Mario Kart 64



Full Course Time Trials
Here are the top times
to beat in Time Trials.

Luigi Raceway 01:43.35
Moo Moo Farm 1:18.70
Koopa Troopa Beach 01:30.92
Kalimari Desert 1:53.32
Choco Mountain 01:46.84
Mario Raceway 01:17.57
Toad's Turnpike 1:46.84
Frappe Snowland 01:17.57
Wario Stadium 04:01.24
Royal Raceway 02:36.59
Bowser's Castle 01:50.75
Sherbet Land 02:04.02
Rainbow Road 04:05.88
Yoshi Valley 01:38.44
Donkey Kong's Jungle Parkway 01:58.34
Banshee Boardwalk 01:52.49


These all take a lot of time to beat, so try the easist ones first, and
then move on to the more difficult courses


Banana Trick
When you hit a bannana peel put on your brakes immediately. This will
prevent you from skidding out. After you brake for 1 second release and
give her the gas. This is really helpful in Battle Mode because you will
not LOSE A BALOON.

This trick enables gamers to keep their balloons in all courses, but
it's most helpful in Battle Mode


Drafting Trick
When driving, if you can get directly behind a racer for a short time,
you'll see air come off of both sides of your kart (like when you go off
a ramp), and you'll get a short outburst of speed, not much, but enough
to pass whomever is in front of you.

Yet another trick to increase your speed


Essential Short-cuts
There are many short cuts in Mario Kart 64, most of which are easy to
see and to execute. But even the most obvious ones are easily overseen,
and N64.com has organized them into a short, quick reference guide for
Mario Kart fans to access.
We realize many short cuts have not been listed here, but we believe
these are the real key shavers designed to clip off a few seconds,
putting you ahead of your rivals in any mode.

1. Noku Noku Beach -- The waterfall: 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.

2. Hydro Pond (the ghost house) -- 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.

3. Rainbow Road -- Right at the start of the race there is a large hill
from which each racer makes a slight jump. Oftentimes if you're aiming
too far left or right your racer will fly off the course, which is not a
short-cut. Here's the deal: just as the slope begins to descend, press
jump and you'll fly much higher and farther than ever. This shaves
seconds, and in the second and third laps, your racer should jump right
over the heads of those difficult-to-see Chomps.

4. Yoshi 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.

5. Donkey Jungle Park -- 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.

There are more, but we've listed them separately, so don't forget to
check them out (like Wario Stadium and Rainbow Ride)

This one will definitely take practice, but when the time comes to dust
your friends, this one will take the cake!



Ghost Rider: Luigi

Go to the Luigi Circuit and race the course under 1 minute and 52
seconds (1:51). If you're able to do it you can then race against your
ghost, "a recording of the course's best time." What's even better is
that the ghost is permanently saved into the game.

This trick adds much more challenge to the single-player format



Ghost Rider: Mario Raceway

Like all of the courses, Mario Raceway has a ghost to race against in
Time Trials.
Try to beat this time: 1'30"00 to get the ghost to appear.

After you beat the above times, immediately RETRY and you will see the
message "Now Meet the Course Ghost."

use all of your weapons and tricks to beat the 1 minute, 30 second mark.


Ghost Rider: Royal Raceway
Go to the Royal Raceway and race the course under 2 minutes and 40
seconds (2:40.00). If you're able to do it you can then race against
your ghost, "a recording of the course's best time." What's even better
is that the ghost is permanently saved into the game.

This course is large and full of winding turns, and requires every
single shortcut possible


Hidden Courses
In order to open up the hidden courses -- courses which are mirrored
(you race in the same direction, but the courses are flipped) -- you
must receive the gold cup the 150cc class, not all 48 courses. The
exception of these courses is Toads's Turnpike, in which you race
against the traffic). Once you've done it, the title screen will change.

This title screen appears once you've achieved the gold cup in the 150cc
courses


Big Rainbow ShortCut
Here's a massive, risky shortcut that'll absolutely blow the socks off
anyone who challenges you to a game of Mario Kart 64.
Go to the Rainbow Ride Course, and at the start, before you get air on
the big, long hill, take a wide turn left off the course and into
midair. If you've got the correct angle and speed (which will take some
practice), you'll fly through the air for nearly 10 seconds, and will
land on the same course below with a sizeable bounce. While you're in
mid-air pull your hand off the accleration and hit the brakes because
when you land your speed will cause you to bounce right off the course.

If all goes well, you'll be so far ahead of everyone else the rest of
the race should be a breeze (that is unless the cheating AI kicks
in...).

This takes some practice, but is absolutely the biggest shortcut of any
course


Turbo Start
The Turbo Start trick works somewhat like the starting trick in WaveRace
64. At the very end of the second light -- as it dims -- press the A
button (acceleration). If you time it right, you'll receive a turbo
boost that pushes you far far ahead of the other players. In fact,
Nintendo has programmed it so that you'll bust past the slower players
if you're in the last ranks.


BATTLE MODE TRICKS
I. In the battle mode on the Big Donut, if you go behind one of the
walls and let go of the gas you will start sliding. If you let your
player keep sliding they will fall through the wall and you will lose a
balloon.

II. On double deck in battle mode if you are driving near the wall on
the second floor and you get hit by a shell you may go over a wall into
some drink.

III. On Skyscraper on battle mode If you get a bomb and drop it when you
are falling into a pit it will miraculously float in mid-air! If you
come back to the pit and land on the bomb you will lose a balloon.