Hints
Quick start
Press [A] to accelerate at the instant between
the dimming of the second light and the flashing of the blue light
at the start of the race. Performed correctly, your kart will
rapidly accelerate ahead of the other racers. Note that accelerating
too soon will result in a spin out.
Hold [A] for the first two lights at the start of the race.
Release the button when the second light dims. Press [A]
at the start of the third light as if you were getting the boost
start. This should make you spin out while getting a boost start.
When lined up for a race, repeatedly tap [A] until it "Go"
appears. You will start at full speed immediately.
Quick restart
After falling off a course, watch as Lukita places
your kart back on the track. Press [A] when your kart is
two or three tire widths from the track to immediately resume
the race.
When something hits you, press [A]x3 times, but hold the
button on the third time. If done correctly, your Kart will quickly
boost up to its maximum speed.
Item select
This trick is very useful in battle mode, versus mode,
and grand prix. While controlling your character, drive into an
item box and immediately pause the game as soon as the items start
to change in the box. The roulette action of the items will stop.
Resume the game and immediately press [Z] or [C-Down].
The box will usually stop on the item after the item that was
displayed on the pause screen. Keep spinning or, if you are lucky,
land on the item that was on the pause screen. Just take some
time to study the order in which the items appear to select the
desired item.
Better items
Whenever you are in sixth, seventh, or eighth place,
you will get better items.
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.
Turn into a Bob-omb
In battle mode with three or four players when you
lose all three balloons you will become a Bob-omb. You can drive
and crash into someone to self-destruct. You can only do this
once per game.
Drafting
Align your kart behind the 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.
Mini-turbo slide
Hold [R] to slide around a corner, and press the
Analog-stick to steer in the direction of the turn, then
to the opposite direction. The smoke from your kart will change
from white to yellow if done correctly. 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. The speed of your kart should increase for
a few seconds.
Doughnuts
Start any course in any mode with any character. After
starting the race, slow down to a complete stop, then hold [A]
+ [B]. Your tires will start spinning. Then turn left or
right and your Kart will do doughnuts.
Easy hits in battle mode
While playing at Block Fort in battle mode, shoot any
green shells so they all bounce around on the bottom floor. If
a player falls down there, they will more than likely be hit by
them.
Learn where your opponent's starting point is located on the Skyscraper
level. This should be easy since it is marked with a number. Go
to that location and place a banana right at the point where they
will appear. When your opponent slips off one of the many falls
in this level, they will be set back down right on top of the
banana, causing them to immediately lose a balloon.
Begin with a heavyweight character (Donkey Kong, Wario, Bowser).
Immediately at the beginning, get a booster start and when you
hit your opponent, jump. They will spin out the first time. Keep
on jumping and do not stop. They will lose all their balloons.
Protect yourself
You can protect yourself from getting hit by shells,
or you can get back at other racers with this trick. Make sure
you have a single or multiple bananas, or a single shell. Hold
[Z] instead of simply pressing the button. The power-up will
now be in back of your racer. If another racer shoots a shell
at you, the banana/shell will block it. You can also hold the
power-up until a racer gets in back of your vehicle.
Hopping
Hopping is faster than driving, even on hills. Press
[R] to do this during a race. This also can be used to avoid
banana peels.
Driving off-road
You do not need to follow the track if you have a Starman
or Mushroom power-up. Simply drive on the hills until they wear
out.
Power sliding
Do not power slide in tight corners. Just drive and
turn to get by them.
Swerving in circles
Start as any character on any course. Start your race
and slow down to a complete stop. Hold [A] + [B], then
press [Analog-stick Left] or [Analog-stick Right]. You
will start going around in a two foot diameter, creating a "donut".
Parked fourth place finisher
During the trophy ceremony, when the third place finisher
drives up from the left, look to the very right of the screen
in the distance. The racer who finished fourth is parked on the
road. Look carefully to see them. Peach and Mario are the easiest
racers to view.
Spiked Shells
Spiked Shells are dangerous, even for the thrower.
You may want to consider holding, instead of using them.
If you are in first place and get a Spiked Shell, do not use it.
It will just return and hit you. You can get a Spiked Shell in
eighth place without getting them in the secret places.
When you receive a Spiked Shell, do not throw it. Instead, hold
it behind your back to use it as much as you want. Its also very
helpful if you are in first place and are about to be passed.
While racing in Grand Prix on any other mode, play through until
you get the Red Shell or Triple Red Shell as your weapon. The
best way to use them is to ram your opponent or be within close
range so your shot will connect (especially on curves). If you
race in the Frappe Snowland circuit, you can fire a Red Shell
at close range and it will seek over the area and attack. A good
way to fire a Red Shell is on the Rainbow Road circuit. When going
down a slope such as the roller coaster drop at the beginning
and you have a Red Shell as your weapon, jump at the beginning
of the drop and fire it. If someone is ahead of you on the ground,
the Red Shell will drop directly on top of them like a cruise
missile. To use a Red Shell right in battle mode, play in the
Double Deck or Block Fort arenas. In Double Deck, wait until your
opponent falls off the top story onto the platform. Make sure
you have a Red Shell as your weapon and your opponent does not
have or carry a Star or Ghost in reserve. When they fall off,
fire off the Shell. It will hit even if they are still on the
platform or the area right below it. In the Block Fort arena,
get on one of the top bridges and wait with a Red Shell as your
weapon. When someone passes under you or comes your way, make
sure they do not use or have a Star or Ghost, then fire. Your
shot will usually connect if you fire the Shell down the corridor.
Spiked Shell locations
There following two places have hidden item boxes that
will always give you Spiked Shells if you wait until its done
going through items. You can find them in the Mushroom Cup on
Luigi's Raceway and Koopa Troopa Beach.
In Luigi's Raceway, get to the item box hanging on the hot-air
balloon that hovers up and down a short distance after the starting
line. To reach it, you must either have perfect timing when racing
on the course or you can wait on the shadow location on the track
until it drops on you.
On Koopa Troopa Beach, race through most of the course until you
see a long, narrow ramp around a corner. Note: You must have a
Mushroom power-up for this to work. Drive up the ramp at top speed
and steer slightly to the right. Use a Mushroom near the top to
fly in midair over the giant turtle rock and hit the item box.
Wait for it to stop to get a Spiked Shell.
Shoot shell behind your kart
Get a single red or green shell. Hold [Z], press
[Analog-stick Down], then release [Z]. If done correctly,
the shell should shoot straight behind your kart.
Throw banana peel forward
Press [Analog-stick Up] while throwing a banana
peel during a race.
Hop into first place
Use the "Turbo start" trick, then hop on
one of other karts at the start of a race. If done correctly,
your kart will hop into first place.
Easy balloon kill in battle mode
When the first light starts to illuminate, hold [Up]
+ [A] (accelerate). If done correctly, when you start there
will be a huge fire behind you. Charge at any of the other players
and this will destroy one balloon.
Easier descent in Rainbow Track
For a better start to each lap in the Rainbow Track
of the Special Cup, press [R] to jump slightly past the beginning
of the downward hill. This way you will not slow down, will hit
the ground running.
Get gold cups quickly
The following trick can be used to get gold cups without
having to retry all the tracks because of a third or fourth place
finish. On the last lap, when you are close to the end and are
in fourth place but need a first place finish, use the brakes
or slow down until your kart is in fifth place before completing
the race. Then, select "Retry" and repeat the race until
getting a first or second place finish. Also, keep track of your
and your opponent's points to learn what place finish is needed
to win. For example, if you have 24 points and the second place
player has 21 points, you need at least a second place finish
to win because ties will go to the player.
CPU players
CPU-controlled players cannot shoot purple spiked turtle
shells, but can shoot green and red ones. CPU-controlled players
cannot use ghost.
Bowser's Castle: Blue monster blocks
If you are playing a Grand Prix in Bowser's Castle,
the blue monster blocks only follow a human player, and not the
CPU players.
Choco Mountain: Shortcut
Race the track as Toad and get a mushroom (booster).
When you go past the tunnel and you will be on a cliff. Before
you are on that cliff, you can see another cliff directly above
your head. Use Toad and the mushroom to get up the cliff. Note:
This only works sometimes.
DK's Jungle Parkway: Shortcuts
At the first gated "U'' turn on the track, try
to gain a little speed. Then on the power ramp, stick right (or
left if racing on the "reverse" track). Finally, right
off the jump, turn away from the landing zone area and a little
bit less of half the short straightaway. You will save a few seconds
with this shortcut.
At the cave exit, turn left into the wall. If you done correctly,
one of three things will happen: You will not move fast enough
and get placed back at the cave exit; you will move too far to
the right and get placed by the river; or you will move enough
to the left and land in the "green" water next to the
entrance of the cave. You will hear the "lap counter"
sound and be placed in the cave if done correctly. Note: If you
are very skilled, Lakitu will not have to pick you up.
Donkey Kong Raceway: Shortcut
Before the end of the lap you should be driving over
a bridge into a cave. While in the cave you should see three item
boxes in a row. Turn your Kart until you drive through all three
of them, then hold [Left] (or [Right] for mirrored courses).
If done correctly, you should drive right up the hill and cut
about five to seven seconds off your time.
Frappe Snowland: Shortcut
Begin any type of race (versus, time trials) and go
to Frappe Snowland. When you start, do not go across the finish
line. Just turn around and stop when you are about in the middle
of the bridge. Then turn so that you are facing the start line.
Turn towards the corner of the bridge in front of you, to your
right. Head towards that corner and when you get to the edge of
the bridge hop from the bridge to the snow bank. Do not touch
the track. Once on the snow bank, drive past the start/finish
line and turn out of bounds. You will be will picked up and placed
on the edge of the bridge, right in front of the starting line.
Simply drive across the line to finish a lap without actually
running the entire track. You can repeat this to finish the entire
race in under a minute.
On Frappe Snowland, just before the jump, angle left slightly,
and land on the snow. Do not land too far off to the left or Lakitu
will pick you up and you will miss the shortcut. Drive over the
mountain shaped snow, and land on the snow over it as close to
the course road without touching it. Drive a short distance and
will see a mini-mountain of snow to your left (it has an acute
angle at the top). Drive towards the peak, and be careful not
to go too far to the right. It is safer to drive left directly
beside the peak. Drive over the peak, and keep going forward.
Lakitu will eventually pick you up. If done correctly, Lakitu
will hold you above the jump, often very high up, then drop you
off at the start. Turn around and drive past the start/finish
line to finish a lap.
Frappe Snowland: Avoid snowmen
Go to the right of the Mario ice statue to avoid evil
snowmen.
Kalamari Desert: Nintendo 64 logo
When the race starts, drive to the train tracks. Turn
yourself in a diagonal position to face the tunnel and wait for
the locomotive to appear. Look closely at it to find the numbers
"64" on the tip of the front car.
Kalamari Desert: Shortcuts
Instead of going straight over the tracks at the first
train stop, take a right onto the train tracks. When the next
stop appears, take a right off the train tracks. This should cut
a second or two off your time.
Begin a race in any mode except for time trial with any racer.
Find a Star in an item box and drive to the second set of railroad
tracks after the start line. When you get to those tracks turn,
left on to the tracks (or right in mirrored courses) and avoid
any trains that are approaching. When you reach the entrance to
the tunnel use the Star. The cloud boy should show up and reveal
that you are on the next lap. When you come out of the tunnel,
you will be at the train track crossing where you turned on to.
Take a left and continue the race. Note: This trick can only be
done on the first or second lap. If done on the third lap it will
just put you back on the third lap.
Note: This trick requires a star. Continue racing until the second
railroad crossing. Turn down the left route (right on extra mode),
and get to the tunnel. Do not use the star yet, and keep to the
sides to avoid trains. When you get to the tunnel, use your star
immediately before you enter it. If done correctly, you should
complete the lap in the tunnel. Turn right at the railroad crossing
(left on extra mode) and rejoin the race in first or second place.
Note: Do not attempt this on the final lap or you will jump from
whatever position you are in to eighth place and still have the
lap to complete.
Koopa Troopa Beach: Shortcuts
There is a shortcut on this track that takes you about
half way across the board. When you start the race, stay to the
right of the big turtle rock (to the left on mirrored courses).
Drive to the left of the first jump and to the next three (right
on mirrored courses). It is best to avoid all the jumps in the
race since they slow you down and will be longer to drive. In
front of the three jumps is a narrow jump. Ride this to the hole
in the wall. You will need a mushroom to make it all the way to
the hole in the cliff. Drive through the tunnel and, at the end,
turn towards the trees to get to the finish line. Another option
is to drive around the arc that is in front of the first jump.
Just stay to the right of the jump and around the arc -- there
is a narrow strip of land in the water. It will cut a second or
two off your time. It works better with a turbo because you are
on wet sand.
This trick allows you to make it into the cave without using the
ramp. Pass the set of the set of three ramps until you reach the
smaller ramp that guides you into the cave. Go along the left
side of the ramp. Make sure your heading directly for the left
side of the opening of the cave. Immediately after you hit the
wall, jump and you should land in the tunnel. Another way of doing
this is to go further left of the opening of the cave and jump
up the giant boulder while gradually going left. Once you have
reached the top of the opening of the tunnel, fall to land in
the tunnel. These tricks are useful when you do not have a mushroom
for the ramp.
When you start the race, do a boost. When you get to the part
near the entrance of the three jumps, turn right (left for mirrored
courses). You will see a narrow path with crabs. Go through the
water slightly. This will help on the last lap if you are in second,
third, or even fourth place.
After the first ramp, turn right until you turn around the big
rock. You should see a big stretch of land surrounded by water.
If done correctly, not hitting any crabs etc., you can go from
fifth to first place.
Start off and head to the three ramps that are close to each other.
When you are near, go over to the right. You will find a straight
path. You will save about five seconds by not going around where
the three ramps are located. This may also bring you into a lower
place so you have an easier chance of being in first.
When you get to the part where there is an archway, before the
four ramps and the mountain shortcut, go round the outside of
the arch. There is only one place you can do this. There should
be a road of sand that keeps getting covered with water. Drive
along it. You will know where it is because there are crabs lining
it. You will then join the course with a few seconds saved. Note:
It will sometimes state that you are in 8th place for a moment
when you do the second shortcut. Ignore that message.
This shortcut requires a super mushroom or three normal mushrooms.
Immediately before the "S" bend to the start/finish
straight, go directly on through the water. Use your super mushroom
constantly, or the three mushrooms at regular intervals.
At the first ramp, take a right around the mountain. The water
will go away for a moment. Then, go along that path. You will
move up about four positions. This is very useful on the second
and third laps.
Koopa Troopa Beach: Faster driving
When you are racing in this circuit, it is best to
drive your car where the sand ends and the water beings. The water
is shallow and always is drifting in and out. This will give you
better speed, as well as will allow you to steer much better.
Koopa Troopa Beach: Always get a
spiked shell
Go up the giant ramp near the end. You will always
get a spiked shell.
Luigi's Raceway: Shortcut
At the start of the level in any mode except time trials,
to the left( or right if extra) is the tunnel halfway through
the level. If you launch a Green Shell and hit it ,you should
fly over the side and into the tunnel. This shortcut is most easily
done on the second lap when you have speed. You can also do it
if you are lucky enough for a person to hit you with a shell while
you are driving over there.
Mario Raceway: Faster time
To get a better record in the time trials, use a mushroom
once on a lap across the sand that is diagonal to the tunnel at
the end.
Mario Raceway: Shortcuts
Go partially through the level in any mode except time
trials. After you have done a couple of turns, you will go straight.
Immediately before you turn, you can use a Golden Mushroom and
hop over the side. This shortcut is difficult, and requires practice
to master.
On Mario Raceway, there is a shortcut which you can use to complete
a lap in about 29 seconds. To do it, you need a mushroom. Do the
first three turns and there should be a steep hill to one side.
Where there is a slight bend in the track, drive up the hill as
far as you can go and turn around. Start accelerating and use
the mushroom. When you get to the course, wait until you are the
opposite edge to where you just came on, then jump off the course.
Because it is sloped it will act like a ramp and you should go
over the top of the wall and land near the pipe "tunnel".
Continue with your lap and repeat this as many times as needed.
Note: You must master it before doing it in races. You may find
yourself not going high enough or landing inside the wall, where
Lakitu will put you back where you started.
Rainbow Road: Shortcuts
Get up to top speed at the beginning of the track,
. Near the front, you will get to the top of a very steep hill.
Stay all the way to the left and just when you get to the peak,
quickly turn left and press [R] to jump. It is extremely
difficult to accomplish, but If done correctly, you will land
back on the track, half way through. This will bring you half
a lap ahead of the other racers.
Note: Try this in time trial mode first. Get a boost, and at the
beginning of the race go to the right (using boost). As the slope
goes down, sharply turn to the left then jump. Note: You could
bounce off when you land.
Note: This trick takes a lot of practice to master but after awhile
you should be able to do it without a problem. After the race
starts, there is a huge drop. Before the drop, turn left (or right
if it is the Extra GP) and jump at the same time. Turning too
sharply will make you fly over the track, and not turning sharp
enough will make you fall short of the track. If done correctly,
you should land on a further part of the track and save a lot
of time. If you bounce off the track, do not worry. You will be
picked up and placed on the part of the track where you bounced.
Royal Raceway: Shortcuts
There are two sets of speed tracks on a row on the
Royal Raceway. The second one is a long distance jump which you
can make every time. To add a little distance to it, press [R]
to jump just before the edge. For a better recovery landing, without
a slowing bounce, continue to hold [R] until you land. Your
kart will impact hard, but you will be moving forward.
Immediately before you get to Peach's castle on any mode, there
will be the two boosts. Immediately after the second boost, turn
left (right if in extra mode) and hop. Try to get as far as you
can. If you are lucky Lakitu will pick you up and place you just
before the finish line, shaving seconds off your time. This shortcut
is best done with a Star.
A little while through the level after your first couple turns,
you will go straight. If you look ahead, this will be the place
where you land after the two boosters. If you use a Golden Mushroom,
you can jump across and land over there. This shortcut is difficult
to master.
Sherbet Land: Always get spiked turtle
shells
Go near to where the big rock and the set of boxes
are located. Go to the left of the rock (right on extra) to find
a single item box with a spiked shell in it every time.
Toad's Turnpike: Shortcut
At the start of the level in any mode, go a little
bit forward immediately before you get to the place with items.
Press [C-Right] to turn on the map and line up your Kart
where it is directly overhead the track under you. Then, race
toward the side (you should probably have a Mushroom or Star)
and hop when you hit the railing. If done correctly, you should
be halfway through that lap.
Wario Stadium: Shortcut
Note the first bump right after starting a race at
Wario Stadium. When the race starts, turn around and go back a
short distance. Next, accelerate to the left side of the bump.
Press [R] a couple of times when you are at the top of the
bump. If done correctly, you will land on the other side of the
wall, cutting off half or more of the race.
Go fast to the wall and press [R] to jump over it. You will
skip about one-quarter of the track.
On the dip just before the jump (after the six small "whoopies"),
stay to the right. You will reach the location where the road
turns. This is also the place of the wall that you need to jump.
Turn hard to your left once you reach the inside corner of that
particular turn. Do a hop just before you hit the wall. If done
correctly, you will bounce over the wall. This requires a lot
of practice to master, but can save anywhere from 12 to 16 seconds.
You can jump over three walls to skip ahead about a half of a
lap.
Go backwards and jump into the black and you will be in first
place. Note: You must have the required speed.
Use the following shortcut to complete a lap quickly. From the
start, drive to the small dirt hills in front of you. Turn towards
the wall on the left (50cc to 150cc cups) or the right (Extra
cup). Drive to the wall, and just when you just about to hit it,
press [R]. If done correctly, you will jump over that wall
and get far ahead. You now have two choices. You can continue
with the lap normally or you can jump the wall again and attempt
to skip a lap. If you do try to skip a lap, drive over to where
the lap flag is located, and position yourself so you will be
behind the flag when you jump the wall. If done correctly you
will land next to the finish line and can immediately go on the
next lap. Repeat this two more times if desired. If you are an
expert, you can finish the race in less than :25 seconds.
Jump the fourth bump in the beginning of the lap. Do not jump
the first bump as you normally would. While you are there on the
other side, when you drive to the normal path you can see the
other side and the lap. Practice the jump and the cameraman will
pick you up, and if done correctly, you will be on the other side
and complete the lap easily. If done wrong, you will remain on
that side.
At the start of the race, leap over the final bump. If done correctly
you will cut out almost half of the course. Then, you will see
a Wario sign. Jump on the dirt near the pole of the sign. You
will get stuck and appear at the finish line.
Wario Stadium: Slow your opponents
When you jump the big jump over the track, shoot someone
right before they jump. They will have to go around again, leaving
them about one quarter of the track behind. This is very useful
during the second or third lap.
When you are about to go up that big hill, make sure that you
have a Lighting Bolt. Use the Lightning Bolt before they reach
the top of the hill and they will fall and have to do the big
ramp over again.
Yoshi Valley: Shortcuts
Start racing and get to the area where all the routes
combine. Go to the left until you see where the fence ends. After
that, look down and you will see the other side of the track.
Get to the location where the shortest jump is, then go back a
little bit. Speed up, cut the wheel to that short jump area, and
press [R]. If done correctly, you will then end up on that
side of the track, giving yourself a lead. Note: You do not always
have to stop; but doing so may help until you are used to the
trick.
Take the path with the small bridge. Then, at the end (the grass),
use a mushroom to cut through it diagonally to the finish line.
Once you come out of the maze (the shortest route is the one with
all the porcupines), you will reach a hairpin bend in the road.
Notice how the track gets close to itself and there are no barriers,
and that the part you are on is higher than the other. Turn into
this part and jump. You will cut a few seconds out of your lap.
You have to be careful though. If you get the wrong angle you
will just go off the lower part of the track. If you think that
is going to happen, jam on the brakes in mid-air.
Glitch: Place position in mini-map
In Yoshi Valley, if you use the mini-map you can see
what place you are in.
Glitch: Big body and flat kart
Go to Choco Mountain and get up to the part where the
boulders are located. Try to land underneath the shadow of the
boulder on the small sloped hill next to the lake. If done correctly,
you will get picked up and hit the boulder from underneath then
get half flattened and half stretched. You will go back to a normal
shape when you land back on track. This requires precise timing.
Glitch: Sherbet Land: Visible ghost
When you are racing in Sherbet Land and someone next
to you uses a ghost, you can still see their reflection in the
ice. Note: This only works on this track.
Glitch: Odd colored water
There are two places where you can see strange colored
water. At Bowser's Castle, fall into the lava pit to see "black"
water. At D.K.'s Jungle Parkway, jump into the water before the
landing spot to see "green" water. Note: This only works
in extra mode.
Glitch: Trapped CPU
At any place with a wall, you hit a CPU racer with
a star to get them frozen in one location for three-quarters of
a lap. Note: You can use lightning at the lake at Choco Mountain
or the abysses at Yoshi Valley for the same effect.
Where ever the track goes above itself (except at Wario Stadium),
you can a CPU racer with a star to land on the lower track. They
will think they are still on the higher track and keep ramming
into the wall. Note: At the bottom of the 360 degree loop at Rainbow
Road, the game will have the CPU racer on top trying to go to
the lower track.
Glitch: CPU drives anywhere
If a CPU character slips on a banana into abyss, the
game thinks there on the "ground" and they will "drive"
in the air. Note: If you see them, they will enter the "Trapped
CPU glitch".
Glitch: Accordion character
Get hit by someone with star at Choco Mountain. While
you are in the air. hit the side of a boulder. The game will not
be sure if you hit it, and makes your character get flattened,
then back to normal, and back to flattened again, etc. until you
hit the ground.