Mario Kart Wii F.A.Q. updated by Gaffer


Mario Kart Wii F.A.Q. / Walkthrough Version 2.0


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                               TABLE OF CONTENTS

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1. Version History

2. Game Overview

  2.01. Mario Kart Wii - What's New?

  2.02. Control Schemes

  2.03. Drifting and Snaking Explained

  2.04. Driving Techniques and Tips

  2.05. Items

  2.06. Characters and Karts *COMING SOON*

3. Courses

  3.01. Mushroom Cup

  3.02. Flower Cup

  3.03. Star Cup

  3.04. Special Cup

  3.05. Shell Cup

  3.06. Banana Cup

  3.07. Leaf Cup

  3.08. Lightning Cup

4. Battle Mode

5. Online

6. Unlockables and Secrets

7. Conclusion and Special Thanks





Searching -

Simply copy and paste the section you want to go to into the Find box (to open

it, press CTRL+F). Now press enter twice and you will be taken to your selected

section.







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                              1. VERSION HISTORY

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+---------------------------------+

| Version 2.0 - UPDATED BY GAFFER |

+---------------------------------+



The second version of the FAQ, everything is complete! The guide has been 
updated by Gaffer. Enjoy.

Additions -

 - corrected numerous typo's and factual innacuracies.







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                               2. GAME OVERVIEW

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This section provides you with an overview to playing the game, with tips,

kart and character data and how to use the items more efficiently.





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 2.01. Mario Kart Wii - What's New?

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The sixth Mario Kart (excepting the Arcade versions) on a new console can only

mean a few new additions and changes have been bought into the fore. Here is

a quick list of what is what, and note ...here be SPOILERS!



- 32 tracks; 16 new, 16 old, including -



  SUPER MARIO KART

    Ghost Valley 2

    Mario Circuit 3



  MARIO KART 64

    Bowsers Castle

    DK's Jungle Parkway

    Mario Raceway

    Sherbet Land



  MARIO KART SUPER CIRCUIT

    Bowser's Castle 3

    Shy Guy Beach



  MARIO KART: DOUBLE DASH!!

    DK Mountain

    Mario Circuit

    Peach Beach

    Waluigi Stadium



  MARIO KART DS

    Delfino Square

    Desert Hills

    Peach Gardens

    Yoshi Falls



- Motorbikes

- Tricks from jumps and ramps to gain speed boosts

- Four control schemes - Wii Wheel (included), Wiimote, Wiimote & Nunchuk,

  Classic Controller and GameCube Controller support

- Automatic and Manual drifting options

- New characters - Rosalina and Mii Racer notable highlights

- Mii inclusion (as a character and track side appearances)

- Three New Items - POW Block, Big Mushroom and Thundercloud

- Boo Ghost Item removed (!?)

- Fake Item Blocks don't block shells like in MKDS (still draggable)

- Online

  - First non-handheld console Mario Kart to support internet play

  - Up to 12 Players

  - Two players playing online on one console

  - Dedicated Wii Channel for Time Trials and Friend Lists (optional download)

  - Battle Mode now playable online

  - All tracks playable

  - Able to drag items in online matches





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 2.02. Control Schemes

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Thanks to the Swiss army offerings of the Wii, there are no fewer than four

possible control schemes available for you to use. Which one do you pick?

You can change at any time in the menu screens and it'll change automatically,

however you cannot change mid-race or tournament.





Wii Wheel

---------

Turn - Steer

Flick Up - Trick / Wheelie (Bike Only)

2 Button - Accelerate

1 Button - Brake / Reverse

B Button - Drift (Manual), Item (Auto)

A Button - Reverse look

D-Pad Up - Throw Item

D-Pad Left / Right - Hold Item

D-Pad Down - Drop item

+ Button - Pause



VERDICT

- The Wii Wheel works, and works really well - there is no doubt about that.

  On Automatic Drift (for children), the steering feels subtle and natural, and

  the buttons seem to be in all the right places. It is worth starting the

  first few cups with it just to see how it plays (although I recommend Manual).

- The D-Pad presents very specific options to do with items, which is great

  as you know exactly what you want to do with them, instead of accidentally

  throwing something instead of dragging it.

- Although you can play it with the Wheel pointing down flat, I find it

  better with the wheel held almost upright (about 70deg).

- On Automatic, your child cannot drift boost nor jump, which hinders them very 

  slightly.

- On Manual, the steering feels better and the extra freedom from drifting when

  YOU want to is great.





Wiimote and Nunchuk

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

Analog Stick          -  Steer / Throw Items Backward or Forward

A Button              -  Accelerate

B Button              -  Drift (Manual), Item (Auto)

Z Button              -  Use Item/throw forwards

Z + back on stick     -  Throw backwards

Hold Z                -  Drag item behind you

C Button              -  Reverse Look

Flick Wiimote Up      - Wheelie (Bike Only)

Flick Wiimote Up/Left/Right - Trick

+ Button              - Pause

VERDICT

- The BEST control system hands down - however this is obviously down to

  personal preference.

- Everything is available on both 'chuk and 'mote via some button or another, 

  especially nice when drifting. There's nothing that seems "out of place" here.

- I am a fan of the freedom of your hands being apart or where they want to be

  with this set up, instead of being constrained to holding a bit of plastic

  moulding as per the others below.

- Analogue control coupled to motion sensitive tricks gives you the best of
  
  both worlds :).





GameCube Controller

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

Analog Stick       - Steer / Throw Items Backward or Forward

A Button           - Accelerate

B Button           - Brake / Reverse

X /Z Button        - Reverse Look

L Button           - Use Item

R Button           - Drift (Manual), Item (Auto)

D-Pad Up           - Trick / Wheelie (Bike Only)

START/PAUSE Button - Pause



VERDICT

- Probably the 3rd best option - if you have it, try it at least.

- Analog control and steering feels just as responsive as the Nunchuk variants.

- A BIG problem is the lack of motion control for jumps and tricks... pressing 

  the crosspad feels VERY clunky and awkward.

- No sound either.





Classic Controller

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Analog Stick       - Steer / Throw Items Backward or Forward

A Button           - Accelerate

B Button           - Brake / Reverse

X /ZR Button       - Reverse Look

L Button           - Use Item

R Button           - Drift (Manual), Item (Auto)

D-Pad Up           - Trick / Wheelie (Bike Only)

START/PAUSE Button - Pause





VERDICT

- The worst imo, but can do what the others can do. It feels to me like my hands

  are being clasped together but again, it's down to personal preference.





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 2.03. Drifting and Snaking Explained

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Nintendo has changed how this all works, probably for the better.



Automatic and Manual Drift

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

Before racing you have to decide between Automatic and Manual drift.

With AUTOMATIC, drift occurs after turning at a certain threshold so you don't 

have to worry about it, however you cannot Mini Turbo as a result.


MANUAL is where steering is "normal" and you have to press the B Trigger to 

begin drifting. It allows you to take sharper corners without loss of speed, so 

is good for many of the courses. 

To start it, turn and press B to set the direction. You can also adjust the 

direction of the drift slightly by using the analogue stick. Once started, the

sparks behind the vehicle will turn blue. This takes around from one to two 

seconds to perform, and letting go gives you a boost. If you hold on for a few 

seconds longer still, the sparks will go red and you will get a longer boost.

The boost amounts also depend on the Kart you are driving.

It should also be noted that on BIKES you can only blue drift.



For all intents and purposes, pick MANUAL if you are an adult 

and leave AUTOMATIC for children who may need a bit of nannying around the 

course (remember AUTOMATIC equals no boost/turbo, MANUAL has it enabled).





Snaking

-------

IS SNAKING POSSIBLE? Well, not really. True snaking is stringing turbos together

as you zig-zag along the course. In MK Wii, it's impossible to do this on the 

straights. This is because getting mini-turbos takes longer than before so you 

cannot really snake from left to right (even on wide tracks). 

It is MUCH easier to simply wheelie along straights if on a bike or gain 

advantage with red boost around corners if in a kart (or maybe do 2 smaller blue 

boosts around one long corner).

Remember, the only way you can practically get nice mini-turbos is by going 

around corners. A course made up of lots of corners (such as GCN Mario Circuit) 

almost looks like snaking but in actual fact you're just boosting around 

multiple corners rather than zig-zagging on straights. On a straight, what will

happen, is that in the time it takes for the boost to activate, you will have 

driven off course - thus making true snaking impossible in this Wii outing.

People who say they can TRULY snake in MK Wii (like you can in MK DS) are simply

lying ;)



ERM, WHAT IS SNAKING? It doesn't matter, you CAN'T do it in MK Wii...but if you

still want to know what it is, it's been explained above.



SHOULD I BOTHER PRACTISING? Practising what? YOU CANNOT SNAKE IN MK Wii. It's

definitely worth practising mini turbo's by using MANUAL rather than AUTOMATIC

mode though, yes.




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 2.04. Driving Techniques and Tips

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Driving Techniques

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Rocket Start

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

  This performs a boost as the race starts, very handy for getting the

  advantage straight away. To do it, at the opening count down (3, 2, 1, GO!)

  press and hold Accelerate as the hand is at it's highest on the SECOND count.

  If done right, you'll boost away. Takes a bit of practice but once you've

  got it it's an invaluable technique.
  
  Alternatively, hold down the accelerator. When 2 appears, release the button 
  
  twice, and when 1 appears release it once (quick, sharp release and repress in
  
  every instance). You should get a boost if you've timed it right.





Throwing Items

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

  When you are using certain items, such as shells and bananas, you can throw

  them in front or behind you by pressing up and down respectively. You can

  launch green and red shells behind you and throw Bob-Ombs, Fake Item Boxes

  and Bananas ahead of you.





Dangling Items

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

  You can drag items behind you by holding the item button. This enables

  you to block attacks from behind, such as those pesky red shells, and to

  time your item drops more effectively. You can drag bananas, green shells,

  red shells and Bob-Ombs (note that Fake Item Boxes can be dragged, but do

  not block against shells).





Slipstreaming

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

  By following the car in front on a straight you can slipstream and increase

  you speed. As they are absorbing the wind they leave a tail of less resistant

  air in their wake, which allows you to move in a slightly faster manner. You

  can tell if you are doing this as blue lines will appear on your screen, and

  if done long enough you can get a boost which will allow you to over take.

  In Mario Kart Wii, slipstreaming is a really valuable technique as the boost

  is larger this time, and considering there are more players in each race

  now, the potential to use it is greater. Very handy if you need to overtake

  others. However, watch out in case they fire a shell or drop a banana.





Tricks

------

  A new technique to Mario Kart Wii, flicking the Wiimote or tapping Up on the

  D-Pad with the controllers as you leave a ramp performs a trick, and gives

  you a boost upon landing. Very handy. Note that you need to flick this

  just as you take off, and that it can be performed whenever you lift

  from the ground, such as when you bump into course specific obstacles.





Wheelies

--------

  The introduction of bikes brings about the introduction of wheelies.

  Flicking the Wiimote (or pressing Up on the D-Pad) raises the front tyre,

  giving you a boost of speed for around four seconds until it automatically

  drops again. You can perform another straight after. Note two things however;

  you can only steer very slightly when you are performing them, and you

  are highly venerable to being shunted when doing this. Only do it when you

  are on a straight.





Turning on the spot

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

  You can turn on the spot by holding accelerate and brake together (A and B)

  and turning left and right. This is very handy if you are driving the wrong

  way.





Recovering after falling off the track

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

  If you just fell off the track and are being lifted back on, you can recover

  quickly by pressing accelerate JUST as you touch the ground again to receive

  a boost. Takes some practice, but worth it even if you are an experienced

  racer; you never know when some heavier kart is gonna knock you off the

  track.





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

Driving and Item Tips and Tactics

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



Here are some additional item and driving tips that might come in handy. Feel

free to submit any of your own!



• Coming off the track or hitting a wall slows you down to a literal crawl...

  so watch your driving!

• If you are gonna cut out some of the track, subsidize the slowdown with a

  drifting mini-boost or better yet, a mushroom.

• Placing fake item boxes or bananas by real item boxes should block them from

  view of your opponents, meaning there's a chance they could drive in to them.

  Although the CPU might spot this against people in multiplayer and online

  it'll work better, it is also good if you want to 'replace' you current

  item with another by dropping it by the item box so you'll collect those

  in front.

• If you are in first place, then it's a good idea to drag an item behind you

  (or have a draggable item with you) in case you need to defend against

  shells and what not. It's a pain to have you lead wiped away by a cheap

  item at the last minute so try and get used to doing this.

• If you are neck and neck with an opponent and coming up to item boxes,

  drop back slightly so you are a position behind them and grab an item. As

  in first place you cannot pick up red shells, doing this method could bag

  you one so you can take them out and take a substantial lead. Although this

  is incredibly annoying and cheap its a sure fire winner especially if you are

  on the final lap.

• Again like the above, if you are in a very close race then drop back a few

  positions and grab an item box. As items are based on position and not

  proximity, you could get something like Thunder, a Star or Three Red Shells.

  And who wouldn't want that, eh?

• If you are going to use a red/blue shell then wait for them to get a slight

  lead, otherwise the red shell will just fly straight past them and the

  blue shell likewise and even worse take you out in the impending explosion

  (if they are in first anyway).

• If you have several (hopefully red) shells, then you can incapacitate a

  kart ahead. Fire one to spin them out, and then fire another as you go past

  them (where they've hardly had time to recover). By the time they have

  started going again proper, you'll have speeded ahead.

• Trick all the time. Every time you get off the ground, every time you hit

  a ramp, flick up the Wiimote or tap Up on the D-Pad to get a speed boost.

  It'll help you stomp that rubberband AI, and of course, those invisible

  people on the internets tubes.





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 2.05. Items

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Pick up an item box in a race and you'll get an item. But do you know how to

use it properly and to it's full advantages? There are three new weapons in

Mario Kart Wii - POW Blocks, Big Mushrooms and Storm Clouds. They are shown

at the end of the list, so scroll down and take a peak if you want to know

how to use these new additions to the already bustling arsenal.

As my fave is the'chuk/'mote combo, I will be describing those buttons for item

use (i.e. the 'chuk's Z button, equiv. to +pad on the Wheel and L on the NGC /

classic controllers).

Also, these "rules" as to what you get in what position are NOT definitively 

100% set in stone, but simply indicate where you are more likely to get them

(for instance, you can get a red shell even if in the lead in some races).




------

Banana

------

Position Received - 1st-3rd

How to use - Press Z to drop this banana skin on to the track. When a

             kart slips on to it they will slide out of control for a second

             or two. It will remain on the track until someone slips on it or

             until it is destroyed (by a shell or Bo-omb). Try and place

             bananas on parts of the track where most racers will go on to them

             such as thin ledges, the insides of tracks, in front of boosters

             and item boxes. You can also use them for defending by holding

             down Z to dangle it behind you, so it's probably more handy in

             that respect.

Defending Against - If you see a banana on the track, common sense tells you

                    to avoid it (well at least I hope it does) so try and

                    drive around it if you can. You can also blast them away

                    with a Bob-Omb or a shell.



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

Triple Banana

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

Position Received - 1st-3rd

How to use - This is basically the same as a single banana (see above) but

             with three. However unlike triple shells they don't spin around

             you but instead just dangle behind rather pointlessly. Use them

             to strategically place on the track and defend with if needed.

Defending Against - Again like normal bananas, avoid driving over them. If

                    you see another player with them (it's visible) then avoid

                    hanging around behind them as chances are they'll drop

                    them straight on to your lap. The CPU tends to drop them

                    about three seconds after one another, so remember this

                    if you are playing the GP modes.





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Green Shell

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Position Received - 1st-3rd

How to use - Press Z to fire this forward in a rather linear fashion to hit

             other karts and cause them to spin out of control. Rather handy,

             but it's quite hard to hit other karts with. Better still is that

             you can fire them behind you by holding down on the d-pad.

             If they are close enough then chances are they'll have

             little chance of getting out of the way. Green shells can bounce

             off walls a few times before behind destroyed, so if you in a 

             narrow tunnel or area firing one off and escaping could do a spot

             of damage. Like bananas, you can dangle these behind by holding

             down the Z button which is ideal for defending against other

             shells. Also shells can destroy bananas on the track if you need

             them disposed of, as well as boxes and enemies on the track.

Defending Against - Avoid shells hitting you as you'll spin out of control.

                    You should be able to hear them, so check behind you to

                    see so you can dodge them. Rivals too can fire

                    shells behind them so if you are slipstreaming remember

                    this.





---------

Red Shell

---------

Position Received - 2nd-8th

How to use - Press Z to fire it ahead of you, where it will home in on the 

             nearest kart and cause them to spin out. Even if you are a few

             corners away it'll follow the track and take them out. Rather

             handy, eh? Some points though; don't fire when they are too close

             as it'll just whiz by them, and the shell can hit corners so

             fire it in a reasonably open area. It can also hit bananas and

             other shells and get destroyed, but if that occurs then you're

             unlucky. Like green shells, you can fire it backwards (L+Down)

             and dangle it behind you. It WILL NOT home in if you fire it

             backward, but rather go in a straight line like a green shell

             would. I advise that you keep a red shell handy at all times for

             defense and for regaining a position if you've just been taken.

Defending Against - If one is coming your way (you can hear it or see it on the

                    bottom) then simply dangle an item behind you and it

                    should counter it. However sometimes it can hit you from

                    the side (just after a corner for example) so try and get

                    on a straight before it hits you. If you don't have an

                    item, then just try and race on and hopefully it'll hit

                    a corner of the track, but otherwise you are gonna get hit

                    and in that situation, there isn't a lot you can do about

                    it.





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

Triple Red / Green Shells

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

Position Received - 2nd-8th

How to use - These are three red or green shells that rotate around you. The

             shells themselves act like normal shells respectively, but the

             rotating aspect is very handy for several reasons. For one, it

             acts as an ever acting defense against other items. You can

             use it as a weapon by just ramming other karts and make them spin

             you (you'll lose a shell in the process mind) and it's great in

             case you drive into items like bananas as they are automatically

             taken care of. It's also great as having three shells is pretty

             sweet anyway. Remember just because you have three shells doesn't

             mean you have to waste them in one go. A good tip is when you take

             someone out with a shell from a reasonable distance, as you go

             by just before fire another to incapacitate them further. Very

             annoying for them, but great for you.

Defending Against - For general shell defense see the red and green shell

                    tips above. When you notice another kart having three,

                    avoid touching them for a start or you will naturally

                    spin out. Don't try and take all their shells out with

                    shells of your own as that's pretty pointless, you may

                    as well let them fire them off so their defense is down

                    for attacking.





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

Spiny Blue Shell

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

Position Received - 4th-8th

How to use - Fire it with the Z button and it'll fly off to first place and

             explode there, causing an explosion that will take out those

             in the region too. Pretty sweet. If you have one and the first

             placed kart is quite close, hold off until they are further away

             as it'll take you out too. Oh, did I mention it'll also take out

             the items they are carrying as well?

Defending Against - If one if coming your way, there is little you can do but

                    bite the bullet. Dispose of your items just before as it'll

                    destroy them. If you hear it coming and there are

                    other karts behind you, then you could try and drop back

                    and catch them in the blast radius as well, and if you

                    are really luckly, the shell could get them instead. You

                    can also avoid getting hit by using a Star, by being in a
                    
                    Launch Tube or by using a Mushroom JUST as the shell
                    
                    descends vertically onto you. However, if you don't happen
                    
                    to have these items/be in these parts of the track, you'll
                    
                    have to get hit (remember, you now have 11 racers behind you
                    
                    rather than 7 from other MK versions - so more chance of
                    
                    being hit by something, even though it's VERY annoying).





---------

Fake Item

---------

Position Received - 1st-3rd

How to use - Press Z to drop a fake item on the track. When rival karts drive

             in to it they'll spin out. Essentially a banana with better

             camoflauge. Sadly, you can no longer use them to block shells

             (but can still dangle them. I advise that you pop this

             by real item boxes to confuse other players, as well as in

             front of boosters and on areas of the track that are thin / where

             most karts race over.

Defending Against - You can spot a fake item box via several ways. Firstly,

                    the ? is upside down and the box doesn't rotate. Other

                    players, especially the CPU will just place them anywhere

                    on the track, so if you see a box on its own away from

                    normal item box placements then chances are it'll be a fake

                    one.





--------

Mushroom

--------

Position Received - 2nd-8th

How to use - Press Z to boost your karts speed for a second or two. This is

             really handy for gaining a few places, and most of all for

             skipping sections of the track like corners or tacking advantage

             or certain shortcuts better. Just remember that you can't really

             stop once you've used the boost (say if suddenly realised you

             were going to go into a banana or off a cliff) so keep an eye out

             of where you are going to boost into.

Defending Against - Not a lot you can do here. Just avoid knocking into them

                    if you see them coming.





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

Triple Mushroom

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

Position Received - 2nd-8th

How to use - This is the same as a normal Mushroom, expect you have three.

             Predictable, eh? Remember to use them to cut corners of the 

             track and to take full advantages of shortcuts. I would say

             a very important point is to make them last; on certain tracks

             there is a great shortcut you can take but only when using a

             mushroom, so it makes far more sense to save a mushroom for this

             every lap than to use them on one.

Defending Against - Once again you can't really defend or stop other karts from

                    using mushrooms.





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

Gold Mushroom

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

Position Received - 6th-12th

How to use - Tap the Z button while the Gold Mushroom is active to gain

             several boosts - so it's basically like an extended mushroom.

             It's based off time and not the amount of boosts you create, so

             once you've started using it use it to it's full advantage.

             Like normal mushrooms use them on corners and shortcuts, and not

             on thin ledges so you boost into a bottomless pit. Unless you

             want to.

Defending Against - Again, you can't really defend or stop other karts from

                    using gold mushrooms.





-------

Bob-Omb

-------

Position Received - 4rd-8th

How to use - Press Z to drop it behind you, L+Up to throw it ahead and hold L

             to dangle it behind you. A Bob-Omb explodes when other karts are

             near by, or it'll detonate after about five seconds. When it does

             it creates a huge explosion worthy of taking out several karts

             at a time. Where you place it is up to you - if there are loads of

             karts ahead then throw it ahead, otherwise just drop it behind.

             Another handy side effect is that it'll destroy the items of those

             involved in the explosion.

Defending Against - If you see a bomb, drive around it as much as you can.

                    It detonates after it flashes red several times, but

                    drive around it anyway even if it isn't going to go off

                    soon.





-----------

Bullet Bill

-----------

Position Received - 6th-12th

How to use - Press Z to become a Bullet Bill and fly along the track for about

             five to ten seconds on autopilot, taking out karts in the way. It

             also destroys their items, a great side effect.

Defending Against - If you hear or see a Bullet Bill coming

                    behind, drive out of the way as it seriously knocks you

                    to the side, possibly off the track. It'll also destroy

                    any items you are holding, so its worth diverting for a

                    few seconds to avoid getting hit.





-------

Blooper

-------

Position Received - 3rd-8th

How to use - Press Z to make Blooper spray ink on those in front of you. It

             will partially blind their vision for about 10-15 seconds, or

             until they go over a booster. Most CPU carts drive like crazy

             once they get hit by this, so it's very handy in the Grand Prix.

             Try not to use it when your opponents are due to go other

             boosters, so time it to it's most effective timing.

Defending Against - If you get hit, then you should be able to drive fairly

                    OK for a while but when it drops down a little and really

                    clouds you vision. Try and drive over any boosters

                    or use a mushroom if you can as that'll get rid of the ink

                    instantly. Also mini-boosts will help a *little* but not

                    much so if you don't mini-boost much anyway then continue

                    racing as normal.





-----------

Thunderbolt

-----------

Position Received - 6th-12th

How to use - Press Z to make all other karts shrink in size, causing them to

             slow down. Unlike other Mario Kart games you can't run over

             the shrinked karts and make them flat, so just drive past them

             instead. Shrinked karts won't make big jumps, even boost ones,

             so if you can time it around them that's an advantage to you.

Defending Against - If you get shrunk, then avoid jumps, even boost ones, as

                    you won't make it. Instead just wait around before them

                    until you regain your size. Remember that you can still

                    perform mini-boosts when you're small which is a great

                    advantage in the GP modes, as CPU players won't do this

                    when shrunk. You can prevent being shrunk by using a

                    star or if you happen to fall off the track at

                    that time.



----

Star

----

Position Received - 6th-12th

How to use - Press Z to use the star, making you invincible, giving you

             extra speed and removing terrain slowdown. So when you have it,

             run in to other karts and through any obstacles in your way and

             take advantage of shortcuts and cutting corners as you won't

             slowdown. A star lasts about eight seconds.

Defending Against - If you see someone using a star then they'll be brightly

                    multi-coloured, and like when you see a bullet bill

                    getting hit by one will throw you to side and destroy your

                    item, so dive out of the way as best as you can. You

                    cannot use shells or other items against them in this

                    state, so just wait until it's over and let 'er rip.





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

Thundercloud (NEW!)

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



Position Received - 4rd-8th

How to use - Using this causes a thundercloud to appear above the next

             racer, giving them a countdown before they are struck, spin out

             and shrink. If they touch another racer, it passes on. You should

             note this if you pass them, as you do not want to get it back!

Defending Against - If this appears over you, run into another racer to try

                    and pass it on. You have around five to seven seconds to

                    do so. If you are around a bunch of others just drive into

                    them and hope for the best, or slow down so people come

                    past and hopefully brush you. If you have an item, use it

                    and hopefully that'll stop them so you can hit 'em.





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

POW Block (NEW!)

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



Position Received - 4rd-8th

How to use - All the vehicles ahead will get a warning that they will be

             spun out, dropping all their items. Extremely useful for covering

             a little ground, and further more losing their items.

Defending Against - There is little you can do when this appears - just

                    shed your items the best way you can, or ideally, get on

                    a rocket boost or use an invincibility item. If you are off

                    the ground (NOT JUMPING) such as from a ramp, then you

                    will avoid this item.





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

Big Mushroom (NEW!)

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



Position Received - 4th-8th

How to use - Activate the item to grow big, meaning you go faster and can crush

             other racers. To use this at it's best, wait until the track

             opens up, or when there is a huddle of others ahead of you.
             
             Similar in use to the star really.

Defending Against - If you (somehow) spot this, get out of the way. Using

                    items against them do not work, so wait until they return

                    to normal and feel free to extract your revenge.







=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 2.06. Characters, Karts and Bikes

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



This section will give you the lowdown on all the characters in the game,

as well as the karts and bikes they have to offer, and how to unlock them.

If you want a more coherent list of unlockables, check the relevant section

toward the end of the guide.





----------

Characters

----------



There are three character classes - LIGHT, MEDIUM and HEAVY.



LIGHT - High Acceleration, High Off-Road, Low Top Speed.

MEDIUM - Medium Acceleration, Medium Top Speed, Medium Off-Road.

HEAVY - High Top Speed, Low Acceleration, Low Off-Road.



Whatever class you choose depends on your playing style, but I advise MEDIUM

to begin with, especially when using the Wheel. Also note two things -



- Characters within the same weight class are the NOT the same as one another.
  
  They actually vary very very slightly in individual areas.

- These differences are small but they do add Over and Above the vehicle stats

  (see below for a chart on individual characteristics).



LIGHT CHARACTERS - Baby Mario

                   Baby Peach

                   Toad
                   
                   Koopa Troopa

                   Baby Luigi (play 8 TT courses)

                   Baby Daisy (50CC New Tracks all 1 Star)

                   Toadette (play 32 TT courses)

                   Dry Bones (100CC Leaf Cup)



MEDIUM CHARACTERS - Mario

                    Luigi

                    Peach

                    Yoshi

                    Daisy (150CC Special Cup)

                    Birdo (play 16 TT courses/Get 250 wins online)

                    Bowser Jr. (100CC Retro Tracks all 1 Star)

                    Diddy Kong (50CC Lightning Cup)



HEAVY CHARACTERS - Wario

                   Waluigi

                   Donkey Kong

                   Bowser

                   Funky Kong (4 Expert Staff Ghost Data TT)

                   King Boo (50CC Star Cup)

                   Rosalina (with a SMG save, win 100CC Shell Cup/without save,
                             150CC ALL tracks all 1 Star)

                   Dry Bowser (150CC New tracks all 1 Star)



ANY - Mii Racer (weight dependant): Outfit A = 100CC Special Cup, Outfit B = 32
                                         Expert Staff Ghost Data in Time Trials
                                         
                                         





As mentioned, each character gives slight increases in certain stats (and your

mii has differnet values depending on which weight class it belongs to). The

figures are over and above the vehicle you choose (included in the overall bars

when you view the charcter/vehicle combo).

S=speed, W=weight, A=acceleration, H=handling, D=drift, O=off-road, M=mini-turbo

Character    | Class  | S | W | A | H | D | O | M
-------------+--------+---+---+---+---+---+---+---
Baby Mario   | Light  | 0 | 8 | 0 | 6 | 0 | 0 | 0
Baby Luigi   | Light  | 5 | 8 | 0 | 0 | 0 | 0 | 0
Baby Peach   | Light  | 3 | 6 | 3 | 3 | 0 | 0 | 0
Baby Daisy   | Light  | 5 | 6 | 0 | 0 | 0 | 0 | 3
Toad         | Light  | 0 | 0 | 6 | 0 | 6 | 0 | 0
Toadette     | Light  | 3 | 0 | 0 | 0 | 0 | 6 | 0
Koopa Troopa | Light  | 0 | 0 | 0 | 3 | 0 | 0 | 6
Dry Bones    | Light  | 0 | 0 | 3 | 0 | 3 | 0 | 6
Mii (Light)  | Light  | 3 | 3 | 0 | 0 | 3 | 0 | 3
-------------+--------+---+---+---+---+---+---+---
Mario        | Medium | 0 | 6 | 2 | 2 | 3 | 0 | 0
Luigi        | Medium | 2 | 6 | 0 | 0 | 0 | 0 | 0
Peach        | Medium | 2 | 0 | 5 | 0 | 6 | 0 | 0
Daisy        | Medium | 4 | 0 | 0 | 2 | 0 | 0 | 3
Yoshi        | Medium | 0 | 3 | 0 | 0 | 3 | 5 | 0
Birdo        | Medium | 0 | 3 | 0 | 0 | 0 | 3 | 5
Diddy Kong   | Medium | 0 | 0 | 3 | 0 | 3 | 0 | 5
Bowser Jr.   | Medium | 0 | 0 | 0 | 0 | 0 | 3 | 3
Mii (Medium) | Medium | 3 | 3 | 0 | 0 | 0 | 3 | 3
-------------+--------+---+---+---+---+---+---+---
Wario        | Heavy  | 0 | 3 | 0 | 0 | 0 | 3 | 6
Waluigi      | Heavy  | 0 | 0 | 6 | 0 | 5 | 3 | 0
Donkey Kong  | Heavy  | 0 | 3 | 2 | 2 | 0 | 0 | 3
Bowser       | Heavy  | 2 | 5 | 0 | 0 | 3 | 0 | 0
King Boo     | Heavy  | 0 | 0 | 0 | 5 | 0 | 3 | 0
Rosalina     | Heavy  | 3 | 0 | 0 | 3 | 0 | 0 | 3
Funky Kong   | Heavy  | 4 | 0 | 0 | 0 | 0 | 3 | 0
Dry Bowser   | Heavy  | 0 | 0 | 0 | 0 | 0 | 6 | 6
Mii (Heavy)  | Heavy  | 3 | 0 | 3 | 3 | 3 | 0 | 0







-----

Bikes

-----



A new addition to Mario Kart Wii, these steer and act like karts in pretty

much every way. They get the advantage of wheelies, by flicking up or press

Up on the D-Pad, giving you a speed boost. However as a result, when

drift boosting you can only do blue sparks, and not the subsequent red

sparks. You HAVE to race these in 100CC class, giving you a chance at trying

them out.





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

Vehicle Characteristics

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



All three class types have three vehicles to choose from the off, as well as

one to unlock. They share karts and no character has specific vehicles them

alone can use.



Speed - This dictates how fast the top speed is. The higher the Speed stat, the

        faster your kart can go overall. However usually high speed karts are

        dogged by low acceleration (and this stat only applies to "on-track"
        
        speed - see off-road below). For more experienced players.



Weight - This impacts on jumps and nudging other players. Heavy karts can

         smash through lighter karts, sometimes off the track, and they also

         fly less after jumps. This is usually tied in with low handling stats.



Acceleration - The higher the acceleration, the faster you can recover back to

               higher speeds have stopped or slowed down. Very handy for

               "full" online races.



Handling - This higher the handling the easier it is to turn normally (i.e. when

           not drifting - see below), very handy for courses with tight corners.
           
           Lighter karts usually have this stat and it also usually opposes the
           
           drift stat.



Drift - A high drift stat usually means that the vehicle can turn more tightly

        "in-drift" Also, mini-turbo's are easier to attain (although their length
        
        is not affected, see mini-turbo below).



Off-Road - The higher this is, the less of an effect grass, dirt and other

           non track surfaces slow your kart down (i.e. the faster you can go
           
           when off-road). Off-road istelf will still always slow down your kart
           
           , but this effect can be minimised by having a high off-road stat.



Mini-Turbo - Ignore this if you are on Automatic, otherwise the higher the

             stat the longer and more powerful the mini-turbo will be (as
             
             distinct to the Drift stat which determines how quickly you can get
             
             the blue/red sparks).




---------

Kart List

---------



LIGHT KARTS - Standard Kart S

              Baby Booster

              Concerto

              Cheep Charger (50CC all 1 Star)

              Rally Romper (1 Expert Staff Ghost Data TT)

              Blue Falcon (150CC Mirror Lightning Cup)



MEDIUM KARTS - Standard Kart M

               Nostalgia 1

               Wild Wing

               Turbo Blooper (50CC Leaf Cup)

               Royal Racer (150CC Leaf Cup)
               
               B Dasher Mk 2 (24 Expert Staff Ghost Data TT)



HEAVY KARTS - Standard Kart L

              Offroader

              Flame Flyer

              Piranha Prowler (50CC Special Cup)

              Aero Glider (150CC Retro tracks all 1 Star)
              
              Dragonetti (150CC Lightning Cup)



---------

Bike List

---------



LIGHT BIKES - Standard Bike S

              Bullet Bike

              Nano Bike

              Quacker (150CC Star Cup)

              Magikruiser (play 8 TT Courses)

              Bubble Bike (150CC Mirror Leaf Cup)





MEDIUM BIKES - Standard Bike M

               Mach Bike

               Bon Bon

               Rapide (100CC Lightning Cup)

               Nitrocycle (100CC all 1 Star)

               Dolphin Dasher (150CC Mirror Star Cup)





HEAVY BIKES - Standard Bike L

              Bowser Bike

              Wario Bike

              Twinkle Star (100CC Star Cup)

              Torpedo (12 Expert Staff Ghost Data TT)

              Phantom (150CC Mirror Special Cup)
              
              


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

Misc. Unlockables

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



Picture option to send to Wii Message Board - Complete all 8 Cups in a class

Karts & Bikes (50cc) - Earn trophies in all 50cc Grand Prix Cups

Karts & Bikes (100cc) - Earn trophies in all 100cc Grand Prix Cups

Mirror Class - Win all 150cc Cups

Alternate Title Screen - Win all Cups







===============================================================================

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

                                 3. COURSES

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

===============================================================================



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 3.01. Mushroom Cup

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



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

Luigi Circuit

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



Walkthrough - After the first easy right corner and a small straight, the

              track shifts left and then is followed by two long right turns

              after another, which you can drift across both and get a

              maximum boost from. After another straight and left turn is a

              wide right with booster pads; drift across these so when you

              exit before the start finish you have a boost ready. Pretty

              simple, the width of the track gives you a lot to play with here.

Shortcuts - There is a ramp on the left before the boosters that you can

            mushroom to and trick from.

          - You can use a mushroom over the sand on the last corner, skipping

            the boosters out entirely.

Other Tips - Sometimes the Luigi statue head will be replaced by a Mii!

Time Trial Tips - Generally stay on the insides of the turns, especially the

                  booster corner
                  
                - Use your Mushroom to get to the ramp before the boosters,
                
                  enabling you to perform a trick and get an added boost





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

Moo Moo Meadows

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



Walkthrough - A long left with item boxes opens up to a meandering area of

              track; follow the middle as much as possible, and if you have

              any items that can boost you or void the off track slowdown,

              use it here. After is a ramp you can trick from, and a left

              leads to an open area with hills in the middle. Use the opening

              ramp to trick and avoid the first hill, make anyway round the

              others, and take the final driftable left to finish.

Shortcuts - On the last corner of the meandering section, use a mushroom

            on that last corner. Just as the track goes right for the final

            time, continue driving left and drift, boost across to come out

            just before the small blue ramp.

Other Tips - On the second lap cows invade the meandering area of the track,

             so watch out!

           - As mentioned, if you have mushrooms or a star save them for the

             meandering section and just zip straight across it.

Time Trial Tips - The second lap will have cows invading the track, so

                  weave through them.
                  
                - Use the mushroom to bypass that final corner of the
                
                  meandering section (see Shortcuts above).
                  
                - After tricking from the booster ramp, drift right round the
                
                  hill to the checkpoint.




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

Mushroom Gorge

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



Walkthrough - Tightly drift left then right across the bridge, and over the

              bouncy mushroom. Now you have a choice of left and right;

              left takes waaay too long and has nothing really special to

              add, while the right has bouncy mushrooms that cut out that

              corner entirely. You can probably fit in two drift boosts into

              the left corner into the cavern, where there is another two

              routes. Again, go right - it is shorter and you can still pick

              up an item box. Finally there is a wide left, with

              Goombas to avoid just on the inside of the track.

Shortcuts - Just as you start the lap, if you use a mushroom between the

            green and blue flowers on the left you'll land on a lower

            bouncy mushroom, then a higher one, and on the bridge, cutting

            out the opening section. Note that this does not save much time,

            and you can easily hit the side of the bridge and fall, but is

            pretty fun to attempt.

          - On the last corner, if you drift early you can use a mushroom

            to go inside across the grass, cutting out the corner.

Other Tips - You can knock other characters away in midair when bouncing

             across mushrooms - providing that you are heavier, of course.

Time Trial Tips - Take the right route each time you come to the mushrooms.

                - Use your Mushroom to cut inside of the final corner.




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

Toad's Factory

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



Walkthrough - Starting with a wide right, you are taken to a conveyor belt

              straight. The central belt is going in the forward direction

              so take it across, although dodge the crushers if they start

              to tremble. Drift right and stay in the middle to avoid falling

              from the edge of the moving platforms, and just go straight

              throw the crossing belts, avoiding the crates and aiming to

              get an item box as you go. Drift right into a left corner with

              two opposing belts; take the one going onward to give you more

              speed and off the ramp jump at the end to outside. After

              the bumps is the final muddy straight. There are boosts to the

              sides, then middle and a ramp. Certain laps have these out,

              otherwise go up the sides until they appear again. After the

              final ramp boost you are done.

Shortcuts - None.

Other Tips - Always take the belts that are going in your direction.

           - If you have mushrooms or a star, save it until the final

             muddy straight so you can just go straight through without

             worrying about the booster pads being open or not.

           - A Mii will sometimes appear above the horizontal belts halfway

             through the track.

Time Trial Tips - The opening belt on the 1st and 3rd laps will not crush

                  you if you have a decent enough time.
                  
                - The last belt section (on the corner) will be green on the
                
                  Outside, Inside, Outside in that order from lap to lap.
                  
                - Be sure to trick from the ramp going into the horizontal
                
                  belt section, and use the mushroom as you toward the end.




=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 3.02. Flower Cup

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



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

Mario Circuit

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



Walkthrough - After a couple of easy right and driftable turns is

              a corner section with a Chain Chomp. How you take this section

              depends on his position; take the left corner proper and stick

              to the outside to avoid his bite if he is on the right area

              of grass, otherwise you can go across the grass and use the

              boost ramp. After the tunnel, drift left, grab a few item

              boxes and avoid the Goombas in the middle of the track until the

              finish.

Shortcuts - At the Chain Chomp corner, if you have a mushroom boost 

            across the grass to the boost ramp to skip the corner out and

            shave off a few seconds.
            
          - You can use a mushroom just as you leave the tunnel going left,

            cutting out the wide corner as it goes up.

Other Tips - None.

Time Trial Tips - On the second lap, it is possible to take the inside of the

                  Chain Chomp corner, going under the Chain Chomp itself,

                  providing your time is decent enough.

                - Use the mushroom at either shortcut above; I unlocked the

                  Expert Staff Ghost via the grass cutting out of the tunnel

                  one, however you might prefer to use it to get to the ramp.




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

Coconut Mall

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



Walkthrough - As you enter the mall two escalators greet you - choose the

              one going up each time - and ignore the stairs down in the

              centre, go right close to the corner and jump off the top with

              a free boost. Head through the plaza, drift right round the

              corner to an open area. Slip right and use the boost to the

              end stairs and drift up them, where the path splits. Going up

              and left gets you some item boxes and a big jump for tricks,

              otherwise left is slightly quicker and can still get you an

              item box and a boost. Use the left ramp for a trick, right onto

              a straight with cars; don't ignore the boosts but only use

              them if you are sure you won't hit a car - where ever the car

              is drive on the very opposite.

Shortcuts - After the first escalators, stay on the same level and go

            right to the corner, where you can cut into a shop. The carpet

            slows you right down, so use an item, and it will take out above

            the plaza area and out after the second set of escalators.

Other Tips - Miis are shown on the posters and adverts throughout the course!

           - The cars that block you before the final corner are driven

             by Miis.

Time Trial Tips - The escalators at the start dictate whether you use the

                  shortcut or not (as well as the mushroom). On the 1st lap,

                  you have to go right, so use the mushroom at the shortcut.

                  On the 2nd and 3rd laps, both are left, so use the

                  boosters at the corner and jump off the top. Where you

                  use your mushrooms is up to you, but I recommend the final

                  straight.




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

DK's Snowboard Cross

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



Walkthrough - Drift right and take the booster rocket to the top of the

              track. Drift left and use the booster ramp to get some speed

              and a trick. Go right and left to navigate the snow, and at the

              bumpy area, stay in the centre to use two trickable booster

              ramps one after another. Drift on the inside on the next right

              and left turns (don't fall!) to reach a snowy half pipe. This

              is kinda tough; use the boosters and go left up the side,

              then down across right to the opposite side and up and down again

              to the final corner (with the aim to miss the snow in between

              these sections). You do not have to go _off_ the track,

              although if you do make sure you perform a trick to get a boost.

              Drift tight to the start finish after the second jump.

Shortcuts - None.

Other Tips - The snowboarder statue head can randomly be one of your Miis!

Time Trial Tips - At the bumpy section, either use the central two ramps and

                  trick from them, or use the bumps to trick over and over.

                  They take _about_ the same amount of time, so this is down

                  to preference.

                - At the end, use the booster and cut left of the snow, not

                  going over, and use the mushroom to cut through the second

                  patch.





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

Wario's Gold Mine

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



Walkthrough - Drift the right and left into the dip to use booster pads to 

              get up the hill. Turn left and just drift right round ignoring

              the quarter trick pipe and go onward into the cavern. Bats will

              fly out in a line in certain parts of the track, so spot their

              locations from a distance, drift right and use the booster ramp.

              This S bend is hard to drift on due to the mine cart track that

              travels across the insides of the track, but is possible as

              long as there are no carts in the way. After another tunnel

              is an easy right to the finish.

Shortcuts - After you come to the mine carts, they trail off to the left when

            the track goes straight on; follow them to drive off the track

            to a side tunnel, with boosters taking you to the final corner.

Other Tips - The mine carts toward the end of the track have item boxes

             trailing them, so cut across them as they travel to pick up a

             weapon.

Time Trial Tips - Not much to add - the second lap minecarts are a bit of a

                  nightmare if you are doing a decent time as they seem right

                  in the way, but do not be afraid to slow down or take a

                  wide birth. If you're on a hot lap, it can be difficult to do

                  that bit perfectly.

                - Use the mushroom in the straight dip leaving the cavern.

                - Do not use the shortcut.




=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 3.03. Star Cup

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



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

Daisy Circuit

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



Walkthrough - After a straight and some item boxes will come an essentially

              right bend that jaggles left and right. You can drift it

              easily, and if you hit a traffic cone then it'll just bounce

              away from you. Next up are two roundabouts - take the right

              each time and stick to the insides to cover less track. Drift

              right in the tunnel as it meanders out left, drift around the

              tight yet long right turn and finally the easy left to the

              finish.

Shortcuts - After the first "chicane" (first time you see traffic cones) there

            is a pink house on the right with steps leading up and 2 speed ramps
            
            in them. Take this corridor to bypass the next 2 roundabouts.

Other Tips - You can get on the inside of the final corner by going on the

             ramped section before it and drifting tight left to avoid

             falling from it. Worth practicing.

           - Traffic cones don't really slow you down that much, and bounce

             away from you with cool effect.

           - Miis spectate from certain parts of the course.

           - The roundabout statue randomally is replaced by a Mii.

Time Trial Tips - Use that staircase shortcut; drift boost into the

                  bottom, mushroom up it and trick out of it.

                - Depending on how well your vehicle handles, use the raised

                  inside part of the final corner to save some time.




----------

Koopa Cape

----------



Walkthrough - Semi-snake the first area and use the boost ramp to the wide

              corner. Stick left and trick from the ramp, then on the

              inside here to the next ramp and trick again. As you land

              drift left straight away onto the river. Go straight ahead

              and use the ramp to trick and boost across the corner, then

              go left and use the left ramp to trick again. Go right then 

              left and down into the tunnel. This is very linear, and half

              way through stick to the watery middle to get a boost across

              to the end. Do not touch the electrodes otherwise you'll shrink!

              Ramp boost out and take the final corner reasonably wide, as

              touching the watery inside will slide you off. 

Shortcuts - After you take a left sharp turn in the river area, there is a

            grassy area right that you can cut across. Use a mushroom or star

            to make the most of it.

Other Tips - Avoid the electrodes in the tunnel at all costs, as shrinking

             is not fun!

           - The Koopa on the wall after the first ramp is sometimes replaced

             by a Mii.

Time Trial Tips - Trick from the first two ramps, as well as the one

                  leading into the river.

                - Use the mushroom to cut across the final corner of the river

                  section.




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

Maple Treeway

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



Walkthrough - A gentle S-bend section takes you to a rocket boost across the

              level. Drift right, out of the tunnel and left to an open

              area with two Wrigglers to avoid. They (mostly) stick to the

              outside, but try and gauge where they will go quickly and

              head across. What follows is a tight right and a thin path

              with booster pads on the left and right sides (take the left)

              and a hairpin turn. Due to the boosters before it, it is hard

              to take it tight so either drift as soon as you launch from

              them and cut as much out as possible, or take advantage of the

              trick quarter pipe. Bomb down the straight and a bridge to

              a ramp, and a soft left into a bouncing net. As you are bounced

              up you can do tricks for sneaky boosts. Head across the

              bumpy roots to the start finish.

Shortcuts - At the very beginning, there is a concealed entrance on the right to
            
            a path on which there are 2 speed ramps. Rejoins just before the
            
            grey booster tunnel.

Other Tips - There are piles of leaves throughout, which sometimes contain

             a mushroom. Drive into them on your way and try your luck!

           - The bouncy net at the end can be tricked from, if you time it

             right.

Time Trial Tips - Use that opening shortcut to cut a few seconds.

                - Use the mushroom after the hairpin turn, on the straight

                  with the leaves coming into the booster then bouncy net.

                - The central section with the Wrigglers should be tackled as

                  follows - 1st Lap, go central then left side; 2nd Lap, go

                  far left of both Wrigglers; 3rd Lap, go far right of both

                  Wrigglers.

                - At the end, be sure to trick across the net, and use either

                  the side booster ramps or trick from the roots in the centre.




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

Grumble Volcano

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



Walkthrough - Off the ramp is a slight meandering section (which is effectively

              a straight) which takes you to a driftable right turn. Across

              the side moving platform into a cavern with a higher and lower

              section; take the (left) higher one and as you exit, go

              straight on over the platforms and up the right route for a

              booster ramp. Stay on the left for another booster ramp, and

              the path will split into two. Go left and round for a booster

              ramp and the finishing line.

Shortcuts - None.

Other Tips - There are ramps and booster jumps everywhere in this course -

             hold Up on every occasion to trick and make use of them!

           - The more laps you play, the more the stage falls apart. You can

             see the cracks before it happens, so stick to the main part of the

             course.

           - More flames are added in the second part of the course in

             the Grand Prix, so just be careful as you go.

Time Trial Tips - Do not trick from the final ramp if you took the right route.

                - Use the mushroom either in the opening cavern to skip the

                  corners leading to the moving platform, or at the start

                  finish straight




=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 3.04. Special Cup

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



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

Dry Dry Ruins

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



Walkthrough - A long and wide right driftable turn takes you down to a bridge

              with broken off edges - stick to the middle and stick to the

              middle of the following S-bend. After is a straight before

              the tunnel with collapsed pillars either side for trick jumps.

              As you enter the temple, drive through the bats (if you hit

              them there is little penalty) and either use the quarter trick

              pipe to boost, or just drive across the small section of sand.

              After two right turns is an open area with a pit of sand in the

              centre; you can drive across this in the first lap, but you

              must go round it in the following ones. After another bat

              crossing are two booster ramps after another, a quick left

              and easy right will take you to the finish.

Shortcuts - In the final corner after the two ramps, if you have an item

            you can boost straight onward past it to the start finish line.

Other Tips - Sand fills parts of the course increasingly as laps go on,

             so stay to the main parts and watch as you drive.

           - Pillars collapsed outside can give you a jump for tricks; this 

             is especially handy in the middle S-bend which can be driven

             straight across of as a result.

           - The bats in the start and exit of the temple hardly slow you down

             if hit, but they can knock you JUST enough to make you "ring out"

             when you land if you are starting on a boost ramp.

Time Trial Tips - On the second and third laps use full advantage of the 

                  fallen columns to trick from.

                - Use the mushroom across the sand as you enter the temple;

                  use it too late and you will crash into the end wall, so

                  turn into the corner early and activate. Although you might

                  be tempted to save the mushroom for the final corner

                  shortcut, using the quarter pipe in the temple adds a lot of

                  time and is better attributed here.




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

Moonview Highway

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



Walkthrough - Drift right and stay on the left as the track meanders out to

              an opening cliff, and drift along the left side onto the bridge.

              After the track shifts slightly afterward, there is a toll

              and the road expands to two lanes each side with boosters.

              Stick to the central two lanes, hopping between the boosters

              that populate them, then as the tunnel arrives use the right

              booster as you enter and cut across at the corner to the left

              side and exit to another toll booth and the start finish.

Shortcuts - None.

Other Tips - Everyone drives on the correct side of the road (left).

           - Hitting the Bob-Omb cart causes it to explode and take out

             any other characters and items around you.

           - Miis operate the toll booths.

Time Trial Tips - One of the tougher time trials, you have to memorize both

                  the patterns of the boosters in the latter section, as well

                  as the way of the traffic.

                - The booster pads are best taken as follows - take the very

                  left toll, main boost, then boosters go left to right across

                  the lanes to the corner, where you will boost around the

                  inside. Use the boost before and after the main boost in the

                  lane next to the right lane, into the tunnel and drift

                  left cutting into the left two lanes where there is a booster

                  on the right side. Boost into the left, exit to the toll

                  booths. Watch the above replay so it makes more sense.

                - The traffic differs according to the lap, meaning you will

                  have to alter your booster route. On the 1st Lap, as you

                  enter the tunnel stick to the left lane going straight on

                  to avoid a car. On the 2nd Lap, there will be a car

                  coming round the inside lane at the booster corner. On the

                  3rd lap, providing your time is decent no traffic will

                  hinder you in the booster or tunnel sections.

                - If you hit a car proper you will lose your mushrooms, so

                  you need to do it with a degree of perfection.




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

Bowser's Castle

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



Walkthrough - Trick from the opening booster jump into the wobbly hallway,

              which you can trick from as it bounces you up. Down the steps

              and drift left and right down the passage, avoiding the

              Thwomps. At the central section with the giant fireball spitting

              Bowser, you need to use your half pipe skills to get across the

              muddy central parts by tricking up and down left, across to the

              right and onward. The path splits into two, but they are both

              equally the same with a booster ramp. Take the following

              right corner wide to avoid the fire that spits in the

              grated inside area, which is followed by a few corners with

              Thwomps. On the set of three Thwomps, the outer two drop 

              together. Trick the booster ramp and drift left to the final

              straight, populated with spirts of fire - you can drive close to

              them, just not over them.

Shortcuts - None.

Other Tips - You can perform tricks on the wobbly corridor as you lift from

             the ground.

Time Trial Tips - Trick over the wobbly corridor.

                - The central section really depends on your time in terms of

                  how its tackled. Basically, you need to use the half pipe

                  to trick boost over the first mud section, and either

                  again for the second, or use the ramp. However if you use

                  the ramp you may hit a fireball... use your mushroom

                  on the first patch of mud, then the trick on the either

                  the halfpipe or ramp on the second accordingly.

                - You can drift the inside of the grated corner before the

                  Thwomps, right on the inside, to avoid the flames.




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

Rainbow Road

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



Walkthrough - Head straight down and go right then left to hit the boosters,

              and off the ramp. Drift the left turn to more boosters, and

              another barrier-less left. Head straight up this wobbly section

              where you can do tricks as you lift off the ground, followed by

              a ramp. This mini figure of eight section is tough to drift

              and can be easily fallen off from, so take it easy, and is

              followed by some tight turns and a rainbow jump. Right drift

              into a rainbow passage to come out at an immediate split -

              the right is far easier but slightly longer, whereas the

              left and lower route is thin and has no barriers (do not take

              it if you are using the Wii Wheel!). The final left corner

              has boosters, especially on the very inside which will shave

              off some time.

Shortcuts -  Using a mushroom you can leap the first middle of the "8" section,

             and, ensuring you trick it, you'll do the same with the second.

Other Tips - You can trick at the wobbly section of track halfway through.

Time Trial Tips - Watch and learn from the Expert Staff Ghost vid's on YouTube.

                - Use the mushroom the get across the opening gap in the

                  figure of eight, being sure to trick from it to get over the

                  second.

                - You can drift most corners, even the one in between the

                  traveling magic tunnels.

                - Take the right route toward the end - the left is harder and

                  does not take any more time off.

                - At the final corner, drift on the very inside, then

                  boost, drift right into the left most booster to the

                  checkpoint.




=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 3.05. Shell Cup

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



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

GCN Peach Beach

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



Walkthrough - Drift around the first corner, and you will come across a beach

              area. There is a tide here that changes every lap. The best

              advice is to either avoid the water totally and stay on the dry

              sand or go through the water, but only around the white edge

              where the water isn't that deep enough to slow you down. There

              are also Cataquacks here, which you must avoid otherwise they

              will flip you up into the air. Go through the rock formations

              after, where there is some more beach (with more Cataquacks to

              avoid), drift around the corner to the path and onward to the

              start/finish line.

Shortcuts - When you go to the beach area after the first corner, you can go

            left instead of straight. That route has item boxes and a ramp which
            
            does cut your time down (dependant on the tide).

          - You can use a mushroom across the water.

Other Tips - There is a side area to the left before the start finish

             line with item boxes, but serves no other purpose.

           - The random pipe that was on the first corner from the original

             has now been removed.

Time Trial Tips - The mushroom strategy is different to most Time Trials.

                  On the 1st Lap, use it to get across most of the receding

                  water. On the 2nd Lap, use both mushrooms to get across

                  the water. On the 3rd Lap, you do not have to use any.




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

DS Yoshi Falls

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



Walkthrough - At first you are presented with two lanes; the left over a 

              bridge, the right over water. Go left to use the boosters, only

              using the right if you have an item to help you across, and

              stay left over the ramp to get a trick between the boosters.

              The final bend has boosters on the outside, but drift along it

              as well to get a bonus drift.

Shortcuts - None.

Other Tips - Stick to the inside of the turn - ie the water in most cases

             to cover less ground so get slightly further ahead. However only

             do so if you can boost or mushroom to get over easy enough.

Time Trial Tips - Use the mushroom on the very first corner, over the water.

                - Take the next corner on the left side, and use a booster to

                  get your most of the way across the inside water of the

                  next inside section, and a drift boost across the rest. Use

                  a booster pad to get you to the checkpoint.




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

SNES Ghost Valley 2

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



Walkthrough - Drift around the first wide U-Bend and drive left round the

              corner. Stick to the left to go around the barrier and go right,

              and then right left right quickly making sure you exit wide on

              the right to avoid the gaps in the track. Finish off by drifting

              the final corner to the checkpoint.

Shortcuts - After the first few corners there is a small straight and a corner

            that turns left then right around. There is a gap in the barrier

            here with a little bump, which you can trick across (just drift

            and turn heavily right to avoid going off the other side).

Other Tips - Hitting the edge blocks causes them to disappear.

Time Trial Tips - Use the mushroom to use the shortcut without tricking.

                - Drift most of the corners in twos, being sure to have a

                  maximum boost coming out of them.




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

N64 Mario Raceway

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



Walkthrough - Drift right twice and watch out for the two sharp lefts, other

              wise you'll fly out on to the grass. Following this is a U turn

              right which can be drifted if you are very early, otherwise

              slowdown and turn normally. After is a quick left and right to

              a straight, a tricky right right left to a straight through a

              pipe, leaving the final right turn and the checkpoint.

Shortcuts -  Just before the U-Bend, cut right and use a mushroom to avoid

            that corner and appear at a ramp. Trick off it to get back on to

            the track.

          - You can use a mushroom to cut the corner before the pipe tunnel

            toward the end of the track.
            
          - at the exit of the tunnel, drive slightly up the wall and then trick
          
            as you come off to gain a sneaky boost before the right hander.

Other Tips - Random trivia; Mario Kart 64 claims this track is 567M in length.

Time Trial Tips - Practice using the first shortcut, as it safes a load of

                  time. This is where your mushrooms are used.

                - Trick out of the pipe tunnel toward the end for an extra

                  boost.




=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 3.06. Banana Cup

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



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

N64 Sherbet Land

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



Walkthrough - Turn right and drift left. Go onward and drive around the crack

              to avoid falling in to the drink. Go right, where there is 

              a rock ahead - go right to get some item boxes and a boost

              ramp. Head on to the tunnel, avoiding the penguins, and

              stick constantly to the left wall to avoid the penguins

              around the various columns. You may hit one on the second

              column, but you can evade to the left just about. As you exit,

              there are item boxes on the left side if you want them,

              otherwise go straight on to the corner, round then to the

              checkpoint.

Shortcuts - None.

Other Tips - Touching a penguin causes you to spin out.

           - You can jump the cracks at the corners if you time it right,

             but I wouldn't do it unless you are in time trial as it's tough

             to pull off.

           - The mother of the penguins is located on an island on the left

             of the checkpoint.

           - Random trivia; Mario Kart 64 claims this track is 756M in length.

Time Trial Tips - Instead of using the ramp off to the right, stick on the very

                  left and use your mushroom across the edge, jumping over the

                  cracks as you go.




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

GBA Shy Guy Beach

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



Walkthrough - Drive onward, drift left at the far island and past a grassy area

              Drive over the bump and round the islands, navigating round the

              crabs that litter them. Head over the small islands, sticking in

              the middle to avoid the cannon fire either side and drift round

              the corner. Now head down the left side of the grass and through 

              the shallow waters straight to the checkpoint.

Shortcuts - After the first grass patch, there is an island off to the left that

            (providing you have a boost item) you can use to cut out the corner.

          - You can cut left at the final grassy area, even without an item,

            and if in a bike this is an obstruction free stretch you can wheelie
            
            through.

Other Tips - Stick to the light, shallow waters.

           - The pirate ship in the distance fires cannon balls on to the

             course, which explode with a wide radius. Stay away!

Time Trial Tips - Use a kart that has a high off-road stat, such as the

                  Turbo Blooper.

                - Take the very inside of the first corner to avoid the crabs.

                - Use the mushroom after the first vegetated area, over the

                  island on the left.

                - Be sure to trick from the ramps.




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

DS Delfino Square

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



Walkthrough - Head up the hill to the statue, where you have to go clockwise

              around it (drift close to the inside) to where you have to go

              down a street. Drift to the left and grab an Item Box, then a

              right down a backstreet to where the path splits in to two. One

              is a tame turn down the left, the other is steps that head

              straight on. The faster route is straight on. Either path

              takes you to a group of item boxes and out to a bridge. Head left

              to the side market, where you will see some boxes to the side.

              Just behind this is a small back street shortcut that is well

              worth taking without a mushroom or otherwise despite the mud

              being there. On the out, take a right and over a booster

              suspension bridge, drift round the short right, onward, then

              round the right angle to the check point.

Shortcuts - Before the stone bridge you can drive left toward the river and

            use a mushroom to fly across to the pier, and drive up, cutting

            out that entire corner. 

          - After the first stone bridge, there are a few boxes on the left.

            There is a small backstreet shortcut behind these that requires

            a sharp turn in to. Despite it being full of mud its much faster

            than the other route, mushroom or otherwise. It'll take you out

            to the booster bridge on the right after. By the way if you use

            a mushroom through this then take a sharp right or you'll end up

            in the drink!

          - You can use a mushroom through the grass after the suspension

            bridge.

Other Tips - Try placing bananas and other items after the suspension bridge,

             so rivals land straight in to them.

Time Trial Tips - Use the mushroom in the muddy backstreet shortcut.

                - Take the right route just before the first bridge.




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

GCN Waluigi Stadium

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



Walkthrough - Most of the corners of this course can be drifted around, so do

              so. When going over the ramps through the rings of fire, aim for

              the middle to get the item box (and to avoid getting burnt).

              About halfway through the course (the long straight on the left

              side of the map) are rotating lines of fire, and pipes. The

              lines are easy enough to avoid, but always go to the right of

              the pipes as Piranha plants appear from them. The only other

              thing worth noting is that the S bend toward the end of the

              track can be shorted a little with a mushroom.

Shortcuts - After the second booster ramp is a left turn; you can use a

            mushroom across the water cutting out the corner entirely.

Other Tips - There are a lot of ramps you can do tricks from.

Time Trial Tips - Use the mushroom at the water corner as described in the

                  shortcut above.

                - At the final bumps before the S-Bend, only trick from the

                  first one.

                - At the pipe piranha section, go up the left and drive off

                  parallel to it so you just jump off and back on, trick

                  boosting down the straight. You can do this before and

                  over the left most pipe to save a lot of time. Check the

                  Expert Staff Ghost Video for an example.
                  

 

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 3.07. Leaf Cup

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



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

DS Desert Hills

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



Walkthrough - Drift close to the inside of this long right bend, and the left

              and right turns after. Here you'll meet your first pokey which

              can he easily avoided. Over the hill is a straight with Pokeys

              and a few sets of Item Boxes. There is a long turn after this

              with a few sharp bends that should be drifted; there are item

              boxes on the outside of these turns, so if you don't mind

              sacrificing a few seconds of your time for these then go for it.

              After these is the check point straight. On the second and third

              laps fireballs with start to appear, on the second lap one to

              the right of the pyramid and in the twisty end section, and on

              the third just after the check point and at the twisty end

              section. To avoid them, go to where they have come from (you can

              tell by their firetrail that comes from behind them).

Shortcuts - After the first bend, there is a pyramid to your left. Use a

            mushroom down the dirt path to the left of this to shave a few

            seconds off your time.

          - On the last corner, you can use a mushroom just before to get over

            the large area of dirt on its right.

Other Tips - Due to the wide nature of the course you can easily snake and

             drift a-plenty throughout.

Time Trial Tips - Use the mushroom to skip out the final corner.




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

GBA Bowser Castle 3

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



Walkthrough - Drift round the first two let corners, and wide right to avoid

              the Thwomps. Over the grates, turn right, left and left again

              to the bumpy ramp area. Stick to the left and perform tricks

              constantly. Wide drift the left U-Bend, use the ramp between

              the Thwomps and right down the grate straight. Go right slightly

              and go straight down the middle of the jagged area, drift around

              left and head straight down the middle to the very end.

Shortcuts - None.

Other Tips - Certain areas of lava are now just red rocks that slow you down;

             if you have special items, use them to skip some of the corners.

           - At the bumpy ramp area, perform lots of tricks to gain time.

Time Trial Tips - Trick from every ramp in that short ramp section halfway

                  through the track.

                - Use the mushroom just after the grated area after the booster

                  ramp, down the "straight", allowing you to drive over the

                  red rocks at the start.




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

N64 DK's Jungle Parkway

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



Walkthrough - Turn right, onward a short distance then drift right up the

              spiral to the jump across the river. When you land correct

              yourself and continue. The next few corners are sharp - turn

              right, left, left, try and drift the right U bend by the river,

              left and down to the bridge. Make  sure you are central when you

              try and board the bridge or you'll knock yourself back. After

              the bridge is a cave, so turn right and round to the checkpoint.

Shortcuts - If you have a mushroom, use it in the cave at the end to get up

            the bank.

Other Tips - Plant item boxes on the bridge before the cave, or better yet

             just before it, as your opponents will have a tough time getting

             past them.

           - If you have a mushroom, use it in the cave at the end to get up

             the bank.

           - Random trivia; Mario Kart 64 claims this track is 893M in length.

Time Trial Tips - Drift as soon as you touch down after flying over the

                  river.

                - Use the mushroom in the cave shortcut, as described above.

                - You can drift boost most of this track.




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

GCN Mario Circuit

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



Walkthrough - Drift round the first two corners (especially the sharp second

              corner) and stick to the right of the road after to avoid the 

              Chain Chomp that will appear from the left. After the tunnel,

              avoid the sides of the road due to the Piranha Plants, and drift

              around the hairpin and the corner going right afterward. At this

              bumpy area, avoid touching the Goombas or you will spin out. Go

              onward to the start/finish line.

Shortcuts - After the first two corners, the road goes right round the green

            area on the left (where the Chain Chomp is). Well you can cut

            across the green area with a mushroom (you may have to drive a

            little onto the grass then use it to get across all of it).

Other Tips - You can trick off the bumps on the second to land corner area.

Time Trial Tips - Use the mushroom to the left of the Chain Chomp, as

                  described in the shortcut above.

                - If you trick from the right most bump at the end, you can

                  boost over the little nub of grass and drift round to the

                  bridge.




=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 3.08. Lightning Cup

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



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

SNES Mario Circuit 3

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



Walkthrough - Drift right, drive around the two left corners and drift right

              on the exit to a tight right surrounded by pipes and a straight.

              This ends in a really tight hairpin so stick to the right and

              drift close to the corner and wide again (but make sure you don't

              hit the pipes as you exit the corner). You can drift the next

              wide bend around to the S-bend which has to be taken with care,

              finishing with the final driftable corner. Try and end up on the

              right side to make use of the booster.

Shortcuts - Before the last couple of corners, where the track goes right,

            left then the final corner, you can cut out the first part by

            using a mushroom straight through the barrier.

Other Tips - There are a few oil slicks around, which can be leapt.

Time Trial Tips - Use the mushroom at the shortcut toward the end of the

                  track as described above.

                - Most of the track can be drift boosted, so do so.




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

DS Peach Gardens

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



Walkthrough - Head onward onto the island and exit on the first left. Head

              onward and go clockwise round the flower bed, and up the ramp

              and clockwise around the square flower bed here and down to the

              hedge maze ahead. Here you must navigate through the blocks

              to the far end whilst dodging chain chomps. The other side has

              an incline, drift right round another flower bed to another

              decline to a hedge section. Here are just three cone shaped

              hedges to drive through; head round the first and then cut into

              the middle and to a winding track. There are moles that come

              out of the holes, so avoid these on to a path at the other end.

              There is one last right corner here which is easily driftable

              to the check point.

Shortcuts - Using mushrooms you can boost through the flowerbeds throughout

            the track.

          - The first square flowerbed you come across has a small path to

            the right of it, which shaves a second or two off your time.

          - For the winding section towards the end, mushrooms can cut out

            the corners.

Other Tips - Shells and other items can take out the moles that are on the

             dirt track at the end.

           - There are ramps either side of the winding end section, which are

             ideal if you have an item to use them.

           - The Chain Chomps in the maze have item boxes following them.

Time Trial Tips - Use the mushroom at the first flowerbed section, with the

                  arrow sign pointing left.

                - Drift in and out of the maze like sections, and ignore the

                  ramps at the very end.




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

GCN DK Mountain

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



Walkthrough - The first uphill section can be driven straight up, so you don't

              have to follow the track properly. The mild corner after can be

              drifted, then you fly across the course to the mountain at the

              end when you enter through the giant barrel. At the rocky area

              afterward you don't have to follow the track, but using tricks

              at the ramps is advised. At the greenery area, boulders will

              appear but can be easily missed, with the remaining corners

              very sharp - either drift early or not at all. Continue to the 

              the bridge and the start/finish line.

Shortcut - If you use a mushroom against the raised section of the first corner

           you will fly over it to the corner before the rocket boost.

         - At the first very sharp corner at the end of the track, you can

           cut right after over the gap to the final corner. However it is

           very tricky to do so, and requires either a well timed boost or

           the aid of an item.

Other Tips - The crack that takes up the right side toward the end of the

           green area is missing from this version.

Time Trial Tips - Use the mushroom at the first section of track, as described 

                  above and shown in the above Expert Staff Ghost Video.

                - Only trick from the first two ramps after the rocket boost,

                  and cut right of the third and final one.




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

N64 Bowser's Castle

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



Walkthrough - Probably the greatest MK course, ever? Drive into the castle

              and round the right, drive on then drift early and left. Drift

              right and stay on the right side of the carpet, ready to

              dodge the Thwomps that come from behind and to drift around

              right at the end. Turn right, dodge the moving Twomps and turn

              left - don't drift as you might fall on the bridge just after.

              Go down the steps and into the courtyard below, ready the drift

              round the tight U bend left. Turn right at the end but stay

              central so you don't fall off the bridge on the way round, up

              the spiral road on to the roof, straight on dropping down and

              sticking to the left, round the final right corner to the

              checkpoint.

Shortcuts - If you have a mushroom, you can cut out the first right corner

            over the grass between the hedges, before you enter the castle.

Other Tips - If you have a mushroom, you can cut out the first right corner

             (over the grass when you enter the castle).

           - Random trivia; Mario Kart 64 claims this track is 777M in length.

Time Trial Tips - Use the mushroom to cut out the first right corner over 

                  the grass between the hedges, as described above.

                - Trick from the ramps on the roof.





===============================================================================

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

                               4. BATTLE MODE

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

===============================================================================



Now available to play with the computer, with friends and online, the Battle

Mode is back and better than ever! There are two modes -



Balloon Battle - Your staple Battle Mode, where balloons represent your

                 lives. Use items to take away other racer's balloons, and

                 don't hit any obstacles to take away your own!

Coin Runners - Replacing Shine Runners from previously, you or your team has

               to collect as many coins as possible before the time runs out.

               Items help you distract other racers, so watch out where they 

               are and snipe them before they get what is yours!



----------

Wii Stages

----------



Block Plaza - A very simple track with four platforms to the north, south, east

              and west that are connected to the ground via ramps and to

              one another via bridges. Item boxes populate between the 

              platforms on the ground and on top of them. Hide round corners

              or wait on top of platforms and drop down to surprise others!

Delfino Pier - A rather interesting stage that changes over time. At first

               you just have a wide red roof with a booster ramp at the peak

               and a path around the outside. Around a minute in a bridge

               will drop to the side to another roof, and gates will open

               on the path to inside that building with item boxes galore.

               Soon after the water level will also rise, constraining you to

               the roof, but lowers again shortly after. Watch the water

               levels and don't touch the dark water otherwise you'll die!

Funky Stadium - After bombing down a ramp and entering the stadium, there are

                high ramps all over the place to get item boxes, and to evade

                shells and other items. You can run up the sides (but not

                back to the opening ramps) if you need to hide.

Chain Chomp Roulette - You are projected onto a giant roulette wheel with a

                       chomp that rolls around. Use the central ramp and 

                       ones on the outside for item boxes, but there is

                       little strategy here - just drive around and go nuts!

Thwomp Desert - Another random stage, just a circle that goes into a quick sand

                pit with a Thwomp above it. Don't go in the middle. Now and

                again the Thowmp will drop and cause the stage to ripple.

                There are Thomps stuck in the sand that you can drive into

                and trick from, and watch out for the cacti at the edges that

                will pop a balloon or two!





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

Retro Stages

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



SNES Battle Course 4 - A very simple court where each corner is divided up

                       into linear segments, with a sand box in the middle.

                       I personally find that you can drift through a corner

                       segment, out to the centre, and back in again,

                       giving you a decent speed and collecting item boxes

                       as you go.

GBA Battle Course 3 - Another simple court, with a lot of space to work with

                      and little dividers. Again, drifting around a corner

                      segment at speed and picking off people with the items

                      collected is a nice tactic I adopt.

N64 Skyscraper - A ring with a centre area, with holes you can fall down

                 between them. There are no item boxes in the centre, so just

                 drive round the ring, collect a few items and head in and

                 take some names, back again etc. With some luck, others

                 might fall into the holes too.

GCN Cookie Land - A tiny circular stage with item boxes everywhere. This is

                  pretty hectic, I just drift around the very outside and

                  spam items whenever possible.

DS Twilight House - This is a large symmetrical area with eight rooms

                    in a square, a path outside. Like on the other 'simple'

                    courses, it is possible to drift everywhere. Item boxes

                    are some what sporadic - they are a few in some rooms and

                    none in others - but the blindness of walls everywhere

                    means you can pull off some really effective surprise

                    attacks.







===============================================================================

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

                                 5. ONLINE

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

===============================================================================



Online is really easy, and moreover, very well done. Compared to Mario Kart DS

it does several times better -



  - First console Mario Kart to support internet play

  - Up to 12 Players

  - Two players playing online on one console

  - Dedicated Wii Channel for Time Trials and Friend Lists (optional download)

  - Battle Mode now playable online

  - All tracks playable

  - Able to drag items





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

Getting Started

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



Go to the Wii Menu and set up your internet settings, so you are ready to go.

Do not ask me how to do this or what troubleshooting errors you may have, as I

do not know. But once you get it up and running, on the menu there are two

options at the bottom - Nintendo WFC, and Mario Kart Channel.





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

Nintendo WFC

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



Three options - Worldwide, Continental and Friends. The first two you play

against those of a similar rank to you either around the world or on the

continent, and you have to have Friends on your list, online AND searching

for you to connect. A bit of a pain, but still.



From there, choose VS Race or Battle. Again, you are ranked against those

similar to you (see below for more details). Pick your character, drift

type and you'll be connected and shown who you are playing with via the map.

You are added to a race, but note that you may have to wait for it to finish

before starting (you can watch it while you wait). Pick a track (or select

random) and the computer will select a random selection, then race!



Once the race is over, you can continue with the same people, or quit and

select a new group. You do not have to commit yourself to a set of races

against the same number of people, just drop in and out. The system is really

good, with little lag.



You can also play with someone else split screen - they can either log in

if they have their own profile, or just use a Mii as a guest. They will not

get ranking points if they are a Guest.





-------

Ranking

-------



You start at 5000 points, which changes according to what positions you end

in. Come within the top 6 and you increase, bottom 6 you decrease. Getting

the top two or bottom two changes the increment to around 100 either way,

which is pretty steep. The point of the ranking is that you are paired to

those of a similar ability, and just to gauge how good you are. You can

check your rank at any time by looking at the License Details at the top of

the screen.





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

Mario Kart Channel

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



This can either be browsed on the disc or downloaded onto the Wii Channel

front page. Either way the menus are the same. There are FRIENDS, GHOST

DATA, RANKINGS and COMPETITIONS. Register yourself in FRIENDS to get a 12

digit friend code, and add others. Once you have done so, you can see

what they are doing right now and what their Mii is. Cool. GHOST DATA

allows you to share and download data from friends. RANKINGS shows your

competition and Time Trial data against others either on the Continent or

Globally, showing a horizontal Mii graph, and giving you the opportunity to

download the highest score Ghost and those of your friends. Competitions is

explained below.



The bottom option allows you to firstly download the channel onto your Wii

so you can do all of the above without having to play the game. After that,

it either asks you to download the latest version from time to time, or invite

friends by sending them a message to their board.





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

Competitions

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



The closest thing to DLC we will see, these are special downloadable

challenges like the Missions in Mario Kart DS, such as objectives and

specific time trials. Right now nothing is available, but as it does, this

will be updated.







===============================================================================

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

                            6. UNLOCKABLES AND SECRETS

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

===============================================================================



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

Unlockable Characters and Karts

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



General Unlockables -

- Completing the first two cups in each type will unlock the third; completing

  the third will unlock the forth.

- Getting trophies on all of 50CC and 100CC will unlock the ability to

  race with both Karts and Bikes.

- Getting all trophies in a class displays credits, and congratulations

  screen (with your Mii!) that you can post on your Wii Message Board.



Remember, you need to get a GOLD trophy to unlock whatever you need!



50CC

----

Mushroom Cup  - N/A

Flower Cup    - N/A

Star Cup      - King Boo (character)

Special Cup   - Piranha Prowler (L kart)

Shell Cup     - N/A

Banana Cup    - N/A

Leaf Cup      - Turbo Blooper (M kart)

Lightning Cup - Diddy Kong (character)





100CC 

-----

Mushroom Cup  - N/A

Flower Cup    - N/A

Star Cup      - Twinkle Star (L bike)

Special Cup   - Mii Outfit A (character)

Shell Cup     - Rosalina (character)

Banana Cup    - N/A

Leaf Cup      - Dry Bones (character)

Lightning Cup - Rapide (M bike)





150CC

-----

Mushroom Cup  - N/A

Flower Cup    - N/A

Star Cup      - Quacker (S bike)

Special Cup   - Daisy (character)

Shell Cup     - N/A

Banana Cup    - N/A

Leaf Cup      - Royal Racer (M kart)

Lightning Cup - Dragonetti (L kart), 150CC Mirror Mode (mode)





150CC MIRROR

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

Mushroom Cup  - N/A

Flower Cup    - N/A

Star Cup      - Dolphin Dasher (M bike)

Special Cup   - Phantom (L bike)

Shell Cup     - N/A

Banana Cup    - N/A

Leaf Cup      - Bubble Bike (S bike)

Lightning Cup - Blue Falcon (S kart)





TIME TRIAL

----------

1 Course Timed - Rally Romper (S kart)

4 Courses Timed - Funky Kong (character)

8 Courses Timed - Magikruiser (S bike), Baby Luigi (character)

12 Courses Timed - Torpedo (L bike)

16 Courses Timed - Birdo (character)

32 Courses Timed - Toadette (character)





STAR RANKS (see below)

----------

50CC new at 1 Star or More - Baby Daisy (character)

50CC all at 1 Star or More - Cheep Charger (S kart)

100CC retro at 1 Star or More - Bowser Jr. (character)

100CC all at 1 Star or More - Nitrocycle (M bike)

150CC new at 1 Star or More - Dry Bowser (character)




VERSUS / ONLINE

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

  50 WFC Wins - Royal Racer (Medium Kart)

  250 Versus Wins - Birdo (character)


UNLOCKING ROSALINA

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

  There are several possible ways to unlock Rosalina...



  - Have a Super Mario Galaxy save file and then win the 100cc Shell Cup.

  - Without an SMG save, get at least 1 Star in ALL 150CC tracks.

  - Play the game for an extended period of time...unconfirmed for how long.





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

Grand Prix Star Ranks

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



You will be ranked based on your performance within the Grand Prix, up to

three stars. You need to one star many of the cups in order to get all the

unlockables, so it is important to know how to get them. To get three stars,

you have to win ALL four races and get 60 points, and get very good times

on all the laps. That is it, help yourself to items and what not. Just try

not to obviously fall off the track or hit into walls, as it will slow your

time down.

Note that you do not NEED 60 points to get ONE star (it's just that it's damn 

hard without the full 60). You can actually drop a few points, but as long as 

you get a decent time and come first it is possible to get it.

To get stars next to your name online, complete EVERY cup with stars.

All cups with one star gets you one star, two gets two, and three for three.

Note if you have three for all except one, then you will not have three

stars until you get that cup up to scratch.




----------

Gold Wheel

----------

To get a Gold Wheel online, play with the Wheel (or just the Wii Remote) online 

a lot. A lot sounds awfully vague, but after enough races and / or wins you'll 

have a gold wheel displayed against your name.



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

150CC Mirror Mode

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



Getting gold on the first three Grand Prix Modes (50CC, 100CC and 150CC) will

unlock this mode. Basically all the tracks are mirrored, but as you've played

each track by at least three times by now you should be able to tackle these

with relative ease.





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

Alternative Title and Ending Screens

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



Achieve a gold in every cup for the title and ending screens to change for

good. This includes the dreaded 150CC Mirror mode as well.





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

Staff Ghosts

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


Under Time Trial you can unlock a range of charcters and vehicles by either

setting times or unlocking Expert Staff Ghosts (scroll up for a list of

Time Trial unlockables). Normal Staff Ghosts are automatically unlocked and

ready to race against in Time Trial mode for a good thrashing, and beating

these by several seconds unlocks an Expert Staff Ghost. Below is a list of

every track, the Normal Staff Ghost Time, the Unlock Time for the Expert Staff

Ghost time, along with their times and YouTube video's.



MUSHROOM CUP



Luigi Circuit

  Normal Staff Ghost Time - 01:29.670

  Unlock Time - 01:24.411

  Expert Staff Ghost Time - 1.19.419

  Video - http://www.youtube.com/watch?v=0BOsKYNfhmw



Moo Moo Meadows

  Normal Staff Ghost Time - 01:37.856

  Unlock Time - 01.33.571

  Expert Staff Ghost Time - 01.25.909

  Video - http://www.youtube.com/watch?v=_zIhpTxaKo0



Mushroom Gorge

  Normal Staff Ghost Time - 02:16.110

  Unlock Time - 02.05.494

  Expert Staff Ghost Time - 02.01.011

  Video - http://www.youtube.com/watch?v=CS2rroltsxo



Toad's Factory

  Normal Staff Ghost Time - 02:22.480

  Unlock Time - 02.12.784

  Expert Staff Ghost Time - 02.05.593

  Video - http://www.youtube.com/watch?v=yvQrgvxfFyo





FLOWER CUP



Mario Circuit

  Normal Staff Ghost Time - 01:44.777

  Unlock Time - 01.39.183

  Expert Staff Ghost Time - 01.33.702

  Video - http://www.youtube.com/watch?v=5AV1bVQt8qU



Coconut Mall

  Normal Staff Ghost Time - 02:30.764

  Unlock Time - 02.24.788

  Expert Staff Ghost Time - 02.13.333

  Video - http://www.youtube.com/watch?v=P1StSusVvG8



DK's Snowboard Cross

  Normal Staff Ghost Time - 02:34.693

  Unlock Time - 02.24.725

  Expert Staff Ghost Time - 02.17.546

  Video - http://www.youtube.com/watch?v=g35nf8Oo-xY



Wario's Gold Mine

  Normal Staff Ghost Time - 02:19.583

  Unlock Time - 02.14.932

  Expert Staff Ghost Time - 02.04.800

  Video - http://www.youtube.com/watch?v=my1-dnTmyG4





STAR CUP



Daisy Circuit

  Normal Staff Ghost Time - 0:56.822

  Unlock Time - 01.48.791

  Expert Staff Ghost Time - 01.41.362

  Video - http://www.youtube.com/watch?v=_9K-z8p8v_0



Koopa Cape

  Normal Staff Ghost Time - 03:03.022

  Unlock Time - 02.54.897

  Expert Staff Ghost Time - 02.41.370

  Video - http://www.youtube.com/watch?v=0UZC6hgHezM



Maple Treeway

  Normal Staff Ghost Time - 02:58.633

  Unlock Time - 02.50.229

  Expert Staff Ghost Time - 02.37.812

  Video - http://www.youtube.com/watch?v=P9o7ENhdOsM



Grumble Volcano

  Normal Staff Ghost Time - 02:28.237

  Unlock Time - 02.19.524

  Expert Staff Ghost Time - 02.11.852

  Video - http://www.youtube.com/watch?v=tsY9Yhy7RIc





SPECIAL CUP



Dry Dry Ruins

  Normal Staff Ghost Time - 02:30.949

  Unlock Time - 02.21.681

  Expert Staff Ghost Time - 02.14.286

  Video - http://www.youtube.com/watch?v=jToIbQkwgSE



Moonview Highway

  Normal Staff Ghost Time - 02:16.802

  Unlock Time - 02.07.016

  Expert Staff Ghost Time - 02.04.163

  Video - http://www.youtube.com/watch?v=MLEplcWvp04



Bowser's Castle

  Normal Staff Ghost Time - 03:04.836

  Unlock Time - 02.55.017

  Expert Staff Ghost Time - 02.42.098

  Video - http://www.youtube.com/watch?v=3WzMSmxRVVg


Rainbow Road

  Normal Staff Ghost Time - 03:05.895

  Unlock Time - 02.59.293

  Expert Staff Ghost Time - 02.44.734

  Video - http://www.youtube.com/watch?v=os61GcGxaJM





SHELL CUP



GCN Peach Beach

  Normal Staff Ghost Time - 01:34.233

  Unlock Time - 01.30.698

  Expert Staff Ghost Time - 01.23.140

  Video - http://www.youtube.com/watch?v=DKpsumnkV5g



DS Yoshi Falls

  Normal Staff Ghost Time - 01:16.461

  Unlock Time - 01.12.901


  Expert Staff Ghost Time - 01.09.175

  Video - http://www.youtube.com/watch?v=_Gx3R1GhRNo



SNES Ghost Valley 2

  Normal Staff Ghost Time - 01:06.595

  Unlock Time - 01.03.752

  Expert Staff Ghost Time - 00.58.907

  Video - http://www.youtube.com/watch?v=r5Q2iyBLzRo



N64 Mario Raceway

  Normal Staff Ghost Time - 02:14.799

  Unlock Time - 02.07.915

  Expert Staff Ghost Time - 01.59.053

  Video - http://www.youtube.com/watch?v=UpivNXVpzyo





BANANA CUP



N64 Sherbet Land

  Normal Staff Ghost Time - 02:48.651

  Unlock Time - 02.37.784

  Expert Staff Ghost Time - 02.28.356

  Video - http://www.youtube.com/watch?v=M5IS4h34fdM



GBA Shy Guy Beach

  Normal Staff Ghost Time - 01:45.568

  Unlock Time - 01.39.255

  Expert Staff Ghost Time - 01.32.867

  Video - http://www.youtube.com/watch?v=LEHzjreHAyg



DS Delfino Square

  Normal Staff Ghost Time - 02:41.807

  Unlock Time - 02.33.107

  Expert Staff Ghost Time - 02.24.169

  Video - http://www.youtube.com/watch?v=_LOnu72wRR8



GCN Waluigi Stadium

  Normal Staff Ghost Time - 02:32.882

  Unlock Time - 02.24.645

  Expert Staff Ghost Time - 02.12.367

  Video - http://www.youtube.com/watch?v=tLV6Srl33dA





LEAF CUP



DS Desert Hills

  Normal Staff Ghost Time - 02:10.233

  Unlock Time - 02.01.141

  Expert Staff Ghost Time - 01.52.686

  Video - http://www.youtube.com/watch?v=cnJ2TTZC5uU



GBA Bowser Castle 3

  Normal Staff Ghost Time - 02:58.304

  Unlock Time - 02.50.637

  Expert Staff Ghost Time - 02.39.391

  Video - http://www.youtube.com/watch?v=u8hHhwGCMZ4



N64 DK's Jungle Parkway

  Normal Staff Ghost Time - 02:58.264

  Unlock Time - 02.49.028

  Expert Staff Ghost Time - 02.37.782

  Video - http://www.youtube.com/watch?v=Mq2TmDaL9YQ



GCN Mario Circuit

  Normal Staff Ghost Time - 01:59.771

  Unlock Time - 01.55.267

  Expert Staff Ghost Time - 01.49.939

  Video - http://www.youtube.com/watch?v=ze016Sx7kvw





LIGHTNING CUP



SNES Mario Circuit 3

  Normal Staff Ghost Time - 01:38.880

  Unlock Time - 01.34.828

  Expert Staff Ghost Time - 01.26.659

  Video - http://www.youtube.com/watch?v=u8N86xTpGUA



DS Peach Gardens

  Normal Staff Ghost Time - 02:34.894

  Unlock Time - 02.29.006

  Expert Staff Ghost Time - 02.16.777

  Video - http://www.youtube.com/watch?v=6r_cZZi89DQ



GCN DK Mountain

  Normal Staff Ghost Time - 02:57.744

  Unlock Time - 02.50.248

  Expert Staff Ghost Time - 02.38.130

  Video - http://www.youtube.com/watch?v=rAhFt_3xQTY



N64 Bowser's Castle

  Normal Staff Ghost Time - 03:19.323

  Unlock Time - 03.06.723

  Expert Staff Ghost Time - 02.55.933

  Video - http://www.youtube.com/watch?v=Wrb_oc9Jg2Q







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

Mii Appearances

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



Miis appear on various courses throughout the game, either as spectators,

toll booth operators, or even replacing statues and pictures!



Mushroom Cup

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

Luigi Circuit - Trackside spectators

              - Replaces the Luigi logo at random

Moo Moo Meadows - None

Mushroom Gorge - None

Toad's Factory - Factory sign above horizontal belt strip





Flower Cup

----------

Mario Circuit - None

Coconut Mall - Displayed on adverts and posters around stage

             - Drive the cars that block your way on last corner

DK's Snowboard Cross - Replace the snowboarding statue randomly

Wario's Gold Mine - None





Star Cup

--------

Daisy Circuit - Trackside spectators

              - Roundabout statue replaced by a Mii randomly

Koopa Cape - Koopa replaced by Mii randomly after first ramp

Maple Treeway - None

Grumble Volcano - None





Special Cup

-----------

Dry Dry Ruins - None

Moonview Highway - Miis operate the toll booths

Bowser's Castle - None

Rainbow Road - None





Shell Cup

---------

GCN Peach Beach - None

DS Yoshi Falls - None

SNES Ghost Valley 2 - None

N64 Mario Raceway - None





Banana Cup

----------

N64 Sherbet Land - None

GBA Shy Guy Beach - None

DS Delfino Square - None

GCN Waluigi Stadium - None





Leaf Cup

--------

DS Desert Hills - None

GBA Bowser Castle 3 - None

N64 DK's Jungle Parkway - None

GCN Mario Circuit - None





Lightning Cup

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

SNES Mario Circuit 3 - None

DS Peach Gardens - None

GCN DK Mountain - None

N64 Bowser's Castle - None







===============================================================================

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

                        7. CONCLUSION AND SPECIAL THANKS

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

===============================================================================



That's just about it, folks. I had to correct some glaring errors in the

previous v1.00 attempt by Crazybichassmoron, so thanks for bearing with me and 

thank you for reading.



=============================== END ===========================================


Back to my Wii page or my Links page ?

14th April 2008