. You'll start heading uphill and onto another
booster ramp. Drift left through the open tunnel that is in front of you and
the finishing line is straight ahead!
=========
SHORTCUTS
=========
Over the chasm
--------------
This is too obvious--toward the end of the stage, take the multi-colored ramp
over the chasm instead of driving around it like all the other idiots.
---------------------------------------------------------------------
D I N O D I N O J U N G L E
---------------------------------------------------------------------
===============
TIME TRIAL TIPS
===============
In order to achieve a great time in Dino Dino Jungle, you'll need to be able
to take the bridge shortcut without falling. Practice a few times beforehand,
so you know you can do it. Additionally, it's integral that you head right in
the cave for two of the laps, making good use of those Mushrooms that you are
given.
==================
COURSE DESCRIPTION
==================
This course will immediately curve to the left. There are toppled trees all
over the place, so drive over them if you want, but they will slow you down.
After the left turn through some item boxes, you'll turn slightly to the right
and drive towards a large clearing with a dinosaur standing around. If you
really want some items, you can try to sneak underneath the dinosaur, being
wary of his ever-stomping feet. It's much easier to simply drive around him,
however.
Past the dino is a small cavern that ends with a left turn that leads into an
area with a bridge. When it forks, I recommend taking the right path, as it
is a more direct route. Regardless, the left road has some item boxes on it
that you might want to grab. Your decision.
Both bridges lead into a dark cave where a few minor direction adjustments
lead into a hard right turn that you'll want to drift around. You'll come
into a massive open chamber. There is a wooden ramp to the right, but only
take it if you have a speed-boosting mushroom to help you get across.
Otherwise, you'll want to curve around the chasm in the floor using the
blue-ish path to the left. Just make sure you drive around the geysers that
are spewing water all over the place, because they can slow you down
considerably should you haphazardly hit one.
After going over a wooden ramp at the edge of the cave, you'll return outside.
Head across the wooden bridge, veering a bit to the left so you don't smash
into the dinosaur's head. In addition to some item boxes, there is also a
drift-requiring turn to the left. With that behind you, you'll bounce down a
few small bumps and past a row of geysers to the checkered flag!
=========
SHORTCUTS
=========
Under the bridge
----------------
Just after the small cavern that you go into after you see the dinosaur's
feet, there is a wooden bridge. Instead of taking the obvious part, turn
to the left and you'll find a narrow, dark brown portion of the bridge. It's
a more direct route than either of the other two, and it also has some speed
boosters on it! Just be careful not to fall off.
Over the bridge
---------------
When you enter the second cave, there is a wooden ramp off to the right. Use
this only if you have a Mushroom or Star item on hand, as you'll end up
falling into a pit without one such item.
---------------------------------------------------------------------
B O W S E R ' S C A S T L E
---------------------------------------------------------------------
===============
TIME TRIAL TIPS
===============
For one thing, make sure you're aware of and know how to utilize the shortcut
near the giant Bowser statue. That's really the only way to significantly
enhance your time, other than taking turns tightly and avoiding the castle's
various obstacles.
==================
COURSE DESCRIPTION
==================
Following a quick sprint over the drawbridge and into Bower's Castle, you'll
want to either veer left or right and grab some item boxes. Stay to one side
of the Thwomps crashing down, lest you lose some valuable time. At the end of
the hall is a hard left that leads into another corridor with two more
Thwomps. Like before, stay to either side (preferably to the left) and they
won't be able to touch you.
Another left at the end leads into a fiery chamber with a gaping hole in the
road before you. Maneuver around it, making sure you stay as far away from
any fireballs as you can. Hit the booster ramp just ahead and you'll soar up
to a long, winding left turn as you head upwards. At the top is a room with
some flames circling around some mechanism in the center of the room.
Carefully zip through the gaps in the flames to make it through to the other
side unscathed.
The end of the room will greet you with another sharp left turn followed by a
second that will lead up a ramp. Make sure you stay to the left so you don't
go ramming into the wall. A U-turn to the left awaits at the top of the hill,
so be ready to drift around it.
A short straightaway will lead through some boxes into a hard left turn
followed directly by a right U-turn. At the bottom of the stairs are some
item boxes and a straight path, but the Bowser statue sitting in the lava will
be firing balls of red-hot molten liquid towards you, so you'll need to steer
clear of those. A right turn will be followed by a semi U-turn to the left,
then another sharp left turn.
At this point, you'll be heading away from the flame-spouting Bowser statue
and towards a multi-colored booster ramp with some item boxes just in front of
it. It'll fire you onto a small stone ramp. Turn to the left and the
finishing line will be just ahead.
=========
SHORTCUTS
=========
Over the lava
-------------
In the area where the giant Bowser statue is spewing fireballs at you, you can
cut across a pit instead of going around it. After going down the stairs and
entering said area, you'll see the statue ahead of you. Head straight for it
and, instead of turning right like all the other toolbags, you can simply
drive over the lava because a section of the barrier is missing.
---------------------------------------------------------------------
R A I N B O W R O A D
---------------------------------------------------------------------
===============
TIME TRIAL TIPS
===============
Don't even bother trying to get a good time on this course until you can drift
around each and every turn without flying off the edge. Additionally, the
strip of road where all the speed booster pads are can really help your time
if you hit each pad. About your Mushrooms, there is no best place to use
them, so expend them whenever you want, be it coming out of a turn to gain
momentum or on a straight shot.
==================
COURSE DESCRIPTION
==================
Welcome, one and all, to what is hands down the most difficult course in the
game. A good portion of the track has no rails on the side, meaning that you
can easily plummet and lose a good few seconds multiple times per race. In
other words, be very careful. Directly ahead is a rainbow-colored booster
ramp that'll send you onto the track below. Make a slight adjustment to the
right and you'll head through some item boxes. After those is a U-turn that
can be very difficult to make without going over the edge. Make sure you
drift around it and let off the gas for a little. Another small straightaway
will take you to a second U-turn, so you'd better be able to do it well.
Anyway, you'll now be heading downhill towards a booster ramp. Go off of it
and you'll land on the road below. Another set of boosters will drop you to an
even lower portion of the course. Fortunately, there are speed boosters all
along the track, so you can make up a lot of time here if you hit enough.
Just make sure you stay near the center of the track, as there is no railing
to keep you from falling off the edge.
A series of twisting turns are what awaits subsequently. Again, there are no
railings, so falling off isn't difficult at all. Just avoid drifting for too
long and even let off the gas if need be. Remember, it's better to lose a
small portion of time by slowing down then to lose a lot of time by falling
off.
Once you've finished that part, you'll pass up some item boxes en route to the
circular teleporter pad ahead. When you reach it, you'll automatically be
sent flying upwards. You're almost out of the woods at this point, so don't
screw up. You'll land on a road filled with booster pads, so hit as many as
you can without risking taking a fall. The ramp at the end will allow you
access to the final stretch of road. A winding downhill turn to the right
will be your last obstacle. Just use some quality drifting and it shouldn't
be a problem at all.
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V ------------------------------------------------------- MULTIPLAYER
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
a. Balloon Battle
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Goal
----
Hit your rivals and pop their balloons! The last player with balloons wins!
Description
-----------
In this mode, each participating kart has three balloons, which serve as that
kart's health, so to speak. If you get hit by a shell or other projectile,
drive over a banana peel / fake item box, or get rammed by someone using a
Mushroom's speed boost, you'll lose a balloon. The idea of this mode is to
keep your balloons safe by dodging these figurative bullets and pop all three
of your opponents' balloons before they can bust yours. What's especially
cool about this mode is that you can get anything out of an item box--even
another character's special item! What this means is that someone playing as
Mario can toss one of Bowser's massive shells or a Yoshi player can strike
using Wario's Bob-omb!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
b. Shine Thief
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Goal
----
Steal the Shine and flee! If no one hits you before time's up, you win!
Description
-----------
A basic game of keep away, the aim here is to have control of the Shine when
time expires. Each kart will begin the match equally close to the Shine, so
it'll be a race to get there first. Once someone actually grabs it, a 60
second timer will begin. To wrestle the Shine out of another kart's grasp,
you need to strike them with a projectile item, smash into them using a
Mushroom or Star, or trick them into driving over a banana peel or fake item
box. As long as no one is currently in control of the Shine, the timer won't
move, so you've got as long as you need to battle over control of the coveted
item. Whoever is in control of the Shine when time expires is declared the
winner, so even if you've got it for the first 50 seconds and lose it right at
the end, you don't get credit for anything. Tough luck.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
c. Bob-omb Blast
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Goal
----
Use Bob-ombs to blow up your rivals! The first player to get 3 points wins!
Description
-----------
In this explosive mini-game, every single item box on the course contains a
Bob-omb and each new box you grab tosses another bomb onto the pile, allowing
you to hold as many as five Bob-ombs at once! Now, much like the Balloon
Battle, your aim is to hit your opponent three times. However, this time
around your only ammunition comes in the form of Bob-ombs. Another thing to
keep in mind is that once a Bob-omb hits an enemy kart, that same kart will
flash for a few seconds with temporary invulnerability. Basically, this just
prevents you from grabbing three bombs, driving in and tossing them all at
once, wiping out your opponent in one fell swoop.
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VI ------------------------------------------------------ UNLOCKABLES
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Listed below is each cup in Double Dash!!, along with the rewards for gaining
a gold trophy in each respective mode (50cc, 100cc, 150cc, and Mirror Mode).
============
MUSHROOM CUP
============
* 50cc - Green Fire (Luigi's Kart)
* 100cc - Rattle Buggy (Baby Luigi's Kart)
* 150cc - Luigi's Mansion (Battle mode stage)
* Mirror - Toadette Kart (Toadette's Kart, surprisingly enough)
==========
FLOWER CUP
==========
* 50cc - Bloom Coach (Daisy's Kart)
* 100cc - Waluigi Racer (Waluigi's Kart)
* 150cc - Turbo Birdo (Birdo's Kart)
* Mirror - Tilt-A-Kart (Battle mode stage)
========
STAR CUP
========
* 50cc - Para Wing (Paratroopa's Kart)
* 100cc - Special Cup
* 150cc - Barrel Train (Diddy's Kart)
* Mirror - Petey Piranha (Racer), King Boo (Racer), Piranha Pipes (Petey's
kart)
===========
SPECIAL CUP
===========
* 50cc - Bullet Blaster (Bowser Jr.'s Kart)
* 100cc - Toad (Racer), Toadette (Racer), Toad Kart (Toad's Kart)
* 150cc - All Cup Tour
* Mirror - Boo Pipes (King Boo's Kart)
============
ALL CUP TOUR
============
* 50cc - Nothing!
* 100cc - Nothing!
* 150cc - Mirror Mode
* Mirror - Parade Kart
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VII ------------------------------------------------------------- FAQ
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Answers to make-believe questions...
1. WHAT'S THE BEST CHARACTER COMBINATION?
------------------------------------------------------------------------------
Well, there is no set in stone "best character combo." It all depends upon
what character-specific weapons and kart weight classes cater to your own
preferences. I suggest not using two "paired" characters (e.g., Mario and
Luigi, Peach and Daisy, Yoshi and Birdo, et cetera) as they both have the same
special items. Choosing two unpaired racers will provide more firepower.
Also, take in mind each racer's weight when deciding who to use; heavy
characters require heavy karts. Personally, I tend to use a combination of
Yoshi (his homing egg is sweet) and Paratroopa (three shells at once!), as
their special weapons are some of the most effective.
2. WHAT IS THE BEST KART?
------------------------------------------------------------------------------
Again, there isn't one particular kart that is overtly superior to all the
others--it's really more of what you prefer. For example, I like an
all-around kart that can do everything, so Mario's Red Fire is usually my ride
of choice. However, there are various other factors that can help to decide
what kart you should use; the Koopa King or DK Jumbo are massive vehicles that
can push anything else aside while the Rattle Buggy can quickly reach it's
maximum speed. Your playing style should determine which kart you select.
3. HOW DO YOU DO THE ROCKET START? I ALWAYS MESS IT UP!
------------------------------------------------------------------------------
This can be somewhat difficult to perform, but practice makes perfect (as if
you've never heard that before). The most effective method to pull off this
technique is to wait for Lakitu's hand to start moving after the light turns
green, then press the A button just as his hand falls.
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VIII ----------------------------------------------- REVISION HISTORY
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Care to take a gander at what exactly is entailed in this version? Go ahead.
===============
CURRENT VERSION
===============
Version 2.02 / March 13, 2005
Allowed <www.honestgamers.com> and <www.gamerhelp.com> to host this FAQ.
=============
PAST VERSIONS
=============
Version 2.02 / October 9, 2004
Made a purely cosmetic change. New track headers. Yum.
Version 2.01 / June 25, 2004
Added in a new Frequently Asked Question.
Version 2.0 / June 23, 2004
The entire guide has been redone from the ground-up. Enjoy!
Version 1.3 / November 29, 2003
I added in another hidden path for the Peach Beach course. Nothing big.
Version 1,2 / November 27, 2003
Happy Thanksgiving, everyone! Just added in a few new shortcuts and fixed
up some older ones.
Version 1.1 / November 24, 2003
Added the General Notes to each course description and found some nifty new
shortcuts.
Version 1.0 / November 22, 2003
The course strategies are now complete! I've also added in some shortcuts
to each level, as well as finished up everything in the basics section.
More shortcuts, and a few more odds and ends that have yet to be 100%
completed are on the way.
Version .76 / November 20, 2003
The course strategies haven't received any work, but I did add a bit to the
basics section. The character descriptions are completed, except for the
secret characters. Also fixed up some typos that only an idiot such as
myself could make. Still to come are the Special Cup strategies, as well as
the finished version of several other sections.
Version .75 / November 19, 2003
The course strategies are nearly complete, as the Special Cup is all that
remains to be completed. On the other hand, though, almost every other
section needs a lot of work. Still to come are the character descriptions
haven't been started, nor have the game modes. Of course, the course
strategies aren't finished just yet, either. The FAQ and Unlockables are on
the way, as well.
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IX ------------------------------------------------- LEGAL DISCLAIMER
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This document is copyright (c) 2003-2005 Chris Noonan (American Arsenal). It
is not to be reproduced in any way, shape, or form. However, feel free to
download it, print it out for personal use, or send it to your buddies, as
long as you leave it unaltered and do not make a profit off of it. Doing so
would be very illegal, so I suggest that you do nothing of the sort. One
final note: this document should absolutely *NOT* be found on any websites
with the exception of <www.gamefaqs.com>, <www.ign.com>, <www.neoseeker.com>,
<www.honestgamers.com> and <www.gamerhelp.com>. Don't even bother asking for
permission to use it, as the answer will always be no.
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X ----------------------------------------------------------- CLOSING
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While I'm certain it makes you terribly unhappy (yeah right), it is due time
to bring this monstrosity of mine to a close. BUT WAIT! Before that, I need
to give a shout-out to everyone who's helped to make this guide possible.
--- CJayC
For being cool enough to post my crap on his terrific site (GameFAQs).
--- IGN.com / Neoseeker.com
For hosting my FAQs but not stealing them.
--- ZoopSoul
Not only is he an awesome writer and a huge inspiration, but I grabbed
the idea to stick Time Trial Tips in with the Course Descriptions from his
F-Zero GX FAQ.
--- The following contributors...
Nathan Walters, Jared, Luigi Hailer, Trunks757, ScislaC
And now, since you've got nothing better to do with yourself than read the
meaningless drabble that is my closing, I will stop talking rather abruptly
just to spite you
=======================================
T H A N K S F O R R E A D I N G ! !
=======================================
Oh, and be sure to check out all of my other way cool FAQs:
http://gamefaqs.com/features/recognition/39691.html
_______________________________________________________________________________
Copyright (c) 2003-2005 Chris Noonan. All rights reserved.