Mario Kart 64 / Tracks / Star Cup

Wario Stadium
Distance: 1,591m.
Wario Stadium contains tons of dirt and mud, formed into a torturous course of hills, moguls, bumps and jumps. The track is one of the longest in the game and will test the endurance and concentration of those who race on it in addition to their racing skill. The layout fills the field of the stadium fairly efficiently and has many gradual, easy curves that are ideal for power sliding. There is also the ever-popular, crowd-pleasing monster jump towards the end of the course. Drivers on this course will need to hold their Karts steady as they go over the jumps to avoid smashing into the retaining walls. Some of the turns are also fairly sharp, so the best technique for taking them is to use a series of quick hops.
Tips
1. This track is so wide, good for doing Mini-Turbo's.
2. Stay on the inside of the curve if you can. It will help in staying ahead.
3. Try and hit people right before the big jump. It'll make them fall off, and they will have to go over the same area again.
4. If you are hit before the big jump, especially if it's a lighting bolt. STOP! Don't go over the edge, back up so that you'll get enough speed to go over the jump. Trust me don't go over if you don't have enough speed, you will fall off and will be slowed down even more.
5. Placing Banana's and Fake Item Boxes before the big jump will slow those that do hit them and will (most of the time, if you do it right) fall off of the edge.

Sherbet Land
Distance: 756m.
Most of the race in Sherbet Land actually takes place on the surface of a frozen lake. However, the ice is solid only around the lake side edges, and the hole in the middle is a huge hazard for racers. Another obstacle to overcome are the many penguins which populate the course. Running into these sliding arctic birds will stop a Kart dead in its tracks. The track starts out with a few curves on the ice around the shore of the lake. Although it's possible to power slide on these turns, the slippery surface can make it tricky. The course then forks around a large boulder. The right path is narrow and contains a single Item Cube, while the left path is wider and has several Item Cubes. After this, the course continues down into an ice cave filled with penguins! Pairs of penguins circle the stalagmite pillars of the cave and can be very difficult to avoid. After exiting the narrow passages of the cave, the track continues around the lake back to the Starting Line. It may sound like a simple course, but the slippery surface, combined with the danger of falling into the freezing lake, make this one of the more challenging tracks to master.
Tips
1. Watch out for the Penguins, if you hit them they will make you spin out.
2. A good place to put Banana's is in the tunnels on the way in or out of them, but not while you are in the big area.
3. Don't fall into the water, the Lekuti guy will have to fish you out, and when he sets you down you will be frozen.
4. If you fall into the water keep hitting the gas button of and on, that way you will keep your speed up and if you do it right you won't spin out.

Royal Raceway
Distance: 1,025m.
Situated just across the drawbridge from the Mushroom Kingdom's castle, the Royal Raceway is the longest and most elaborate of the circuit type courses. Like the other circuit courses, it features a wide variety of turns and curves, but it also has that perennial crowd-pleaser-- a monster jump! From the Starting line, the course banks along the edge of a large pond. This water obstacle fills the center of the course and provides an extra hazard for any Kart that leaves the track in the wrong direction. After a tight hairpin, the course goes through a series of gradual curves with Piranha Plants strategically situated to punish any who stray off road. From there another hairpin turn leads up the monster jump, which will use Booster Arrows to assist a racer up and over the pond. The landing road is in a narrow mountain valley, so drivers must go straight off the jump to be successful. The next series of turns, although not too sharp, inflict severe punishment if a driver doesn't accurately negotiate them. Falling off to the left will dunk a Kart in the pond, while falling off to the right will lead to being stuck in a small grove of trees. The Royal Raceway requires mastery of power sliding on a variety of different turns and curves.
Shortcut #1
Although this isn't much of a shortcut, it does work. As you approach the second dash zone (on the big ramp), start a power slide and turn left off of the dash zone. Right before you leave the dash zone, press jump. This sends you over the lake and toward the road. In order to get placed on the road, you must land on the bank on the lake. Note: It is possible to land on the road altogether. Download this movie and see how it's done! Also see the pictures below.
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Tips
1. Watch out for the sharp curves. It is better to hit the brakes to avoid going into the water than to actually go into it.
2. On the BIG jump try and stay straight before you go off the edge, for if you don't go straight you will hit the wall and will be stopped. Not a good thing.
3. Try not to swerve back and forth on the straight-aways, it will slow you down.

Bowser's Castle
Distance: 567m.
Racers who challenge Bowser's Castle will find themselves competing not only against their opponents, but also against the many traps the Koopa King has set throughout his home. The race begins with a sprint into the castle courtyard. A huge, fire breathing statue of Bowser here will belch flames, but poses no real threat. The entry corridor is where the trouble begins. Four ferocious Thwomps wait in the rafters, ready to pound any intruders into dust. Bowser's Castle wasn't designed for racing, so most of the turns on this track are right angles. Just around the corner, it's out of the frying pan into the fire. Four more Thwomps are hanging from the ceiling in the next room, and one pair actually roams back and forth, making the length of the room unsafe at any speed. It's best to stay off the carpet here, out of range of the Thwomps. Next is a narrow hall that leads to yet another chamber of horrors. Although there are only two thwomps here, their back and forth path can throw off the timing of even the most skilled racer. The exit from this room puts the racer onto a narrow, rickety bridge across a pool of molten lava. One wrong move and you're toast! Cross the bridge safely, and a set of giant stairs will shake up even the most robust Kart suspension. At the bottom of the stairs, it's back outside, into a courtyard with double 45 degree turns and lots of shrubbery to avoid. The final part of the course features a tricky spiral ramp which leads to a leap over lava. Bowser's Castle is one of the more trying courses of any of the Cups. Only at full speed, without any stops, will a racer be able to quickly weave in between the stone guardians and make it across the Finish Line in one piece.
Tips
1. Don't worry about the fire breathing statue, it won't get you, I promise. At least I think it won't.
2. Watch out for the Thwomps (those rock dudes that try to squish you). If you can help it don't even try to go under them, 'cause you may be squished.
3. Keep your speed near the end of the track, 'cause there are 2 jumps, and if you are going to slow you will fall into the lava.
Ready for the Special Cup?
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