******************************************************************************

                        Mario Kart Super Circuit FAQ
                           For the Gameboy Advance
                     Version 1.1 (Last Updated 7/25/01)
                  By Devin Morgan (devin_morgan@netzero.net)

      This file is Copyright (c)2001 Devin Morgan. All rights reserved.

******************************************************************************

Table of Contents

1. What's New
2. Introduction
3. Controls
4. Translation Guide
5. Game Modes
6. Characters
7. Tracks
8. Items
9. Secrets/Tips and Tricks
10. Credits
11. Copyright Notice
12. Contact Information

******************************************************************************

-=-=-=-=-=-=-=-=-=-=
-=  1. What's New -=
-=-=-=-=-=-=-=-=-=-=

Version 1.1 (7/25/01): This is the complete version of this FAQ. Information on
all 40 tracks have been added, and the translation guide is complete as well.
If there are anymore tidbits of information regarding the ranks that I receive,
I'll be sure to add them here!

Version 1.0 (7/23/01): The first version of this FAQ. It currently covers all
20 of the new GBA tracks. The next update will have information on the bonus
SNES tracks as well! Please note that there is Shift-JIS encoding (Japanese
text) in this guide, so you must have the proper settings to view those
symbols.

******************************************************************************

-=-=-=-=-=-=-=-=-=-=-=
-=  2. Introduction -=
-=-=-=-=-=-=-=-=-=-=-=

The newest installment to the Mario Kart series is finally out for the Gameboy
Advance (in Japan, at least)! The same characters from Mario Kart 64 are here,
but there are MANY new tracks for you to ride on as well! The graphics are
great, the sound is great, and this game is just as fun as its predecessors.
However, this game is currently out in Japan only, and I don't fully understand
Japanese, therefore I won't be able to translate/understand certain aspects of
the game, so if someone can e-mail me information I missed, I'd definitely
appreciate it!

******************************************************************************

-=-=-=-=-=-=-=-=-=
-=  3. Controls -=
-=-=-=-=-=-=-=-=-=

Control Pad: Steer racer, move cursor on menu screens

Start: Pause, start game

Select: Honk horn while driving

A: Accelerate, confirm selection on menu screens

B: Brake (hold while using Control Pad to go in reverse), cancel selection on
   menu screens

L: Use item

R: Jump (hold while pressing Left or Right on the Control Pad to power slide)

******************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=  4. Translation Guide  -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

============
Title Screen
============

VOvC (Single Play)
}`vC (Multi Play)
oC (Mobile GB Play)


===============
Multi Play Menu
===============

}`J[gbWvC (Multi Cartridge Play)
1 J[gbWvC (1 Cartridge Play)


=====================
Mobile GB Play Screen
=====================

(Note: This option is most likely going to be in ONLY the Japanese version, so
I'm only translating the first screen you see. When this game is released in
the US, this information will be totally removed, therefore I see no reason to
translate each screen. Also, the Mobile GB Adapter is not available, nor will
it work outside of Japan, so there's no point in talking about it here anyway.)


Please begin to read.

This mode is played with "mobile adapter" and a telephone system is necessary.
Make a phone call and pay the connection expense. End the phone number with
your game cart ID and enter your personal information.


================
Single Play Menu
================

}IGP (Mario GP)
^CgAC (Time Trial)
t[ (Free Run)


Select Menu (when highlighting Time Trial)
------------------------------------------

(Note: This is the small option that appears in the lower-left corner of the
screen when you highlight Time Trial.)

Ă (Creation)
SELECT {^ (press the Select Button)

S[Xg Ђ傤 (Ghost Display)

Ԃ (Alone)
oC (Mobile GB)

 (With)
Ȃ (Without)


Select Menu (when highlighting Free Run)
----------------------------------------

(Note: This is the small option that appears in the lower-left corner of the
screen when you highlight Free Run.)

LAP:  3   5
ACe (Item)
RC (Coin)

 (With)
Ȃ (Without)


===============
Time Trial Menu
===============

gC (Try)
f[^ (Data)


=======================================
vC[ZNg (Player Select Menu)
=======================================

Ratings
-------

 (Acceleration)
 (Weight)

Characters
----------

}I (Mario)
C[W (Luigi)
s[` (Peach)
LmsI (Toad)
bV[ (Yoshi)
hL[ (Donkey Kong)
I (Wario)
Nbp (Bowser)


=================================
}bv ZNg (Map Select Menu)
=================================

LmRJbv (Mushroom Cup)
---------------------------

s[` T[Lbg (Peach Circuit)
wCz[ r[` (Shy Guy Beach)
o[TCh p[N (Riverside Park)
Nbp LbX 1 (Bowser Castle 1)


tJbv (Flower Cup)
-------------------------

}I T[Lbg (Mario Circuit)
eT CN (Boo Lake)
`[X h (Cheese Land)
Nbp LbX 2 (Bowser Castle 2)


T_[ Jbv (Thunder Cup)
-----------------------------

C[W T[Lbg (Luigi Circuit)
XJC K[f (Sky Garden)
vNvN ACh (Cheep Cheep Island)
TZbg  (Sunset Wilds)


X^[Jbv (Star Cup)
-----------------------

Xm[ h (Snow Land)
{ [h (Ribbon Road)
bV[ ΂ (Yoshi Desert)
Nbp LbX 3 (Bowser Castle 3)


XyVJbv (Special Cup)
------------------------------

CNTChp[N (Lakeside Park)
I{ ΂ (Broken Pier)
Nbp LbX 4 (Bowser Castle 4)
C{[ [h (Rainbow Road)


===============================================
Bonus (܂) Map Selection Screen (Press L/R)
===============================================

LmRJbv (Mushroom Cup)
---------------------------

}I T[Lbg 1 (Mario Circuit 1)
h[ic ւ 1 (Donut Plains 1)
΂ ʂ 1 (Ghost Valley 1)
Nbp 傤 1 (Bowser Castle 1)


tJbv (Flower Cup)
-------------------------

}I T[Lbg 2 (Mario Circuit 2)
`R[ Ƃ 1 (Choco Island 1)
΂ ʂ 2 (Ghost Valley 2)
h[ic ւ 2 (Donut Plains 2)


T_[ Jbv (Thunder Cup)
-----------------------------

Nbp 傤 2 (Bowser Castle 2)
}I T[Lbg 2 (Mario Circuit 2)
mRmR r[` 1 (Koopa Beach 1)
`R[ Ƃ 2 (Choco Island 2)


X^[Jbv (Star Cup)
-----------------------

oj CN 1 (Vanilla Lake 1)
Nbp 傤 3 (Bowser Castle 3)
}I T[Lbg 4 (Mario Circuit 4)
h[ic ւ 3 (Donut Plains 3)


XyVJbv (Special Cup)
------------------------------

mRmR r[` 2 (Koopa Beach 2)
΂ ʂ 3 (Ghost Valley 3)
oj CN 2 (Vanilla Lake 2)
C{[ [h (Rainbow Road)


===================
In-Game Pause Menus
===================

Mario GP Pause Menu
-------------------

Q[Â (Continue Game)
gC (Retry)
Q[߂ (Quit Game)


Time Trial/Free Run Pause Menu
------------------------------

Q[Â (Continue Game)
gC (Retry)
R[X`FW (Change Course)
hCo`FW (Change Driver)
Q[߂ (Quit Game)

******************************************************************************

-=-=-=-=-=-=-=-=-=-=
-=  5. Game Modes -=
-=-=-=-=-=-=-=-=-=-=

Mario GP
--------

This is the main area of the game, where you race in one of 5 cups against 7
other racers. There are 4 courses in each cup, and after each race, you gain
points according to what position you came in. After you finish the cup, if
you're in the top 3 positions, you'll win either the Bronze, Silver, or Gold
Cup for that set of courses. You are also given a "grade", which I believe
depends on the number of Coins you pick up throughout the courses you just
played through. I've yet to find out what happens if you get the highest rank,
but when I do, I'll be sure to add something about it here!


Time Trial
----------

This game mode allows you to race on any of the available tracks against the
clock to set a speed record. After racing on a course, you can race against
your ghost on the same track. That way you can try to beat your previous record
that the ghost is representing. I'm not sure what happens yet if you beat all
the course records on Time Trial, but if any information regarding it comes in,
it'll definitely be added!


Free Run
--------

This is basically a practice mode for the regular Mario GP. Here, you can pick
the cup and track, as well as the difficulty (50cc, 100cc, or 150cc) to play
in. You'll race against the 7 computer-controlled racers, but the outcome of
these races are not counted towards anything. It's just meant for you to
practice and get used to a specific course before playing for real on Mario GP.

******************************************************************************

-=-=-=-=-=-=-=-=-=-=
-=  6. Characters -=
-=-=-=-=-=-=-=-=-=-=

Note: Each character has a rating from 1-5 stars in 2 categories; acceleration
and weight. The heavier the racer is, the harder it will be for others to knock
them around during the race. And for acceleration, the higher the rating, the
faster you speed up. On the player select screen, you'll be able to see these
stats as well, but they're included in this FAQ for reference purposes. Also,
if you select the question mark box in the middle, you'll randomly select a
character to use.

Mario
    Acceleration: 3
    Weight: 3

Luigi
    Acceleration: 3
    Weight: 3

Peach
    Acceleration: 5
    Weight: 1

Toad
    Acceleration: 5
    Weight: 1

Yoshi
    Acceleration: 4
    Weight: 2

Donkey Kong
    Acceleration: 2
    Weight: 4

Wario
    Acceleration: 2
    Weight: 4

Bowser
    Acceleration: 1
    Weight: 5

******************************************************************************

-=-=-=-=-=-=-=-=
-=  7. Tracks -=
-=-=-=-=-=-=-=-=

Mushroom Cup
------------

Peach Circuit (s[` T[Lbg)
    Description: The very first course on the very first cup is obviously
                 quite easy to complete. It's very straightforward with no
                 major turns to worry about. There is a hairpin turn near the
                 end of the track, but it's pretty wide, so you won't have
                 trouble on it.

Shy Guy Beach (wCz[ r[`)
    Description: This course takes place on a series of dry sections of land,
                 as well as shallow areas of water in between. There are crabs
                 walking back and forth across some parts of the track, so
                 avoid them if you can. Also, about halfway through the
                 course, cannonballs will fall from the sky, so you might want
                 to steer clear of those when you hear them being shot.

Riverside Park (o[TCh p[N)
    Description: This course is a bit longer than the previous courses of this
                 cup. There are many more turns, as well as two large jumps.
                 The first jump is over water, and the second is over a
                 section of the track going in the other direction. The tight
                 turn leading to the second turn can be annoying, so try not
                 to spin out or you won't be able to make it across the jump
                 because you weren't moving fast enough.

Bowser Castle 1 (Nbp LbX 1)
    Description: The first of several Bowser Castle tracks is the most
                 straightforward one there. There are a couple of hazards in
                 here, including Thwomps that come crashing down, then go back
                 up again before repeating. Also, there is a section where you
                 must make a series of jumps over lava, in which fireballs
                 shoot up from. If you get hit, you'll be temporarily stopped,
                 so be careful.


Flower Cup
----------

Mario Circuit (}I T[Lbg)
    Description: This is a pretty simple course, with no hazards and a pretty
                 straightforward track. There is a hairpin turn in the first
                 half of the course, and that's about it for tough turns. Near
                 the end of the track, just before the finish line, there's a
                 seemingly out-of-the-way section of track to the right. Go
                 straight through the grass and onto this section and collect
                 the line of Coins, then hit the booster for a quick turbo
                 boost, which can be helpful if you're trying to catch up!

Boo Lake (eT CN)
    Description: This course is a bit tougher than the previous bunch of
                 courses you've played through. In the first straightaway,
                 there are several lines of boosters, as well as jumps for you
                 to make after hitting the boosters. There are a few tight
                 turns here, and two path splits. For the first path split, I
                 recommend taking the left branch since there are more Coins
                 there. For the second split, there is a shortcut you can take
                 that'll shave a second or two off each lap. Take the left
                 branch at the split and go across the bridge, then continue
                 left through the rest of the course.

Cheese Land (`[Y h)
    Description: This track can be a little confusing at times, especially in
                 the beginning area since it can seem misleading. The track is
                 a bit wavy, and the only section of track that'll slow you
                 down is the dark orange parts along the outer edges, so
                 you'll be alright. There are 2 jumps you must make as well;
                 you make a sharp left turn to hit the first one, then a sharp
                 turn to the right for the other one. Near the end of the
                 track, there are mice that walk around on the track, causing
                 you to spin out and lose Coins if you hit them. Steer clear
                 of them and you'll be in good shape here.

Bowser Castle 2 (Nbp LbX 2)
    Description: This course can be a little annoying at times, especially on
                 the parts where the track itself is above the lava on the
                 grating. There are still Thwomps around to avoid, as well as
                 the series of small jumps and the fireballs to avoid there.
                 At a couple of parts of the track, the track becomes grated
                 and can be difficult to see where it leads at times. In those
                 areas, I recommend you stay towards the middle so you won't
                 have to worry about falling into the lava or anything. There
                 are also a couple of boosters at the start of the straight
                 sections of track, but they're towards the right side of the
                 track, so you might want to hit those for a good boost as
                 well.


Thunder Cup
-----------

Luigi Circuit (C[W T[Lbg)
    Description: This course is rainy, and there are many puddles along the
                 track. If you drive straight into one, press B before you
                 totally spin out! There are a few tight turns here, and
                 that's about it for this rather straightforward course.

Sky Circuit (XJC T[Lbg)
    Description: This sky-bound course is pretty easy, with no hazards besides
                 the vines along the sides of the track. There is a small jump
                 in the first half of the course, which isn't a big deal
                 either. This one's very simple to get through with no
                 problems, which is a relief since the following courses are a
                 bit worse.

Cheep Cheep Island (vNvN ACh)
    Description: Here on this beach-themed course, giant Cheep Cheeps are
                 jumping in and out of the water in the background. There are
                 crabs wandering around again on the beach, so stay clear of
                 them. In the large section halfway through the track (it's
                 the large area on the map), stay to the left and you'll hit
                 the two lines of boosters there that you would otherwise pass
                 up.

Sunset Wilds (TZbg )
    Description: This desert area is pretty easy to get through, and there are
                 many boosters and straight paths here as well. The first
                 couple of sharp turns are perfect to power slide on for an
                 added boost. When you reach the large muddy section with the
                 boosters scattered around, keep in mind that the course is
                 going straight, despite how the boosters' arrows are pointing
                 to the right. There is a large area with a bunch of Shy Guy
                 Indian teepees set up; those you should really avoid. If you
                 hit one, a Shy Guy Indian will jump onto your kart and start
                 taking your Coins. Shake it off by hopping repeatedly, or
                 wait until it falls off.


Star Cup
--------

Snow Land (Xm[ h)
    Description: This icy track is a pretty interesting change, compared to
                 other tracks you've played so far. There is snow along the
                 sides of the course, which slows you down if you ride in it.
                 After the long straightaway with the line of Coins, stay to
                 the right to go on a light blue path, which is a type of
                 shortcut. Then after the wide hairpin turn, avoid the icy
                 ponds and stay to the right to travel on another shortcut
                 path. There are also penguins standing around that you should
                 avoid, as well as dark blue patches of ice along the sides,
                 which will make you spin out if you move across it.

Ribbon Road ({ [h)
    Description: This is another very straightforward course, since all you
                 have to do is follow the red road with the white line in the
                 middle. There are several boosters throughout the course, as
                 well as 2 jumps across portions of track below. There are a
                 couple of somewhat tight turns, but overall it's a smooth
                 ride through this track.

Yoshi Desert (bV[ ΂)
    Description: The track is pretty straightforward, but it's pretty bumpy
                 and the turns can be tough at times. There are whirlpools of
                 sand alongside certain parts of the track, and if you drive
                 into it, a giant piranha plant will eat you and spit you out,
                 which wastes valuable time in your race. Besides that, there
                 is nothing really big to worry about here.

Bowser Castle 3 (Nbp LbX 3)
    Description: The third Bowser Castle course is probably the smoothest one
                 you've faced so far. There's nothing really new here, besides
                 the grated sections above the lava, the Thwomps, and the
                 fireballs. However, there is a tight hairpin turn (you'll see
                 it on the map) that you should power slide around the bend
                 before to help you out.


Special Cup
-----------

Lakeside Park (CNTCh p[N)
    Description: This is the first truly annoying track, mostly because of the
                 tight turns. There is a tight hairpin turn (power slide here;
                 it helps) just before a jump across a part of the track, but
                 be ready for the sharp left turn after the jump. There are a
                 couple of walls with bumpers on them, which you should avoid
                 since you may end up jumping across to the other side of the
                 track, where you'll end up being further back than you're
                 supposed to be. In addition, there are sections where the
                 volcanic eruptions in the background will drop rocks of lava
                 on the track, so you'll want to avoid those as well.

Broken Pier (I{ ΂)
    Description: This ghost-infested level is a little tough, since there are
                 many turns and gaps. There are also ghosts floating above the
                 track, and if you drive under one, it'll cling onto you and
                 start taking your Coins. Shake it off by hopping or just wait
                 until it falls off by itself. Also, about halfway through the
                 track, there's a long straightaway with a line of boosters to
                 the left. Hit the boosters if you want and stay to the left,
                 then across the narrow bridge for a little shortcut.

Bowser Castle 4 (Nbp LbX 4)
    Description: The final Bowser Castle stage is obviously the most complex
                 of all. The usual stuff is here, but there are also a couple
                 Paratroopas flying around near the end of the track, so you
                 should steer around them. Also, in the first area, there are
                 no bumpers in front of the lava pits, so you better go around
                 them or you'll fall in! About halfway along, there is a
                 series of small hops across lava, followed by a big jump
                 across part of the track, so be prepared for that.

Rainbow Road (C{[ [h)
    Description: The last track of the last cup, and it really isn't too bad
                 either! There are no real boundaries throughout the entire
                 track, besides the beginning area. There are bumpers that act
                 as boundaries all the way along, but they don't help because
                 you can just bounce on one and fall off the track! In the
                 beginning area, there are stars that fall and bounce on the
                 track, spinning you out if hit. There are also thunder clouds
                 floating around that will shrink you down if you're struck by
                 their lightning. About halfway through, you'll notice a
                 separate part of the track to the left before the path splits.
                 Hit the bumper to the left and go straight onto that path,
                 hitting a whole lot of boosters along the way to the end of
                 that path. Be careful though, because if you hit the bumper
                 at the end, you'll shoot too far ahead and you won't be able
                 to land on the track!


==========================
Bonus (܂) SNES Tracks
==========================

Mushroom Cup
------------

Mario Circuit 1 (}I T[Nbg 1)
    Description: The first course from the original Super Mario Kart is just
                 about as easy as it's going to get. There are no hazards at
                 all here, no tight turns; just a wide and easily navigable
                 track.

Donut Plains 1 (h[ic ւ 1)
    Description: This is another wide track, but the path is a bit wavier and
                 some of the turns are tighter. The turns are wide enough for
                 you to have no problems getting around, and they're also good
                 for power sliding around if you like.

Ghost Valley 1 (΂ ʂ 1)
    Description: The first of the Ghost Valley courses is obviously the easy
                 one in the group. It's a smooth course with no major turns
                 to deal with. There is a shortcut, however, that you can use.
                 Near the end of the track, before the right turn leading
                 around the bend to the finish line, there is a gap you jump
                 before the turn. If you have the Mushroom item and you're
                 going at a high speed, hit the bumper and use the Mushroom,
                 steering to the left. You should make it onto the shortcut
                 path, cutting a second or two off the time. I don't really
                 recommend doing this though, since you'd most likely miss and
                 fall into the pit.

Bowser Castle 1 (Nbp 傤 1)
    Description: This one is definitely the easiest of the Bowser Castle
                 tracks by far. There are no Thwomps or fireballs here, so you
                 won't have to worry about those hazards. The turns are a bit
                 sharp because of the corners, but it's nothing you can't
handle
                 anyway.


Flower Cup
----------

Mario Circuit 2 (}I T[Lbg 2)
    Description: This is another easy track, since there are no real major
                 turns here. There is one hairpin turn near the end, followed
                 by a jump over a portion of the track, but you can power
                 slide around that turn and stay on course, so no worries
                 here!

Choco Island 1 (`R[ Ƃ 1)
    Description: Here is the first of the Choco Island courses, and this one
                 is pretty bumpy. There are a couple of chocolate puddles that
                 will slow you down if you ride in them, but other than that,
                 this course is a piece of cake!

Ghost Valley 2 (΂ ʂ 2)
    Description: Like the first Ghost Valley track, this one isn't too much of
                 a problem either. The turns aren't too tough, although they
                 seem to be a bit sharp at times. Watch out for the areas with
                 no boundaries, so you don't fall off the track, wasting time
                 off your lap!

Donut Plains 2 (h[ic ւ 2)
    Description: The last track of the Flower Cup is a bit more difficult than
                 the other bonus ones you've played so far. The turns are even
                 tighter here, making it tough to stay on the track the whole
                 time. It'd be best if you used the power sliding technique to
                 get around those turns.


Thunder Cup
-----------

Bowser Castle 2 (Nbp 傤 2)
    Description: This course has sharp corners, which means there are a bunch
                 of tight turns here. There are a couple instances where you
                 may be mislead on the track. On the first straightaway,
                 you'll see a path branch off to the left; do NOT take that
                 path because it's a dead end. Instead, continue straight and
                 take the second left path. In the following area, you'll see
                 a few different paths, so take any you want and continue
                 through the course. Overall, this track isn't too tough, just
                 as long as you don't get lost!

Mario Circuit 3 (}I T[Lbg 3)
    Description: This Mario Circuit track is the toughest one so far, since
                 there are just so many tough turns to make! It's more
                 difficult to stay on the track here, so you may want to
                 either take it slow or just power slide around each bend.

Koopa Beach 1 (mRmR r[` 1)
    Description: This beach-themed course is relatively short, with each lap
                 taking no more than 20 seconds to complete. It's a simple
                 follow-the-path course through a bunch of small islands, but
                 you slow down when riding through the water. There is a
                 shortcut you can take to get through each lap a couple
                 seconds quicker though. After the beginning of the lap, stay
                 to the right side of the track, riding in the shallow water
                 if you want. You'll see a small island with an item box on
                 it; follow the shallow path to it, then continue along it to
                 the main path up ahead. From there, just continue right to
                 the end.

Choco Island 2 (`R[ Ƃ 2)
    Description: The beginning of the course starts off with a couple of tough
                 turns, especially the one after the line of item boxes. Keep
                 going along and the path leads through a large chocolate
                 puddle, which isn't too big of a deal. The rest of the course
                 is a bit bumpy, but that's not a problem either. The sharp
                 turns in the beginning are the only real problems for this
                 course.


Star Cup
--------

Vanilla Lake 1 (oj CN 1)
    Description: This is the first of two icy SNES courses here. You'll skid
                 if you go too fast and turn, so be careful. About halfway
                 through here, there are several ice blocks in your way. Each
                 time you hit one, it disappears for the rest of the race, so
                 you may want to either hit them or go around them as best as
                 you can.

Bowser Castle 3 (Nbp 傤 3)
    Description: This is the final Bowser Castle course you'll have to get
                 through, and it's not too tough either. There are no Thwomps
                 or fireballs here; just a bunch of narrow paths, jumps over
                 lava, and tight turns. Nothing you haven't seen before, so
                 this place isn't too hard to get through.

Mario Circuit 4 (}I T[Lbg 4)
    Description: The last Mario Circuit track is similar to the previous ones.
                 There are narrow paths and tight turns to worry about here,
                 but just like the others, you can just power slide around the
                 corners and handle it all pretty well. There are 2 hairpin
                 turns near the end, which are the major turns of this track,
                 so be prepared to slide around those.

Donut Plains 3 (h[ic ւ 3)
    Description: The last track of the Star Cup and the Donut Plains series is
                 honestly the toughest track I've played in this game! There
                 are a couple of bridges you must cross, which have no
                 boundaries on them, so be careful not to fall in the water on
                 either side! The turn before the second bridge is wide, so
                 you may skid into the water if you're not careful, and that
                 bridge has a small jump; just hit the bumper and you'll
                 bounce over the gap. The only real problems are the wide
                 turns, but you can get around them if you're careful enough,
                 so it's really not a big deal!


Special Cup
-----------

Koopa Beach 2 (mRmR r[` 2)
    Description: This beach course is a little more difficult than the first
                 Koopa Beach one you played. There are large grass patches
                 that slow you down if you drive through them. There's also a
                 fairly large shallow water section to get through, with some
                 deep water spots there as well. Steer clear of the deep water
                 to avoid falling in, and losing time off your lap.

Ghost Valley 3 (΂ ʂ 3)
    Description: The final Ghost Valley level is quite easy, since there are
                 no real sharp turns or jumps that you have to worry about.
                 There are a few holes in the floor here and there, but you
                 can just go around those easily.

Vanilla Lake 2 (oj CN 2)
    Description: This icy course is a bit annoying, especially since there are
                 more ice blocks in the way this time around. Also, there's a
                 large lake in the middle of the area, with small cracks
                 filled with water in the track. Hop over those small cracks
                 if you need to, and go around the ice blocks as best as you
                 can. Stay on the main part of the track and you should be in
                 good shape for this course.

Rainbow Road (C{[ [h)
    Description: This is the final course that you'll have to get through in
                 this game, and it has no boundaries whatsoever on the sides!
                 The turns are pretty tight at times, and the track becomes
                 narrow and it splits near the end, so be ready for that. At
                 the split, you can get an item if you take the right path, or
                 Coins on the left one. As long as you're careful around the
                 turns, you'll be in good shape here.

******************************************************************************

-=-=-=-=-=-=-=-=
-=  8. Items  -=
-=-=-=-=-=-=-=-=

Banana (oii)
    Description: Drop this banana peel on the track and whoever hits it will
                 spin out. You normally drop this behind you, but if you want
                 to throw it further ahead, hold Up as you shoot it and it'll
                 be shot forward.

Ghost (eT)
    Description: When used, you become transparent, hiding yourself from view
                 of other racers. You also steal another racer's item (who you
                 steal from is random) when you use this, but others can do
                 the same to you, so be careful!

Green Shell (~h )
    Description: This is the regular shell you can shoot straight ahead. If
                 you want to lay the shell down behind you, hold Down while
                 you shoot it and you'll shoot it behind you.

Mushroom (LmR)
    Description: When used, you get a sudden turbo boost to go faster for a
                 few moments.

Red Shell (AJ)
    Description: This is a homing shell that chases after the player in front
                 of you until it makes impact. It sometimes doesn't make it
                 around certain turns and obstacles, though. Hold Down while
                 you shoot it and you'll shoot it behind you.

Spiked Shell (gQ][ )
    Description: When you deploy this shell, it will home in on the racer in
                 the #1 position and travel through the course until it makes
                 impact. This one's much tougher to shake off than the Red
                 Shell, so be careful when you're the one being targeted!

Star (X^[)
    Description: When used, you become invincible for a limited time. You
                 speed up and any racers you touch will spin out.

Thunderbolt (T_[)
    Description: All other racers on the track become smaller, which slows
                 down their speed for a limited time. You can run over the
                 shrunken racers to flatten/stop them for a few moments, too.

Triple Green Shell (gv ~h )
    Description: 3 Green Shells rotate around you, which you can shoot out
                 individually. If you bump into another racer with the shells
                 rotating around you, they'll spin out.

Triple Red Shell (gv AJ )
    Description: 3 Red Shells rotate around you, which you can shoot out
                 individually. If you bump into another racer with the shells
                 rotating around you, they'll spin out.

******************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=  9. Secrets/Tips and Tricks  -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Access Special Cup
------------------

To gain access to the Special Cup in Mario GP, you must complete the Mushroom,
Flower, Thunder, and Star Cups first (I'm not sure if you must have won first
place in all those cups to unlock this cup though).


Player Select Screen Tricks
---------------------------

On the Player Select screen, you can make the characters do a couple of things
when you select them and their image is rotating to the left. Press L and the
character will shoot a green shell straight ahead; press R and they'll hop;
press Select and they'll honk their horn (each driver's horn sounds different,
by the way).


Power Sliding
-------------

As in Mario Kart 64, you are able to power slide in this game as well! To
perform a power slide, press and hold R to hop while holding Left or Right.
When you land, you'll slide in the direction you were holding. After about 2
seconds, let go of the R button and stop sliding. When you drive straight,
you'll be given a boost, which is the result of a power slide. It may take a
little bit of practice to pull it off, but it helps when trying to get around
hairpin turns, or if you want to cut a couple seconds off your time when racing
in Time Trial mode.


Rankings
--------

After you complete a cup, you'll notice that you're given a rank (***, **, *,
A, B, C, D, or E). That rank depends on how well you made it through the 4
courses within that cup, how many Coins you collected, etc. I'm not sure
exactly what the requirements are for each rank in each difficulty setting, so
if anyone can give me accurate information regarding this, it'll be greatly
appreciated!


Recover Before Spinning Out
---------------------------

When you run straight into a Banana or another hazard, you'll notice your kart
goes off balance before spinning out totally. To get back on balance before
spinning out, release the acceleration and press the brakes (you must do this
before you actually spin out, or else it'll be worthless). If you did it
correctly, you'll see a music note appear above your character's head, showing
you pulled it off successfully.


Turbo Boost After Lakitu Retrieval
----------------------------------

If you fall off the track or get stuck underwater for more than a couple
moments, Lakitu comes to pull you out and place you on the track again. When he
picks you up, wait until just before you touch the track again, then press the
acceleration and you'll get a turbo boost if you timed it correctly.


Turbo Boost Before Race
-----------------------

To get a turbo boost at the start of a race, do not hold the acceleration
button down prior to the race starting. Wait until just after the second yellow
light comes on, then hold the button down. If you timed it correctly, you'll
shoot ahead of the pack when the green light comes on!


Unlocking SNES Super Mario Kart Tracks
--------------------------------------

To unlock the original SNES tracks in a certain cup, you must first complete
all the cups in a difficulty setting, earning Gold Cups in all of them. Then,
replay any of those cups and get at least 100 Coins total in all the courses in
the cup. It doesn't matter what rank you get, or what place you come in (that's
what I heard, I could be wrong). You'll then gain access to 4 original tracks
in that cup; press L or R on the Track Selection screen to view them.

******************************************************************************

-=-=-=-=-=-=-=-=-=
-=  10. Credits -=
-=-=-=-=-=-=-=-=-=

myuutsu (tr-myuutsu@home.com): For translating the first screen of the Mobile
GB Play menu!

******************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=  11. Copyright Notice  -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This FAQ is Copyright (c)2001 Devin Morgan. This FAQ is for private and
personal use only. It may NOT be used on any website other than the following
sites:

GameFAQs (http://www.gamefaqs.com)
Game Winners (http://www.gamewinners.com)
Video Game Strategies (http://vgstrategies.about.com)
Game Advice (http://www.gameadvice.com)

If you find this or any of my other FAQs on any other site, contact me
immediately! Please do not ask me if you may post this FAQ on your site or
publish it in your magazine, book, etc., because the answer is no. If you use
ANY information from within this FAQ, please give me FULL credit for what you
took and do not alter my information in any way, shape, or form. The most
recent version of this FAQ can always be found at the sites listed above.

******************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=  12. Contact Information -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

If you have anything that you would wish to contribute to this FAQ, anything to
correct, or have any questions about something not already covered in this FAQ,
please e-mail me at devin_morgan@netzero.net. You will be given full credit for
whatever you submit. Please do not send me flames or nasty e-mails; that will
only result in your e-mail address being blocked from contacting me. Thanks for
reading this FAQ, and check out all my other work at this URL:

http://www.gamefaqs.com/features/recognition/3579.html

=- End of File -=
