FAQ - Guide for Mario Kart 64
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Mario Kart 64 FAQ Nintendo 64 Version 1.2 7/16/99 Written By: The Crippler email@example.com ---------- 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. . . D) You can hop up to the top of the walls of the canyon by going first to where the walls start to form. Hop repeatedly and don't stray to far from the edge. E) Because you can drive so far without touching the road in this track, you can get really far away from where you started and get picked up by Lakitu, to be put down far away again. F) You can also drive around the Yoshi snowman, but can't climb it. 7) Choco Mountain A) At the place along the long curve, where the wall on the left turns dark, after the items, where the Mts. on the right are striped, you can climb up them to the top, where you fall in. You can do this all along ‘Caramel Mt.' after the first spot. B) At the ‘falling rocks' sign, if you turn left, you can hop up the Mt. after the part that juts out. You can even see a part of the track that lies ahead. C) At the next ‘falling rocks' sign, there's a tiny spot in the wall which is just unsteep enough to climb. You can go pretty far horizontally before your fingers tire out and you drop, or you can just go up and fall in. D) At the place where the track crosses over itself, after the big yellow signs, you can hop down to the track below. This is not a shortcut. You can get there by climbing the hills on the left of the track with the big humps. You'll have to go horizontally a bit before you're over the track below, but it's possible. E) At the place just after the item boxes, you can climb up on the right to a plateau where you'll spin around and flip over until Lakitu pulls you off. You can even rotate up there if you go up at an angle. F) Right after the tunnel, if you turn around, you'll see the Mario Kart banner that's above the finish line. But if you go up to the finish line, you won't be able to see down there, or even how you could see up to where you are. There's a wall there! G) I've never seen him do it, but my bro says he can get up to the track at the place before Boulder Curve, right after the big bump, with a mushroom. This would be a good shortcut, and you may want to look in to it. 8) Mario Raceway A) The shortcut. If you drive along the road until you come to the last turn before the hairpin with the big mushroom, you can drive up the hill a bit, drive down, use a mushroom as you hit the road, turn a little to the right and jump. This can send you over the wall, into the field on the other side. What a shortcut! B) You can do the Spiny Shell Trick here, just park the guy at the first corner, off to the left. This causes the shells to take a strange, wavy course. C) I haven't done it, but many say they can get eaten by a Pirahna plant. D) You can also use the technique described below. 9) Wario Stadium A) At the first set of humps, you can leap over the wall to left and a part of the track ahead. This is a shortcut. B) After taking the first shortcut, or driving this far, you can jump up the arrow wall at the next turn, and Lakitu will put you down on the other side, farther ahead. This is a shortcut. C) After the item depression, and at the arrow wall, you jump over the arrow wall itself, skipping the big jump entirely. This is a shortcut. D) If you cant get C, after the big jump, drive strait into and over the wall to the finish line. If you take the first three shortcuts every time in Time Trial, your time will be under 2'30"00. Or it should be. E) You can take every one of the aforementioned shortcuts backwards. You can actually jump over almost any wall there is in Wario Stadium. F) At the big jump, you can turn left (or even right) and jump over one of those walls. If you do it right, you'll land almost half a lap backwards. G) At the big jump, after you land you can turn around and jump over the wall and take the big jump again. This has a strange side effect; everything goes dark, except for the sprites. H) The technique described later is also effectual here. 10) Sherbet Land A) You can climb up the wall just before the finish line, but I have only done it with a lighweigtht in 1P mode, tho. B) Same thing, but this one is just after Penguin Cave's exit. You can even land in the cave, if you see a penguin when you hit. C) The Spiny Shell Trick works here if you park the guy on the right of the big blueish rock. D) You can even throw bananas onto the big island if you get a running start, and when Lakitu picks you up, throw them at the island. You'll be higher when he's lifting you so the bananas can make it. E) In Penguin Cave, if you hit a penguin hard enough, or with a starman, he'll spin out!! Well, actually not out, but he'll start spinning! F) The technique which will be described later, can be used to reach the island in the middle! It's hard to stop once you land, tough. 11) Royal Raceway A) The Spiny Shell Trick could work here if you park the guy next to the big ramp leading to the jump, on either the left or right, but all the way on the far side of it. In any case, you can put the guy in the Castle area. B) At the big jump, if you hop and turn right, you can land back on the track far behind. Or you can repeatedly ram the rail on the right as you hit the Dash Zone, so you'll hit the brown part of the ground around there. C) At the big jump, if you hit the railing on the last Dash, you can fall straight down into the water. D) I've heard say that you can turn left on the big jump and land on the track up ahead, but I've never done this. You supposedly use a mushroom somehow, I'm not sure how. E) At the big jump, if you hop and turn slightly right in the middle of the last dash zone, you can land on the right mountainside, and, with well timed hops, reach a little plateau where you can actually drive around a little. You can also get here by driving around the bottom of the mountain and hopping around the steeper part, but this is nearly impossible without a lightweight. F) The trees around the castle are not actually there. G) After the castle bridge, you can climb up the lighter green hills a bit, before crashing back down to the ground. H) If you use a mushroom on the castle's stone walkway, you can launch off and thru the castle wall and into another void. The windows are all floating in place, as are all the other things, except for the walls. I) The technique described later works well on the long, final, dash zone jump. You can even land back on the track a ways backwards. 12) Bowser's Castle A) The technique that's described below can put into use to get back up a step, launch into the lava, jump over the small fire breathing statues, and also the big guy, or land back on the bridge that leads to the spiral. B) After the big spiral, use a mushroom and rocket back into the spiral. You can land back on it if you go to the left, or just land in lava on the right. Lakitu will place you on the spiral if you miss. You actually can land back on the spiral on the right if you turn just right before jumping off the edge of the . . . um, castle part. C) You might be able to do the Spiny Shell Trick by placing him behind the big Bowser statue that breathes fire. 13) D.K.'s Jungle Parkway A) A semi-shortcut is at the 4th turn after the pit. When you come from the items, you can drive around the jungle plant wall, to a ledge that leads to the bridge. You don't need a mushroom, although it makes it easier. You need to drive towards the water, but turn so you have turning momentum to fly around the plant wall. You actually leave the ground, only to land back on the grass on the other side. It's tough and might not be worth it, as you have to fall a long way to make it down either onto the bridge (which is impossible without a mushroom) or into the water, where Lakitu will pick you up and deposit you on the bridge. I have yet to try it in GP, so you can experiment with it. B) In the tunnel, you can slide or hop up the wall, cutting off precious seconds. I find it's easiest to try and aim for an item box while sliding up. C) There's a wall that doesn't exist at the 4th item group. Turn left, and drive up to the place where the wall sticks out. Now drive behind it, from Lakitu's point of view, and drive backwards into it and you'll go right through! But just try it the other way! D) In the pit area, if you turn around, you can rocket backwards with a mushroom and fall through the water, island, and everything, into a green void. I'm not sure exactly how to do this, except that you need a mushroom, and to rocket into the water on the side of the island. It seems kinda erratic, though. E) If you drive up into the grass right before the big turn that leads to the dash zone, you can leap up onto the turn, actually going over the railing. It's tough, but gets you ahead of anyone else, if only briefly. F) At the dash zone, if you turn left a bit, you can land pretty far up ahead the track. But you should only try to reach the items; otherwise you'll fall in to the drink. There's a tree that you can aim for, so there is a reference point. G) At the 4th turn, if you don't take the semi-shortcut, you should power slide early, so as to cut the grass. It doesn't seem like much, but it's actually a great shortcut. Much bigger than you expect, especially against the computer. 14) Yoshi Valley A) You can go backwards, even though it seems like there's no way to. There are actually 2 ways, but one requires you to use the technique mentioned frequently above. The easier one only requires a mushroom, and a jump. That's it, you don't even need a running start. You just have to position yourself right behind the last fence on the right after the big mountain, and aim for the bridge landing. You just hit mushroom and then jump and voila! You're back on the track. If you miss, though, you'll have to get another one and try again. B) After you land from A, there's a little nook or cranny on the left, unless you're going the right way, in which case it's on the right. Anyway, it's around the items which are before the bridge. You can hop up there, and if you time it right, can hop up onto the track above. It's a shortcut, of sorts, if you discount the time it takes to get up there. C) If you get blown up while on the egg plateau, and hit the egg, you'll get squashed in mid-air. This is amusing, unless you're trying to race. It takes a long time to get back down. D) Around the starting line, if you get a mushroom and jump to the left, you can fly over the railing and into the side of a mountain. E) You can climb the side of the shorter mountain at the highest point of the curve. Once up there, though you have a good view of the track, you'll be picked up by Lakitu. You can also climb the side of the other mountain horizontally and around to . . . places. G) I don't know if you can use the Spiny Shell trick here, but you might be able to move the guy far enough away from the track to get it to work at the grassy place. H) The technique which you are getting so desperate to know about also works here, almost anywhere. 19) Banshee Boardwalk A) You can drive behind the bat box. B) You may have noticed that red and spiny shells fly around in weird patterns in front of the ghost house. And if you haven't, I think this is a way to get them to do it. Get a shell of said color, and put it out behind you. Jump into the water. When Lakitu is picking you up, fire it. If it ‘locks on' before it hits the water, it will fly back up to the track. When it reaches the front of the house, it will begin to circle the track in front. Eventually, it will enter the house, and go on it's merry way. C) The lamp posts will kill your shells. But only if they're circling you, and you drive into the water, brushing the post with your shells. They'll just up and down, into the water. D) In the ghost house, you can jump the corner of the star shaped hole in the floor. Do this at the left of the post, and don't try to jump too much, or you'll fall in. E) The Spiny Shell Trick works here, if you park the guy on the left side of the star shaped hole in the house. You'll have to make him go backwards a bit, though. 20) Rainbow Road A) At the first, big, huge, downhill slope, if you jump to the left, you can land on the track below. But be careful, as it's very hard to do. And you can't do it with a 50cc kart. B) The soon to be explained technique can be used to launch over huge sections of track at the top of the big hill. Or anywhere where the track crosses over another part of track. C) Just jumping straight down the hill is faster than just driving. D) I have no idea of what use the big rainbow ring is. It seems to move to get you through the center. It doesn't make you go faster, or slower, or anything. It's weird. 21) Big Donut A) You may be able to blow up, fly forward, and fall into the big blocks, but I haven't done it. 22) Block Fort A) Get a turbo boost and push the guy ahead of you into the wall, being careful not to spin him out. Keep going till he's in the wall and you can let go of the gas without the stars stopping. Now move the guy who's getting bumped with the gas. Pop! Into the water he goes! 23) Double Deck A) If you get blown up in just the right direction, you can fall into the water, missing the track completely. It's hard, but possible. 24) Skyscraper A) The Skyscraper is actually floating. Take a trip down a hole with some shells and fire them at the bottom. You'll see what I mean. Actually, there's a weird wall that kills all shells that touch it, but it's black and therefore invisible. And you can't reach it because it's underneath the regular concrete. B) You can drive through the walls that are at the top by going from the side. You know, the walls that have green stripes and are at your sides when you start? Those ones can be penetrated by getting a running start and jumping from the fencing. This is a quick escape, if you wanted to know what use it is. C) You can also drive straight over the holes if you've got enough speed. But not the edge ones. 25) Jump Techniques Throughout this list, I've mentioned climbing and jumping. You can make a little hop by hitting the R button. This hop an be used to do many things, among them, climb and jump walls. A) Climbing Technique Just go up to a wall that looks good, hold the gas, and start hitting jump. You should begin to climb. Unless either the wall is unclimbable, or you have heavyweight and he's too heavy for that wall. But most walls that can be climbed can be climbed by anyone. In certain places, you'll need to time your jumps to climb higher, but mostly it's just "hit the buttons ‘til your fingers scream". B) Jump Technique This works best in Wario Stadium, but you might find other places to use it. Right when you hit a wall, jump. This should send you up and over. You have to hit, bounce, and use your momentum to keep going over the wall. This is easiest for Bowser, as he gains a lot of momentum. The lightweights often need to bounce on the wall once, to get their speed down, because if they don't, they'll go head over heels and land on the ground again, without getting over. Practice, and you should be able to get it right, every time. 26) The Spiny Shell Trick This trick will let the spinies circuit the track, not blowing up, or anything. You need to park the guy in first so far off the track, or in such a strange place, that the shells don't know where he is and continue going around the track. You can do this almost anywhere where you can drive off the track, such as Mario Raceway, but not like Rainbow Road. Sometimes the spinies will go around in strange, crooked paths along the course, like in Banshee Boardwalk. =========================== 8. Thanks =========================== ItsaMePete (http://www.gamefaqs.com/console/n64/faq/mario_kart_64_glitch.txt, ItsaMePete@aol.com) For the glitches. Cheat Code Central http://www.cheatcc.com For some of the hints / tips. William Sigler Jr. (firstname.lastname@example.org, http://www.gamefaqs.com/console/n64/faq/mario_kart_64_c.txt) For one shortcut and the GameShark Stuff. =========================== 9. Copyright Info =========================== Mario Kart was made for Nintendo and by Nintendo, I have no association with them. I gave credit where credit is due for some sections in the FAQ. Please read section 8 (Thanks / Credits) for more on that. You may not use this on your site without my permission, nor re-produce it, sell it, or alter it in anyway. The latest version of this FAQ can always be found at: http://www.gamefaqs.com