---------------------------------------------------- "Mario Kart 64 Instruction Booklet" NUS-NKTE-USA Converted to ASCII text by Deezer on 01/17/98 deezer@usa.net For Patent Pending: http://www.kontek.net/pp/ ---------------------------------------------------- CONTENTS 1. Before Starting the Game ................... 4 2. Introducing the Racers ..................... 6 3. Game Modes Mario GP (Grand Prix) .................. 8 VS ..................................... 12 Battle ................................. 14 Time Trials ............................ 16 4. Using the Nintendo 64 Controller Pak ....... 20 5. Options .................................... 23 6. Mario Kart 64 Course Maps .................. 25 Mushroom Cup ........................... 26 Flower Cup ............................. 28 Star Cup ............................... 30 Special Cup ............................ 32 Battle Mode ............................ 34 ______________________________________________________________________________ 1. Before Starting the Game Correctly insert the Game Pak into the Nintendo 64 Control Deck and move the POWER switch to the ON position. Make sure not to touch the Control Stick at this time. When the demo begins, press START to display the Title screen. Press START again to display the Game Select screen. 1. How Many Players? First, use the Control Stick to select your choice. Press the A Button to confirm. When selecting 2-4P game modes, make sure that the correct number of controllers have been connected. 2. Which Game Mode? Next, select which of the four game modes you want to play. Some modes can only be played by a certain number of players. 1P 2P 3P 4P MARIO GP Eight racers will compete in a series of races O O X X for points. Racers not selected by a player are controlled by the computer. VS Compete with two, three or even four players X O O O in split-screen action. BATTLE This mode faces the players off in an attempt X O O O to pop the balloons that are attached to your Karts. You'll compete on special courses. TIME You will drive solo for three laps around O X X X TRIALS your favorite course to get the best time. Best times are saved in Game Pak memory. For the details about each mode, please see "Game Modes" beginning on page 8. On the Select Screen for each mode, confirm your choice by pressing the A Button, and cancel with the B Button. To make a selection, you can use the +Control Pad as well the the Control Stick. 4 ______________________________________________________________________________ 3. Which Size Engine? When you select either MARIO GP or VS modes, you must decide which size Kart engine to use. There are three sizes available: 50 cc, 100 cc and 150 cc. Karts with larger engines will be faster and more difficult to drive. After setting all selections, "OK?" will flash on the lower-right corner of the screen. Press the A Button to confirm. 4. Which Character? When the Player Select screen appears, select the character you want to use for racing. There are eight characters to choose from. For details about each character, please read the following page. 5. Which Course? Last, you must select the course on the Map Select screen. There are sixteen courses for racing and four courses for battle, making a total of twenty courses. How to select the course differs depending on which game mode has been selected. [ PICTURE: Lakitu ] It's time to start! 5 ______________________________________________________________________________ 2. Introducing the Racers The eight racers in Mario Kart 64 are split into three groups, and each charater has unique features. No matter which one you choose, the maximum speed of all the Karts is about the same. Try playing with different characters to find the one that best suits your style. PEACH TOAD YOSHI Pros * The lightweights accelerate well and can get a good position off the starting line. * Due to their light wiehg, even when they leave the course onto sand or grass, they won't lose much of their speed. * Compared to the middleweights and heavyweights, their maximum speed is slightly higher. Cons * When turning corners without sliding, they lose much of their speed. * When they crash into heavyweights, they will usually be thrown around. 6 ______________________________________________________________________________ MARIO LUIGI The middleweights are well balanced and don't have extreme pros or cons. DONKEY KONG WARIO BOWSER Pros * When turning corners, even when not sliding, they won't lose much speed. * When they make contact with another Kart, they usually won't be thrown out. Cons * They do not accelerate very well. It takes them a long time before reaching their maximum speed. * Because of their weight, then they drive on sand or grass, their tires will sink in, rapidly reducing their speed. 7 ______________________________________________________________________________ 3. Game Modes Mario Grand Prix You will race a total of four courses in each Cup of the Mario GP. You and the other Karts (a total field of eight racers) will compete for the best combined rank. Keep a watch out for attacks from the other racers who can crash into you or harm you with items. Because of this, drivers who have the best driving techniques won't always finish the race in the lead. Four Cups There are four Cups in Mario GP. Each Cup consists of four unique courses. To begin, select the Cup you want to participate in on the Map Select screen. Mushroom Cup Flower Cup Star Cup Special Cup As you progress from Mushroom to Flower to Star and finally to the Special Cup, the length of each course gradually increases, and they will have more complex corners and traps. It is recommended that beginners first challenge the Mushroom Cup. 8 ______________________________________________________________________________ Mushroom Cup Luigi Raceway Moo Moo Farm Koopa Troopa Beach Kalimari Desert Flower Cup Toad's Turnpike Frappe Snowland Choco Mountain Mario Raceway Star Cup Wario Stadium Sherbet Land Royal Raceway Bowser's Castle Special Cup DK's Jungle Parkway Yoshi Valley Banshee Boardwalk Rainbow Road 9 ______________________________________________________________________________ 3. Game Modes The information displayed on the screen differs slightly between the 1-Player and 2-Player modes. During play, use the C [right] Button to toggle through the different displays. The Game Screen 1 Player [ PICTURES: Three in-game screen shots ] A Type Item Window (Only visible when you have an Item.) Course Radar (The large makr indicates your current position.) C Type Rank data You can see comparative positions of all the racers. Once around the screen equals one lap of the course. 2 Players [ PICTURES: Two in-game screen shots ] A Type Rank Data After completing one course lap, your Rank Indicator will return to the left side. Players can select their own display type. 10 ______________________________________________________________________________ Rules Laps Three laps per course. Driver's Points If a player comes in fourth place or better, they receive Driver's Points and will advance to the next course. Place fifth or lower and a menu will appear after you reach the goal. Select RETRY to restart the same course. 1st Place 2nd Place 3rd Place 4th Place 9 Points 6 Points 3 Points 1 Point When you play the 2-Player mode, if either player places fourth or better, both will advance to the next course. Trophy Trophies are awarded to the drivers who have scored the highest cumulative points after the four races of each Cup are completed. First place receives the Gold, second gets the Silver and thrid lace must settle for the Bronze. Trophies earned are saved into Game Pak memory automatically and will be displayed on the Map Select screen. The trophies are given based on the engine size that is selected. If you use 150 cc engines and win the gold trophies in all four Cups, you will be able to experience a wonderful "bonus" ... Pause Screen If you select QUIT on the Pause screen during the race, you will return to the Game Select screen. Times from Mario GP are not saved into Game Pak memory. 11 ______________________________________________________________________________ 3. Game Modes VS Two to four players can play the VS game choosing their favorite characters and courses. Players have their own screen to watch, but to make the most strategic use of their items, players should check the other players' screens and pay attention to their opponents' movements. Course Selection Select your favorite course from any of the sixteen courses in Mario GP. Each race is three laps. First, select a Cup, then select the course you want to drive from the four available. The Game Screen 2-Player Games The screen is the same as Mario GP except no Total Time is displayed. 3-Player Games You can toggle the Rank Data display ON or OFF by pressing the C [right] Button. The course radar will be displayed on the lower right screen. 4-Player Games Press the C [right] Button to switch the display between the Rank Data and Course Radar. Win/Lose Once the lower ranking player is determined, the game is over. On the Result Screen, each player's score will be displayed. In 2-Player games, the number of wins for each player will be displayed. In 3- and 4-Player games, the number of first, second and third place finishes will be displayed. (This score is temporary and will be erased when the Control Deck POWER is switched OFF.) After the game is over, a Menu screen will appear. Select from the following: RETRY ............... Retry the same course with the same character. COURSE CHANGE ....... Select a new course. DRIVER CHANGE ....... Select a new character. QUIT ................ Quit the VS mode, and return to the Game Select screen. Except for RETRY, you can select any of the above on the Pause screen as well. 12 ______________________________________________________________________________ Advice for VS Mode Mini Bomb Kart On the course, you will see Mini Bomb Karts. If you hit one, you will crash and lose time. To best avoid it, remember its location and reduce your speed right before you get to it. Although difficult, it is possible to jump the Mini Bomb Kart by pressing the R Button. Item Techniques Part 1: Block With Item Press and hold the Z Button to set the Green Shell, Red Shell, Spiny's Shell, Banana or the Fake Item to the ready position at the rear of your Kart. When you release the Z Button, it will fire (or drop to the ground). When set in the ready position, these items can deflect the attack of shells that come from behind. Also, after being set to ready, the Item Window will close. If you pass Item Boxes, you can stock another. Part 2: Throw Itmes Forward or Back The Banana or Banana Bunch items can be thrown forward by pressing [up] on the Control Stick. Alos, the Green Shell can be fired back by pressing [down] on the Control Stick. Part 3: Use Thunder Bolt Wisely When invincible from the Super Star, or invisible from Boo, an opponent can avoid the Tunder Bolt attack. Before using a Thunder Bolt, check to make sure what the other players are doing. Part 4: Avoiding the Banana Slip If you run over a banana while turning, you will always slip. However, if you are going straight and hit a Banana, press the B Button when you're unbalanced, and sometimes you won't slip. If a [music note] mark appears above your character's head, you've succeeded. For detailed information regarding each item, please see the Mario Kart 64 Operation Card. 13 ______________________________________________________________________________ 3. Game Modes Battle Your goal in this mode is simply to eliminate your opponents, not to be the first across the finish line. Because of this, it's very important to keep the other players' positions in mind. Course Selection You can select any of the for courses that are available only for the Battle Mode. Please see pages 34 and 35 for Course Maps. The Game Screen Each player's position on the game screen is the same as the VS mode. There are no alternate displays. Rules Three Balloons Three balloons are attached to each player's Kart. When their balloons have all been popped, they are out. The last surviving player is the winner. Popping Balloons Part 1: Slip on a Banana, or collide with an opponent. Part 2: Hit Shells or Fake Items, etc. Part 3: Fall off the edge of the course. When You Have No Balloons Left In the 3- or 4-Player mode, when players lose all of their balloons, they are transformed into "Mini Bomb Karts" and forfeit the ability to win the game. Although they cannot win, they can still collide with other players and cause them to crash. Mini Bomb Karts can explode only once, and after that can no longer participate. A Mini Bomb Kart cannot use items and will not be displayed on course radar. 14 ______________________________________________________________________________ Battle Mode Advice Be aware of the other players' positions. Check the course radar constantly, making note of your position in relation to your opponents. Anticipate your Opponents' Moves It's not easy to attack when both players drive in the same direction. By anticipating an opponent's route, you can easily ambush them. Use Spin-Turns Wisely! To change direction on narrow roads, or when you want to direct a Shell at an opponent, turn and press the A and B Buttons simultaneously, to do a Spin-Turn. 15 ______________________________________________________________________________ 3. Game Modes Time Trials In this mode, your goal is to just drive as fast as you can. There are no good or bad items to affect your play as in the other game modes. Perfect your driving technique to score the best times. Course Selection Just like the VS mode, selet your favorite course from any of the sixteen Mario GP courses, and drive three laps. In Time Trials, the courses do not have Item Boxes. Items To start, you will begin with one Triple Mushrooms Item. This allows you to do three dashes anywhere you want during thethree laps. Where you use this item can make a big diference in your time. Result Screen After crossing the finish line, the lap time and the total time will be displayed. If any of the lap times surpass the previous best record, the new time will be displayed as the Best Lap. If the new total time is in the top five, Best Record will be displayed. Records are automatically saved into Game Pak memory. 16 ______________________________________________________________________________ Menu Selection After the race results have been displayed, you can select your choice from the menu. COURSE CHANGE, DRIVER CHANGE and QUIT are the same as the VS or Battle mode. There are three additional choices found only on the Time Trials result menu. Retry Challenge this course again with the same character competing against your Ghost. /---------------------------------------------------------------------------\ | What is Your Ghost...? | | Your Ghost is "A recording of the course's best time" played during Time | | Trials. While racing, the driving data is temporarily stored. Later, when | | you RETRY, a half visible character will drive exactly in the same manner | | as the stored data. With this ghost as reference, scoring the best time | | should be easy. | | | | * If you don't finish the course (or if you Pause while racing), the | | won't be saved. | | * If you take too much time to reach the goal, or if you make severe | | driving mistakes (becoming trapped, leaving the course, etc.), | | sometimes the ghost will not be recorded. | | * When the Ghost data cannot be stored, a message will appear under TIME | | on the the game display. | | * If you select COURSE CHANGE, DRIVER CHANGE or QUIT, the temporarily | | stored Ghost data will be erased. | \---------------------------------------------------------------------------/ Replay After you finish the course, you can replay your game play just like a videotape. A part of the ghost function, this item is not available from the menu if your driving record cannot be saved. On the Results menu, if you select any item other than REPLAY, it cannot be watched later. Saving the Ghost Your Ghost data cannot be saved to Game Pak memory. However, you can save the data for two different courses if you use an N64 Controller Pak, (sold separately). For details, please read pages 20 through 22. 17 ______________________________________________________________________________ 3. Game Modes Data On the DATA screen you can view the best lap and total time records for each course. On the GAME SELECT screen, press the R Button or select the Time Trials mode, then select the DATA menu. Move the cursor using the Control Stick and select the course that you want to see from any of the sixteen courses. ERASE RECORDS FOR THIS COURSE Select this when you want to erase the Best Record and the Best Lap of a course from the Game Pak memory. ERASE GHOST FOR THIS COURSE Use this menu item to erase Ghost data previously saved to an N64 Controller Pak (see page 21). Using the Control Stick, you can view the records from the other courses in order. 18 ______________________________________________________________________________ Advide for the Time Trials Mode Slide Through the Corners In most corners, you can just keep the throttle wide open and hold the R Button to slide through the turn. while sliding, you speed won't decrease even as you turn. To get the best time, learning how to slide is an important technique. Advanced Sliding Technique (Mini Turbo) If you want to turn in even faster times, it's recommended that you master the "Mini Turbo" technique. To begin, start sliding as usual. You can tell when you're sliding by watching the white smoke rising from the rear of your Kart (it looks like "V.V.V.E.E.E..."). Next, as you slide, steer in the direction opposite of your turn, then quickly steer back in the orignal direction. If you succeed, the smoke will change to yellow "E.E.E..." Repeat the same operation and, if you succeed, the smoke will change to red. While doing this you must keep pressing the A Button (throttle) and the R Button. It might be easy to understand if you imagine turning real car's steering wheel left and right. When the smoke becomes red, release the R Button. For a moment, your speed will increase a little (watch the spedmoeter!). This acceleration trick is called Mini Turbo. After steering in the opposite direction, the trick is to correctly return the steering to the original direction. Rocket Start When you start, if you press the A Button when the signal changes from red to blue, you can make a dash start at maximum speed (called a "Rocket Start"). But if you press too early, the tires will spin and you will start even slower, so be careful. 19 ______________________________________________________________________________ 4. Using the Nintendo 64 Controller Pak By using an N64 Controller Pak (sold separately), you can save the Ghost data from two different Time Trials courses. When you select the Time Trials mode menu without an N64 Controller Pak in place, a message will be displayed on the screen. Although you will not have the option to save your Ghost data, game play and your course times will not be affected. Before Saving the Ghost... Before use, make sure to read the instruction booklet that accompanied your N64 Controller Pak. Do not remove or insert an N64 Controller Pak when the POWER switch is in the ON position. 1. Correctly install the N64 Controller Pak in Controller 1. 2. The data saved for this game will require 121 pages of the N64 Controller Pak's memory. If you are going to use an N64 Controller Pak that already has other game data saved, make sure to check the remaining pages on the N64 Controller Pak Data Menu screen. The N64 Controller Pak Data Menu screen After correctly installing an N64 Controller Pak, press and hold START, then slide the POWER switch to the ON position (or press RESET). This will display the N64 Controller Pak Data Menu screen as shown at right. If the number of free pages is less than 121, delete any old unwanted data until the free page display reads at least 121. Caution: Once deleted, saved data cannot be recovered. 20 ______________________________________________________________________________ Saving to the N64 Controller Pak 1. In Time Trials mode, finish your favorite course without leaving it to create Ghost data. During the drive, do not press START to pause. 2. When you RETRY, the ghost will appear and race along with you. This driving data will become the data that will be saved (if you reach the finish line before the ghost, the newer data will be saved for the ghost). 3. On the result screen menu, select SAVE GHOST. If this is the first time you have saved, the game data for Mario Kart 64 will be automatically created in the N64 Controller Pak. 4. Select one of the two available files to save to. If the ghost from that course has already been saved in either file, you will overwrite that file and the old Ghost data will be erased. Remember, two Ghosts from the same course cannot be saved. If you turn the power switch OFF, press RESET or remove or insert the N64 Controller Pak while the sata is being saved, it might not be saved correctly. Loading Saved Ghost Data The saved Ghost data will be automatically loaded and displayed when you select to play that course in Time Trials. On the DATA screen, when you want to erase the Ghost data file saved to the N64 Controller Pak, select the course from which the Ghost is saved, and select ERASE GHOST. You will be asked to confirm with the message GHOST DATA FOR THIS COURSE WILL BE ERASED. IS THIS OK? If sure, select ERASE. A course with saved Ghost data will display GHOST on the top of the course map. 21 ______________________________________________________________________________ 4. Using the Nintendo 64 Controller Pak Error Messages When You Use An N64 Controller Pak If something goes wrong when you use an N64 Controller Pak, an error message will be displayed. Use the following solutions for each message. N64 CONTROLLER PAK IS NOT DETECTED. IF YOU WANT TO SAVE THE GHOST DATA, PLEASE INSERT THE N64 CONTROLLER PAK INTO CONTROLLER 1. Switch the Control Deck power to OFF, then insert an N64 Controller Pak in Controller 1. If you play Time Trials without inserting an N64 Controller Pak, you can still play the game normally, you just cannot save your Ghost data. INSUFFICIENT BLANK PAGES IN N64 CONTROLLER PAK, GHOST CANNOT BE SAVED. 121 PAGES ARE NEEDEDFOR THIS GAME. FOR DETAILS, PLEASE SEE INSTRUCTION BOOKLET. As explained on page 20, use the N64 Controller Pak Data Menu to free up sufficient space. Normal game play does not require this data to be saved. UNABLE TO READ CONTROLLER PAK DATA UNABLE TO CREATE GAME DATA UNABLE TO SAVE GHOST UNABLE TO ERASE THE GHOST Make sure each component is correctly installed, and repeat the procedure. If these messages continue to appear, please contact Nintendo Consumer Service or the nearest Nintendo Authorized Repair Center(SM). 22 ______________________________________________________________________________ 5. OPTIONS On the Game Select screen, if yo press the L Button, you will go to the Option screen an be able to select from the following: Sound Mode You can select the sound type during the game play. Press the A Button to change the menu. Stereo: Select this when you use a TV with the stereo sound (make sure that both left and right sound outputs from your N6 Control Deck are properly connected to your TV). Mono: Select this when you use a TV with monaural sound. Headphone: Choose this mode to enjoy a more natural sound when you use headphones. Erase All Data You can erase all the data saved in Game Pak memory and return its original condition, jus like when you played the game for the first time. Caution: Once deleted, saved data cannot be restored. Copy to Another N64 Controller Pak Using a second N64 Controller Pak, you can copy the Ghost data saved in one N64 Controller Pak to the other. For details, please read the following page. 23 ______________________________________________________________________________ 5. OPTIONS 1 Prepare two N64 Controller Paks to have Mario Kart 64 data saved. 2 The data saved to the N64 Controller Pak inserted into Controller 2 can be copied to the N64 Controller Pak in Controller 1. Make sure each N64 Controller Pak is inserted correctly, then slide the Control Deck POWER switch to the ON position. 3 Select COPY N64 CONTROLLER PAK from the OPTION menu. 4 The Ghost data files that are saved in both N64 Controller will be displayed. You'll be asked, WHICH FILE DO YOU WANT TO MAKE A COPY OF? Begin by selecting that file from the Controller 2 side. 5 Next, you'll be asked, TO WHICH FILE DO YOU WANT TO COPY? Select one of the two slots on the Controller 1 side. The data file you have selected in step 4 will be copied to that location. If you already have data saved for the same course, only that slot can be selected. 6 On the bottom of the screen, COPY will be displayed. Select it and press the A Button to decide. Note: The data file selected on the Controller 1 side will be overwritten and therefore will be erased. 7 You can only copy one file at a time. If you want to copy the other file too, repeat the procedure starting with step 3. 24 ______________________________________________________________________________ 6. Mario Kart 64 Introduction to the courses MARIO KART 64 COURSE MAPS 25 ______________________________________________________________________________ MUSHROOM CUP Luigi Raceway (Distance - 717m) Long straightaways and easy corners -- the perfect course for beginners to practice their sliding. Moo Moo Farm (Distance - 527m) A peaceful ranch course with an audience of contented cows. The road surface is a little rough, but not too difficult. Watch out for the mole Chubby who will occasionally pop his head out. 26 ______________________________________________________________________________ Koopa Troopa Beach (Distance - 691m) This course was named for the giant rock that can be seen right after the starting line. There are jumps, a fork in the raod, and even a shortcut. There is no best route; it all depends on the situation you find yourself in at the time. Watch out! If you hit one of the crabs right before the goal, you'll Kalimari Desert (Distance - 527m) The trick is to time it so that the steam locomotive that crosses the course won't block you. If the train is crossing in front of you, you should temporarily stop. It's very dangerous to enter the train tunnel, even if it is a shortcut... 27 ______________________________________________________________________________ FLOWER CUP Toad's Turnpike (Distance - 1036m) Normally, Karts shouldn't drive on a public road, but for some reason, Toad's Turnpike is one of the courses! Drive in a way so that you won't block the buses or trucks. Cutting one off or driving too slow can cause accidents. Frappe Snowland (Distance - 734m) A frigid course under constant snowfall. Naturally, the road is slippery. The snowmen you see might look cute, but run into one and you will crash. Don't get too close! 28 ______________________________________________________________________________ Choco Mountain (Distance - 687m) This mountainous course climbs and descends thorugh extreme altitude differences and has continuous sharp curves. Your skills at sliding can greatly affect your rank of time. Watch for the signs along the way warning where large rocks might fall on you. Mario Raceway (Distance - 567m) Although the distance of one lap is fairly short, it has complex corners and numerous hairpin curves. This course, named after our mascot, is highly recommended by the game designers as their favorite Time Trials course. On the TITLE screen, press the R Button to display the best time recorded for Mario Raceway. 29 ______________________________________________________________________________ STAR CUP Wario Stadium (Distance - 1591m) That rascal Wario was in charge of the design and construction of this course. A fan of motocross races, he brought in major amounts of sand to fill this huge stadium in an attempt to build a course more suitable to bikes than Karts. Each lap's distance is extremely long, making it difficult to stay concentrated on the race. Sherbet Land (Distance - 756m) A very slippery world of ice populated by annoying playful penguins. With all the penguins, one might think its location is near the South Pole. This is not a course for the faint of heart. You should take care not to slip and fall into the sea, which will result in your being temporarily frozen. 30 ______________________________________________________________________________ Royal Raceway (Distance - 1025m) Of the three speedway-type courses, this one covers the greatest distance. The big jump after the dash zone is very dramatic. Without guardrails along the lake, it can be very easy to overshoot the corner and fall in! Bowser's Castle (Distance - 777m) Surprisingly, the Bowser's Castle has been transformed into a race ground! Because it's inside the building, most of the corners are tricky angles. However, the most difficult part of the course is where the Thwomps are. They will block your path, and if you run into one, you will spin out. Should you be stepped on by one, you'll find yourself squished flat as a pancake. 31 ______________________________________________________________________________ SPECIAL CUP DK's Jungle Parkway (Distance - 893m) The home of Donkey Kong, the Jungle Parkway was developed as a tourist facility and equipped with a racing ground for Karts. Carved out of the jungle, the road is mostly narrow. Be careful--should leave the course, the restless natives will "voice" their complaints by throwing stones at you. Yoshi Valley (Distance - 772m) Steep canyons and a very large egg... Hmm... How does this course relate to Yoshi? To make one lap, you can take any route you like through the complicated maze, but without keeping a careful eye on the course radar, you might drive the wrong way and end up returning to where you started. Of course, leaving the course is forbidden. With the complicated maze in Yoshi Valley, determining the correct rank positions during the race is impossible. For this course, the Top 4 Ranking Data will display "?". 32 ______________________________________________________________________________ Banshee Boardwalk (Distance - 747m) A dark and mysterious boardwalk over water is the location for this course. At the corners, some of the guardrails are missing, making its design quite rough. At the old building that you pass through along the way, try not to run into the large army of bats. Rainbow Road (Distance - 2000m) This course can be described in a word--LONG, very long. It is simply the longest of all the courses. As the name indicates, the road is made of rainbow and it has a fantastic view of neon sculptures twinkling in the distance. The final course of the Special Cup, it is definitely worth seeing. It is advisable to slow down to avoid the Chomps that will attack. 33 ______________________________________________________________________________ BATTLE MODE Big Donut This map is in the shape of a big donut. Because there is no guardrail along the inside, should you make a mistake, you will drive into the lava. Use the four walls to hide and ambush your opponents. Block Fort The map consists of a series of floors, each three levels high. The four blocks are colored red, yellow, green and blue so you can quickly check your opponents' screens to find their locations. 34 ______________________________________________________________________________ Double Deck "Square" shaped floors four levels high are connected with ramps allowing you to go back and forth. Because the total area of the floor is wide, you might have lots of trouble trying to find your opponents. Skyscraper It's a wild battle on top of the skyscraper! If you fall off the building, you will lose one balloon. There are no guardrails to keep you from falling, so don't speed too much. A highly effective strategy for attacking your opponents is to crash into them in an attempt to knock them off instead of relying simply on the use of items. 35 ______________________________________________________________________________ For further information or assistance, please contact: Nintendo Consumer Assistance Hotline 1-800-255-3700 (U.S. and Canada) or your local authorized Nintendo retailer. 36 ______________________________________________________________________________