Cheat Goat's Nintendo 64 Cheats

------------------------

Mario Kart 64

Mirror Courses 
Win the Gold Cup on the 50cc, 100cc, and 150cc courses. 
Now, restart the game and you can choose Extra to get the 
mirror courses! 


Turbo Start 
Press the gas just before the blue light comes on and you 
will get a turbo to start of the race. 


Jump Start 
Do the turbo start, and then press R right before you hit 
one of the cars. You should blast over all of the cars. 


Change Title Screen 
Beat all of the cups in the 150cc mode and you will have a 
new title screen! 


Drafting 
Race directly behind another racer and you will get just enough 
speed to pass him. 


Banana Trick 
When you run over a banana peel, press the break immediately 
and you won't spin out. In battle mode, you won't lose a baloon 
either. 


Power Slides 
When in a turn hold down R and the opposite direction of the turn 
to do a power slide. After you are in the slide, press towards the 
direction of the turn and then back to continue the slide (Do this 
quickly). The smoke from your slide should change color. After it 
changes color three times, you will get a speed burst almost 
comparible to a turbo. 




Course Ghosts 
Beat each of the following courses in the given times and you will 
be able to race against the course ghosts!
Course Time
Luigi Raceway 1:52.00 
Mario Raceway 1:30.00 
Royal Raceway 2:40.00 



Shortcuts 
Mario Raceway:

Go past the first two turns of the course. Start going up the hill. Just 
before the top, go right toward the wall. Press R to jump as you leave 
the track. Make sure your kart is lined up so that it is parallel to the wall. 

Wario Stadium

You can jump over the wall on the left side of any jump by pressing 
R just before you hit the wall. 

D.K.'s Jungle Parkway

On either your first or second lap, turn around at the starting line and 
enter the cave and head towards the exit (the exit near the finish line, 
not the exit near the wooden bridge). Jump into the wall just to the left 
of the exit. If you do this right, you will fall into a dark area and Lakitu 
will pick you up. If you are dropped in the cave, head to the finish line 
to advance a lap. 

Kalimari Desert

First, get a star. Follow the track until you get to the second train 
crossing. Turn left towards the tunnel. Press Z to activate the star 
just before you enter the tunnel. You will advance to the next lap 
while in the tunnel. As you come to the track, turn left and you will 
be facing the right direction. 

Rainbow Road

At the start of the race, don't use a turbo boost. Steer left so that 
you are facing the wall at a right angle and press R near the third 
yellow tile. If you get lucky you will land on the track below. 

Frappe Snowland

At the start of a race, either back up or turn around and go to the 
middle of the bridge. Aim towards the front right corner of the bridge. 
Go towards the corner and jump just so that you don't hit any of the 
track and only snow. Make sure you cross the finish line and go out 
of bounds, without ever touching the track. If done correctly, you will 
advance a lap. 

Yoshi Valley

Just past the point where all of the different tracks merge into one, 
look to the left at the guardrail. Do a slide so that you are parallel with 
the section of track that is coming into view across the guardrail. If you 
aim it up right, you will end up on the other side of the chasm.

Mario Kart 64
Strategy Guide/General Tips
General Tips

Mario Kart 64's vehicles handle quite differently to those you 
may have spent the last four years playing Super Mario Kart. 
First of all, the tires grip differently. Second, the power-sliding is 
totally re-balanced (see below). Third, the karts' center of gravity 
has been altered. Finally, you're using an analog controller. Forget 
everything you learned in SMK, except the very basics of control. 
You'll learn the new gameplay much faster this way.

The design philosophy of the tracks has changed totally. Mario Kart 
64 builds a complete 3D landscape, and then arranges the course 
around this. What that means for the player is that you have much more 
freedom to experiment with shortcuts and new routes. Try experimenting 
with the speed burst. And be sure to look at the course layout for potential 
"holes" where you can just turbo through the foliage to land up on a section 
farther up. There are many of these!

The ground is no longer flat. An obvious point perhaps, but the various 
undulations, banked turns, and jumps, all affect your ability to accelerate, 
turn, and, most importantly, power-slide to different degrees. This aspect is 
actually surprisingly easy to get to grips with. After a few hours of 
experience, it should simply become second nature.

The karts, although divided in terms of handling capability, are far 
easier to master than in the original SMK. Within a few days, everyone 
ought to be performing Mini Turbo power-slides (with the red "E.E.E...") 
around corners with ease, as opposed to the almost infinite learning curve 
in SMK. Thus, with everyone reaching a similar skill level fairly quickly, the 
gameplay emphasis shifts to learning the course topology, and using the 
items to the maximum effect.

Control isn't as sharp as in the original. If an object suddenly lands ten 
feet ahead of you, there's very little you can do to avoid it. Mario Kart 64 
requires that you read ahead to a much greater degree than before. 
This is slightly harder to get used to.

The opponents! Play 150cc GP mode, and you'll soon find out that computer 
AI running on a 94MHz processor is a lot tougher to beat. This is a 
game that will have everyone screaming in disgust at their screens, as 
Princess Peach overtakes you AGAIN just one second before the finish 
line. How "unfair" you may think the computer's players are. But, if you 
use your items perfectly, power-slide perfectly, and race the track well 
(see appropriate sections), you will beat everyone consistently. The 
difference here is that the other racers always seem to be just five feet 
behind you, no matter how well you play. At least Mario 
Kart GP is never a lonely experience...

As soon as you start playing, hit the Top 'C' button to change 
views. Always play with the zoomed out view. You can see 
farther, you are more aware of opponents who are right behind 
you (especially important for this game), and you will get a far 
superior sensation of speed. Besides, who wants to play with a 
fifth of the screen obscured by a massive blurry racing sprite? 
No thanks.

It's still here, as you'll know from the N64 HQ cheats section. 
We're talking about the speed burst, or "rocket start." But this 
time it's graduated. There's no particular formula for getting it right 
either; it varies from track to track, from player to player, and even 
from player to track! Start accelerating about a second before the 
light goes green, and you'll get a turbo of some sort. The earlier you 
start accelerating (without spinning out) before the light turns green, 
the faster turbo you'll get. If you time it just perfectly (and I mean 
PERFECTLY), you'll achieve a burst which will zoom you up to about 
80 KPH from the beginning.

How to Power-Slide

Power-sliding is a technique pioneered in the original Mario Kart back 
in 1992. Basically, it involves making a small jump just before you start 
the turn, and using your kart's sliding momentum to slingshot around 
corners without losing any speed. To power-slide in Mario Kart 64, you need 
to hold the jump button (right shoulder) from the split-second before 
you start turning, keep it held as you start drifting around the corner, and 
release "jump" as you move back onto a straight. 

The key to successful power-sliding (i.e. not drifting right off the track) is 
continually adjusting left and right whilst in the slide. By tapping left or right, 
you alter the direction you're facing, and the angle you slide at. Luigi 
Raceway is built as a testing ground for power-sliding and is a great 
place to practice the above. Once you find that you can drift corners 
quite consistently, try wiggling the controller quickly left-right during the 
power-slide. This generates greater friction on the tires and changes the 
"smoke" on your kart from white, to yellow, and eventually to red. 
Importantly, if you release the "jump" button (R button) whilst you're 
trailing red smoke, you get a speed boost that lasts about five seconds.

Mini Turbo power-slides (where the "E.E.E..." turns red) are crucial. 
Eventually, you're going to want to Mini Turbo power-slide just about 
every turn in the game. Once you've mastered this technique, you'll 
find the tracks are far more interesting to race, as all have been 
designed with this in mind. A further technique is to use several 
Mini Turbo power-slides on a long turn. For example, on one of the 
long corners on Luigi Raceway, instead of just making one 20 second 
long slide as you soon as you hit red smoke, make a jump-turn and, if 
you land at the same angle, you'll go straight back into another Mini 
Turbo power-slide but with a speed burst. Mastering these multiple 
power-slides are crucial for people who want to get the best time 
trial scores.

There's no single answer to this. In time, everyone develops their 
own preferences, but in this section we can at least outline the 
karts' basic attributes. Bear in mind that it is usually best to learn 
two characters: one for Time Trial and one for Multi-Player/GP 
modes, as both options demand rather different skills as a driver.

Who Is The Best Character To Race With?

The Lightweights

•Toad •Peach •Yoshi 

Major attributes that this group have are rapid acceleration 
and the ability to drive over grass/rough ground without 
slowing too much. However, they both lose a fair amount of 
speed if cornering without a power-slide, and in a collision with a 
heavier kart, they are more likely to be the ones that go flying. Keep 
in mind that although they are in the same racing "class," Peach 
and Toad do NOT handle identically. There are minor differences 
in power-slide angles and acceleration -- just experiment and 
see who you prefer using.

The Middleweights

•Mario •Luigi 

Mario and Luigi have basically middle-of-the-road capabilities. 
Their handling attributes lie in-between those of the heavy and 
light class racers. Personally, I find them to be pretty 
useless overall, but you may think otherwise. Again, just play 
with whichever feels best to you.

The Heavyweights

•Bowser •Donkey Kong •Wario 

Predictably, the heavyweight racers' attributes contrast 
pretty directly with those of the lightweight karts. Slower 
acceleration (but not higher overall speed) and grass/rough 
ground tends to slow them down to a greater extent. However, 
they can take corners without power-sliding -- with just a minor loss 
in speed. The difference in handling between these three is actually 
rather acute. Wario handles much more lightly, in general, than 
either Bowser or Donkey Kong.

So who is the best to race with? Well, although everyone will 
have differing opinions, I personally find that Wario is the best for 
GP/multi-player modes, and Peach is the fastest in time trial. Overall, 
Peach's combination of rapid acceleration, easy handling, and an 
excellent power-slide boost, make her the racer of choice. Wario 
handles in a similar fashion, but with inferior power-slide abilities. 
However, it's his superior weight that tips the balance in his 
favor for the more crowded racing modes.

Using Items To The Maximum Effect

Mario Kart 64 is, as we all know, a racing game with a difference. 
The not-so-standard race genre gameplay is heavily punctuated 
with shell attacks, multiple turbos, invulnerability stars, and even the 
ability to miniaturize everyone else on track so you can run them over! 
What follows is a brief lexicon of what each item's capabilities are, and 
how to use them with most dramatic effect.

Mushroom. This humble item gives you a rocket burst of speed that lasts 
for about three seconds. The best use you can make of this is to cut 
across two stretches of track that are separated by grass/rough ground 
that would normally slow you down. The worst use of this is on straight, 
flat roads. It really doesn't speed you up that much; it just sustains a high 
speed over three seconds of race time.

Triple Mushrooms. Basically the same deal as above, but you get three 
of them to use in succession. Remember to wait until the first mushroom 
has totally worn off before firing up the second. Hitting all three together 
really won't achieve much. Triple Mushrooms are especially useful for 
taking massive shortcuts over rough ground. New to Mario Kart 64.

Super Mushroom. This is also new to Mario Kart 64 and makes an active 
difference in gameplay. The Super Mushroom gives the racer unlimited 
turbos within a period of ten seconds. Again, all the advantages, as outlined 
above, can be applied here but to a much greater extent. Try Mini Turbo 
power-sliding whilst tapping the turbo button -- that shifts you to about the 
fastest maintainable speed in the game.

Super Star. This always was -- and still is -- a brilliant item. Activating this 
star basically puts the "Super" into your kart for a short period of time. 
You handle better, accelerate quicker, drive about 20% faster than 
everyone else, and, best of all, remain invincible for the whole time. You 
can use this just about anywhere effectively, but it works best if you stay 
on the track and just race on as normal. You'll soon find yourself several 
positions higher. NOTE: Whilst invincible, you can take out various objects in 
the game: trees, Thwomps (they explode -- very satisfying!), and even 
Yoshi's gigantic egg.

Thunder Bolt. Some say that this is the best item in the game. For sure, 
it's definitely the most fun to use. Watch your opponents shrink to 
dimensions of the cute and helpless variety before running them over. 
Seeing some little squealing thing weave desperately about in front of you, 
before steam rolling them into the road, is an experience that ranks amongst 
video gaming history's most satisfying. Have no mercy! As this is such a 
powerful object, you might want to save it for the final lap, and then shrink 
everyone and zoom into first place. Racers that are cloaked (ghost) or 
invulnerable (star) are not affected by the Thunder Bolt.

Boos. One of the less obviously useful items that can actually devastating 
if used correctly. The ghost icon renders the kart invisible to other racers 
and invulnerable to all items and attacks. It also gives you whatever is in the 
item box of the player closest to you. This is one of the best items to get if 
you're in first place: just wait until the guy behind you picks up something 
useful (star, lightning, another ghost) and grab it. Mario Kart 64 takes account 
of the various players' race positions and awards offensive or defensive 
items accordingly. The ghost item allows the leading player to swing the 
balance back in their favor.

Fake Item. A wholly new addition to Mario Kart 64. The Fake Item block is 
almost identical to the item select boxes you race through, except that this 
block has an upside-down question mark and will send you flying if you hit it. 
This has the same uses as the Banana, but has the added advantage in that 
less experienced racers usually make a huge effort to crash right into it. 
Obviously, dropping this inconspicuously in a patch of identical legit boxes is a 
good idea. Players soon become naturally suspicious of randomly dropped 
lone select boxes around the course...

Banana. Needs no real introduction. I finds that bananas are especially 
useful as a defense. If someone fires a red shell at you, hold out the banana 
behind, and it'll take the damage instead. The same goes for all "dragable" items 
(fake items, shells, etc.), of course. Also, try shooting your banana out in front 
by holding up on the stick as you fire.

Banana Bunch. Same as above, but you get five-in-one. An additional use 
for this is to just race with all five bananas trailing behind you. If you see 
anyone coming up from behind, it doesn't take much to swing your lethal 
chain of fruits right into them.

Green Shell. Mario Kart 64's most basic offensive item. Green shells 
are rather slow, and once fired, you may find yourselves overtaking 
them again. These are most effective at close range, either directly in front 
or behind your kart. Hold down on the stick as you fire to send them 
straight backwards.

Triple Green Shells. Again, the same functions as above, but you can't fire 
these backwards (a pity). For some reason, firing off all three green shells 
together usually results in them rebounding right back and hitting you... 
Unfired triple green shells circle defensively around you, creating a shield 
from other shells, bananas, players, etc.

Red Shell. The infamous item from the original game is back with a 
vengeance. Red shells seek out the person directly in front of you 
when fired. They cannot be fired backwards, though. Much more intelligent 
than the original, these red shells may traverse the whole track and hit you if 
you get in the way!

Triple Red Shells. Basically the same deal as the Triple Green Shells. 
Although all three can be fired off in rapid succession, it is usually best to 
leave a few seconds in-between each shot. If timed properly, you can 
extend your opponents spin-out with multiple shots. Otherwise, if rapidly 
fired at the opponent, they won't do any more damage.

Spiny Shell. A very cool new addition to Mario Kart 64, the spiny shell is 
unlike the other colored shells, in that it has superb intelligence. When 
you fire the spiny shell, it will "lock-on" to the race leader in two 
seconds, before rocketing off ahead to take him out. The spiny shell 
seems to randomly attack/miss the players it meets on its journey to 
the race leader. (It does not take out everyone that gets in its way, as 
some reports have suggested.) Be sure to fire spiny shells with enough 
clear space ahead for them to get a lock on the race leader.

Course Shortcuts

In the General Tips section, I mentioned how each course in Mario 
Kart 64 is built around an unique 3D "world." This means that the player 
isn't as restricted to the designated course as in other racing games. 
Frequently, the course has no defined edges, allowing you to basically 
drive off and explore the landscape (Royal Raceway, for example, 
where the entire castle from Super Mario 64 is replicated). However, 
this open approach to course design also opens up the shortcut 
potential significantly. In fact, the potential was so great that they had 
to remove the Feather item that was in the pre-production copy of the 
game. A few sample shortcuts are detailed below, but I'm fairly sure 
that there are more.

Koopa Troopa Beach

The most obviously "pre-programmed" of Mario Kart 64's shortcuts and 
quite easy to pull off, too. About halfway into the course, there's a series 
of jumps, followed by a final jump that takes you into a little cave in the 
mountain. Drive through this cave, and you end up on the other side of 
the mountain, cutting out about 10 seconds worth of the course. You 
need to either have a star or use a mushroom to make the jump into the 
cave.

Choco Mountain

Although not strictly a shortcut, I've included this course because of its 
"openness." There are nearly ten locations where you can rapidly tap the 
jump button (R button) to hop up extensive areas of hillside (look for the 
least steep areas). In addition, there's one point which very much looks like a 
massive shortcut, but I haven't managed to get through it yet. If you want to 
try for yourself, it's directly after the overhead bridge (with the two "eye-like" 
holes). On the right side after the bridge, there's a section of much less steep 
hillside, which you can climb a fair way up by "hopping." There's a narrow 
steep section at the top, followed by further less steep hillside after this. This 
potential shortcut occurs at a precise point on the course map where two 
sections of the track cross over. Suspicious placing or just coincidence? Take 
a look for yourself next time you're there...

Mario Raceway

Have a look at the Time Trials section for details on this one. A difficult but 
essential shortcut is necessary if you want to get a world-beating time on 
Mario Raceway.

Wario Stadium

This shortcut literally takes nearly half your lap time off if done correctly. 
As soon as you begin, you'll see a series of short humps on the initial 
starting straight. Position your kart on the absolute TOP RIDGE of the first 
hump, face left (i.e. into the course), and hit turbo. As you rocket straight 
into the wall, start tapping the jump button quickly, and you'll skip right over 
onto the other side, landing on a much later section of the course. Actually, 
this even works without a mushroom, as long as you're perfectly on the 
top of the hump, and at exactly 90 degrees to the wall you're about to jump.

Royal Raceway

This one is VERY tough, but basically takes most of the course out of the 
equation. Start as normal and pass the various early bends until you reach 
the long uphill straight with the huge jump at the end. Just before you hit the 
last set of turbo arrows that will send you over the jump, use an additional 
mushroom and turn hard left as you leave the jump. The millisecond before 
you leave the tarmac, press the R button for a little extra height. If you've 
done all this correctly, you'll sail over that huge stretch of water, and land 
neatly on the bank just before the finishing line. You may hit the side of the 
bank and fall into the water, which is also fine as you're kindly dumped 
back at the end of the lap. NOTE: This is a very tough one to do, but it IS 
possible!

DK's Jungle Parkway

Kind of a silly one, but you might as well know about it. In this course a 
long jump takes you over a stretch of water (and sometimes a Huck 
Finn-style river boat). You actually don't need to go the extra distance to 
take the jump from the bridge -- just turn hard left at the underside of the 
bridge, and hop onto the little island halfway across the river. You'll be 
picked up from there, and put forward to where you'd normally start the 
jump from. You may actually be able to hop a second time from the little 
island, onto the land over the other side, but I certainly haven't managed it 
yet. Either way, you'll need a turbo mushroom to make the jump.

Rainbow Road

In terms of the easiness to usefulness ratio, this shortcut probably wins 
out overall. As soon as you start on this course, you'll be confronted with 
a huge downhill section, driving over which usually enables your kart to 
catch some air. Race full speed down the hill, and just before you begin to 
feel your kart trying to lift off the ground (about two seconds into the slope), 
turn hard left and hit the R button to jump. You'll find yourself floating towards 
another section of track, located about 30 seconds on from where you jumped 
off. To do this shortcut properly, you need to ensure you jump off at the right 
height, and most importantly, hold down the brake as soon as you're 
floating, or the inertia on landing will bounce you right off the 
other side of the track!

Multi-Player Tactics:

Be unbeatable!

In addition to being a huge (and exclusive) selling point for 
Nintendo, three- and four-player Mario Kart is never anything less 
than an intense, hilarious, button-bashing, competitive racing 
experience. As far as long term replayability is concerned, multi-player 
is where this game is at. Of course, here more than anywhere 
else, individuality is the key to interesting racing, so we'll restrict 
our advice to only the most consistently useful tactics.

Without a doubt, the most useful multi-player (and indeed GP) 
tactic is the crafty use of select boxes. The game engine's (in the 
sense of the actual programming code) most pronounced equalizer 
is the allocation of offensive and defensive items according to your 
position in the race order. If you're first, you'll never get an item that 
will allow you to zoom off into an even wider lead. You'll certainly 
never get a Thunder Bolt or Super Star, and you'll get Red Shells 
perhaps 5% of the time (in other words: don't count on it). What you 
will get, however, are lots of single Bananas, Banana Bunches, Fake 
Item boxes, and the odd Green Shell. These are given to you for a 
reason: they can all be used as obstacles for those behind you. 
The other items (mushrooms, ghosts) appear more randomly.

Armed with this information, there's a fair amount you can do to 
manipulate the kind of item you're going to get out of each select 
box. Perhaps the nastiest (but most effective) tactic is to race neck 
and neck with another player; hit the brakes just before the last 
select box on the last lap; grab a star, lightning or red shell; and 
take them out in the last 20 seconds of the race. This works with 
brutal effectiveness, as dropping behind at that stage of the race 
usually makes the game very sympathetic. Your chance of getting a 
fatally offensive item is upwards of 70%.

Mario Kart 64's multi-player mode very much stresses the use of 
items over racing skill. Don't worry if you're way behind in the first 
two laps -- unless there's a ridiculous disparity in skill between 
players -- since the whole race is basically decided in the last lap 
or even the last half lap. This re-emphasizes the significance of 
the tactic described above.

Choose a bigger player (Wario is highly recommended), and 
you'll find that any collision with the smaller racers will usually 
result in them spinning out. Contact between the karts has a lot 
more effect in this game than in SMK.

If you're a good racer, but always get taken out at the last lap by 
those behind you who keep getting major offensive items, then 
this one is for you. Try starting out behind everyone else, and 
keep going through select boxes until you are given a Thunder 
Bolt. Then start to overtake the other racers using your basic 
superior skill towards the beginning of the last lap. The other 
racers shouldn't get too many nasty items to use against you, 
since you'll be behind them initially. The minute you reach first 
place, use your lightning and watch everyone else disappear 
back into the distance...

If you're playing multi-player GP mode (i.e. two friends 
versus six computer opponents), it's important to play 
cooperatively. There's a lot you can do to help each other; 
for example, if one person gets a Thunder Bolt, wait until the 
other gets an invulnerability star or ghost, and let them use it as 
you use your lightning. This way, all the computer players are 
shrunk and you'll both be able to get a big lead. If you're finding 
the 150cc or Mirror tracks a bit difficult, try racing with a 
friend, and let them just sit and irritate the computer drivers 
(like getting them to wait 30 feet behind the finish line with three red shells...).

As I said before, multi-player is really about individual style. 
But pick a decent (heavy) racer, and you can always 
manipulate what kind of items you will get to ensure a first 
place. That is, until everyone else catches onto your little scheme.

Mario Kart 64's vehicles handle quite differently to those you 
may have spent the last four years playing Super Mario Kart. 
First of all, the tires grip differently. Second, the power-sliding 
is totally re-balanced (see below). Third, the karts' center of 
gravity has been altered. Finally, you're using an analog controller. 
Forget everything you learned in SMK, except the very basics of 
control. You'll learn the new gameplay much faster this way.

The design philosophy of the tracks has changed totally. Mario Kart 
64 builds a complete 3D landscape, and then arranges the course 
around this. What that means for the player is that you have much 
more freedom to experiment with shortcuts and new routes. Try 
experimenting with the speed burst. And be sure to look at the 
course layout for potential "holes" where you can just turbo 
through the foliage to land up on a section farther up. There are 
many of these!

The ground is no longer flat. An obvious point perhaps, but the 
various undulations, banked turns, and jumps, all affect your ability 
to accelerate, turn, and, most importantly, power-slide to different 
degrees. This aspect is actually surprisingly easy to get to grips with. 
After a few hours of experience, it should simply become second nature.

The karts, although divided in terms of handling capability, are far easier 
to master than in the original SMK. Within a few days, everyone ought to 
be performing Mini Turbo power-slides (with the red "E.E.E...") around 
corners with ease, as opposed to the almost infinite learning curve in 
SMK. Thus, with everyone reaching a similar skill level fairly quickly, the 
gameplay emphasis shifts to learning the course topology, and using 
the items to the maximum effect.

Control isn't as sharp as in the original. If an object suddenly lands ten 
feet ahead of you, there's very little you can do to avoid it. Mario Kart 64 
requires that you read ahead to a much greater degree than before. 
This is slightly harder to get used to.

The opponents! Play 150cc GP mode, and you'll soon find out that 
computer AI running on a 94MHz processor is a lot tougher to beat. 
This is a game that will have everyone screaming in disgust at their 
screens, as Princess Peach overtakes you AGAIN just one second 
before the finish line. How "unfair" you may think the computer's players 
are. But, if you use your items perfectly, power-slide perfectly, 
and race the track well (see appropriate sections), you will beat 
everyone consistently. The difference here is that the other racers 
always seem to be just five feet behind you, no matter how well 
you play. At least Mario Kart GP is never a 
lonely experience...

As soon as you start playing, hit the Top 'C' button to change views. 
Always play with the zoomed out view. You can see farther, you 
are more aware of opponents who are right behind you (especially 
important for this game), and you will get a far superior sensation 
of speed. Besides, who wants to play with a fifth of the screen 
obscured by a massive blurry racing sprite? No thanks.

It's still here, as you'll know from the N64 HQ cheats section. We're 
talking about the speed burst, or "rocket start." But this time it's 
graduated. There's no particular formula for getting it right either; it 
varies from track to track, from player to player, and even from player 
to track! Start accelerating about a second before the light goes green, 
and you'll get a turbo of some sort. The earlier you start accelerating 
(without spinning out) before the light turns green, the faster turbo you'll 
get. If you time it just perfectly (and I mean PERFECTLY), you'll achieve 
a burst which will zoom you up to about 80 KPH from the beginning.

How to Power-Slide

Power-sliding is a technique pioneered in the original Mario Kart 
back in 1992. Basically, it involves making a small jump just before you 
start the turn, and using your kart's sliding momentum to slingshot 
around corners without losing any speed. To power-slide in Mario Kart 
64, you need to hold the jump button (right shoulder) from the split-second 
before you start turning, keep it held as you start drifting around the corner, 
and release "jump" as you move back onto a straight. 

The key to successful power-sliding (i.e. not drifting right off the track) is 
continually adjusting left and right whilst in the slide. By tapping left or right, 
you alter the direction you're facing, and the angle you slide at. Luigi 
Raceway is built as a testing ground for power-sliding and is a great place 
to practice the above. Once you find that you can drift corners quite 
consistently, try wiggling the controller quickly left-right during the 
power-slide. This generates greater friction on the tires and changes 
the "smoke" on your kart from white, to yellow, and eventually to 
red. Importantly, if you release the "jump" button (R button) whilst 
you're trailing red smoke, you get a speed boost that lasts about 
five seconds.

Mini Turbo power-slides (where the "E.E.E..." turns red) are crucial. 
Eventually, you're going to want to Mini Turbo power-slide just 
about every turn in the game. Once you've mastered this technique, 
you'll find the tracks are far more interesting to race, as all have been 
designed with this in mind. A further technique is to use several Mini 
Turbo power-slides on a long turn. For example, on one of the long 
corners on Luigi Raceway, instead of just making one 20 second long 
slide as you soon as you hit red smoke, make a jump-turn and, if you land 
at the same angle, you'll go straight back into another Mini Turbo 
power-slide but with a speed burst. Mastering these multiple 
power-slides are crucial for people who want to get the best 
time trial scores.

There's no single answer to this. In time, everyone develops their 
own preferences, but in this section we can at least outline the 
karts' basic attributes. Bear in mind that it is usually best to learn two 
characters: one for Time Trial and one for Multi-Player/GP modes, as 
both options demand rather different skills as a driver.

Who Is The Best Character To Race With?

The Lightweights

•Toad •Peach •Yoshi 

Major attributes that this group have are rapid acceleration and 
the ability to drive over grass/rough ground without slowing too 
much. However, they both lose a fair amount of speed if cornering 
without a power-slide, and in a collision with a heavier kart, they are 
more likely to be the ones that go flying. Keep in mind that although 
they are in the same racing "class," Peach and Toad do NOT handle 
identically. There are minor differences in power-slide angles and 
acceleration -- just experiment and see who you prefer using.

The Middleweights

•Mario •Luigi 

Mario and Luigi have basically middle-of-the-road capabilities. Their 
handling attributes lie in-between those of the heavy and light class 
racers. Personally, I find them to be pretty useless overall, but you 
may think otherwise. Again, just play with whichever feels best to you.

The Heavyweights

•Bowser •Donkey Kong •Wario 

Predictably, the heavyweight racers' attributes contrast pretty 
directly with those of the lightweight karts. Slower acceleration 
(but not higher overall speed) and grass/rough ground tends to 
slow them down to a greater extent. However, they can take 
corners without power-sliding -- with just a minor loss in speed. 
The difference in handling between these three is actually rather 
acute. Wario handles much more lightly, in general, than either 
Bowser or Donkey Kong.

So who is the best to race with? Well, although everyone will have 
differing opinions, I personally find that Wario is the best for 
GP/ multi-player modes, and Peach is the fastest in time trial. 
Overall, Peach's combination of rapid acceleration, easy handling, 
and an excellent power-slide boost, make her the racer of choice. 
Wario handles in a similar fashion, but with inferior power-slide 
abilities. However, it's his superior weight that tips the balance in 
his favor for the more crowded racing modes.

Using Items To The Maximum Effect

Mario Kart 64 is, as we all know, a racing game with a difference. 
The not-so-standard race genre gameplay is heavily punctuated 
with shell attacks, multiple turbos, invulnerability stars, and even the 
ability to miniaturize everyone else on track so you can run them 
over! What follows is a brief lexicon of what each item's capabilities 
are, and how to use them with most dramatic effect.

Mushroom. This humble item gives you a rocket burst of speed that 
lasts for about three seconds. The best use you can make of this is 
to cut across two stretches of track that are separated by grass/rough 
ground that would normally slow you down. The worst use of this is on 
straight, flat roads. It really doesn't speed you up that much; it just 
sustains a high speed over three seconds of race time.

Triple Mushrooms. Basically the same deal as above, but you get three 
of them to use in succession. Remember to wait until the first mushroom 
has totally worn off before firing up the second. Hitting all three 
together really won't achieve much. Triple Mushrooms are especially 
useful for taking massive shortcuts over rough ground. New to 
Mario Kart 64.

Super Mushroom. This is also new to Mario Kart 64 and makes an 
active difference in gameplay. The Super Mushroom gives the racer 
unlimited turbos within a period of ten seconds. Again, all the 
advantages, as outlined above, can be applied here but to a much 
greater extent. Try Mini Turbo power-sliding whilst tapping the 
turbo button -- that shifts you to about the fastest maintainable 
speed in the game.

Super Star. This always was -- and still is -- a brilliant item. Activating 
this star basically puts the "Super" into your kart for a short period of 
time. You handle better, accelerate quicker, drive about 20% faster than 
everyone else, and, best of all, remain invincible for the whole time. You 
can use this just about anywhere effectively, but it works best if you stay 
on the track and just race on as normal. You'll soon find yourself several 
positions higher. NOTE: Whilst invincible, you can take out various objects 
in the game: trees, Thwomps (they explode -- very satisfying!), and even 
Yoshi's gigantic egg.

Thunder Bolt. Some say that this is the best item in the game. For sure, 
it's definitely the most fun to use. Watch your opponents shrink to 
dimensions of the cute and helpless variety before running them 
over. Seeing some little squealing thing weave desperately about in 
front of you, before steam rolling them into the road, is an experience 
that ranks amongst video gaming history's most satisfying. 
Have no mercy! As this is such a powerful object, you might
want to save it for the final lap, and then shrink everyone and 
zoom into first place. Racers that are cloaked (ghost) or invulnerable 
(star) are not affected by the Thunder Bolt.

Boos. One of the less obviously useful items that can actually 
devastating if used correctly. The ghost icon renders the kart 
invisible to other racers and invulnerable to all items and attacks. 
It also gives you whatever is in the item box of the player closest 
to you. This is one of the best items to get if you're in first place: 
just wait until the guy behind you picks up something useful (star, 
lightning, another ghost) and grab it. Mario Kart 64 takes account 
of the various players' race positions and awards offensive or 
defensive items accordingly. The ghost item allows the leading 
player to swing the balance back in their favor.

Fake Item. A wholly new addition to Mario Kart 64. The Fake 
Item block is almost identical to the item select boxes you race 
through, except that this block has an upside-down question 
mark and will send you flying if you hit it. This has the same 
uses as the Banana, but has the added advantage in that less 
experienced racers usually make a huge effort to crash right 
into it. Obviously, dropping this inconspicuously in a patch of 
identical legit boxes is a good idea. Players soon become naturally 
suspicious of randomly dropped lone select boxes around the 
course...

Banana. Needs no real introduction. I finds that bananas are 
especially useful as a defense. If someone fires a red shell at you, 
hold out the banana behind, and it'll take the damage instead. The 
same goes for all "dragable" items (fake items, shells, etc.), of course. 
Also, try shooting your banana out in front by holding up on the stick 
as you fire.

Banana Bunch. Same as above, but you get five-in-one. An additional 
use for this is to just race with all five bananas trailing behind you. 
If you see anyone coming up from behind, it doesn't take much to 
swing your lethal chain of fruits right into them.

Green Shell. Mario Kart 64's most basic offensive item. Green 
shells are rather slow, and once fired, you may find yourselves 
overtaking them again. These are most effective at close range, 
either directly in front or behind your kart. Hold down on the stick 
as you fire to send them straight backwards.

Triple Green Shells. Again, the same functions as above, 
but you can't fire these backwards (a pity). For some reason, 
firing off all three green shells together usually results in 
them rebounding right back and hitting you... Unfired triple green 
shells circle defensively around you, creating a shield from 
other shells, bananas, players, etc.

Red Shell. The infamous item from the original game is back 
with a vengeance. Red shells seek out the person directly in 
front of you when fired. They cannot be fired backwards, 
though. Much more intelligent than the original, these red shells 
may traverse the whole track and hit you if you get in the way!

Triple Red Shells. Basically the same deal as the Triple Green 
Shells. Although all three can be fired off in rapid succession, 
it is usually best to leave a few seconds in-between each shot. 
If timed properly, you can extend your opponents spin-out with 
multiple shots. Otherwise, if rapidly fired at the opponent, they 
won't do any more damage.

Spiny Shell. A very cool new addition to Mario Kart 64, the spiny 
shell is unlike the other colored shells, in that it has superb 
intelligence. When you fire the spiny shell, it will "lock-on" to the 
race leader in two seconds, before rocketing off ahead to take 
him out. The spiny shell seems to randomly attack/miss the 
players it meets on its journey to the race leader. (It does not 
take out everyone that gets in its way, as some reports have 
suggested.) Be sure to fire spiny shells with enough clear space 
ahead for them to get a lock on the race leader.

Course Shortcuts

In the General Tips section, I mentioned how each course in 
Mario Kart 64 is built around an unique 3D "world." This 
means that the player isn't as restricted to the designated 
course as in other racing games. Frequently, the course has 
no defined edges, allowing you to basically drive off and 
explore the landscape (Royal Raceway, for example, where 
the entire castle from Super Mario 64 is replicated). However, 
this open approach to course design also opens up the shortcut 
potential significantly. In fact, the potential was so great that 
they had to remove the Feather item that was in the pre-
production copy of the game. A few sample shortcuts are 
detailed below, but I'm fairly sure that there are more.

Koopa Troopa Beach

The most obviously "pre-programmed" of Mario Kart 64's shortcuts 
and quite easy to pull off, too. About halfway into the course, there's 
a series of jumps, followed by a final jump that takes you into a 
little cave in the mountain. Drive through this cave, and you end 
up on the other side of the mountain, cutting out about 10 
seconds worth of the course. You need to either have a star 
or use a mushroom to make the jump into the cave.

Choco Mountain

Although not strictly a shortcut, I've included this course because 
of its "openness." There are nearly ten locations where you can 
rapidly tap the jump button (R button) to hop up extensive areas of 
hillside (look for the least steep areas). In addition, there's one 
point which very much looks like a massive shortcut, but I haven't 
managed to get through it yet. If you want to try for yourself, it's 
directly after the overhead bridge (with the two "eye-like" holes). 
On the right side after the bridge, there's a section of much less 
steep hillside, which you can climb a fair way up by "hopping." 
There's a narrow steep section at the top, followed by further 
less steep hillside after this. This potential shortcut occurs at a 
precise point on the course map where two sections of the track 
cross over. Suspicious placing or just coincidence? Take a look 
for yourself next time you're there...

Mario Raceway

Have a look at the Time Trials section for details on this one. 
A difficult but essential shortcut is necessary if you want to 
get a world-beating time on Mario Raceway.

Wario Stadium

This shortcut literally takes nearly half your lap time off if done 
correctly. As soon as you begin, you'll see a series of short 
humps on the initial starting straight. Position your kart on the 
absolute TOP RIDGE of the first hump, face left (i.e. into the course), 
and hit turbo. As you rocket straight into the wall, start tapping the 
jump button quickly, and you'll skip right over onto the other side, 
landing on a much later section of the course. Actually, this even 
works without a mushroom, as long as you're perfectly on the 
top of the hump, and at exactly 90 degrees to the wall you're 
about to jump.

Royal Raceway

This one is VERY tough, but basically takes most of the course 
out of the equation. Start as normal and pass the various early 
bends until you reach the long uphill straight with the huge 
jump at the end. Just before you hit the last set of turbo arrows 
that will send you over the jump, use an additional mushroom 
and turn hard left as you leave the jump. The millisecond 
before you leave the tarmac, press the R button for a little 
extra height. If you've done all this correctly, you'll sail over 
that huge stretch of water, and land neatly on the bank just 
before the finishing line. You may hit the side of the bank and 
fall into the water, which is also fine as you're kindly dumped 
back at the end of the lap. NOTE: This is a very tough one to do, 
but it IS possible!

DK's Jungle Parkway

Kind of a silly one, but you might as well know about it. In this 
course a long jump takes you over a stretch of water (and 
sometimes a Huck Finn-style river boat). You actually don't 
need to go the extra distance to take the jump from the bridge -- 
just turn hard left at the underside of the bridge, and hop onto the 
little island halfway across the river. You'll be picked up from 
there, and put forward to where you'd normally start the jump 
from. You may actually be able to hop a second time from the 
little island, onto the land over the other side, but I certainly haven't 
managed it yet. Either way, you'll need a turbo mushroom to make 
the jump.

Rainbow Road

In terms of the easiness to usefulness ratio, this shortcut probably 
wins out overall. As soon as you start on this course, you'll be 
confronted with a huge downhill section, driving over which 
usually enables your kart to catch some air. Race full speed down 
the hill, and just before you begin to feel your kart trying to lift off 
the ground (about two seconds into the slope), turn hard left and 
hit the R button to jump. You'll find yourself floating towards 
another section of track, located about 30 seconds on from 
where you jumped off. To do this shortcut properly, you need to 
ensure you jump off at the right height, and most importantly, hold 
down the brake as soon as you're floating, or the inertia on 
landing will bounce you right off the other side of the track!

Multi-Player Tactics:

Be unbeatable!

In addition to being a huge (and exclusive) selling point for 
Nintendo, three- and four-player Mario Kart is never anything 
less than an intense, hilarious, button-bashing, competitive racing 
experience. As far as long term replayability is concerned, 
multi-player is where this game is at. Of course, here more than 
anywhere else, individuality is the key to interesting racing, so 
we'll restrict our advice to only the most consistently useful tactics.

Without a doubt, the most useful multi-player (and indeed GP) 
tactic is the crafty use of select boxes. The game engine's (in the 
sense of the actual programming code) most pronounced equalizer 
is the allocation of offensive and defensive items according to 
your position in the race order. If you're first, you'll never get an 
item that will allow you to zoom off into an even wider lead. You'll 
certainly never get a Thunder Bolt or Super Star, and you'll get Red 
Shells perhaps 5% of the time (in other words: don't count on it).
What you will get, however, are lots of single Bananas, Banana 
Bunches, Fake Item boxes, and the odd Green Shell. These are 
given to you for a reason: they can all be used as obstacles for 
those behind you. The other items (mushrooms, ghosts) appear 
more randomly.

Armed with this information, there's a fair amount you can do 
to manipulate the kind of item you're going to get out of each select 
box. Perhaps the nastiest (but most effective) tactic is to race 
neck and neck with another player; hit the brakes just before the 
last select box on the last lap; grab a star, lightning or red shell; 
and take them out in the last 20 seconds of the race. This works 
with brutal effectiveness, as dropping behind at that stage of the 
race usually makes the game very sympathetic. Your chance of 
getting a fatally offensive item is upwards of 70%.

Mario Kart 64's multi-player mode very much stresses the use 
of items over racing skill. Don't worry if you're way behind in the 
first two laps -- unless there's a ridiculous disparity in skill 
between players -- since the whole race is basically decided in 
the last lap or even the last half lap. This re-emphasizes the 
significance of the tactic described above.

Choose a bigger player (Wario is highly recommended), and 
you'll find that any collision with the smaller racers will usually 
result in them spinning out. Contact between the karts has a lot 
more effect in this game than in SMK.

If you're a good racer, but always get taken out at the last lap 
by those behind you who keep getting major offensive items, 
then this one is for you. Try starting out behind everyone else, 
and keep going through select boxes until you are given a Thunder 
Bolt. Then start to overtake the other racers using your basic 
superior skill towards the beginning of the last lap. The other racers 
shouldn't get too many nasty items to use against you, since 
you'll be behind them initially. The minute you reach first place, 
use your lightning and watch everyone else disappear back into 
the distance..

If you're playing multi-player GP mode (i.e. two friends versus 
six computer opponents), it's important to play cooperatively. 
There's a lot you can do to help each other; for example, if one 
person gets a Thunder Bolt, wait until the other gets an invulnerability 
star or ghost, and let them use it as you use your lightning. This way, 
all the computer players are shrunk and you'll both be able to get a 
big lead. If you're finding the 150cc or Mirror tracks a bit difficult, try 
racing with a friend, and let them just sit and irritate the computer 
drivers (like getting them to wait 30 feet behind the finish line with 
three red shells...).

As I said before, multi-player is really about individual style. But 
pick a decent (heavy) racer, and you can always manipulate 
what kind of items you will get to ensure a first place. That is, 
until everyone else catches onto your little scheme.

------------------------

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