All Working Mario Kart 64 Cheats - Nintendo 64
Primary Collection of Cheats
Mirrored courses
Win the gold cup in the 150cc class. After the Nintendo
64 is reset, the title screen will change to confirm that mirrored
courses are enabled. Enter the 150cc option under GP mode to access
the courses. Note that when racing the mirrored Toads' Turnpike,
you will be going against the traffic.
Mario 64 castle
Follow the yellow road to the right of the big jump
on the Royal Raceway course to reach the castle from Mario 64.
Turn off music
Press [L] during game play to make the music softer.
Do it again to turn off the music completely. Do it once more
and the music will be back on. A sound will confirm correct code
entry.
Hints
Quick start
Press [A] to accelerate at the instant between
the dimming of the second light and the flashing of the blue light
at the start of the race. Performed correctly, your kart will
rapidly accelerate ahead of the other racers. Note that accelerating
too soon will result in a spin out.
Hold [A] for the first two lights at the start of the race.
Release the button when the second light dims. Press [A]
at the start of the third light as if you were getting the boost
start. This should make you spin out while getting a boost start.
When lined up for a race, repeatedly tap [A] until it "Go"
appears. You will start at full speed immediately.
Quick restart
After falling off a course, watch as Lukita places
your kart back on the track. Press [A] when your kart is
two or three tire widths from the track to immediately resume
the race.
When something hits you, press [A]x3 times, but hold the
button on the third time. If done correctly, your Kart will quickly
boost up to its maximum speed.
Better items
Whenever you are in sixth, seventh, or eighth place,
you will get better items.
Turn into a Bob-omb
In battle mode with three or four players when you
lose all three balloons you will become a Bob-omb. You can drive
and crash into someone to self-destruct. You can only do this
once per game.
Mini-turbo slide
Hold [R] to slide around a corner, and press the
Analog-stick to steer in the direction of the turn, then
to the opposite direction. The smoke from your kart will change
from white to yellow if done correctly. Continue to hold [R]
and repeat the steering motion with the Analog-stick to
change the smoke from yellow to red. Release [R] once the
smoke becomes red. The speed of your kart should increase for
a few seconds.
Doughnuts
Start any course in any mode with any character. After
starting the race, slow down to a complete stop, then hold [A]
+ [B]. Your tires will start spinning. Then turn left or
right and your Kart will do doughnuts.
Easy hits in battle mode
While playing at Block Fort in battle mode, shoot any
green shells so they all bounce around on the bottom floor. If
a player falls down there, they will more than likely be hit by
them.
Learn where your opponent's starting point is located on the Skyscraper
level. This should be easy since it is marked with a number. Go
to that location and place a banana right at the point where they
will appear. When your opponent slips off one of the many falls
in this level, they will be set back down right on top of the
banana, causing them to immediately lose a balloon.
Begin with a heavyweight character (Donkey Kong, Wario, Bowser).
Immediately at the beginning, get a booster start and when you
hit your opponent, jump. They will spin out the first time. Keep
on jumping and do not stop. They will lose all their balloons.
Hopping
Hopping is faster than driving, even on hills. Press
[R] to do this during a race. This also can be used to avoid
banana peels.
Power sliding
Do not power slide in tight corners. Just drive and
turn to get by them.
Parked fourth place finisher
During the trophy ceremony, when the third place finisher
drives up from the left, look to the very right of the screen
in the distance. The racer who finished fourth is parked on the
road. Look carefully to see them. Peach and Mario are the easiest
racers to view.
Spiked Shells
Spiked Shells are dangerous, even for the thrower.
You may want to consider holding, instead of using them.
If you are in first place and get a Spiked Shell, do not use it.
It will just return and hit you. You can get a Spiked Shell in
eighth place without getting them in the secret places.
When you receive a Spiked Shell, do not throw it. Instead, hold
it behind your back to use it as much as you want. Its also very
helpful if you are in first place and are about to be passed.
While racing in Grand Prix on any other mode, play through until
you get the Red Shell or Triple Red Shell as your weapon. The
best way to use them is to ram your opponent or be within close
range so your shot will connect (especially on curves). If you
race in the Frappe Snowland circuit, you can fire a Red Shell
at close range and it will seek over the area and attack. A good
way to fire a Red Shell is on the Rainbow Road circuit. When going
down a slope such as the roller coaster drop at the beginning
and you have a Red Shell as your weapon, jump at the beginning
of the drop and fire it. If someone is ahead of you on the ground,
the Red Shell will drop directly on top of them like a cruise
missile. To use a Red Shell right in battle mode, play in the
Double Deck or Block Fort arenas. In Double Deck, wait until your
opponent falls off the top story onto the platform. Make sure
you have a Red Shell as your weapon and your opponent does not
have or carry a Star or Ghost in reserve. When they fall off,
fire off the Shell. It will hit even if they are still on the
platform or the area right below it. In the Block Fort arena,
get on one of the top bridges and wait with a Red Shell as your
weapon. When someone passes under you or comes your way, make
sure they do not use or have a Star or Ghost, then fire. Your
shot will usually connect if you fire the Shell down the corridor.
Spiked Shell locations
There following two places have hidden item boxes that
will always give you Spiked Shells if you wait until its done
going through items. You can find them in the Mushroom Cup on
Luigi's Raceway and Koopa Troopa Beach.
In Luigi's Raceway, get to the item box hanging on the hot-air
balloon that hovers up and down a short distance after the starting
line. To reach it, you must either have perfect timing when racing
on the course or you can wait on the shadow location on the track
until it drops on you.
On Koopa Troopa Beach, race through most of the course until you
see a long, narrow ramp around a corner. Note: You must have a
Mushroom power-up for this to work. Drive up the ramp at top speed
and steer slightly to the right. Use a Mushroom near the top to
fly in midair over the giant turtle rock and hit the item box.
Wait for it to stop to get a Spiked Shell.
Throw banana peel forward
Press [Analog-stick Up] while throwing a banana
peel during a race.
Easy balloon kill in battle mode
When the first light starts to illuminate, hold [Up]
+ [A] (accelerate). If done correctly, when you start there
will be a huge fire behind you. Charge at any of the other players
and this will destroy one balloon.
Get gold cups quickly
The following trick can be used to get gold cups without
having to retry all the tracks because of a third or fourth place
finish. On the last lap, when you are close to the end and are
in fourth place but need a first place finish, use the brakes
or slow down until your kart is in fifth place before completing
the race. Then, select "Retry" and repeat the race until
getting a first or second place finish. Also, keep track of your
and your opponent's points to learn what place finish is needed
to win. For example, if you have 24 points and the second place
player has 21 points, you need at least a second place finish
to win because ties will go to the player.
Bowser's Castle: Blue monster blocks
If you are playing a Grand Prix in Bowser's Castle,
the blue monster blocks only follow a human player, and not the
CPU players.
DK's Jungle Parkway: Shortcuts
At the first gated "U'' turn on the track, try
to gain a little speed. Then on the power ramp, stick right (or
left if racing on the "reverse" track). Finally, right
off the jump, turn away from the landing zone area and a little
bit less of half the short straightaway. You will save a few seconds
with this shortcut.
At the cave exit, turn left into the wall. If you done correctly,
one of three things will happen: You will not move fast enough
and get placed back at the cave exit; you will move too far to
the right and get placed by the river; or you will move enough
to the left and land in the "green" water next to the
entrance of the cave. You will hear the "lap counter"
sound and be placed in the cave if done correctly. Note: If you
are very skilled, Lakitu will not have to pick you up.