__ ___ _ __ __ __ ____ _____ / |/ /____ _ _____ (_)____ / //_/____ _ _____ / /_ / __ \/ ___/ / /|_/ // __ `// ___// // __ \ / ,< / __ `// ___// __/ / / / /\__ \ / / / // /_/ // / / // /_/ / / /| |/ /_/ // / / /_ / /_/ /___/ / /_/ /_/ \__,_//_/ /_/ \____/ /_/ |_|\__,_//_/ \__/ /_____//____/ ___________________________________________________________________________ /__________________________________________________________________________/ Game Mechanics FAQ Version 1.3 By Mystic Aurora (mysticaurora at gmail dot com) Created: Sunday, November 20th, 2005 Last Updated: Friday, December 2nd, 2005 This document is Copyright 2005 Daniel Campbell. All rights reserved. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - T A B L E O F C O N T E N T S - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1. Revision History [RVH] 2. Introduction [ITR] 3. General Statistics [GST] 4. Techniques [TCH] 5. Kart Statistic List [KST] 6. Character Effects [CEF] 7. Item Effects [ITF] 8. Winning Combinations [WNC] 9. Legal Information [LGL] 10. Credits [CRD] 11. Contact [CTC] Tip: Use Ctrl+F and enter in a code to quickly move to that section of the FAQ. ******************************************************************************* 1. Revision History [RVH] ******************************************************************************* Version 1.0 - Completed 2005-11-20 ================================== Size: 28 kilobytes ~ Initial completion. Submitted to GameFAQs to be published online. Version 1.1 - Completed 2005-11-23 ================================== Size: 32 kilobytes ~ Updated the Techniques list with Snaking, courtesy of the MKDS board. ~ Added more awesome combinations to the Combo list: Dry Bones + Standard YS and Peach + Cucumber. ~ Scrapped the File Details bit due to worthlessness. ~ Added Neoseeker and Mario Kart Central to the Allowed Sites listing. Version 1.2 - Completed 2005-11-26 ================================== Size: 36 kilobytes ~ Updated the definition of snaking and provided some insight into the meaning. ~ Added more information regarding the Blooper item. ~ Added another kart combo to the list: Luigi + Streamliner. ~ Added a variation to the Mario + Gold Mantis combo. ~ Replaced the Bowser + Hurricane combo with a better one I found: Bowser + ROB-BLS. ~ Updated the added effects of the Boo item. ~ Added a clause to combo submissions. Version 1.3 - Completed 2005-12-02 ================================== Size: 37.9 kilobytes ~ Added a technique I call "Bunny Hopping" to the Techniques list. ~ The Winning Combinations list is now considered finished, so please don't e-mail me with more contributions. I'm well aware that there are other great combos out there, but I can't possibly list them all. ~ Added Super Cheats to the Allowed Sites listing. ~ Corrected the copyright date of Mario Kart; it was released in 1992. Mario himself came about in 1981 or so. ~ Updated the Copyright notice; I'm no longer allowing other sites to host this FAQ, since keeping up with version control is a pain when you have to make sure 4 other sites have the latest version. :P ~ I consider this the final version of the FAQ unless mistakes or other important things are found. The game's only been out for a little while, and there may be more things to expose that players haven't found. ******************************************************************************* 2. Introduction [ITR] ******************************************************************************* Mario Kart DS is the latest installment in the vastly successful Mario Kart series, bringing 16 new tracks and a physics engine that vastly outperforms every other Mario Kart to date. This is the first Mario Kart to provide a detailed analysis of each kart, allowing players to pick and choose a kart that suits their style of play. Due to the revealance of these stats, the game takes more of a somewhat complicated nature to it. This FAQ is designed to clear up any questions about the stats and what they affect. As an added bonus, I have provided some insight into the item balance system, which is a very prominent and important part of the Mario Kart experience. This is my first FAQ, so I expect there to be at least a few mistakes. If you find anything inaccurate in this FAQ, feel free to e-mail me and inform me of the error. If I end up fixing something, you'll be credited. Without further delay, let's get on with the FAQ. ******************************************************************************* 3. General Statistics [GST] ******************************************************************************* Each kart has six different stats. These meter-based stats determine what kind of kart it is and what it's good at. They also affect a few other aspects of the race. The following list will cover those effects. Speed ===== Arguably one of the most important stats, Speed is the stat that determines a kart's maximum power. The higher it is, the faster the kart can go. There's not much else to say about it. Acceleration ============ This stat is equally important as Speed. It affects how quickly the kart can reach its top speed. Without acceleration, it could take a while for your kart to reach a good speed after taking a hit or going into the rough. A high Acceleration also improves the duration of a power slide boost(also known as a mini-turbo). Weight ====== Weight determines how heavy a kart is. Heavy karts are graced with the ability to knock other, lighter karts around. A high Weight is definitely handy for the aggressive racer. Beware, however; a high Weight stat also means that you will take a larger hit in speed when you go off of the track and into the rough. Handling ======== This is an extremely important statistic if you do not do much power sliding (also known as drifting). This stat dictates how well the kart can steer. A high Handling stat ensures that your kart can weave between obstacles and other racers with ease. Handling also improves the angle range of your power sliding, offering you more mobility while sliding. Drift ===== Drifting is integral to many tracks in the game. A high Drift stat offers you the insurance of knowing that you can take any turn that comes your way. It controls how sharply you turn while power sliding. This stat is much like Weight in nature; high and low are equally good if you have the skills to match the style. Low drift karts don't turn as much during a power slide, but offer more stability while sliding and allows them to power slide multiple times along a straightaway. Items ===== At first, one may think that a high Item statistic is imperative. However, it's a double-edged sword. A high Item stat means that you can get better items, but also increases the amount of time that an item has an effect on you when hit. A low Item stat means that a Blooper's ink or Lightning will wear off faster. ******************************************************************************* 4. Techniques [TCH] ******************************************************************************* In order to become skilled in Mario Kart, you need to know the techniques that will make life much easier for you. All of these techniques are covered in the manual that (normally) accompanies the game, but I will attempt to provide more details. Rocket Boost ============ This is the most important technique to learn if you want to start off a race properly. It is performed the same way it is in Mario Kart: Super Circuit. Wait for the countdown to reach 2. As 2 is beginning to fade out, press and hold the A button. If done properly, you will get a nice boost right from the get-go. Power Sliding(AKA Drifting) =========================== Power sliding is the best technique in the game. If you master power sliding, you are guaranteed to be able to take turns like a pro. Your typical power slide is performed by pressing and holding the R button while holding left or right on the D-Pad. The timing for power slides depends on which kart you're using. Power Slide Boost(AKA mini-turbo) ================================= This is the technique that is used in conjunction with a power slide. While power sliding, press left and right on the D-Pad at an average, comfortable pace. If done properly, blue sparks will begin to fly from the wheels of your kart. Perform this one more time and red sparks will fly from the wheels. Once that happens, simply let go of the R button. You will receive an extra boost. The duration of this boost is dependent upon the Acceleration stat. A high acceleration means a longer power slide boost. Drafting ======== This is the second Mario Kart game to have drafting in it. Drafting is rather simple, theoretically. Just drive behind another driver. You'll know you're doing it right when you see white "wind lines" in the middle of the screen. If you continue to drive behind that driver, you will eventually get a boost in speed and a white circle in front of your driver. This boost is equivalent to the use of a Star for 3 seconds. Quick Turn ========== This technique is best used if you're stuck against a wall or are in Battle Mode and need to quickly turn around. Just like in Mario Kart 64, simply hold down the A and B buttons simultaneously. Then hold left or right until you've turned as far as you need to. This technique has limited use, but can come in handy at times, especially in some missions in Mission Mode. Snaking ======= Snaking is a technique that takes some practice to get good at, but can make a difference in a close match. It's best used with karts that have a low Weight and Drift, but a high Acceleration and Handling. It's done by performing multiple power slide boosts along a straightaway. This is a great tactic for those karts, since they tend to lack a good top speed. Be warned: some people online abuse this tactic. If at all possible, try to mess up their snaking with a well-aimed item. It should throw them off kilter and allow you to gain some ground. Use this technique with caution; failing to perform properly will result in a potentially large drop in speed. There is much debate between the older and newer Mario Kart communities regarding the correct name of the technique. The newer term is referred to as snaking, and aptly so, since it usually resembles a snake's movement. The older community insists that it should be called an SSMT, or Straight Stretch Mini Turbo. SSMT has a broader definition, but it's also more technical and less friendly for casual usage. So whenever you're involved in a Mario Kart community, just remember that the two terms are interchangeable. Apparently the term "snaking" was coined by F-ZERO GX players. As a result, I have removed the credit wrongly given to the MKDS board. It's ridiculous to place ownership on a word anyway, so I'll just say snaking is snaking and forego any crediting. Please do not e-mail me arguing over the semantics of these two terms; I will promptly delete your message. I have presented the two sides equally and leave it up to the readers to decide which term they decide to use. Bunny Hop (idea submitted by edgekoden at yahoo dot com) ========= Bunny hopping is simply holding a direction and tapping the R button repeatedly. The effect of this is (usually) a sharper turn than you'd get if you used a power slide. This is good for the karts that lack good drift or handling, since they usually make up for the lack in one by being good in the other. ******************************************************************************* 5. Kart Statistic List [KST] ******************************************************************************* The following list outlines the statistics of each kart according to its display within the game. To avoid confusion with huge ASCII meters, I will use a scale based on 100, since there are 9 little ticks on each meter. These stats have been gathered with Mario as the driver, since he is generally considered the most average. The average stat is considered to be anywhere between 55 and 70. Each kart is numbered according to the order within the game to preserve accuracy. 1. B Dasher 2. Standard MR 3. Shooting Star ==================== ==================== ===================== Speed: 58 Speed: 65 Speed: 66 Acceleration: 70 Acceleration: 72 Acceleration: 75 Weight: 75 Weight: 65 Weight: 47 Handling: 52 Handling: 55 Handling: 60 Drift: 55 Drift: 56 Drift: 59 Items: 100 Items: 67 Items: 33 4. Poltergust 4000 5. Standard LG 6. Streamliner ===================== ===================== ===================== Speed: 74 Speed: 72 Speed: 66 Acceleration: 76 Acceleration: 74 Acceleration: 71 Weight: 48 Weight: 65 Weight: 74 Handling: 76 Handling: 74 Handling: 70 Drift: 33 Drift: 31 Drift: 30 Items: 33 Items: 67 Items: 100 7. Royale 8. Standard PC 9. Light Tripper ===================== ===================== ===================== Speed: 40 Speed: 46 Speed: 51 Acceleration: 70 Acceleration: 74 Acceleration: 75 Weight: 76 Weight: 65 Weight: 52 Handling: 44 Handling: 48 Handling: 51 Drift: 94 Drift: 98 Drift: 100 Items: 100 Items: 67 Items: 33 10. Egg 1 11. Standard YS 12. Cucumber ===================== ===================== ===================== Speed: 58 Speed: 55 Speed: 48 Acceleration: 92 Acceleration: 90 Acceleration: 88 Weight: 47 Weight: 65 Weight: 70 Handling: 90 Handling: 84 Handling: 80 Drift: 41 Drift: 38 Drift: 36 Items: 33 Items: 67 Items: 100 13. Mushmellow 14. Standard TD 15. 4-Wheel Cradle ===================== ===================== ===================== Speed: 44 Speed: 38 Speed: 34 Acceleration: 88 Acceleration: 85 Acceleration: 83 Weight: 48 Weight: 65 Weight: 76 Handling: 70 Handling: 66 Handling: 61 Drift: 70 Drift: 67 Drift: 65 Items: 33 Items: 67 Items: 100 16. Rambi Rider 17. Standard DK 18. Wildlife ===================== ===================== ===================== Speed: 75 Speed: 80 Speed: 85 Acceleration: 44 Acceleration: 47 Acceleration: 50 Weight: 80 Weight: 65 Weight: 55 Handling: 30 Handling: 33 Handling: 37 Drift: 74 Drift: 77 Drift: 80 Items: 100 Items: 67 Items: 33 19. Brute 20. Standard WR 21. Dragonfly ===================== ===================== ===================== Speed: 93 Speed: 89 Speed: 83 Acceleration: 52 Acceleration: 50 Acceleration: 46 Weight: 55 Weight: 65 Weight: 80 Handling: 51 Handling: 48 Handling: 45 Drift: 49 Drift: 47 Drift: 45 Items: 33 Items: 67 Items: 100 22. Tyrant 23. Standard BW 24. Hurricane ===================== ===================== ===================== Speed: 90 Speed: 95 Speed: 100 Acceleration: 25 Acceleration: 30 Acceleration: 34 Weight: 83 Weight: 65 Weight: 61 Handling: 25 Handling: 28 Handling: 32 Drift: 65 Drift: 67 Drift: 70 Items: 100 Items: 67 Items: 33 25. Power Flower 26. Standard DS 27. Light Dancer ===================== ===================== ===================== Speed: 57 Speed: 65 Speed: 67 Acceleration: 61 Acceleration: 65 Acceleration: 67 Weight: 67 Weight: 65 Weight: 52 Handling: 35 Handling: 40 Handling: 43 Drift: 85 Drift: 87 Drift: 90 Items: 100 Items: 67 Items: 33 28. Banisher 29. Standard DB 30. Dry Bomber ===================== ===================== ===================== Speed: 25 Speed: 30 Speed: 34 Acceleration: 97 Acceleration: 99 Acceleration: 100 Weight: 68 Weight: 65 Weight: 58 Handling: 92 Handling: 96 Handling: 100 Drift: 45 Drift: 47 Drift: 49 Items: 100 Items: 67 Items: 33 31. Gold Mantis 32. Standard WL 33. Zipper ===================== ===================== ===================== Speed: 75 Speed: 72 Speed: 65 Acceleration: 65 Acceleration: 63 Acceleration: 59 Weight: 61 Weight: 65 Weight: 67 Handling: 60 Handling: 55 Handling: 52 Drift: 59 Drift: 57 Drift: 55 Items: 33 Items: 67 Items: 100 34. ROB-BLS 35. Standard RB 36. ROB-LGS ===================== ===================== ===================== Speed: 100 Speed: 96 Speed: 90 Acceleration: 55 Acceleration: 53 Acceleration: 48 Weight: 57 Weight: 65 Weight: 70 Handling: 70 Handling: 65 Handling: 61 Drift: 27 Drift: 26 Drift: 24 Items: 33 Items: 67 Items: 100 Lowest Speed: Banisher Highest Speed: ROB-BLS and Hurricane Lowest Acceleration: Tyrant Highest Acceleration: Dry Bomber Lowest Weight: Shooting Star and Egg 1 Highest Weight: Tyrant Lowest Handling: Tyrant Highest Handling: Dry Bomber Lowest Drift: ROB-LGS Highest Drift: Light Tripper ******************************************************************************* 6. Character Effects [CEF] ******************************************************************************* It seems that the character that controls a kart is only cosmetic, but there are indeed some differences between drivers. Most of them are handling differences. For instance, Toad and Dry Bones seem to charge their power slides faster and easier than Bowser. There are statistical differences as well, though they are miniscule. I'll outline the effect each character has on a kart's stats. For simplicity's sake, it is assumed that Mario does not have any statistical effect on a kart. Mario: None Luigi: None Peach: Weight - 11 Yoshi: Weight - 14 Toad: Weight - 17 DK: Weight + 8 Wario: Weight + 10 Bowser: Weight + 17 Daisy: Weight - 8 Dry Bones: Weight - 20 Waluigi: Weight + 2 ROB: Weight + 17 Despite these very small differences in Weight, characters also have a small effect on the ease of power slide charging. The more Weight they add, the longer you have to wait between directional changes to charge. The inverse is true of those that subtract from Weight. ******************************************************************************* 7. Item Effects [ITF] ******************************************************************************* It should be rather obvious what each item does, but it's _not_ obvious which kart statistic affects them. This list is designed to help clear things up. Each item falls into one of 4 categories; 1st place, 2nd-3rd, 4th-5th, and 6th-8th. These categories indicate what place you need to be in to get the item. For instance, if you're after a Bullet Bill, you'll need to be in 6th place (CAT 4) or below to get it. Banana [CAT 1] ====== The banana is a staple in every Mario Kart game. They can be held behind your kart, and spin you out for about 1.5 seconds upon contact. When thrown forward, your current speed determines how far it will be thrown. Triple Banana [CAT 1] ============= This is essentially the same as the banana, but there are three of them. The Items stat increases your odds of getting a triple instead of a single. Triple Bananas follow the same physics as single Bananas. Green Shell [CAT 1] =========== Another classic staple of the Mario kart franchise, these things are useful in sniping other players... if you're a good shot. You can hold one behind your kart, and they can be thrown backwards. Green shells move slower when thrown backwards, however. If you get hit by one, you will be stunned for about 2 seconds. Triple Green Shell [CAT 1] ================== This is the same as the single Green Shell, except you have three of them orbiting around your kart. Unlike previous Mario Kart incarnations, you _can_ fire these shells behind your kart. Fake Item Box [CAT 1] ============= This is basically the stationary version of a Green Shell; lay it down and watch as an unobservant driver gets pelted. Please note, however, that you _cannot_ block a Green or Red shell with one, so don't bother trying. Upon hitting a Fake Item Box, you will be stunned for about 2 seconds. As with the Banana, the speed you're going at determines how far it will be thrown forward. Mushroom [CAT 2] ======== Mushrooms have been around since Super Mario Kart, and they serve pretty much the same purpose; speed. However, charging into another driver while shrooming will result in knocking them to the side, regardless of how light or heavy your kart is. Talk about handy! Triple Mushroom [CAT 2] =============== This is basically the same as a Mushroom, but in triple form. A higher Items stat means you will get this more often. Blooper [CAT 2] ======= This annoying little squid can really slow down computer players and obscure the view of human players. This item will affect every racer that is currently ahead of you. If you are affected by a Blooper, your Items stat determines how long the ink will stay on your screen. The lower your Item stat is, the faster the ink will go away. Fairly simple to understand. Using a Blooper while you are in first will result in a backfired Blooper! Be careful when using one of these when you're close to the front of the pack. Note: If you are affected by a Blooper, try to get a Mushroom or drive onto a booster pad. This will quickly rid your screen of the obstructive goo. Credit for refreshing my memory goes to freakyboy5000 at gmail dot com and War Raichu, a fellow game enthusiast. Red Shell [CAT 2] ========= Everybody's favorite homing projectile, the red shell is a little smarter in Mario Kart DS. These babies won't always take the quickest route to your target. Instead, they'll usually strike them from the side to avoid any item they might be carrying behind them. If a red shell is trailing you, use a green shell, banana, or another red shell to get rid of it. You may need to attempt a power slide or two in order to position yourself properly, though. As with green shells and fake items, you are stunned for 2 seconds when hit. Red shells can be held behind you and fired backwards, just like a green shell. Triple Red Shell [CAT 2] ================ Red shells, in a group of 3. Basically a red version of triple green shells. Again, a higher Items stat means you'll get these more often. Boo [CAT 3] === A ghost from one of the many haunted houses in the Mushroom Kingdom. Unlike its Super Circuit counterpart, Boo no longer slows down your opponent when you use it on them. Instead, he just leaves them alone and simply steals the item. The target that's chosen is random. However, if only one racer has an item, their item will be taken. For best usage, watch the bottom screen and use the Boo whenever you see an item you want. Another benefit to Boo is the fact that you become transluscent upon using it, which means you can pass right through other drivers and obstacles. You might even be able to evade the power of a Spiked Shell! insano31 at hotmail dot com submitted a tidbit of info I initially didn't know about: The Boo item, in addition to being immune to attack, also allows you to drive through rough terrain without losing any speed. This makes the Boo item even better! Bob-omb [CAT 2] ======= These bad boys come in handy if you're good at laying down bananas or throwing fake items, since Bob-ombs are used in a similar manner. These can be held behind your kart, but I don't advise it. Upon being hit by a Bob-omb, your kart is launched into the air, causing you to lose about 4 seconds of time. Think of it as a poor man's Spiked Shell. Spiked Shell [CAT 3] ============ The mother of all shells! This baby will zero in on the player that is currently in first upon firing it. If a Spiked Shell is fired at you, don't think you can just slink behind and let another player take the hit; if you are in first when it is fired, it will hit you. Regardless. Oddly enough, these shells can be held behind your kart, and possibly even thrown backwards. Why would you do that, though? Upon being hit by a Spiked Shell, you will be blown up like a Bob-omb would, losing 4 seconds. Be careful using a Spiked Shell if you're somewhat close to the front; if you fire a Spiked Shell while in first, it'll backfire and blow _you_ up. Golden Mushroom [CAT 3] =============== This is the supreme Mushroom. It's basically a mushroom that you can use an infinite amount of times for about 7-10 seconds. It's pretty useful if you have the room to use it. Lightning Bolt [CAT 3] ============== Lightning has a very interesting effect in Mario Kart DS; instead of affecting all other players for an equal amount of time, it's relative to their position in the race. 7th place recovers fairly quickly, and 1st place recovers last. If you are in 1st place and are hit by it, you will spin out, losing 1.5 seconds, and be tiny for about 10 seconds. While tiny you may not use Boos, Mushrooms, Stars, Lightning, or Bullet Bills. Bullet Bill [CAT 4] =========== Remember the Chain Chomp special item from Double Dash!!? This thing trumps even THAT! Upon using a Bullet Bill, you will gain a MASSIVE amount of speed, turn into a Bullet Bill, and follow the track automatically. The duration of the Bullet Bill depends on how high your Items stat is. If it's high, it will last about 8 seconds, and 4-5 seconds with a low Items stat. Star [CAT 4] ==== Stars are awesome. They grant you complete invincibility and offensive control. Any poor soul to get in your path will be knocked away from you as if they were hit by a fake item box. A Star lasts for about 8 seconds. In summary, remember what the categories stand for, and that they include every item from the previous category as well: CAT 1 is 1st place alone. CAT 2 is 2nd and 3rd place. CAT 3 is 4th and 5th place. CAT 4 is 6th, 7th, and 8th place. As far as items go, CAT 4 is the best place to be, but worst when it comes to the actual race. I've noticed something about the way you get items. In the older Mario Karts, the item you attained was based on what your place in the race was when the spinner stopped. This is not true for MKDS: The rank that you acquire the item box is the item pool that the spinner will use. For instance, if you pick up an item in 2nd place and quickly take 1st, You can still get anything from the CAT 2 item class. This would explain why people are getting Bob-ombs in 1st place. I have yet to get a Bob-omb in 1st place, and I've tested it with as many different karts and tracks as I can. ***NOTE*** When you're playing online, the category numbers refer to what place you're in. For example, if you're in 3rd place online, you will get your items from CAT 3, not CAT 2. ******************************************************************************* 8. Winning Combinations [WNC] ******************************************************************************* While there isn't an absolute best kart and driver combination, there _are_ some combinations that specialize in certain things. Choosing a kart and driver to fit your style is important if you plan on succeeding in Mario Kart. The following list will outline a few combinations I've found that are very handy. Bowser + ROB-BLS ================ In previous incarnations of this FAQ, this was the Bowser + Hurricane combo. After testing this combo out trying to get a triple star in Mushroom Cup 150cc, I can safely say that this is the better kart for Bowser; increased Handling, decent Acceleration, and his high weight helps boost the aggressive abilities of the kart. I've decided that the Hurricane is better used with light characters, since they'll lose less speed when they eventually mess up. Regardless, the ROB-BLS is a great kart for Bowser or any other heavyweight. It boasts a high Speed without sacrificing a huge load of Handling or Acceleration. Yoshi + Light Tripper ===================== Are you tired of having to hop madly around each corner due to crappy handling or drift stats? Look no further! The Light Tripper is unmatched in drifting prowess, and it sports some decent handling and nice acceleration, which means power sliding should be a cinch. This combination is best used for those who HAVE to take turns perfectly. Dry Bones + Dry Bomber ====================== This combination is simply godly. Great control, awesome looks, and a power slide boost that has almost the same effect as a Mushroom. Who could ask for more!? This combination is excellent for snaking. Mario + Gold Mantis =================== If you don't want to specialize in anything, why not go for decent stats in everything? The Gold Mantis does just that; it doesn't specialize in anything but still manages to be good all around. Another kart you could use if you don't like the Gold Mantis is the Standard WL. commencer3 at shaw dot ca recommends using DK in the Gold Mantis due to the extra weight he has on Mario. He may lose a little more speed offroad, but he's also able to knock around other characters easier than Mario. If Mario's too light for you in this kart, try out DK. He shouldn't let you down. Dry Bones + Standard YS ======================= Do you pine for the days of Super Mario Kart control? This kart combo is about as close as you'll get. It has average Drift, but it's low enough to where you can snake pretty decently. A low Weight and high Acceleration ensures that your power slides don't go to waste. If you think the Dry Bomber controls a little too stiff or can't seem to gain control over Yoshi in the Light Tripper, try this combo out for a spin. This combo reminds me of the way Koopa Troopa controls in Super Mario Kart. Peach + Cucumber (submitted by rollwithem at cox dot net) ================ So you like Acceleration and Handling, but don't want to give up a decent Drift or Weight stat? This combo's for you. It possesses more stability than the lighter karts, but makes up for that with an increased Drift and Items stat. This combination sports just a hair too much Drift for my tastes, but it can definitely handle turns. Snaking in this requires a little more room, but it can still be pulled off naturally, with little trouble. This combo reminds me of the way Mario Kart Double Dash!! karts handle. Luigi + Streamliner (submitted by pyitoechito_59 at yahoo dot com) =================== This combination is not only stylish, but sports some pretty well-rounded stats, too. It also possesses a high Items stat, so you're always guaranteed a decent item if you fall behind. The medium weight sorta cancels out effective snaking, though, so you're better off optimizing your turns. This combo's best at outperforming karts with similar Speed and Weight stats. It definitely feels like a real race car. ***NOTE*** I am no longer taking kart combinations. There are quite a few outlined in the above list, and they should give you plenty of ideas for finding your own. I'd like to thank the people who sent in contributions. Your ideas were not ignored. ******************************************************************************* 9. Legal Information [LGL] ******************************************************************************* This document is Copyright 2005 Daniel Campbell(AKA Mystic Aurora). This FAQ may be used for personal use only. You may print it, save a copy on your hard drive, or share it with a friend. It may not be used for any personal gain, whether it's social or monetary. Due to the amount of sites that I have already allowed to host this FAQ, I'm going to have to disallow all other sites, since keeping up with each version with every site is quite a pain. You can still contact me and ask for permission to use information for your guide, however. This FAQ is allowed to be published only at the following sites: GameFAQs http://gamefaqs.com Mystic Aurora http://mystic.de4th.com Neoseeker http://neoseeker.com Mario Kart Central http://mariokart.planets.gamespy.com Super Cheats http://supercheats.com If you have found this FAQ at a different location, please inform me of the hosting site and I will take appropriate action. Any and all locations found guilty of using this FAQ without my legal permission are at risk of being sued for intellectual property theft. Mario Kart and all related characters are Copyright 1992-2005 Nintendo. ******************************************************************************* 10. Credits [CRD] ******************************************************************************* I would like to offer a shout-out and thank-you to the following people or organizations: GameFAQs -------- Without CJayC, we wouldn't have the largest video game help site on the Internet. Nintendo of Japan and America ----------------------------- Many thanks for continuing and mastering the Mario Kart experience. My computer ----------- Without this ancient yet loyal device, this FAQ wouldn't have been possible. rollwithem at cox dot net ------------------------- The Peach + Cucumber combo is a good one, and works well on the Nitro Flower Cup. Kudos go to you! freakyboy5000 at gmail dot com and War Raichu --------------------------------------------- Thanks for refreshing my memory about Bloopers and booster pads. pyitoechito_59 at yahoo dot com ------------------------------- The Luigi + Streamliner combo is one that I use as well, so it's great to know that another person likes it enough to recommend it! Thanks for the submission! commencer3 at shaw dot ca ------------------------- Replacing Mario with DK in the Gold Mantis is actually a smart move. DK doesn't handle too differently from Mario, so it's definitely an improvement to my original combo. Good job! insano31 at hotmail dot com --------------------------- Turns out that the Boo really *does* allow you to drive on rough terrain without a problem. Thanks for the submission! I didn't think to test that out. edgekoden at yahoo dot com (AKA Eiji Koden) -------------------------- Thanks for the reminder about bunny hopping for turns. I didn't think people wouldn't know about it, but I added it in for the sake of completeness. ******************************************************************************* 11. Contact [CTC] ******************************************************************************* If for any reason you'd like to contact me regarding this FAQ, feel free to e-mail me at: [ mysticaurora at gmail dot com ] Please include "MKDS FAQ" or something similar in the subject line of your e-mail. I get a regular amount of spam and don't want to end up deleting a helpful e-mail. Anyone that helps contribute to this FAQ will be credited accordingly. Any e-mails of a negative or belittling nature will be deleted, so don't bother flaming me. ~End of File