Mario Kart 64
Using the � Boxes Usefully:
I use this trick all the time to help my chance of winning in almost
every mode of play. When I get a � box, I wait until I see another
item box one before planting mine. If I time it just right, the � box
I laid down will be right on top of where the original one was so if
anyone goes to get it they can't tell it was a fake until they hit it!
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Banana Trick:
Hit the brakes as soon as you hit a banana peel. Hold the brakes for 1
second, then release and hit the gas. This will prevent you from
skidding or losing a balloon in Battle Mode.
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Drafting:
If you can't pass an opponent, try drafting him. Line your kart up
behind another racer. You'll see wisps of air come off your kart and
you'll speed up slightly. Not much, but enough to pass whomever you're
following.
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Driver's Guide:
Mario and Luigi are very well balanced racer who don't have any major
advantages or disadvantages. They're both good choices for beginning
racers.
Peach, Toad and Yoshi accelerate well and don't lose a lot of speed if
you go into grass or sand. Their maximum speed is slightly faster than
average because they are lighter racers. Their disadvantage is corners
-- they can lose a lot of speed if you don't slide. Their other
disadvantage is their light weight -- if they collide with a heavier
racer, they'll crash for sure.
Donkey Kong, Wario and Bowser turn corners well, even if you don't
slide. Also, if they collide with another racer, regardless of size,
they usually don't crash. While their heaviness is an advantage, it
also has its drawbacks. They start out slow off of the Starting Line,
and take a while to reach top speed. Since they are heavier racers,
their tires will sink into the grass or sand if they go off-road,
causing them to lose a lot of speed.
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Ghost Riders:
You're probably familiar with the standard ghost racers (the ones you
create in Time Trial mode), but did you know the course was haunted
before you arrived?
To play against the official course ghosts, enter Time Trial mode and
complete a track within the time shown below. After beating this time,
immediately RETRY and you'll be see the message, "Now Meet the Course
Ghost."
Course: Time to Beat:
Mario Raceway 1'30"00
Luigi Raceway 1'52"00
Royal Raceway 2'40"00
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Item Shield:
You can hold a single weapon item (shells, explosive box or bananas)
behind your Kart by Z. This can allow you to obtain other items or be
used as a shield against attacks from behind.
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Mario 64 Castle:
On the Royal Raceway after the big jump there will be a #DCDC00 road
to the right. If you follow it, it will bring you to the Mario 64
castle.
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Mega Jump:
If you're using a mushroom or a turbo boost, jump when another driver
is immediately in front of you. If your timing is right, you'll sail
over their head.
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Mirror Mode and New Title Screen:
For a new title screen and access to Mirror Mode you must win a gold
cup in all 150cc events. Good luck!
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Prevent Skidding:
If you skid or blow up, rapidly tap the GAS button until you recover
(usually 3 to 5 times.) If you see a music sign then you did the trick
right.
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Quick Lap On Frappe Snowland:
When you start, do a U-turn and drive backwards. (Don't worry about
Liukitu's REVERSE sign) Keep driving until you get to the end of a
bridge. At the end, jump right off the bridge and on to the snow. Keep
driving, and Likitu will pick you up and place you completely on the
bridge. (If you are placed back on the snow, then it didn't work.) If
you executed this correctly, you will have advanced the entire lap.
Repeat this trick (after crossing the finish line) and you should be
able to finish the track in 45 seconds or less!
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Shortcuts:
1.Bowser's Castle: You can gain a little speed by jumping over the
stairs.
2.Koopa Troopa Beach: Many people believe this is only accessible with
a mushroom power-up, but this is false. Gamers can make the jump off
the ramp without a power-up. Just aim straight into the cave, use
jump (the right shoulder button) make sure not to hit the walls, and
jump right out from under the waterfall.
Just before you get to the first rock arch, instead of going under the
arch go to the right of arch. After making the turn, head slightly to
the right and the water parts giving you land to ride on cutting off
some of the route. Be careful as you finish this part; there are a lot
of crabs to slip on.
3.Toad's Turnpike: At the beginning by the first crossover, start a
mini turbo slide before you reach the place where the roads cross,
then jump the rail to the right. Lakitu will pick you up. Hold A + B
one second before he puts you down. When you hit the ground,
immediately go right and jump the rail again. This time you will go
through the ground. You may land on the road or you may land in the
water. Or sometimes you don't make it. If you land in the water you
will be put on the road where the short cut comes out.
This trick is extremely difficult but you'll skip about half the track
if done correctly.
4.Wario Stadium: This is one of the longest tracks in the game, but it
has a super shortcut that can cut tons of time off your lap. It's
possible to jump over the wall to the left of the Starting Line
using any one of the four small jumps there. Although you can make
it over the wall without the assistance of any speed boosting item,
a Mushroom or Mini-Turbo assist is helpful. Approach the wall at
high speed so that you are driving directly at it as you reach the
peak of the small hill. Jump just before you hit the wall and
you'll sail over. The timing takes some practice but once you master
it, it's not too difficult. It is also possible to jump back over
the wall on the other side of the Starting Line, but the return jump
is much more difficult and takes precise jump timing and aim.
5.Hydro Pond -- After driving through about half the course, your
driver will enter the ghost house. Upon entering, take a right, but
not as sharp as normal, and you'll pass by a wall on your left.
Instead of aiming toward the bats, you'll aim slightly left and pass
on the left side of the wooden pole. This might look like suicide,
but jump over the edge of the star-shaped pool and you'll pass up
that first-place player.
6.Rainbow Road -- At the beginning of the race press the gas just
before the third light beeps to get a turbo then just as you crest
the steep part of the first hill turn to the left and hit jump you
fly off the road and if you get the angle right you will land about
1/3 of the around the track! This can also be done with mushrooms on
the following laps. A lap time 1'27"00 is easily possible!
7.Yoshi's Valley -- This course is a tangle, as shown in the
introductory map, but here are a few short cuts that will enable you
to beat just about anybody. Follow the course until you hit the
mazey part. Immediately go left and stay left. The first part of the
short-cut is to stay left and on the narrow part of the course.
After managing to do that, you'll hit a little checkered ledge, and
you'll see a big red and white sign on the left pointing right. This
is the hard part. Accelerate as fast as possible and stay to the far
right. As soon as the rail on the left side ends pull a hard left
powerslide off the road. You'll continue the powerslide onto the
upcoming road after you land, and if you do it right, you'll have
shaved off at least 10 seconds or lead the pack. Of course, this one
takes a lot of practice, but once mastered, it can't be beat.
8.DK Jungle Park -- You can advance the lap counter a lap without
going around the track in DK Jungle Parkway. Try to jump into the
wall to the left of the exit from the tunnel just before the
Starting Line. Your angle of approach is important. If you angle too
far to the left, you will fall back into the tunnel. If you angle
too far to the right, the trick won't work. You want to fall into
the "dark space" behind the wall. Lakitu will pick you up. If he
puts you back on the track, inside the tunnel, the trick worked.
When you go across the finish line from there, the lap counter will
advance one lap. If Lakitu puts you back on the track outside of the
tunnel, the trick didn't work. The best way to use this trick is to
turn around and go into the tunnel right from the start. If you pull
it off, you can get a 20-30 second lap on this course.
More tips: Near the beginning of the race is a self-propelling ramp
which sends your racer across a giant river. This one is quite
simple. Instead of jumping straight off it, aim to the far left and
you'll be ahead of the crowd by a few seconds. It works.
Second, this course is full of sharp turns. Use the mushroom
power-ups as you pass across the jungle terrain and though you'll be
hit by coconuts, you'll still end up farther ahead than if you
didn't.
Third, there is one cave on this course that disrupts many players
because of its weird angles and hard-to-follow path. But look at the
ground and there is a light-colored path, which makes it far easier
to follow.
Fourth, upon entering the cave, accelerate to the maximum and aim
toward the steep slope. If your racer is going fast enough then pull
a hard left powerslide and you'll slide right up the slope, thereby
shaving a few seconds.
9.Mario Raceway -- One of the best, and most difficult to accomplish,
shortcuts in Mario Kart 64 is jumping over the central wall on Mario
Raceway. To take this shortcut, you will need a Mushroom. The point
where you will need to jump to get over the wall is just before the
fourth turn (the hairpin turn around the giant mushroom). After the
third turn, veer slightly to the left, and go slightly up the hill
on the left. Turn sharply back towards the wall and hit your
Mushroom boost just before you leave the road, jumping at the same
time. You'll want to aim just to the right of where the sections of
wall intersect. If you make the jump, you will come down near the
giant green pipe. If you manage to take this shortcut every lap in
Time Trial mode, and do the rest of the course perfectly, you will
be able to complete the track in under one minute. This trick is
extremely difficult to perform.
10.Royal Raceway -- On Royal Raceway, after the first hairpin turn, go
off-road to the left about halfway between the hairpin and the next
turn. Aim for the dark spot on the opposite shore and use a Mushroom
to boost you over the water as you jump. If you make it to the other
side, Lakitu will pick you up and put you back on the course just
before the monster jump over the pond! You can save about 15 seconds
per lap with this shortcut.
To save even more time, use a Super Mushroom just before you hit the
second pair of arrows on the super jump across the pond. Once you
jump, turn as far left as you can (try to land on the flat part of
the mountain.) If you make it, Lukitu will pick you up and put you
right in front of the finish line!
11.Kalimari Desert -- In Mario GP, if you have a Super Star, you can
take a shortcut through the train tunnel and gain a lap on your
first and second lap. To do the shortcut, you will need a Super
Star. From the second crossing, turn left and follow the tracks to
the entrance to the train tunnel. Activate the Super Star just
before you enter the tunnel, and your lap counter will advance by
one around the min-point of the tunnel. This shortcut doesn't save
as much time as you would think, because following the train tracks
will slow you down. Also, because you need a Super Star to pull it
off, it isn't a practical shortcut for Time Trials.
12.Choco Mountain -- Right before the big loop there is a road to the
left. Do a powerslide and you can jump the wall. If done correctly
you can save about 10 seconds. You have to be in 150cc or extra.
Otherwise there is a fence there.
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Throwing Tricks:
To throw a banana forwards, hold Z while holding a banana, then press
the joystick UP and release Z.
To toss a turtle shell behind you, hold Z while holding a banana, then
press the joystick DOWN and release Z.
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Turbo Boost:
Press A as the starting light turns green. If your timing is right
you'll race ahead of the other players.