Code/Mario Kart=#1 Mirror Level:Win the Gold Cup on the 50cc, 100cc, and 150cc courses. Now, restart the game and you can choose Extra to get the mirror courses!
Code/Mario Kart=#2 Power Slides:When in a turn hold down R and the opposite direction of the turn to do a power slide. After you are in the slide, press towards the direction of the turn and then back to continue the slide (Do this quickly). The smoke from your slide should change color. After it changes color three times, you will get a speed burst almost comparible to a turbo.
Code/Mario Kart=#3 Ghost Course:Beat each of the following courses in the given times and you will be able to race against the course ghosts!Course Time= Luigi Raceway 1:52.00/Mario Raceway 1:30.00/Royal Raceway 2:40.00!!!
Code/Mario Kart=#4 Short Cuts:Mario Raceway=Go past the first two turns of the course. Start going up the hill. Just before the top, go right toward the wall. Press R to jump as you leave the track. Make sure your kart is lined up so that it is parallel to the wall/Wario Stadium=You can jump over the wall on the left side of any jump by pressing R just before you hit the wall/D.K.'s Jungle Parkway=On either your first or second lap, turn around at the starting line and enter the cave and head towards the exit (the exit near the finish line, not the exit near the wooden bridge). Jump into the wall just to the left of the exit. If you do this right, you will fall into a dark area and Lakitu will pick you up. If you are dropped in the cave, head to the finish line to advance a lap.
Code/Mario Kart=#5 Short Cuts No.2:Rainbow Road=At the start of the race, don't use a turbo boost. Steer left so that you are facing the wall at a right angle and press R near the third yellow tile. If you get lucky you will land on the track below/Frappe Snowland=At the start of a race, either back up or turn around and go to the middle of the bridge. Aim towards the front right corner of the bridge. Go towards the corner and jump just so that you don't hit any of the track and only snow. Make sure you cross the finish line and go out of bounds, without ever touching the track. If done correctly, you will advance a lap/Yoshi Valley=Just past the point where all of the different tracks merge into one, look to the left at the guardrail. Do a slide so that you are parallel with the section of track that is coming into view across the guardrail. If you aim it up right, you will end up on the other side of the chasm.
Code/Mario Kart=#6 Short Cuts No.3:On Koopa Troopa Beach, after all three yellow and red big ramps, there is a smaller one with a tunnel in the air on the side of the course. If you get either a mushroom or a star, you can take that ramp into the tunnel. If you hit it correctly, it will work. It takes you out at a waterfall by the group of palm trees. It is close to 1/2 lap ahead. Another one is that if you are almost to the group of palm trees, there is a long, narrow, red, and yellow ramp leading to a big hill. On the top is a question mark. It always contains a Spiny's shell, or another name is a spiky shell. You do have to use a star or a mushroom to get enough power to get over the whole hill. Be careful, for if you the least bit off-center, you will miss the question mark. Don't use the mushroom or star until you are at least halfway up the ramp.If you know someone is about to use a lightning bolt quickly jump O.B. If you timed it right you won't get small.
Code/Mario Kart=#7 Short Cuts No.4:In Koopa Troopa beach, after you go over the first ramp and under the little cave, immediately turn right. The water will part, creating a shorter path to the other side.The next one is on Cocoa Mountain. If you get a star or mushroom to make you go faster, use it on the hill just after the second row of power-ups. Turn left and jump at the top of the hill to get up to the higher road. At the top, continue turning to the left, or you will be going backwards.
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