Mario Kart 64 / Tracks / Flower Cup

Mushroom Cup Flower Cup Star Cup Special Cup

Battle Mode



Toad's Turnpike
Distance: 1,036m.

Toad's Turnpike may look simple with its basic figure eight layout, and retaining walls to keep traffic from going off the track, but don't let that fool you. Drivers here will to compete not only against opposing Karts, but also against heavy, rush-hour traffic! The course starts out with a wide easy loop, with only light traffic to dodge. Skillful use of the power-slide should reward a good driver with several mini-turbo boosts in the first corners. After coming out of the first loop, the road will dip under the overpass and into the second loop. In the last half of the course, the road narrows to two lanes, and the traffic tends to be heavier. Once a racer falls behind on this track, it can be difficult to catch up. Most projectiles will not follow their target around the corner, and the lack of visibility caused by the cars, trucks and busses on the course will hinder your efforts.

Tips
1. Avoid the traffic. If you just concentrate on not being hit by traffic you will usually come in first.
2. Sometimes if you are going to be hit and you are near the rails, just hug the railing. Most of the time you will not be hit if you do this.
3. When you have a star or a boo, traffic will not hurt you, you can go right through them. A warning about that though, make sure you're clear of the traffic when the star or boo runs out.


Frappe Snowland
Distance: 734m.

Frappe Snowland is set in a winter wonderland of perpetual snow. Although the track is not as icy as Sherbet Land, it is still slippery. The snowbanks by the side of the road will also slow down your Kart significantly. A bigger problem is the many snowmen that litter the course and seem to be positioned in the most inopportune places. From the Starting Line, the Frappe Snowland track meanders through a series of gentle turns. The turns alone are not too difficult, but there are snowmen stationed at strategic intervals to add to the challenge. Since the curves are not too sharp, it can be difficult to get Mini-Turbo boosts in this series here, but you must to get the best time on the track. After the opening series of curves, the course jumps over a river and into a field of snowmen which is the most hazardous areas of the track. The track then goes into a canyon which doubles back in a hairpin turn which leads to a bridge crossing over an icy river. The Starting Line is just beyond the bridge!

Tips
1. Watch out for the minefield of the snowmen about halfway through the course. There is a big ice statue of Mario where all the snowmen are.
2. There are also other snowmen along the course, watch out for those also.
3. Learning and mastering the power-slide helps out here a lot since there are a lot of curves.
4. Going around the snowman minefield will slow you down a bit but it is better than taking the chance of hitting one and really being slowed down. To me anyway.
5. Put Banana's and Fake Item Boxes on the bridge near the finish line and also in the snowman minefield. They are the places where they are the hardest to avoid and easiest to hit.
6. A huge shortcut that will save loads of time, right at the end of the course there is a bridge. When you're getting off of the bridge, go off of the course. You want to do it so you don't touch the track once you get off the bridge, without going into the water. Pass the Finish Line. Go out of bounds, and you will be placed at the end of the bridge, one lap ahead!


Choco Mountain
Distance: 687m.

Get ready for a rough ride on Choco Mountain! This track snakes up and down the mountain, through narrow valleys and dangerous switchbacks. From the Starting Line, the track twists and turns through a narrow valley. After a sharp turn, which is actually the first solid place to get a Mini-Turbo boost, the track goes into a short straightaway through a tunnel underpass. Coming out of the tunnel, the track goes through a series of S-curves which are again too short to get a solid Power Slide in. After a small jump, the course begins to slowly gain altitude through a long, curved switchback. Watch out for falling rocks ahead! The track doubles back up the mountain, around a small mountain lake. Although a guard rail will be in place during a Time Trials run, it will not be there during most Mario GP races. Without the rail, it's possible to fall from the upper part of the road back down onto the lower road, or into the mountain lake. After this dangerous mountain road, the course goes back into the valley, with three more jumps before returning to the Starting Line.

Shortcut
This shortcut is very risky, because if you miss it you may fall into the water below. After going over the first hill, you'll see a stone wall. Immediately start a power-slide and when you reach the end of the wall, jump up. When done correctly, you'll jump over the rail and land on the road above. Download this movie and see how it's done! Also see the pictures below.

Step 1
Step 2
Step 3

Tips
1. Watch out for the falling chocolate chunks about halfway through the course. If you end up under one of them you will be squished. This very rarely happens but it is something to keep in mind. There are many curves so power sliding will help a lot.
2. Throughout the while course, STAY TO THE CENTER!!! Going to the side could end up losing the race!
3. Placing Banana's after where the chocolate chunks fall, on that last curve is a good spot. The reason being, if you do go off the edge there you will be knocked down to the level below and will have to do that whole big 'ol curve again.


Mario Raceway
Distance: 567m.

Mario Raceway is another grand prix circuit style track with many twists and turns. The roadway is quite narrow throughout the course, with expanses of soft grass and Piranha Plants on the side which serve to slow down drivers who stray from the pavement. From the Starting Line, there are two quick turns which a skillful driver can take in one wide, sweeping power-slide. The track then goes uphill into a slight S-curve around a hill on the left. Rumor has it that it is possible to use a Mushroom to jump over the wall after this S-curve, cutting your time in half, but this is perhaps only a legend. The track then dips into a sharp hairpin turn followed by another S-curve framed by Piranha Plants. The second half of the track features another S-curve, this one surrounded by soft, speed sapping sand. Just before returning to the Starting Line, the track passes through a giant green pipe which is one of the most distinctive landmarks of this course. With its challenging but simple layout, Mario Raceway is often used as a proving ground for measuring true Kart skill.

As you approach the fourth turn, you'll notice a short wall up ahead and to your right. Power-slide into the next turn while heading up into the hill. As you come off the hill, use a Turbo and angle toward the left or the right of the "T" in the wall. As soon as you hit the grass, press jump to get over the wall. Download this movie and see how it's done! Also see the pictures below.

Step 1
Step 2
Step 3

Tips
1. Power sliding on this course helps a lot here since there are so many curves.
2. Put Banana's and Fake item boxes around curves, as usual.
3. Stay out of the sand before the big pipe, it will slow you down. Especially if you have one of the Heavy Weights.

Nice job! Now you get to move on to the Star Cup!