Mario Kart 64 / Tracks / Mushroom Cup

Luigi's Raceway
Distance: 717m.
Luigi Raceway, with its long straight-aways and wide, sweeping turns, is the perfect course for beginners to practice on. The track is straight and flat for a short distance from the Starting Line, with only a small bump that will hardly slow down your Kart. Just before the first banking turn, you may see a balloon with an Item Cube hanging from it. Time your jump just right and you can get the item inside, which is usually a Spiny Shell. The first turn is a perfect practice ground for Power Slides. A good racer can usually get 4-5 Mini-Turbo boosts in this turn. After the turn, the track descends into a tunnel. The next turn isn't as big as the first one, but you can still get 3-4 Mini-Turbo boosts there. The track then curves back towards the Starting Line and past the grandstands, which are always full of cheering race fans.
Tips
1. Put Banana's and Fake Item Boxes in the tunnel. Get's 'em every time!
2. Drive straight as you can on the straight-aways.
3. Practice at doing 3-4 Mini-Turbo's around each curve, when you get good at doing them this will become a cinch.
4. The item hanging off of the Air Balloon is a Blue Spiky, don't bother stopping to get it because it is not worth it. The computer will not be effected that much if he is hit with one, it will do more damage with human opponents hit with it, though. There are better items out there that will get you in a better position.

Moo Moo Farm
Distance: 527m.
Moo Moo Farm is essentially a wide, slightly distorted oval. The track's surface, however, is very bumpy in some places, and slopes up on either side. From the Starting Line, the course goes into a dip and then into a gradual right turn. It's after that first turn that you might run into some of the course's many moles. A racer who crashes into a mole will wipe out, just as if he had hit a Fake Item. After the first turn, there is an easy S-curve which then goes into a broad straightaway. The course again turns to the right, and more moles are waiting in this turn. After the turn, the supports of a bridge are a potential hazard if you aren't careful.
Tips
1. Watch out for Chubby the Mole, he pops his head out of the ground and if you hit him he'll make you crash.
2. Put Fake Item Boxes with other Real Item Boxes.
3. Stay near the center of the track. Chubby is not located there, and it will also slow you down if you do, due to the raise in elevation on the track.
4. This is a good level to get those green shells flying all over the course.

Koopa Troopa Beach
Distance: 691m.
The Koopa Troopa Beach race takes place on the beach of a small desert island. As the race progresses, the waves come in and out, at times totally washing over the track. Those who study the tidal patterns may notice some sandbars that are briefly drivable as the waves ebb. From the Starting Line, the sandy beach curves to the left, straight into a rock formation that resembles a partially submerged dinosaur. The track goes around either side, and the shortest route is on the right. From there, the beach continues to curve around to the left, where racers will run into the first jump of the course. The track continues under a large stone arch into a series of four jumps. One of these jumps leads to a cave up in the cliff side, but it can be difficult to make this jump without some practice. The beach then curves right before hanging a tight left back around the island. Ahead, racers will have a choice between taking a narrow but tall jump over a huge boulder, or going through a grove of palm trees. Taking the big jump is difficult, and the reward-a single Item Cube is not worth the risk. Hitting a palm tree may wipe out a Kart, so precise steering is essential. The beach then curves around the left back into a gentle cove with two more ramps. Going around these ramps may lead to trouble as there are many crabs on the beach here, just before the Starting Line.
Shortcuts
Shortcut #1
After the first ramp, you can cut to the right around the rocks and reach a small sandbar that will shave a few seconds off your time.
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Shortcut #2
However, if you have a Turbo Mushroom or the Super Star, head left toward the cave. Align yourself directly in the middle of the ramp in front of the cave, aiming slightly to the left, and activate the turbo to jump through the mountain and ahead of the pack! If you don't have a turbo power-up, align yourself with the cave, aim a little to the right, and "jump" (press the right flap).
Tips
1. Avoid the crabs, they're like permenant bananas that move. If you get hit with one, it's no big fuss. You'll slow down a bit, but not much.
2. Try to avoid all ramps, unless you need a mid-air Item Box, I don't see where they help you, and when you land it causes you to slow down a bit.
3. Stay out of the water, it only slows you down.

Kalimari Desert
Distance: 753m.
Like all Mushroom Cup courses, the Kalamari Desert doesn't have any really tricky turns. However, the track does narrow in places, and the off road dirt will slow you down in a hurry if you leave the paved surface. The Kalamari Desert course actually crosses the tracks of the "N64 Express," an old fashioned, steam powered train. Drivers would do well to avoid the train at all costs, since it will severely wipe you out if it hits you! From the Starting Line, the track goes into gentle left handed curve which straightens out into the first railroad crossing. On your first lap you should be able to make it over the crossing before the train if you hurry. The track continues in a gradual right turn where it again crosses the tracks. By the time you reach the second crossing, the train might be there, so be ready to slam on the brakes and wait for it to cross. After these two crossings, the track winds around to the left as it circles a scenic desert butte back towards the Starting line. This course can wreak havoc on the heavy karts like Donkey Kong, Wario and Bowser, since they tend to slow down more when they go off-road.
Tips
1. Watch out for the train, if you think you are going to hit it, it is best to slow down and stop because you will be delayed even more if you do hit it.
2. Remember you are not just limited to the road, you can go off of the road to beat those trains.
3. Put Bananas and Fake Item Boxes in the curves, especially the ones near the beginning and the end of the course.
4. Do not go into the sand, stay on the track, the sand only slows you down.
5. When you have a star, save it, and go to the 2nd train intersection and turn left. Avoid the train(s), and activate the star right before you get to the tunnel. Turn to the left when you exit the tunnel. See, there is a shortcut there...
Hopefully that will get you 36 points and the gold trophy. Way to go! Now to the Flower Cup.
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