Mario Kart 64 HQ
| Mario Kart 64 HQ | |
|---|---|
| Release date | |
| Language | English (United States) |
| URL | http://www.nintendo.com/product/n64/mk64/index.html |
Mario Kart 64 HQ is a minisite themed after Mario Kart 64 that was available on nintendo.com in 1997. The page was accessible from the "Product Lab" section of nintendo.com. Mario Kart 64 HQ featured details on various aspects of the game, such as the game's playable characters, controls, and game modes. In addition to these, the site featured three other sections, referred to as "Road Maps", "Speed Zone", and "Pro Shop".
Sections[edit]
Road Maps[edit]
Road Maps featured details on each individual course appearing in each cup in the game, as well as those appearing in Battle Mode. It also provides the distance for each track and an overhead image of it.
| Image | Description | Tips |
|---|---|---|
|
Luigi Raceway, with its long straightaways 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. | General Tips
|
|
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. | General Tips
|
|
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 seems to lead 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. | General Tips
|
|
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. | General Tips
|
|
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 must 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 dips under the overpass and into the second loop. In the last half of the course, the road narrows to two lanes, and the traffic becomes 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 buses on the course will hinder your efforts. | General Tips
Best Places to Use Items
|
|
Frappe Snowland is set in a winter wonderland of perpetual snowfall. Although the track is not as icy as Sherbet Land, it is still slippery, and the snowbanks along the roadside will slow your Kart significantly. A bigger problem is the many snowmen that litter the course, often positioned in the most inconvenient places. From the Starting Line, the track meanders through a series of gentle turns. The turns themselves are not too difficult, but snowmen placed at strategic intervals add to the challenge. Since the curves are not very sharp, it can be difficult to get Mini‑Turbo boosts here - but you must do so to achieve the best time. After the opening series of curves, the course jumps over a river and into a field of snowmen, one of the most hazardous areas of the track. The track then enters a canyon that doubles back in a hairpin turn, leading to a bridge crossing over an icy river. The Starting Line is just beyond the bridge! | General Tips
Best Places to Use Items
|
|
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 - the first solid place to get a Mini‑Turbo boost - the track enters a short straightaway through a tunnel underpass. Coming out of the tunnel, the course goes through a series of S‑curves which are again too short for a solid Power Slide. 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, circling a small mountain lake. Although a guard rail is present during Time Trials, it will not be there during most Mario GP races. Without the rail, it’s possible to fall from the upper road down to the lower road, or into the lake. After this dangerous mountain road, the course returns to the valley with three more jumps before reaching the Starting Line. | General Tips
Best Places to Use Items
|
|
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 sides that slow down drivers who stray from the pavement. From the Starting Line, there are two quick turns that 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 using a Mushroom to jump over the wall after this S‑curve can cut your time in half, but this is likely 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 - 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. | General Tips
Best Places to Use Items
|
|
Wario Stadium contains literally 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 racers in addition to their driving skill. The layout fills the stadium field efficiently and features many gradual, easy curves ideal for Power Sliding. Near the end of the course is the ever‑popular, crowd‑pleasing monster jump. Drivers must hold their Karts steady while going over the jumps to avoid smashing into the retaining walls. Some turns are fairly sharp, so the best technique is to use a series of quick hops. | General Driving Tips
Best Places to Use Items
|
|
Most of Sherbet Land takes place on the surface of a frozen lake. However, the ice is solid only around the lake’s edges, and the large hole in the middle is a major hazard for racers. Another obstacle is the many penguins that populate the course - running into these sliding arctic birds will stop a Kart dead in its tracks. The track begins with a few curves on the ice along the shore. Although Power Sliding is possible here, the slippery surface makes 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 into an ice cave filled with penguins! Pairs of penguins circle the stalagmite pillars and can be very difficult to avoid. After exiting the narrow cave passages, the track loops around the lake back to the Starting Line. It may sound simple, but the slippery surface and danger of falling into the freezing lake make this one of the more challenging tracks to master. | General Tips
Best Places to Use Items
|
|
Situated just across the drawbridge from the Mushroom Kingdom's castle, Royal Raceway is the longest and most elaborate of the circuit‑type courses. Like the other circuit tracks, it features a wide variety of turns and curves, but it also includes a perennial crowd‑pleaser - a monster jump! From the Starting Line, the course banks along the edge of a large pond. This water hazard fills the center of the course and punishes any Kart that leaves the track in the wrong direction. After a tight hairpin, the course winds through a series of gradual curves with Piranha Plants placed strategically to punish drivers who stray off‑road. Another hairpin leads up to the monster jump, where Booster Arrows help racers clear the pond. The landing area is a narrow mountain valley, so drivers must go straight off the jump to avoid disaster. The next series of turns, though not extremely sharp, can be punishing if not negotiated accurately - falling off to the left dunks a Kart in the pond, while falling off to the right traps it in a grove of trees. Royal Raceway demands mastery of Power Sliding across a wide variety of turns and curves. | General Tips
Best Places to Use Items
|
|
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, where a huge fire‑breathing statue of Bowser belches flames - though it poses no real threat. The entry corridor is where the trouble begins: four ferocious Thwomps wait in the rafters, ready to pound intruders into dust. Bowser’s Castle wasn’t designed for racing, so most of the turns are sharp right angles. Just around the corner, it’s out of the frying pan and into the fire -four more Thwomps hang from the ceiling, and one pair roams back and forth, making the entire room unsafe at any speed. It’s best to stay off the carpet here, out of their range. Next is a narrow hall leading to yet another chamber of horrors. Although there are only two Thwomps, their back‑and‑forth movement can throw off even the most skilled racer. Exiting this room puts the racer onto a narrow, rickety bridge over molten lava - one wrong move and you're toast! Cross safely, and a set of giant stairs will shake up even the toughest Kart suspension. At the bottom, the track leads outside into a courtyard with double 45‑degree turns and plenty of shrubbery to avoid. The final stretch features a tricky spiral ramp leading to a leap over lava. Bowser’s Castle is one of the most demanding courses in any Cup. Only at full speed, without hesitation, can a racer weave between the stone guardians and reach the Finish Line in one piece. | General Tips
Best Places to Use Items
|
|
Donkey Kong’s Jungle Parkway is one of the most scenic courses in any Mario Kart Cup. From the Starting Line, the dirt track takes a hard right and runs along the banks of a jungle river. Rubberneckers will catch a glimpse of the river boat “Mario” as it lazily drifts downstream. The track then leads to a spiral ramp that uses Booster Arrows to launch racers over the water and onto the opposite riverbank. From there, it’s back into the jungle for a series of wicked twists and turns. The jungle inhabitants don’t appreciate trespassers and will throw spiny projectiles to knock stray Karts back onto the beaten path. After several turns, the track crosses a narrow wooden bridge with a breathtaking view of a roaring waterfall. On the other side, the course ducks into a cave with a hairpin, switchback turn that leads back up to the Starting Line. The moderate length of the course and its many hazards make every race here an action‑packed Kart safari! | General Tips
Best Places to Use Items
|
|
The Yoshi Valley course starts out innocently enough, but quickly becomes a twisting, chaotic maze of narrow roads winding over a deep valley. Although some edges are fenced, most are not - and a driver who gets too close to the edge will likely fall off. There are several possible paths through the maze, but some are faster than others. One of the best routes is left, right, and left again. This route is the shortest, but extremely dangerous, as it passes through two major groups of Spinys and contains no Item Boxes, which can be a disadvantage in Grand Prix and Vs. Mode. Another good route is right, left, right, and then a hard left. This path has fewer Spinys, but includes a tricky narrow opening to a bridge after the first left turn, and the final hard left is off a jump, which can be disorienting. Both routes lead to the same place - a long loop curving around a giant egg. The egg will squash a Kart flat if it rolls over it, but it can be avoided on either side. After the egg, a narrow bridge leads out of the maze and back toward the Starting Line. All routes eventually reach the egg, but any other detour will cost a lot of time. | General Tips
Best Places to Use Items
|
|
As the course name suggests, most of Banshee Boardwalk runs over a wooden boardwalk above a dark, haunted body of water. The rotten planks seem coated with slimy ectoplasm in places, making handling slippery. From the Starting Line, the track blasts into two quick right‑angle corners. A quick and skillful driver can get Mini‑Turbo boosts here, but it’s tough. The track then enters a longer but sharper left turn where a Mini‑Turbo is easier to pull off. After a dip in the track, the course reaches one of its most dangerous sections - a quick, narrow S‑curve with no railings. A short jump follows, leading into another hard left turn and the entrance to an ancient stone building. Although the sign above the door says “Welcome,” the batty inhabitants won’t make racers feel wanted if they collide with them. The course weaves through the haunted mansion and then returns to the boardwalk. After a sharp right out of the house, the track enters a short straightaway before curving left back toward the Starting Line. | General Tips
Best Places to Use Items
|
![]() ![]() ![]()
|
Big Donut As its name suggests, Big Donut is shaped like a circle with a large hole in the middle. The course surface slopes up and away from the fiery central pit, and there are sections of wall situated around the track. Use these walls to hide from your opponent. |
Battle Mode Tips
|
Speed Zone[edit]
Speed Zone simply featured instructions on how to submit a record in Mario Kart 64 to Nintendo Power, including a mailing address. The section states that before submitting a photo, one must ensure that it is fully legible, including the course and clear time. The site also states that one must ensure that they are not using any game enhancement devices, so they must include their Nintendo 64 in the photo.
Pro Shop[edit]
Pro Shop contains details on Staff Ghosts and shortcuts in Mario Kart 64, as well as a section reserved for codes. Each section for shortcuts contains details on how to perform said shortcut, as well as various screenshots depicting the shortcut being performed. While this section contains details for a large amount of tracks, the Staff Ghosts section only briefly and broadly covers Staff Ghosts as a whole.
- Shortcuts
| Track | Shortcut |
|---|---|
| Koopa Troopa Beach | The tunnel through the island is probably the most obvious shortcut in the game. After all, there is a visible tunnel entrance in the hillside, with a ramp leading up to it about two-thirds of the way through the course. It's possible to make it over the ramp into the tunnel opening without the use of a speed boosting item, but you'll need to jump from the very top of the ramp. It's easier to use a speed booster to blast your way over the ramp. Make sure you are aimed straight at the tunnel entrance before you hit the speed booster. For best results, skip the three ramps before the one leading up to the tunnel. This will make it easier to line up with the tunnel entrance. |
| Kalimari Desert | In Mario GP, if you have a Super Star, you can take a shortcut through the train tunnel and gain a lap on your first and second lap. To do the shortcut, you will need a Super Star. From the second crossing, turn left and follow the tracks to the entrance to the train tunnel. Activate the Super Star just before you enter the tunnel, and your lap counter will advance by one around the min-point of the tunnel. This shortcut doesn't save as much time as you would think, because following the train tracks will slow you down. Because you need a Super Star to pull it off, it isn't a practical shortcut for Time Trials. |
| Mario Raceway | One of the best, and most difficult to accomplish, shortcuts in Mario Kart 64 is jumping over the central wall on Mario Raceway. To take this shortcut, you will need a Mushroom. The point where you will need to jump to get over the wall is just before the fourth turn (the hairpin turn around the giant mushroom). After the third turn, veer slightly to the left, and go slightly up the hill on the left. Turn sharply back towards the wall and hit your Mushroom boost just before you leave the road, jumping at the same time. You'll want to aim just to the right of where the sections of wall intersect. If you make the jump, you will come down near the giant green pipe. If you manage to take this shortcut every lap in Time Trial mode, and do the rest of the course perfectly, you will be able to complete the track in under one minute. Note: This trick is extremely difficult to perform. |
| Wario Stadium | Wario Stadium, usually one of the longest tracks in the game, has a super shortcut that can cut tons of time off your lap. It's possible to jump over the wall to the left of the Starting Line using any one of the four small jumps there. Although you can make it over the wall without the assistance of any speed boosting item, a Mushroom or Mini-Turbo assist is helpful. Approach the wall at high speed so that you are driving directly at it as you reach the peak of the small hill. Jump just before you hit the wall and you'll sail over. The timing takes some practice but once you master it, it's not too difficult. It is also possible to jump back over the wall, on the other side of the Starting Line, to get a 22 second lap on this course, but the return jump is much more difficult and takes precise jump timing and aim. |
| Royal Raceway | On Royal Raceway, after the first hairpin turn, go off-road to the left about halfway between the hairpin and the next turn. Aim for dark spot on the opposite shore, and use a Mushroom to boost you over the water as you jump. If you make it to the other side, Lakitu will pick you up and put you back on the course just before the monster jump over the pond! You can save about 15 seconds per lap with this shortcut. |
| DK Jungle Parkway | You can advance the lap counter a lap without going around the track in DK Jungle Parkway. Try to jump into the wall to the left of the exit from the tunnel just before the Starting Line. Your angle of approach is important. If you angle too far to the left, you will fall back into the tunnel. If you angle too far to the right, the trick won't work. You want to fall into the "dark space" behind the wall. Lakitu will pick you up. If he puts you back on the track, inside the tunnel, the trick worked. When you go across the finish line from there, the lap counter will advance one lap. If Lakitu puts you back on the track outside of the tunnel, the trick didn't work. The best way to use this trick is to turn around and go into the tunnel right from the start. If you pull it off, you can get a 20-30 second lap on this course. |
| Yoshi Valley | You can shave a few precious seconds off your lap through Yoshi Valley if you're daring. After you go through the maze, you'll enter a long, curving road that leads towards the giant egg. You'll see a fence on the right hand side of the road that leads to the left turn loop. Head for the end of that fence, and a little before you go over the edge, turn sharply to the left. Just before you leave the track, jump! If you timed it right, you will make it across the valley to the lower track on the other side. It will probably take some practice to master this shortcut. |
| Rainbow Road | You can cut a good 20 to 30 seconds off a lap in Rainbow Road with this shortcut. It works best on Time Trial mode because you are guaranteed to have a speed boosting Mushroom. After the Starting Line, the track goes a short distance and then descends down a monster hill. Near the top of this hill, on about the third yellow stripe, hang a hard left turn and activate your Mushroom as you jump to go over the fence. If you angled your jump correctly, and had the right speed, you will land on the track below. Turn left and continue the race as fast as you can. |





















