Mario Kart 64
FAQ
Nintendo 64
Version 1.3
1/7/99

Written By:
Outkast
[email protected]

----------
1/7/99 - Version 1.3 just lists my new alias and e-mail address.

7/16/99 - Version 1.2 has an update for every section in
the FAQ (no joke).

6/18/99 - Finally, an update. Version 1.1 is here. I
updated the intro with a review.

2/19/99 - Version 1.0 arrives with, obviously,
everything added.

==========================

Sections
==========================
1. Short Intro
2. Game Modes
3. Courses
4. Shortcuts
5. Tips / Hints
6. Players
7. Glitches
8. Thanks
9. Copyright Info
===========================

1. Short Intro
===========================

This game is a great racing game based on Super
Mario 64 and mostly its characters. I've assembled
this FAQ to help you along with it. Any questions
or comments are welcome, my e-mail address is at
the top of the page.

-Review-

Mario Kart is a different kind of racing game. Not
only is it a fun comptetitive game, but it adds a
flavor to racing. Throwing banana peels on the track
and shooting turtle shells at opponent's is
definetely what I would condsider fun.

The graphics are good and clear, with each characters
looking as good as I've seen along with their own
color coordinated kart. Also, the sound is crisp, and
although the music isn't all that great, the sounds
are clear and the midi background music will do.

The multiplayer is probably the best thing about
this game. It's available for up to 4 players
where you can do a grand prix versus 4 other computer
players, or do time trials and battle. It's a real
blast if you have 4 friend over.

The game play is also good. It has 4 different
difficulty levels that equals out to 16 different
courses. You can even unlock secrets in the game,
believe it or not, and you can play by yourself
versus 7 computer players with 3 different motor
speeds.

Overall Rating: 9/10
---------------

* - This FAQ should help you with every aspect of the game.

===========================
2. Game Modes
===========================

- Available for up to 4 players

- Battle: You play someone in this mode where you
choose from a new set of  courses. The object is
to hit your opponent three times with items you
pick up and to avoid being hit. Pretty cool.

- Mario Grand Prix: You choose you player here and
choose between a set of  courses that vary in
difficulty.

- Versus: Pop in a few more controllers and play one
on one, or with two or three extra people where you
choose your track.

===========================
3. Courses
===========================

All courses come with a set of asteriks (*) that indicate how
hard it is. 1 is easy, 5 is hard, etc.

=============
Battle:
=============
Big Donut   **
Block Fort  *
Double Deck *
Skyscraper  *****
=============

====================
Regular Courses:
====================

Mushroom Cup
====================
Luigi Raceway      *
Moo Moo Farm       *
Koopa Troopa Beach **
Kalimari Desert    **

Flower Cup
====================
Toad's Turnpike **
Frappe Snowland **
Choco Mountain  ***
Mario Raceway   ***

Star Cup
====================
Wario Stadium   ****
Sherbet Land    ****
Royal Raceway   ****
Bowser's Castle ****

  Special Cup
====================
D.K.'s Jungle Parkway ****
Yoshi Valley          *****
Banshee Boardwalk     ****
Rainbow Road          ***

===========================
4. Shortcuts
===========================

If a course isn't listed here, no shortcuts have
been found.


Koopa Troopa Beach:
_____________________
1.) Mid way through, you'll see a ramp leading
into a hole. Go up the ramp, and turbo up with
a star or mushroom, and ride through, and you'll
come out of the waterfall on the other side of the
course.

2.) Don't use the big ramp at the end! All it has
is an item, and if you mess up you'll be in serious
trouble.

Kalimari Desert:
_____________________
1.) Using a star or super mushroom, go onto the
railroad track and through the tunnel for a shortcut.
If you are not using a star, be sure to stay on
the side when in the tunnel so you don't get run over.

Frappe Snowland:
_____________________
1.) When you get to the area of little snowmen,
take the path through the  second row of guys,
and you'll ride directly through without having
to turn and spin around.

Mario Raceway:
_____________________
1.) Drive along the wall until you come to the
last turn before the big turn with the mushroom.
Drive up the hill, drive down, use mushrooms as
you hit the road, then turn a little to the right,
and jump over the wall.

Wario Raceway:
_____________________
1.) Use the bumps and hills to hop over walls to
take you to various places farther in the course.

DK's Jungle Parkway
_____________________
1.) When you hop over the water, don't steer over
so you're farther when you land. If you go straight
and land right in the circle, you'll have plenty of
room to make a nice turn while the person that went
ahead is in the water or struggling to turn off the
grass.

2.) After the bridge at the end, go into the
tunnel, and stay a bit off the path to the left.
By the end, you'll hit a hill and bounce up a bit.

Yoshi Valley
_____________________
1.) Get onto the mountain and go left, then
right onto the bridge and off the hill, then left.
Then follow the path to the end.

Rainbow Road
_____________________
1.) At the beginning on the huge hill, use a mushroom
and jump right off the hill. While in the air, hold
down the brakes, and you'll land halfway through
the course without bouncing off.

===========================
5. Tips / Hints
===========================

-Turbo Blast: The split second the light turns green,
go! You should get a turbo boost to start off the
course.

-Special Mode: Get gold cups in every grand prix for
every motor size. You'll get a new startup screen and
a new option called the mirror track where all the
turns in the course are backwards.

-Ghosts: You can race ghosts without a memory pack
for accomplishing these times in these courses:
Luigi Raceway: 1 minute, 52 seconds (Luigi)
Mario Raceway: 1 minute, 30 seconds (Mario)
Royal Raceway: 2 minutes, 40 seconds (Peach)

-Banana Resistant: If you hit a banana, quickly hit
the brakes. An exclamation point should come out of
your player and you won't slip and slide like usual.

-Loser: If you're last in the race, don't get
discouraged! You'll start getting lightning and
stars to get you back in the race, while the
top 3 or 4 players will continuosly get bananas.

-Game Shark Codes:

-LAPS/PLACING-
No Laps for Player 1: 81164390 0000  81164392 0002
No Laps for Player 2: 81164394 0000  81164396 0002
No Laps for Player 3: 81164398 0000  8116439A 0002
No Laps for Player 4: 8116439C 0000  8116439E 0002
GS Button for 1 Lap Player 1: 89164390 0000  89164392 0001  *
GS Button for 1 Lap Player 2: 89164394 0000  89164396 0001  *
GS Button for 1 Lap Player 3: 89164398 0000  8916439A 0001  *
GS Button for 1 Lap Player 4: 8916439C 0000  8916439E 0001  *
Player 1 last place: 81164390 FFFF  81164392 FFFF
Player 2 last place: 81164394 FFFF  81164396 FFFF
Player 3 last place: 81164398 FFFF  8116439A FFFF
Player 4 last place: 8116439C FFFF  8116439E FFFF
*: Press GS Button after passing finish line

-BALLOONS-  **
Infinite Balloons Player 1: 8118D8C0 0002
Infinite Balloons Player 2: 8118D8C2 0002
Infinite Balloons Player 3: 8118D8C4 0002
Infinite Balloons Player 4: 8118D8C6 0002
GS Button for # of Balloons P1: 8918D8C1 00??
GS Button for # of Balloons P2: 8918D8C3 00??
GS Button for # of Balloons P3: 8918D8C5 00??
GS Button for # of Balloons P4: 8918D8C7 00??
**: Amount of Balloons not shown on screen
??: Adjust amount: 0-F (0 least, F greatest)

-DEAD/CAN'T USE WEAPONS-
Player 1: 8118D8C0 FFFF
Player 2: 8118D8C2 FFFF
Player 3: 8118D8C4 FFFF
Player 4: 8118D8C6 FFFF

-CHARACTERS-
Player 1: 8018EDE4 00??
Player 2: 8018EDE5 00??
Player 3: 8018EDE6 00??
Player 4: 8018EDE7 00??
??: Mario- 01, Luigi- 02, Peach- 03, Toad- 04, Yoshi- 05, D.K.- 06,
Wario- 07, Bowser- 08

-WEAPONS (1 ON 1 ONLY)-
Player 1: 80165F5D 00??  80165F5D 00??
Player 2: 8016603D 00??  8016606A 00??
??: Nothing: 00, Banana: 01, Multi Bananas: 02, Green shell: 03, 3 Green
shells: 04, Red shell: 05, 3 Red shells: 06, Blue shell: 07, Lightning Bolt:
08, Fake item box: 0, Star: 0A, Ghost: 0B, Mushroom: 0C, 2 Mushrooms: 0D, 3
Mushrooms: 0E, Gold Mushroom: 0F

-WEAPONS (3 AND 4 PLAYERS ONLY)-
Player 1: 8016611D 00??  8016614A 00??
Player 2: 801661FD 00??  8016622A 00??
Player 3: 801662DD 00??  8016630A 00??
Player 4: 801663BD 00??  801663EA 00??
??: See Last ?'s

-ALWAYS HAVE 46 POINTS-
Mario: 8118D9C8 002D
Luigi: 8118D9C9 002D
Yoshi: 8118D9CA 002D
Toad: 8118D9CB 002D
D.K.: 8118D9CC 002D
Wario: 8118D9CD 002D
Peach: 8118D9CE 002D
Bowser: 8118D9CF 002D

-MISCELLANIOUS-
Press GS Button for Debug Menu: 8818EDEF 0002
Always Race Mode Modifier: 800E86B0 00??
??: 50 cc: 00, 100 cc:01, 150 cc: 02, Extra: 03

Mirrored courses

Win the gold cup in the 150cc class. Then, reset the Nintendo 64
system. If done correctly, the title screen will change to confirm that
mirrored courses are enabled. Enter the 150cc option under GP mode to
access the courses. Note: When racing the mirrored Toads' Turnpike,
you will be going against the traffic.

 Mario 64 castle

On the Royal Raceway course, follow the yellow road to the right of the
big jump to reach the castle from Mario 64.

 View Mario Raceway record

At the title screen, press R to see the best time trial record for Mario
Raceway.

 Course ghost racers

Enter time trial mode and complete a course, beating the time indicated
below. Then, choose "Retry" to race the course again. The phrase "Now
Meet the Course Ghost" will appear. The course ghosts are automatically
saved to the cartridge for future replay without beating the course time
again.

Course
                    Time
Mario Raceway
                    1'30"00
Luigi Raceway
                    1'52"00
Royal Raceway
                    2'40"00


 Hints

    Air increase

    Line your kart up directly behind another next racer. Wisps of air
    will appear from the sides of your kart. The small speed increase
    that your kart will gain should be enough to pass the racer that is
    being followed.

    Turbo start

    At the instant between the dimming of the second light and the
    flashing of the blue light at the start of the race, press A to
    accelerate. If done correctly, your kart will rapidly accelerate
    ahead of the other racers. Note: Accelerating too soon will result
    in a spin out.

    Turbo boost slide

    To slide around a corner, hold R and press the Analog-stick to
    steer in the direction of the turn, then to the opposite direction. If
    done correctly, the smoke from your kart will change from white
    to yellow. Continue to hold R and repeat the steering motion with
    the Analog-stick to change the smoke from yellow to red. Release
    R once the smoke becomes red. Now the speed of your kart
    should increase for a few seconds.

    Banana peel recovery

    When a banana peel is run over, immediately hold the brake for
    one second, then accelerate to avoid skidding or losing a balloon
    in battle mode.

    Quick restart

    After falling off a course, watch as Lukita places your kart back
    on the track. When your kart is two or three tire widths from the
    track, press A to immediately resume the race.

===========================
6. Players
===========================

Lightweights

Description: The small ones that get pushed
around the most but are the fastest. The worst
thing about them is that they're extremely hard
to control.

Players: Toad, Peach, Yoshi
---------------------------

Middleweights

Description: Right in the middle, decent speed,
and good for knocking around the lightweights.

Players: Mario, Luigi
---------------------------

Heavyweights

Description: Not the fastest guys around, but they
are the bullies that can knock lightweights and
middleweights all over the place.

Players: Wario, Bowser, Donkey Kong

===========================
7. Glitches
===========================

Special thanks to ItsaMePete for these. Check out the
credits for more on that.
-----

1) Luigi Raceway
You can use the Spiny Shell Trick here, just park
him at the place where the gray wall in the middle
of the course meets the round brick wall, after
making him do one lap to get the balloon down.  You
can also use the technique that will be described later.

2) Moo Moo Farm
Only the technique that will be later told of in
detail can be utilized here.

3) Koopa Beach
A) The spiny shell trick works here, just park the guy in the tunnel.  (I
find it easier to drive him in the wrong way; the waterfall.  You can use
the green rock to get spinies, which brings us to
B) You can hop the back of the green rock to grab a spiny shell.  Works
well in conjunction with the Spiny Shell Trick.
C) You can hop up the walls into the middle of the course in at least 2
different places.  You'll land in water and Lakitu will pull you out.
c1)  In between the last two ramps, there's a spot where you can hop up
the rocks.
c2)  The other one that I know of is behind the Koopa Rock's behind.  At
the top there's a little moss where to show where you can go up, but it
actually spreads out a bit so you'll have to look carefully.
D) I'm not sure how to do this, as it happened by accident, but you can
get stuck in between two trees near the waterfall.  Yoshi just kinda drove
thru and got trapped, constantly bumping and rotating until he got knocked
out.  We've tried to recreate this trick, but haven't succeeded.

4) Kalimari Desert
A) You can do the Spiny Shell Trick here, just put the guy in the train
tunnel.
B) There are actually 2 trains.  The manual, Nintendo Power, and others
say there's only one, but there are two!  We found this out by having
Peach tail one train, and Yoshi sit at the crossing, watching the trains
go by.

5) Toad's Turpike
A) Only the Technique described later works here.  With it, you can fly
thru the walls, anywhere.


6) Frappe Snowland
There's only a few here, but they have so many variations it's almost like
having many more.
A) At the first jump, (the only one) if you jump over to the left without
touching any snow on the way and landing in the said object, then you can
continue the drive ‘til Lakitu picks you up.  He'll then try to put you
back on the track, but get stuck and eventually drop you behind the
starting line.  By driving to different places in the snow on the left of
the rack, possibly even getting to the other side of the river, you can
adjust how high Lakitu takes you before dropping you.  You can even get
him to take you up so high that you can see to the end of the track's
world.   This is a back cut, not a shortcut.
B) At the first jump, (the only one) if you jump over to the right without
touching any snow on the way there and driving until you reach the tree,
Lakitu will pick you up and try to put you back on the track, but will get
stuck.  He will then (if correctly executed) will drop you in the river.
But not in the ordinary way.  You'll fall into a void, and the only way to
get out is to have someone else jump in on you.  You can get a variation
on this by going to the left with the difference of not being able to get
out.  Ever.  Note: when you are in the void, you are actually underneath
the finish line, so shells will do some fancy stuff to try to get you.  In
fact, they'll stay there.
C) This trick has only worked in a 4P game with 2P.  If you drive to just
past (I'm thinking like a scale inch) the end of the bridge, into the
snow, and then the water, Lakitu will put you down ina spot on the bridge
that isn't really there; you'll fall back in to the water.  You can always
leave, but it's interesting.  Especially if you try to start up before
you're down and spin out.  With all the other players, we just couldn't
get in, except for one weird part; the bridge has a spot, where, if you're
driving at the right time, will drop you into the water.  It may have
something to do with our trying ti fall thru the bridge repeatedly, but. .