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Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter M » Mario Kart: Double Dash!! - Strategy Guide (Page 04)

Mario Kart: Double Dash!! - Strategy Guide (Page 04)

Below are the cheat codes, hints and help for Mario Kart: Double Dash!! - Strategy Guide (Page 04).

Versus (LAN)
Players: 2-8
This is just like Basic Versus, except you can play with lots and lots of
people. How sweet will that be?

Multiplayer GP (LAN)
Players: 2-8
Now you can relive your favorite Cup in Mario GP, except everyone's
actually alive. You and your friends may get rather impatient out of
playing  four courses in a row though.

Versus (LAN Co-op)
Players: 2-16
16 players? That's crazy! You know what that means, right? There will be
eight Karts out on the track, each controlled by a tag team of two! If
you like to yell and argue a lot while playing multiplayer (and if you're
really rich and social), then this mode is for you. All five people out
there with four Gamecubes, four TVs, 16 controllers, and 4 copies of
MKDD are recommended to gather lots of people and play. Who knows? Maybe
there will even be tournaments using LAN...

Multiplayer GP (LAN Co-op)
Players: 2-16
Now this will be just insane. 16 players, all participating in a Mario
Grand Prix in competition of the most points? You can tell it'll get
hectic. Nothing more to say though.

                                 Battle Mode

This is one of the many high points of the Mario Kart series, and it is
also another innovative idea invented by the very creative Nintendo.
Where in regular races, you would use your items to help you win, Battle
Mode takes the item usage to the extreme: As the name suggests, you will
actually battle each other, and as you may expect, you accomplish what
you're doing by means of items. This concept was so successful that
entire games have been based on drivers knocking each other silly with
all kinds of weapons, such as Cel Damage. In the case of Mario Kart:
Double Dash!!, Nintendo has expanded it into three ways to play. They
are Balloon Burst, Shine Thief, and Bob-omb Blast. For information about
the Battle Mode arenas, look to the next section.

BALLOON BURST
The tried and true classic will, hopefully, never fade away from the
Mario Kart horizons. This time, it has assumed the name of Balloon
Burst. Just in case you've never played Battle Mode before, each player
is given three balloons. You lose a balloon if you get hit, and if
you're left with no balloons, you lose.
This time, however, you can steal balloons like you would an Item. You
can't have more than three balloons at once though, so don't try to
hoard!

SHINE THIEF
This is basically a strange combination of Capture the Flag and Tag. Hey,
it rhymes! Instead of the flag, you got a Shine Sprite (one of those
weird sun things in Super Mario Sunshine). The first to nab the Shine
Sprite will set off a timer counting down from 60 seconds. Whoever has
the Shine Sprite when the timer goes to zero is the winner. How do you
take the Shine Sprite away? Simple: You hit the person with the Shine
Sprite. I guess I'd recommend this for quick matches, since it's pretty
fast-paced. I haven't quite worked out how the timer gets re-adjusted
each time the hine gets lost, but there is probably something about how
long the previous player held on to it.

BOB-OMB BLAST
And last, but not least, Wario and Waluigi take a back seat to their own
Special Item in Bob-omb Blast. Here, your only Items are Bob-ombs, but
you're getting them wholesale--five at a time! You've got a meter, and
you fill up one Star each time you blast someone sky-high with your
explosives. If you get hit, you lose a Star. The first person to fill up
all five Stars on their meter is the winner. An all-out offensive
strategy is to stock up on the explosives and find a target to lay
Bob-ombs in a line next to them. By the time they see it, they won't have
anywhere to go. A defensive strategy is to surround yourself with your
own Bob-ombs, since they can't hurt you. Anyone who gets near will pay.
Yet another strategy is to aim carefully. Its quick but inaccurate. The
strategy you use is all up to you.

                               >>>Tracks<<<

Well, it's about time, huh? This is the real meat of the FAQ, since the
tracks are basically most of the game. You've got the most varied set of
courses yet for a Mario Kart game, maybe even with Mario Kart: Super
Circuit. Your clasic racetracks are back, with the suffix "Raceway"
tossed out and the word "Circuit" welcomed back. You've also got your
obligatory ice, desert, lava, beach, and jungle levels. Rainbow Road is
back and better than ever, mixing elements from all of the previous
Mario Kart. There are even courses with themes you never thought would
be racetracks, the first half of the game alone involving an amusement
park and a cruise liner! You'll get to pick your difficulty by speed
class.

The speed difficulties are grouped into four divisions: 50cc, 100cc,
150cc, and Mirror. The higher the number, the bigger your engine is and
the faster your Kart will go. The faster it goes, the less control you'll
get, and the more experienced the racers will be. Also, 50cc and 100cc
feature themed opponents: Each racer is paired up with their partner in
their own Kart. But once you reach 150cc, they're going to be mixed up,
which means they can be holding a greater variety of Special Items.
Things get extremely hectic once you reach the Mirror Mode--it's not an
engine class, but all of the courses will be flipped horizontally, like
what you would see through a mirror.

In addition, the courses themselves (at least, the racecourses) are
divided into four groups of four. The first one is the Mushroom Cup,
traditionally used as an introduction for the first few courses and
the last one as a comprehension test. (And boy, does Dry Dry Desert in
this game serve as a comprehension test!) The second is the Flower Cup,
represented by a Fire Flower. This is where the tutorials end, and you're
on your own. They're pretty merciful though. The Star Cup marks the
third set for each Mario Kart game (except for Mario Kart: Super Circuit,
where the Lightning Cup went between the Flower and Star Cups.) Star Cup
courses tend to be favorites among both beginners and experts, because
its difficulty is pretty tough but still reasonably smooth. Finally, the
Special Cup, secret to every game except Mario Kart 64, represents the
cruelest courses. They are designed to make you lose, and the computer
players know exactly what they're doing. Also, you got Rainbow Road as
your final reward (the last course of the Special Cup) for a job well
done.

To make life easier, here are the courses and their Cups in a table.

MUSHROOM CUP     FLOWER CUP       STAR CUP         SPECIAL CUP
------------------------------------------------------------------
Luigi Circuit    Mushroom Bridge  Sherbet Land     Wario Colosseum
Peach Beach      Mario Circuit    Mushroom City    Dino Dino Jungle
Baby Park        Daisy Cruiser    Yoshi Circuit    Bowser's Castle
Dry Dry Desert   Waluigi Stadium  DK Mountain      Rainbow Road

BATTLE MODE
-----------------
Cookie Land
Nintendo Gamecube
Block City
Pipe Plaza
Luigi's Mansion
Tilt-a-Kart

And finally, the key for the Tracks section:

                                         NAME

Position: This is basically a way to keep track of how far into the guide
you are. Not much else. There'll be the name of the Cup (Mushroom,
Flower, Star, or Special) followed by its sequence within the Cup (1, 2,
3, or 4).
Course Highlight: There's something special in every course. Sometimes,
there's more than one. Whatever it is will go here, just in case it
catches your interest.
Course Difficulty: This is going to be on a three-point scale--Easy,
Medium, and Hard. Bear in mind that they're only based on my experiences;
your style of play is different than mine.
50cc Difficulty: On a scale from 1 to 10, 1 being the easiest and 10
100cc Difficulty: being the hardest, these four categories get ranked
150cc Difficulty: individually by engine size. Typically, they get harder
Mirror Difficulty: as you advance.
Laps: Shortly and simply, the number of Laps in Mario GP and in
Recommended mode in Versus. It's usually 3.
Time to Beat: You need to get better than this time in order to get the
privilege to see the Staff Ghost at work.
Staff Ghost Time: You need to do better than this time if you hope to
dethrone the staff ghost.
World Record: The best score on record. (Taken from MarioKart64.com.)
My Record: My personal record for a standard-length race.
Your Record: This will always read "__' __" ___". Don't bother asking me
to put it in if it's better than mine; this is for you to print out, if
you feel like it, and write down to compare records.
World Lap Record: The best lap time on record. (Also taken from there.)
My Lap Record: My personal record for one lap in the course.
Your Lap Record: __' __" ___ Don't bother sending me stuff for this
either; it's also all up to you for comparison's sake.


              The map goes here. It'll be in pretty bad ASCII.



••=main route (shown on the map)
··=alternate route (usually a shortcut)
^^, <<, >>, vv=start/finish line
?=Item Box
!=Dash strip/Booster/Zipper (the thing that lets you go faster for a bit)
1, 2, 3, 4, etc.=points of notes (look to the text below)
All other symbols will be explained underneath the course map.

                               MUSHROOM CUP

My 50cc Record: 8' 54" 695 (40 Points)
Your 50cc Record: __' __" __ (__ Points)
My 100cc Record: 7' 46" 742 (40 Points)
Your 100cc Record: __' __" __ (__ Points)
My 150cc Record: 6' 57" 817 (40 Points)
Your 150cc Record: __' __" __ (__ Points)
My Mirror Record: 6' 48" 861 (40 Points)
Your Mirror Record: __' __" __ (__ Points)

Welcome to Mario Kart! If this is your first time visiting, I would
recommend that you head to the Mushroom Cup first. The courses here are
pleasing to the inexperienced, and there is not a single spot you can
fall off, save Peach Beach. The turns are gentle, and there is plenty of
room for error.

To the left, you can see Luigi Circuit, the course built by Luigi near
his new mansion. You can also see Peach Beach on the horizon, on sunny
Isle Delfino. Should you visit there, watch out for the quick tides and
Cataquacks!

To the left, you can enjoy some attractions at Baby Park. It features
Kamek's Magic Show, a roller coaster, and even some familiar faces.
Watch out for shells coming your way over there! Finally, should you
wish to walk across the sands, Dry Dry Desert features Pokeys, pyramids,
and pits. Don't let the quicksand whirlpool or the migrating dust devil
get you!

                               LUIGI CIRCUIT

Position: Mushroom 1
Course Highlight: Two-Way Torso
Course Difficulty: Easy
50cc Difficulty: 1
100cc Difficulty: 2
150cc Difficulty: 7
Mirror Difficulty: 9
Laps: 3
Time to Beat: 1' 29"
Staff Ghost Time: 1' 26" 3
World Record: 1' 18" 196 Martin Cesar
My Record: 1' 26" 978
Your Record: __' __" __
World Lap Record: 0' 25" 424 Frederic Billaudel
My Lap Record: 0' 28" 275
Your Lap Record: __' __" ___

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1. If you got a Mushroom, cut the grass in front of the path (through
point 1 on the map) if you're playing in anything except 50cc to shave
more time off the shortcut than usual. Oh, did I not explain about the
shortcut? To the right of the circle of sand is a thin asphalt path that
lets you skip the right turn after it. It's not worth much, ad the Chain
Chomp will more than likely seriously get in your way, but every little
edge counts. And in 50cc, the path there, well, isn't there. You need to
turn right, just like everybody else.

2. If you're taking the shortcut or are staying too close to the edge of
the course, Chain Chomp will leap at you when you get near. However, it
will stop before you reach it, so keep a close eye on it to make sure you
drive around it.

3. As you're going around the long turn on the bottom, you're better off
doing lots of Mini-Turbos on the inside edge than following the series of
Dash Panels along the edges. In fact, at higher difficulty levels, this
is exactly what computer opponents do.

4. If you're playing Mario GP, watch out as you approach this spot. There
will probably be racers going in the opposite directions, and if head-on
collisions wasn't recommended enough to avoid, these guys are usually
carrying powerful stuff. Don't get caught in them!

5. Because people are going both ways, this is a great spot to shoot any
kind of projectiles, especially Fireballs or Bowser's Shells. They'll
probably hit someone.

6. I wouldn't recommend taking the shortcut, since it's right after a
hill, so it's very hard to see. However, if you have a Mushroom, try to
get a good idea of where it'll be and boost across the grass to reach it.
It's much more worth it this way.

7. Try leaving a Banana or a Fake Item Box near this set of Item Boxes.
The blind turn right before it will keep the landmine hidden until it's
too late!

8. This curve, like the one on the bottom, is more efficiently executed
with a series of tight Mini-Turbos than following the Dash Panels.

                                PEACH BEACH

Position: Mushroom 2
Course Highlight: Cataquacks; Tides
Course Difficulty: Medium
50cc Difficulty: 1
100cc Difficulty: 3
150cc Difficulty: 9
Mirror Difficulty: 10
Laps: 3
Time to Beat: 1' 23"
Staff Ghost Time: 1' 20" 4
World Record: 1' 11" 979 Bart Savelkouls
My Record: 1' 20" 392
Your Record: __' __" __
World Lap Record: 0' 23" 028 Bart Savelkouls
My Lap Record: 0' 26" 482
Your Lap Record: __' __" ___

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1. This is a pretty tricky turn, despite its gentle facade. Try to do a
Mini-Turbo here, and you'll end up kissing the palm trees. Don't power-
slide at all, and you'll slow down significantly. So, what should you do?
Stay on the left side of thr track as you approach the turn. Do a Mini-
Turbo, and head back to the left part again, so you can be prepared for
another Mini-Turbo.

2. You'll notice a Warp Pipe here. if you travel into it, you'll emerge
from another Warp Pipe directly overhead. I don't know what it's for, but
you can trick people into going in there to lose time.

3. It doesn't show it on the map, but here, the course splits up. I would
strongly recommend against taking the left path, since it'll stay
submerged most of the time, causing your speed to be reduced down to near
zero. Take the right path, unless the tide is high and lowering when you
enter.

4. The more you drive into the water, the slower your Kart goes. The
trick here is to stay out of the water as much as possible while still
taking the inside lane. Easier said than done: the tides cause the path
you should take to vary from lap to lap. The trick here is to drive along
the foam (white stuff), looking closely before you dive in to see if the
water is receding or rising and driving accordingly.

5. Here, you'll see a pink rock formation. I've seen some strange words
on this rock seen from above, to say the least, but it's just supposed to
be an arch. It's best to drive underneath it if you're taking the right
path and around it if you took the left path.

6. Watch out for the last few cataquacks here! Taking a straight line
through the three turns after the pink rock is possible, but the
Cataquacks are right no that line! Stay to the left of them until you
think you're good, then try going between them.

7. Watch out! These Item Boxes are dancing to the beat of the music! Or
something. Stay somewhere in the middle, because you're most likely to
get an Item here (unless you're playing without Items, such as in Time
Trials, of course). Once you get an Item, switch to the other guy if he
or she is empty-handed. You'll more than likely get another Item if you
don't touch the steering wheel.

8. For some reason, there are two double Item Bozes behind the fountain
in Delfino Plaza. (At least, I think it's Delfino Plaza.) Don't ever
bother to get them, at least for practical purposes. Not only did you
already have an Item Box set two seconds ago, but you're also going to
run into one in a few seconds anyway.

                                 BABY PARK

Position: Mushroom 3
Course Highlight: Minisculinity; Shell-Friendly Interior
Course Difficulty: Hard
50cc Difficulty: 2
100cc Difficulty: 2
150cc Difficulty: 10
Mirror Difficulty: 10
Laps: 7
Time to Beat: 1' 14"
Staff Ghost Time: 1' 11" 1
World Record: 1' 06" 844 Frederic Billaudel
My Record: 1' 14" 481
Your Record: __' __" __
World Lap Record: 8" 941 Frederic Billaudel
My Lap Record: 10" 273
Your Lap Record: __' __" ___

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1. One thing that's unique about Baby Park is that it's a simple oval,
which got more than a few negative responses from serious gamers. Another
is that it's the shortest course in the game by far, about the same
length as a Super Mario Kart course. In fact, a few experts have broken
eight seconds in a lap! It's also the course that would take a skilled
gamer the shortest to complete, even though it's set at seven laps.
BUT...the most interesting thing of all is that Shells, whether they be
Green, Red, or Bowser's, can pass directly through the middle. This means
staying on the inside won't help a lot, and after a minute, it's going to
look like a war zone. Be careful! This course is deceptively dangerous!

2. The turns in this simple and short course are deceptively tight--you
are going to lose more time Mini-Turboing directly through the turn than
simply tightly powersliding. Save the Control Stick torture at about
point...

3. ...where the turn begins to die down and you're save to Mini-Turbo
again.

4. It's okay to Mini-Turbo on a straightaway. They're more than wide
enough to be executed here, if you think you're good. Do one to the left
so you don't run into the right wall so easily.

5. And finally, do steps 2 and 3 here. It's not that hard if you know how
to Mini-Turbo.

                              DRY DRY DESERT

Position: Mushroom 4
Course Highlight: Quicksand Whirlpool, Tornado, Pokeys
Course Difficulty: Hard
50cc Difficulty: 3
100cc Difficulty: 5
150cc Difficulty: 7
Mirror Difficulty: 8
Laps: 3
Time to Beat: 1' 53"
Staff Ghost Time: 1' 50" 8
World Record:
My Record: 1' 57" 931
Your Record: __' __" ___
World Lap Record:
My Lap Record: 39" 063
Your Lap Record: __' __" ___

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1. The first thing you'll probably notice is that the start and finish
line is surrounded by what may be the widest start/finish gate in the
whole game. This is because Dry Dry Desert is completely open. Don't get
any false impressions about heading out to the middle and going in small
circles though; a lap only counts if you follow the map, even though you
can see the entire course from certain points.

2. Be careful if you're not playing split-screen! Anyone who tries to cut
corners here will be punished by Pokeys! You know, those weird spiky
yellow stacks with a face. There IS one exception though: If you have a
Mushroom, feel free to go straight from this point on the map. Each time
you go off the track, there will be a collapsed stone column that will
act as ramps, allowing you to catch some major air and get to the next
leg of the desert in only three or four seconds.

3. If all has been going well, you should run into that infamous tornado
around here. It starts off behind the quicksand pit and travels in the
opposite direction as the racers. And, if anybody's curious, it takes
about four minutes for the tornado to complete one lap of Dry Dry Desert.
Just remember to avoid it, or it'll send you flying into the air and
crashing down completely itemless! You should be able to see the tall
dust devil from quite a distance away, but it can get you by surprise,
especially if it's behind something tall. Oh, and one last thing: it goes
AROUND the entrance gate, so don't worry about it getting in the way of
the finish line.

4. This gets beginners every time. I always thought that it was kind of
obvious that a quicksand trap should be AVOIDED, but apparently, most
people don't. Anyway, the /'s on the map denotes the area of the quick-
sand pit, as it's marked with a darker color on the map in the game. Both
the left and the right will get you to the next part of the course in
about the same time, but I'd recommend steering to the right as you
enter, since the next turn will be a right. Of course, if you have a
Star, you can just barge straight through the pit unfazed by the giant
ant lion that lurks at the bottom. Oh, and it's best to stay completely
out of the pit, on as light of sand as you can.

5. Congratulations! You're out of the quicksand obstacle. You might want
to give yourself a pat on the back, but you shouldn't. Not only becuase
you'll have to pass by the pit three times in a race, but you're going to
be seeing a whole army of Pokeys right afterward! If it's not Time Trials
and you have a shortage of Items, try aiming for right between the two
Pokeys for a double Item Box. If not, just stay to the right of the path.

6. Here's where it gets fun. This will be the bumpiest terrain you'll
ever see in the Mushroom Cup, as well as for a while. If you're also
playing 1-player mode or 2-player Co-op, there will also be lots of
Pokeys here. No need to worry though; just drive straight through, taking
the lowest points possible. Don't get distracted by the Item Boxes on top
of the hills either; there's an Item Box set just past the bumpy area.

7. That corner on the map isn't the last turn in the game. It won't bring
you straight to the finish line; there's still one left turn after that.
If yu're good, this should be one last opportunity to Mini-Turbo.

8. You're doing just fine if you see the tornado here during the second
lap. If there are any computer opponents ahead of you here, then it means
that they're just being unfair again.

9. And finally, watch out for the tornado here during the final lap.

                                FLOWER CUP

My 50cc Record: 10' 05" 753 (40 Points)
Your 50cc Record: __' __" __ (__ Points)
My 100cc Record: 9' 08" 044 (40 Points)
Your 100cc Record: __' __" __ (__ Points)
My 150cc Record: 8' 28" 773 (40 Points)
Your 150cc Record: __' __" __ (__ Points)
My Mirror Record: 8' 15" 109 (40 Points)
Your Mirror Record: __' __" __ (__ Points)

Welcome to Mario Kart! Still with us, folks? Good. We're going to go into
the Flower Cup now. Beware though; for folks who visited the Mushroom
Cup, the Flower Cup will be a bit rougher and more dangerous. Don't let
its bright and sunny look cheer you; the tutorials have ended and the
real driving has begun. Everybody with me so far?

Okay. Over there, you can see the famous Mushroom Kingdom landmark,
Mushroom Bridge. Part of one of the busiest highways in the country, it
has withstood the test of time and traffic to become the symbol of fungal
industry. And there, you can see another famous site, none other than
Mario Circuit itself, where Mario and his gang duke it out in go-karts.

There's more too. If you look out towards the ocean, you can see Daisy
Cruiser. See that white-colored thing? It's a cruise liner filled with
everything the princess or prince in you would want. And finally, the
last stop on our Flower Cup will be Waluigi Stadium, where the best
dirtbikers and monster truckers in the Mushroom Kingdom test their skills
against each other. It's always packed to the brim with a massive
cheering audience.

                              MUSHROOM BRIDGE

Position: Flower 1
Course Highlight: Traffic, Traffic, and More Traffic
Course Difficulty: Medium 
50cc Difficulty: 4
100cc Difficulty: 4
150cc Difficulty: 6
Mirror Difficulty: 7
Laps: 3
Time to Beat: 1' 34"
Staff Ghost Time: 1' 31" 5
World Record: 
My Record: 1' 31" 901
Your Record: __' __" ___
World Lap Record: 
My Lap Record: 30" 061
Your Lap Record: __' __" ___

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1. You could probably already see from my map that Mushroom Bridge isn't
quite how it seems on the game's map. There are a lot of alternate paths
along the sides of much of the course and one on the center left that
allows you to skip the right turn. Also, you start out on the right side
of what's supposed to be a freeway entrance, much like Toad's Turnpike in
Mario Kart 64 as a way to avoid the traffic from hitting you before the
race starts. (Toad's Turnpike, coincidentally, was also the first Flower
Cup course for that game.)

2. In case you haven't noticed the number 2 on the map, it's on the
upper-right corner. See it? Good. The first alternate path is hardly
three seconds off the starting line. If you stick to the right wall, you
should be able to see a gap in the railing. Head into it and make a quick
right to get blasted out of a Warp Pipe and pick up a double Item Box if
you're playing a mode with them on. However, it causes you to lose time,
so don't ever take it in Time Trials if you're aiming for a record.

3. When you get here during the first lap, you may notice that there are
five Item Boxes in a row, more or less, some of them doubled. Take a
better look. The second and fourth ones move! The map I have shows the
positions for nine of the Item Boxes, all in groups of three, two sitting
at the very edges of the road and one on the dividing line. However,
there are six more Item Boxes--two for each set--that move at the same
speed as the traffic. So if you see a migrating Item Box, rest assured
that it's authentic and not fake.

4. At this point, you'll be exiting the first tunnel. See the alternate
paths on either side of the track? There's a guardrail on both sides of
the main road, but you can squeeze into the extra space behind the rails
immediately after you exit the tunnel. I wouldn't recommend going into
these paths, unless it was to get the double Item Box on the left path.

5. Time for a real shortcut...if you have a Mushroom. If you look at this
point in the game, you should notice that there's a steep dirt road going
into a mushroom village. Well, just boost up that path to be taken to an
asphalt road that leads you to a later part of the course. Not much
later, but if you're good at landing, it'll save you some time.

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