1192 lines
50 KiB
Plaintext
1192 lines
50 KiB
Plaintext
**********************************************************************
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S U P E R
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Frequently Asked Questions
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M A R I O &
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Strategy Guide v1.0
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K A R T July 13, 1994
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FOR THE SUPER NES
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"Hi everybody! Thanks for dropping by the Super Mario Kart
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race track. My name is Lakitu, I run this track. If you need
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my help, I'll be around."
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**********************************************************************
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*************************** WHAT IS THIS? ****************************
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**********************************************************************
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Super Mario Kart came out in 1991 and I have been playing it for the
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past two years. One day, a friend and I were playing battle mode on
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track 2, like we do on every Friday, discovering new techniques in the
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game, and my friend says to me, "Boy, we should come up with an FAQ
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for this game." I laughed and then thought, hey, what a great idea.
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So I figured it was high time someone put out an FAQ for this
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delightful game.
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Super Mario Kart is a 1-2 player game that consists of two play modes:
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kart racing and kart battle mode. You can race against one opponent,
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one opponent and 6 computer opponents, or 7 computer opponents. There
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are also time trials for improving your race course times. Combat
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mode is 2 player only and can be played on any of the 4 specific
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battle mode tracks. For this edition of the FAQ, I'm mainly focusing
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on the battle mode of Super Mario Kart. Excelling at racing is best
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done by just practicing. I've included some racing tips in the Tips
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and Tactics section but I hope to greatly expand the coverage in
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future revisions. Unequivocally, practicing the tips mentioned
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herein will help you play better in race mode, and vice versa.
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Although some basics, rules, and options are included in the FAQ, the
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reader should have read the entire manual and have a good feel for the
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game.
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**********************************************************************
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************************** WHAT'S INCLUDED? **************************
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**********************************************************************
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I. Lingo - Definitions of Super Mario Kart terms.
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II. Basics - Explanations of the options, controls, and rules.
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III. Characters - Brief description of character differences.
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IV. Tracks - Brief description of battle mode tracks.
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V. Secrets - What Nintendo didn't tell you.
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VI. Frequently Asked Questions - What everyone wants to know.
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VII. Tips & Tactics - Hints for improving your game.
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VIII. Don'ts - What you should avoid doing.
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IX. Varying Game Play - If the game gets boring, try these.
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X. Genie Codes - Got a Game Genie, try these out.
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XI. Future Enhancements - Nintendo, take note.
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XII. MK to MK comparison - You've got to be kidding.
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XIII. Version History
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XIV. Release - Where to get future updates.
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XV. Credits
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XVI. Author E-mail Address
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A record sheet cutout is included at the end of this FAQ. Use it for
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having tournaments between you and a friend. I suggest recording your
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games to tape and then later watching them with your friend to record
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the stats. A round averages around 45 minutes.
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**********************************************************************
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****************************** I LINGO *******************************
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**********************************************************************
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The following 17 items define the terms used in the record sheet at
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the end of this FAQ.
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Some stats affect other stats as well. For example, ramming an
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opponent into his own red shell when he fires it would count as a hit
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by own red shell as well as ramming. A 3 hit combo with 3 red shells
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would also count as 3 hits by red shells.
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01 + 02) COMBOS are valid if at least one hit is not random and the
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opponent could not avoid getting hit in succession because he was
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immobilized or had just begun to takeoff. For example, the player
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gets hit by a random green shell and then the opponent moves in
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and fires a red shell for a second hit before the player gets a
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chance to recover. This would count as a 2 hit combo.
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03) RED SHELL HITS are collisions into red shells by karts.
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04) GREEN SHELL HITS are valid on direct and indirect hits, rebounds
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off walls, as long as the shot was immediate and planned. Firing
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a green shell so that it bounces from wall to wall down a corridor
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in hope of it hitting an opponent would not count as a green shell
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hit.
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05) Rare hits by an opponent who throws, not drops, a banana peel
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which hits the opponent or is thrown in front of the opponent who
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can not avoid driving over it is a BANANA PEEL HIT.
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06) DROP SHELLS include driving in front of an opponent and laying a
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green shell or banana peel so the opponent can not avoid driving
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over it.
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07) When a pursuing opponent enables star power, hitting an opponent
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counts as a STAR HIT.
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08) Sometimes, a player's own red shell that he fired will hit his own
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kart. This can occur if the opponent drives near the player who
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fired the shell.
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09) RANDOM COLLISIONS include hitting a rogue green shell or driving
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over a dropped shell or banana peel (one that was not placed
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purposely by opponent so he hits it). Also hitting one's own
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green shell that was just fired is a random collision.
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10) RAMMING is hitting an opponent's kart with one's own which results
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in a hit into a red or green shell, or banana peel. Also,
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blocking an opponent's path so he gets hit by an oncoming green
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shell. These do not count as random collisions.
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11) AMATEUR MISTAKES occur by a player when the opponent shoots or
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drops an item to hit another oncoming item. Includes shooting an
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oncoming red or green shell with another red or green shell or
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dropping a green shell or banana peel to disarm an oncoming red or
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green shell from behind. Disarming a green shell only counts if
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the danger was immediate. The firing opponent should be able to
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tell that these shots would not have hit the opponent assuming the
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player is competent enough.
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12) RED SHELL SHAKES, also known as "OK"s, include eluding an oncoming
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red shell that would have hit the opponent. Shakes do not include
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just going around the corner or poor shots by the pursuing
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opponent. Lining the wall is a red shell shake as is jumping
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shells (not with feathers) or leading them into your opponent,
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other items, or walls. Subjective criteria.
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13) Occasionally, a red shell will be fired at such an angle at a
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standing opponent, the shell will circle the opponent and be
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unable to hit the kart.
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14) A FAST TAKEOFF occurs when a player times reving his engine before
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the green light hits so the takeoff is as fast as using a
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mushroom.
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15) A SUCCESSFUL STEAL is when a player uses his ghost when the
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opponent has an item in his position.
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16) A QUIT is purposely hitting start and selecting give up cause
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either
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a) The karter is a baby or
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b) To deprive the opponent of the satisfaction of finishing him.
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17) A player can have a FLAWLESS VICTORY if he wins 1 game without
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losing any balloons.
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GAME - One game played opponent vs opponent with winning as a result
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of 3 hits on opponent.
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KARTER - That's you!
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LAKITU - 'The cloud rider' is the guy that sits in the cloud and helps
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you out by pulling you out of the water, informing you that you are
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driving the wrong way in race mode, and holds the race light in race
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and battle mode.
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LINING THE WALL - One technique to avoiding an oncoming red shell, is
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to drive along the side of the wall. If done correctly, the red shell
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will hit the wall, not you, no matter how fast or slow the shell is
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traveling. As you drive parallel to the wall, you'll notice that
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about half of your kart can drive in the wall. This technique rarely
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works for head-on red shells fired at an angle.
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MATCH - Best of X Rounds.
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POWER SLIDES - The kart will enter a slide when it is turned in excess
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and if held, spin-out.
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PROFESSIONAL PUNISHMENT - When an player does not follow through in
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creating an amateur mistake by canceling an oncoming shell, it is
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called a PROFESSIONAL PUNISHMENT by the pursuing opponent.
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ROUND - First player to win 15 games. A player must win by at least 2
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games, otherwise, round continues.
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TIME BOMB - Purposely firing a red shell slowly so that it hits the
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opponent at a later time. Used to follow an opponent who is unaware
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that it is following him to set up for a combo, for an opponent that
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is lining a wall to avoid it and anticipates its demise incorrectly,
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or for an opponent weaving around corners only to connect with it.
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It can sometimes be harder to hit an opponent with a fast red shell
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than with a slow incoming one.
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PENALTY SHOT - If you think certain tactics in the game are cheap, set
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up PENALTY SHOTS. Have one kart at the outer edge and corner of the
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track, and another kart at the other corner. The penalized kart must
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sit and wait while the opponent kart gets one free standing shot with
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a green shell. The Penalized kart can set his kart anywhere between
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the two walls of the corridor as long as the back of the kart touches
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the back wall and the opponent has a clear shot. Neither kart is
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allowed to move during the penalty shot. Both karts are allowed to
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move after the green shell either hits or misses. The penalized kart
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is not allowed to hold onto any items. Use PENALTY SHOTS for an
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opponent who selects quit in a middle of a game, messes with the
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opponent's controller, and other unethical tactics.
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**********************************************************************
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*************************** II THE BASICS ****************************
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**********************************************************************
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MENUS
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-----
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Title Menu - 1 Player Game
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2 Player Game
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1 Player Menu - Mario GP
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Practice
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2 Player Menu - Mario GP
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Player 1 vs Player 2 on GP tracks
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Player 1 vs Player 2 Battle Mode
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Mario GP Menu - 50cc karts
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100cc karts
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150cc karts
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To play the game with 150cc karts you must get a
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gold cup on the special league using the 100cc
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karts.
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Confirmation - Number of players
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Game type
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Engine size
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Are you sure? (Left = YES / Right = NO)
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GP Class Menu - Mushroom League
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Flower League
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Star League
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Special League
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Special League can only be selected when you have
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won a gold cup in all three of the other leagues
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using the 100cc karts.
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Left Side Right Side
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Practice Menu - Mushroom League Track 1
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Flower League Track 2
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Star League Track 3
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Track 4
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Special League Track 5
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Battle Menu - Battle Track 1 Dirt
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Battle Track 2 Water
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Battle Track 3 Ice
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Battle Track 4 Pavement
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GAME CONTROLS FOR KARTS
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-----------------------
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Joypad - Steers the Kart
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Y - Brakes
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B - Accelerate and entering on selection screens
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A - Use item
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X - Cancels entries and toggles between map and rear view mirror
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L - Jump
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R - Jump
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Select - Toggles between course map and rear view mirror
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Start - Pauses and allows you to quit the game, and enters selections
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ITEMS
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-----
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Shell's and Peel's existence is terminated when
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1 - It is hit by another item or water.
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2 - It is hit by a kart.
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3 - Time expires for it making it disappear.
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Green Shell - Can be fired by pushing A or dropped by pushing down
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and A.
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Red Shell - Shoots forward only and guides itself to the nearest
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opponent kart. In race mode, guides itself to the
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opponent in the position ahead of you.
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Banana Peel - Can be thrown by pushing up and A or dropped by
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pushing A.
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Feather - Super high jump that only works once. Use for jumping
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items, jumping walls and obstacles for short cuts, and
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jumping into puddles.
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Mushroom - Turbo boost for a few seconds.
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Star - Invincibility for a short while. Makes your kart
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handle, brake, and accelerate better and renders you
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immune to attack. You can also knock other karts off
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the track.
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Lightning - Makes other karts shrink to mini size for a short
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while. They can be squashed while in this state.
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Available only in race mode.
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Coin - Gives you 2 extra coins when used. >10 coins gives
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you the maximum speed for your kart. If you get hit
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by another kart when you have 0 coins, you will spin-
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out. Available only in race mode.
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Ghost - Renders you invisible to the opponent for a limited
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time and steels the item the opponent has in their
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position if any. Available only in battle mode.
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POINT ACCUMULATION
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------------------
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First place - 9 points
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Second place - 6 points
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Third place - 3 points
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Fourth place - 1 point
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You must finish in the top 4 not to lose a life.
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OBSTACLES
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---------
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Pipes - Just stand there and get in your way. Can be eliminated
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by a hit of star power.
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Stompers - Rise up slowly and stomp the ground below. These lay
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dormant for the first lap of the track. Can smash your
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kart and cause you to lose time.
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Monty mole - Jumps out of the ground and attaches to the front of
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your kart slowing you. If he grabs you, jump repeatedly
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to detach him or go in the water.
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Flowers - These sit around the edges of the track.
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Fish - Found bouncing in the shallow waters of the island
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tracks. Can't hurt you.
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COMPUTER DIRTY TRICKS
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---------------------
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Mario - Invincibility for a limited time.
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Luigi - Same as Mario.
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Princess - Drops a poisoned toadstool which shrinks you to mini size.
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If you pick up one of these while small, you will revert
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back to your normal size.
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Yoshi - Lays eggs which cause you to spin-out.
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Bowser - Ejects fire balls which float around.
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Kong - Shoots or drops banana peels.
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Koopa - Fires red or green shells.
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Toad - Same as Princess.
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**********************************************************************
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************************* III THE CHARACTERS *************************
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**********************************************************************
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MARIO LUIGI PRINCESS YOSHI DONKEY KONG JR. BOWSER KOOPA TROOPA TOAD
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The most important factors for battle mode seems to be handling (ie
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ease of which the kart makes a turn) and acceleration. Top speed
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isn't much of a concern in battle mode since you are bound to hit
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walls a lot. Koopa and Toad are my personal favorites because their
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karts have quick responses and can turn a full 180 quickly. As the
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chart shows below, the best combined score for steering and
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acceleration is Koopa Troopa and Toad with Princess and Yoshi
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following. All the characters are pretty good and selection is a
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personal preference. About the only characters I don't recommend for
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battle modes are Bowser & Donkey Kong Jr. because of their poor
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acceleration which sets them up for some massive combos. I recommend
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Princess and Yoshi for race mode.
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PERFORMANCE CHART (Nintendo Manual)
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-----------------------------------
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DRIVER ACCELERATION TOP SPEED STEERING?
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---------------------------------------------------
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MARIO & 2 3 3
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LUIGI
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---------------------------------------------------
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PRINCESS & 4 2 2
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YOSHI
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---------------------------------------------------
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BOWSER & 1 4 3
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DONKEY KONG JR.
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---------------------------------------------------
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KOOPA TROOPA & 3 1 4
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TOAD
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---------------------------------------------------
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**********************************************************************
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**************** IV DESCRIPTION OF BATTLE MODE TRACKS ****************
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**********************************************************************
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The second track, my favorite, has good maneuvering, good way to
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locate an opponent, a wide open space for some fun dodging of red
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shells, and a quick way to pursue an opponent with a relatively large
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playing field. The water makes this track really unique. The first
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track, your tires tend not to grip as much and you slide sideways on
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turns. Not good if you're trying to build speed and keep bumping the
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walls. The play field is also the smallest of all tracks. The third
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track has about as good traction as the 2nd but the karts tend to
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spin-out much more easily. Although track 4 has the best traction,
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there are too many walls to really do much turning although it is the
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easiest to locate your opponent of all tracks. Expect long games on
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this track.
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- Using Koopa as a standard to judge tracks.
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- 4/4 indicates one full circle turn.
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- Sliding is immediate if you touch dirt.
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Track 1 Track 2 Track 3 Track 4
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slide 4/4 3/4 1/4 4/4
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spin-out 6/4 4/4 2/4 12/4
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Track 2 Comparisons
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Koopa & Toad Mario & Luigi Kong & Bowser Yoshi & Princess
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slide 3/4 2/4 2/4 1/4
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spin-out 4/4 3/4 3/4 2/4
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On the more traction tracks, you have to adjust your technique for
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turning. Hitting jump but letting go early and steering the rest of
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the way with just the pad seems to work excellently with minimal loss
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of speed.
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**********************************************************************
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***************************** V SECRETS ******************************
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**********************************************************************
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RACING WITH YOUR SHADOW
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-----------------------
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As noted on page 33 of the Super Mario Kart manual, "If you race well
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enough in the TIME TRIALS, then choose the same course again, you may
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be able to race against yourself!"
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GHOST RACER
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-----------
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Select Time Trial and hit start on controller 2. There will be a
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player with the word "COM" above him or her. Next, select your player
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and select the computer player. Start the Time Trail and you will see
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that the COM driver is really a computer controlled ghost driver that
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will be racing with you in the Time Trail competition. If the ghost
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driver wins the race, it will not affect your time in any way. This
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is an intelligent pace kart. If you drive slow, it will drive slow
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keeping just in front of you. If you drive fast, it will stay on your
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tail.
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SCREEN ROTATION
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---------------
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Select Time Trial. Choose your player and go to the track of your
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choice. While racing, be careful not to hit anything. Get a good
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time and then access the Replay option. While in Replay mode press the
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L or R buttons to rotate the screen. You can do this on any level in
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Time Trail!
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Try this, get a good time so you can race with your shadow, and then
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the second time, get a good time without hitting anything and watch
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the replay rotating the screen on both of your characters. You can
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not have a computer ghost racer and your shadow race with you at the
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same time.
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MINI KARTS
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----------
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Shrink characters in Grand Prix or Match Races. Hold down the Y
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button, then press button A while on the Character Selection screen.
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Again to enlarge the characters. Note, the other racers will remain
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big, only the selected characters will be small.
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DISABLING MUSIC
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---------------
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Turn off the music during battle mode and race mode. Hit the start
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key, on either controller, very quickly and repeatedly until you do
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not hear any music. The sound effects will still be there. The music
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will turn itself back on if you use a star.
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**********************************************************************
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******************* VI FREQUENTLY ASKED QUESTIONS ********************
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**********************************************************************
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Q: Why is it sometimes I fire a shell it goes slow, and other times
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it goes fast?
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A: The speed of a shell is directly proportional to the speed of the
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kart at the time of firing. A shell can be outrun if the firing
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kart is stationary or moving at a very slow velocity. Of course
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it also depends on the top speed of the pursued kart.
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Q: Why do I keep getting my butt kicked in battle mode?
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A: Because you suck? No? Well then...
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As you record your games on the record sheet, you'll see that it's
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red shells that kill your opponent more than any other object so
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the more red shells you get, the better your chances. Even if
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your opponent is a better shooter and shaker, the bottom line is,
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if you get significantly more red shells, you'll end up on top.
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Basically, if you get an object and it's not a red shell, lose it
|
|
if there are ample free question marks, and try again. Of course
|
|
this is not a good idea if you have a green shell and your
|
|
opponent has a red shell and is nearby.
|
|
|
|
|
|
Q: How do you do a fast takeoff?
|
|
|
|
A: As soon as you hear the first beep (not see the light), hit and
|
|
hold the accelerator. Don't hit or tap the accelerator before the
|
|
lights light up. If your motor is running at all when the first
|
|
light hits, you'll have to hit the accelerator slightly later than
|
|
usual for a fast takeoff.
|
|
|
|
|
|
Q: I could have sworn my shell went right through my opponent. Is it
|
|
a bug or can you jump shells?
|
|
|
|
A: No, you can not jump shells or banana peels. For a shell to hit,
|
|
it must be centered on the back of the kart. Often what happens
|
|
is, the shell will appear to come directly at the kart, but if you
|
|
record and play back the animation, you will see the shell will
|
|
pass slightly off center from behind. This is not always the case
|
|
however. If you time firing your shell, your shell and your kart
|
|
can pass right through your opponent. Fire the shell just before
|
|
you collide with your opponent. This and other shells going
|
|
through your opponent are most likely bugs.
|
|
|
|
|
|
Q: Cool, my partner is being picked up by Lakitu to be put back on
|
|
the track and I have a green shell but I don't know where Lakitu
|
|
will put him?
|
|
|
|
A: There seems to be certain magic spots the clouds will drop you on.
|
|
If you are past a certain mark, it will always advance you to the
|
|
next magic spot clockwise, even if there is a closer one counter-
|
|
clockwise so keep this in mind. When you see Lakitu, go to your
|
|
partners location, face right and then just follow Lakitu enough
|
|
to get a good shot. There seems to be an exception to this when
|
|
two karts are being picked up by Lakitu to be placed on the same
|
|
magic spot. If this is the case, one kart will go to the nearest
|
|
magic spot clockwise, and the other to the nearest magic spot
|
|
counterclockwise.
|
|
|
|
|
|
Q: It seems the question marks are placed randomly after each match
|
|
or at least when I turn the machine off especially on track 1 of
|
|
battle mode. Does it?
|
|
|
|
A: No, all the question marks have been placed and saved at a
|
|
permanent location.
|
|
|
|
|
|
Q: What determines when the question marks get reset?
|
|
|
|
A: Don't know. Maybe when all the question marks have been taken
|
|
(except the ones in the puddles of track 2) or after a certain
|
|
amount of time has transpired.
|
|
|
|
|
|
Q: How long does a shell and peel last?
|
|
|
|
A: Varies. Have not been able to determine what makes some shells
|
|
last longer than others. May have to do with how active the
|
|
players are and how many other items are on the playing field.
|
|
|
|
|
|
Q: How long does invisibility last?
|
|
|
|
A: 20 seconds.
|
|
|
|
|
|
Q: How long does invincibility last?
|
|
|
|
A: 10 seconds.
|
|
|
|
|
|
Q: What's the best strategy against an evasive opponent when I got a
|
|
star?
|
|
|
|
A: Get as close to him as possible, preferably in an open area and
|
|
make sure there are some free question marks nearby. Then, enable
|
|
star power mode and immediately start getting objects. If you get
|
|
a red shell, you may have set yourself up for at least a 2 hit
|
|
combo on your opponent, 3 if you hit your opponent correctly with
|
|
your kart. Remember, you have superior braking powers when you
|
|
have a star. After you hit your opponent at full speed, you can
|
|
always break to avoid flying past him or if your opponent is
|
|
trying to be cute by slowing down to let you pass, hit brake, line
|
|
up, and then charge. He won't know what hit him.
|
|
|
|
|
|
Q: How do you hit the opponent correctly with star power?
|
|
|
|
A: For the combo, if you hit the opponent slightly off, you will be
|
|
thrown off and will have to waste time turning around to come in
|
|
for another hit which may give your opponent enough time to get
|
|
away. If you are almost out of time, charge full speed head on
|
|
and as straight as possible and you may get multiple hits on one
|
|
pass, otherwise, come in slowly, hit, turn your kart slightly, hit
|
|
again. For those who think combos are cheap, I say, they are
|
|
rare, and each opponent has equal chance to do it. It's just
|
|
another "feature" to be mastered.
|
|
|
|
|
|
Q: Somehow I got a red shell to circle me. What do I do now?
|
|
|
|
A: Oh boy, this is a tough one. You've got to respond immediately.
|
|
You cannot give your opponent time to get another shell or ram
|
|
you. If it's slow enough, you might want to try to build speed
|
|
inside the encompassing area the shell has created and then make
|
|
a break for it to a wall as soon as the red shell passes in front
|
|
of you. You may get lucky and be able to get a question mark
|
|
inside the circle. If worse comes to worse, get yourself hit to
|
|
avoid being comboed on by your opponent.
|
|
|
|
|
|
Q: A red shell is on my tail. What do I do?
|
|
|
|
A: You can do several things. Outrun it. Line the wall. Jump into
|
|
the wall at the last possible moment. Drop a shell or banana peel
|
|
if you have one, if not try to obtain an item because virtually
|
|
any item you get will be able to help you. About the only thing
|
|
that can't help you is a red shell. If it's wiggling but moving
|
|
fast on you, jump like crazy. The shell will often get confused
|
|
and make a sharp turn to come around for another pass. Hopefully
|
|
its turn will lead it into a wall. Most importantly, if you are
|
|
in the center of the track when a red shell is coming at you, head
|
|
for the nearest wall full speed and then don't stop turning and
|
|
jumping, that or line the wall if you have time and can do it
|
|
accurately.
|
|
|
|
|
|
Q: Shoot! A red shell is coming right at me head on. What do I do?
|
|
|
|
A: If you got a shell (green or red), wait until the last possible
|
|
nanosecond before firing your shell at the red shell to kill it.
|
|
You do not have to be perfectly lined up for this to work
|
|
although, the more lined up you are, the earlier you can fire the
|
|
shell to intercept. When firing red shells, it's still best to
|
|
wait until the last possible moment as they might rear off and
|
|
miss their target.
|
|
|
|
|
|
Q: Does the Karting Kombat continue in a sequel?
|
|
|
|
A: As far as Nintendo reports, they are not working on and have no
|
|
plans to create a sequel. However, Wacky Karts is slated for a
|
|
release on the IBM PC. Although different characters appear, the
|
|
same mode 7, graphics, and combat game play seem to be there.
|
|
Watch for it. Although some have said that Stunt Race FX was to
|
|
be the expected sequel to Super Mario Kart, the two are really
|
|
different games, especially in battle mode.
|
|
|
|
|
|
**********************************************************************
|
|
************************* VII TIPS & TACTICS *************************
|
|
**********************************************************************
|
|
|
|
Practice firing green shells on turns at an angle that can send it
|
|
straight down a corridor.
|
|
|
|
Practice making turns without slowing down and hitting walls. The
|
|
best way to make a turn is to hit the jump button coming up on a turn
|
|
and then turn in that direction. Sometimes you may need to jump more
|
|
than once.
|
|
|
|
Practice lining the wall on the fly.
|
|
|
|
When you get hit by a shell, hold the gas and hit the jump button. It
|
|
seems hitting the jump button will break you out of dizzy spell
|
|
quicker.
|
|
|
|
After making a jump and turning, if you hold the jump button you will
|
|
be at more of an angle. Try this on track 2. Start yourself in a
|
|
circle, then jump and hold the button. After you release the button
|
|
you'll notice your kart straighten up a little. Keep this in mind
|
|
when you have a red shell and are being pursued. You can use this to
|
|
your advantage to make a quick 180. Remember, you don't have to be
|
|
fully turned around for your shell to turn around.
|
|
|
|
It is possible to drop a shell or peel on top of a sitting opponent
|
|
and other shells and peels.
|
|
|
|
Remember, you can't spin-out when you are invincible.
|
|
|
|
Learn to tell, by the music, when exactly invincibility will run out.
|
|
|
|
As you near an opponent, if you shoot the shell just before you hit
|
|
him, you and your shell will pass right through your opponent.
|
|
|
|
If you are sitting right next to your opponent (whether sideways,
|
|
behind, etc) and fire a shell, the shell will pass right through your
|
|
opponent. Be careful. Firing a red shell like this will undoubtedly
|
|
cause it to loop around and hit you!
|
|
|
|
You are not immune to your own red shells that you have fired. If
|
|
your opponent has fired a red shell and and is standing still or
|
|
moving slowly, you might want to try to whip by your opponent and hope
|
|
that as the red shell is coming around for a pass to hit you by
|
|
following you, it takes the same path and hits your opponent. I
|
|
usually have this happen once every couple rounds.
|
|
|
|
Use the colors on the map to quickly locate your opponent and move in
|
|
for the kill. Counterclockwise Red - Yellow - Green - Blue
|
|
|
|
The manual that comes with the cartridge has a few useful hints listed
|
|
on page 17,18, and 33 for battle mode tactics and tips.
|
|
|
|
|
|
RACING TIPS
|
|
-----------
|
|
|
|
Power slides slow your kart down. Rather, to do a more efficient
|
|
turn, drive on the outside of the track and take the turn close on the
|
|
inside (like they do in formula 1 racing). Perfect it so you don't
|
|
slide or hit the wall. If you think you can't make it at the speed
|
|
you are going, try letting go of the gas, or better yet, tap the gas
|
|
which will slow the kart down yet still keep you at the fastest speed
|
|
coming out of the turn.
|
|
|
|
I recommend using Yoshi and Princess for the best results in race mode
|
|
once you have learned the tracks. While Donkey Kong and Bowser have
|
|
the best top speed, hitting other opponents and walls can be costly
|
|
and you are bound to have it happen on the 100cc and 150cc races.
|
|
Beginners should stick with Koopa and Toad because they are easiest to
|
|
handle and can recover from crashes quickly.
|
|
|
|
Practice, practice, practice. Learn where all the turns are so you
|
|
can anticipate where your kart should be for best turns.
|
|
|
|
|
|
**********************************************************************
|
|
***************************** VIII DON'T *****************************
|
|
**********************************************************************
|
|
|
|
Don't pursue an opponent in an open area (as in track 2) when you have
|
|
a star and he has a red shell. This is suicide because with practice,
|
|
an opponent can estimate when invincibility will run out by the music
|
|
so the opponent can fire the shell while you are still invincible and
|
|
it will hit right after invincibility runs out giving you no time to
|
|
make your escape. Either pursue for a reasonable amount of time or
|
|
more intelligently, obtain items to fire at your opponent.
|
|
|
|
Don't hold on to a ghost indefinitely. The opposing player can just
|
|
continue jumping or avoiding question marks. Although it's probably
|
|
somewhat cheap, it's sometimes advisable to use a feather to wait out
|
|
an opponent's invincibility in a puddle. If you got a ghost during
|
|
the pursuit by an opponent with enabled star power, I suggest holding
|
|
onto it in case the opponent gets a red shell. Otherwise, if he is
|
|
near, use it to avoid capture.
|
|
|
|
Don't underestimate red shells. I've thought I've lost some fast
|
|
moving red shell only to get hit by it a minute and 5 corners later.
|
|
|
|
Don't ever give up. Even if your opponent is waiting with a red shell
|
|
and you are being brought in out of the water by Lakitu, jump like
|
|
crazy and for the wall. You'll be surprised what you can avoid
|
|
sometimes and soon it'll be the norm to avoid red shells, rather than
|
|
get hit by them.
|
|
|
|
|
|
**********************************************************************
|
|
************************ IX VARYING GAME PLAY ************************
|
|
**********************************************************************
|
|
|
|
Have a contest to see who can kill themselves first. Hint, if you
|
|
have a green shell or banana peel, go full speed into a wall and just
|
|
before you hit the wall, drop the shell or peel. If done right,
|
|
you'll bounce off the wall and into the shell or peel killing
|
|
yourself.
|
|
|
|
Allow no use of red shells. Vary the items you can use to tweak your
|
|
aiming skills.
|
|
|
|
When you spin-out, use the star and you will continue to drive
|
|
straight with your kart turned on its side until you steer.
|
|
|
|
Get a star, build as much speed as possible, get a feather, then jump
|
|
into the water on track 2. After you land, keep driving. Yes, you
|
|
can drive underwater. See how far you can drive out.
|
|
|
|
Hip Hop the tiles on track 2 that hold the puddles of water. If you
|
|
do it right, you can hop tiles until the corner and you will bounce
|
|
backwards, hopping the tiles backwards. Sometimes this can continue
|
|
for several hops.
|
|
|
|
Practice having red shells chase you. I've had 4 on my tail.
|
|
|
|
Practice having red shells loop immobile opponents. I've had up to 4.
|
|
|
|
Hit jump just before you die. It will make your kart do jumps after
|
|
he is dead adinfinitum.
|
|
|
|
After you die, don't release the gas button, instead keep your kart
|
|
going. You can continue to pickup items and shoot them at your
|
|
opponent. On a couple occasions, after I was killed, my kart suddenly
|
|
took on a life of its own. The kart would drive itself around the
|
|
track as if the computer was controlling it. The demo does show
|
|
computer players battling it out in battle mode. This makes me wonder
|
|
why Nintendo didn't have computer opponents in battle mode instead of
|
|
just leaving it as a 2 player only mode.
|
|
|
|
If there is a banana peel laying on the outside of the track, it is
|
|
still possible to hit it by jumping onto it using a feather.
|
|
|
|
|
|
**********************************************************************
|
|
*************************** X GENIE CODES ****************************
|
|
**********************************************************************
|
|
|
|
All codes are not confirmed by me but you can try them. I had rented
|
|
Game Genie but didn't get a chance to try them all. This section
|
|
definitely needs to be cleaned up. Anyone willing to send me a
|
|
complete ordered list?
|
|
|
|
|
|
F*C4 CDA4
|
|
0 - WEIRD CAR
|
|
1 - SENITIVE STEERING
|
|
2 - DEJA-VOUS
|
|
3 - STRANGE JUMPS
|
|
4 - TOO MANY MARIOS
|
|
7 - COLOR
|
|
9 - BABY CARRAIGE
|
|
|
|
**E* 6767
|
|
5DE9 - BETTER STEERING
|
|
5DEB - BETTER STEERING
|
|
1DEB - JUMPING PIPES
|
|
34EB - TOP SPEED
|
|
|
|
DDEB CFA4 - ALWAYS DYING
|
|
|
|
**C4 CDA4
|
|
D1 - GO THROUGH CPU
|
|
D5 - CPUS DON'T APPEAR ON MAP
|
|
D4 - SCREEN FREEZES
|
|
D6 - SAME AS D5 EXCEPT YOU CAN GET HURT
|
|
|
|
**EB CDA4
|
|
FF - INVISIBLE DRIVERS, NEVER START RACE
|
|
FD - LAST LAP WIERD
|
|
FB - TAKEN TO THE LEFT
|
|
FA - START IN 4TH NEVER, CROSS FINISH LINE
|
|
F9 - NEAT RACE CARS
|
|
F7 - COLORS
|
|
F5 - HARD TO DRIVE
|
|
F2 - CLOUD GUY GETS YOU
|
|
F0 - NUMBER CARTS
|
|
F8 - BEST STEERING CODE
|
|
|
|
**** CDA4
|
|
1A3E - Invincible!!!
|
|
4DEB - allows you to drive anywhere!
|
|
EFEB - can't pick up coins, ? marks
|
|
FA65 - no background music in lap 5
|
|
E4C4 - strange dust appears and disappears, stay in turns longer
|
|
E9EB - mud and other land doesn't effect driving
|
|
3FC4 - MUSHROOM POWER ALL THE TIME- JUMP TO ACTIVATE
|
|
FEEB - WATER,SAND,GRASS,EMPTY SPACE WILL NOT SLOW OR HURT YOU???
|
|
3DC4 - TO ACTIVATE THIS CODE YOU MUST DO A JUMP TURN THAT NEARLY SPINS
|
|
YOU OUT TO ACTIVATE LIGHTNING (YOU CAN USE THIS AS MANY TIMES
|
|
AS From simpsojw@aston.ac.uk:
|
|
1DC4 - get either a mushroom or do a turbo start and you will drive in
|
|
the grass watch the map (1 player code) and try to get 1st
|
|
place!
|
|
3FC4 - Any kind of jump small or big gives you constant mushroom (This
|
|
code alone is VERY DIFICULT)
|
|
FEEB - Watch as you drive over dirt,water and sand (use this code with
|
|
3fc4 cda4 and you are grantead a 1st place win every time! (you
|
|
cannot use this code on final race on mushroom)
|
|
1AEB - same as above but the cpu cannot throw or plant there weapons
|
|
1DEB - Wierd code may not be able to continue after finish of race
|
|
1FEB - same as above but even more wierder!
|
|
69C4 - just plain wierd
|
|
89C4 - Your rpm is high movment is slow!
|
|
B9C4 - Faster normal mode?? (not to sure)
|
|
C9C4 - You turn like your small!
|
|
3FC4 - Mushroom
|
|
3DEB - Lightening
|
|
41AE - Invisable
|
|
1A3E - Star
|
|
3FEB - Feather
|
|
6EEB - Computer Karts are invisable
|
|
O3EB - Don't Loose Coins
|
|
OEEB - Random Effects on impact
|
|
2OEB - No coins
|
|
2CEB - Racers get stuck
|
|
41EB - High jumps
|
|
45EB - No jumps
|
|
F4eb - Cpu stinks
|
|
4FEB - Dooms day code (can't get it to work)
|
|
36EB - Awesome Donkey Kong Jr.
|
|
4BEB - Float super high
|
|
19EB - Ride in air
|
|
4FEB - Phantom mode (Try it out first! Works really well)
|
|
C4EB - Drunk drivers
|
|
7883 - Square coins
|
|
3DC4 - Ghost's Revenge (never got it to work)
|
|
DEC4 - Defective Car (never got it to work)
|
|
|
|
EE6A D4DD - Always in first place
|
|
E2EA 34D1 - It doesn't work on all levels and on some levels it
|
|
"crashes" the game; however for 150cc levels it's well
|
|
worth using. Keep track of what levels crash and FX off
|
|
before hand. (Non-GG)Hold down Y and A while picking your
|
|
driver and you'll race as mini dudes.
|
|
5DE9 67A7 - better Steering
|
|
WW32 D4DD - (have no idea what it does. Never tried it)
|
|
|
|
**** CDA4
|
|
1DEB - Throw up pipes
|
|
B238 - Mushrooms make you fly
|
|
AFC4 - Always last place
|
|
OEEB - Computer spins out constantly
|
|
3F31 - Faster Kart
|
|
F1C4 - Sensative Stering
|
|
F3C4 - Strange Jumps
|
|
6OEB - Automatice Smallness
|
|
36EB - Non-bumpable
|
|
47EB - Latika kidnaps you
|
|
BABD - Terrible Muffler (works well)
|
|
C4eb - CPU can't turn
|
|
DFA5 - (No idea what it does. Never tired it)
|
|
4FE3 - Phantom Mode
|
|
41EB - go over a yellow question mark and jump
|
|
|
|
3DEB CDA4 + FDEB 67A7 + 2CAE CDA4 + 4BEB CDA4: "Hop" code
|
|
F6C4 CDA4 - special boarder code: (need Phantom Mode)
|
|
0*B6 4DDD - Transformations for Boswer
|
|
0*B6 4FDD - Transformations for Mushroom
|
|
0*B6 44DD - Transformations for Donkey Kong Jr.
|
|
0*B6 47DD - Transformations for Mario
|
|
*'s = D-mario;F-Boswer;4-Princess;7-Kong Jr.;
|
|
B-Yoshi;9-Koopa;1-Toad;5-scrambled box figure
|
|
|
|
66B* 4DDD or 66B* 4FDD or 66B* 47DD or 66B* 44DD: deforms
|
|
peoples heads, carts, noses, hats, wheels, etc. Fill in with anything
|
|
you want.
|
|
|
|
C7EB CDA4 - All Karts are sucked to Southeast
|
|
1OEB CDA4 - Unlimited retries in GP Mode
|
|
67EB CDA4 - All racers look like ghosts + Mud doesn't slow you down
|
|
34EB CDA4 - Making turns doesn't slow you down (no friction)
|
|
CBEB CDA4 - Driver can't move
|
|
33EB CDA4 - Instant top speed/Instant stop
|
|
C8EB CDA4 - Drive Sideways
|
|
87EB CDA4 - Kart goes bezerk and keeps spinning.
|
|
|
|
00B6 44DD - turns Donkey Kong into a red Yoshi
|
|
0*B6 44DD - Donkey Kong
|
|
0*B6 4DDD - Mario
|
|
0*B6 47DD - Mushroom
|
|
Replace * with
|
|
These will change the above in to the below.
|
|
0 - Yoshi
|
|
9 - Koopa
|
|
1 - Mushroom
|
|
6 - Mario
|
|
B - Bowser
|
|
C - Princess
|
|
8 - Donkey Kong
|
|
|
|
|
|
**********************************************************************
|
|
*********************** XI FUTURE ENHANCEMENTS ***********************
|
|
**********************************************************************
|
|
|
|
Get rid of the shadow when you are invisible. How fake.
|
|
|
|
Random amount of time you stay invincible.
|
|
|
|
Invisibility to red shell sensors.
|
|
|
|
Possibility to get hit by banana peels in mid air.
|
|
|
|
Have banana peels float in the water as possible hazards.
|
|
|
|
A countdown timer.
|
|
|
|
More tracks with obstacles and non-level surfaces.
|
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Lots of variable settings including time, balloons, etc.
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New characters. How about the Mortal Kombat characters driving the
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karts.
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Ability to machine gun green shells or drop multiple banana peels.
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Item to make you a big kart to squash your opponent.
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Multiplayer combat over the modem.
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Ability to guide direction of a green shell after firing and just
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before it hits a wall by holding a button and pushing a direction.
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SOAD Shells (Seek out and destroy) - Superior intelligent but slower
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red shells. These shells won't blindly go into a wall but will seek
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you out around corners until either they make contact (and I don't
|
|
mean ask questions now and shoot later), disappear, or hit another
|
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object including the other kart. These shells have the ability to
|
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adjust their speed (but do have a maximum of less than the karts
|
|
maximum speed) so a hovering kart is in for a treat when it lands from
|
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a feather.
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Colored shells. These shells are like green shells only they can pass
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|
through karts that are not of the same color.
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|
|
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Ability to fire shells from all 4 sides of the kart not just dropping
|
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them. This would make it much more difficult to hit an immobilized
|
|
opponent as he could shoot an incoming shell easier. Would add to
|
|
strategy of staying on an opponent's tail or side. Watch out!
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|
|
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Little shells. These don't actually pop balloons but stick on the
|
|
opponent for some time causing the kart to be reduced in maximum
|
|
speed. 3 little shells will cause a balloon to pop.
|
|
|
|
Computer opponents allowing for 1 to 4 players and 4 human player
|
|
capability using the 4 player game adapter.
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|
|
|
After ending a game in battle mode, make the default position of the
|
|
cursor on RETRY, not CHANGE COURSE as RETRY is probably the most
|
|
selected option. Irritating how I keep hitting CHANGE COURSE every
|
|
time.
|
|
|
|
Change the default. Hitting the button alone drops a banana peel but
|
|
fires a shell. Make it so hitting fire throws a banana peel and shell
|
|
and pushing down drops a peel and shell.
|
|
|
|
Option to reconfigure buttons.
|
|
|
|
Option for manual shifting
|
|
|
|
Add seasons and time of day options.
|
|
|
|
AND MOST IMPORTANTLY, REVERSE FOR THE KARTS!!!!!!
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|
|
|
|
If you got more ideas for the sequel, corrections, comments, or things
|
|
to add to the FAQ, email us. I'll add them and then see Nintendo
|
|
receives this archive in hopes of a sequel.
|
|
|
|
|
|
HAPPY KARTING !!!
|
|
|
|
|
|
- Pete "Karter Koopa" Philippis signing off...
|
|
|
|
|
|
**********************************************************************
|
|
*********************** XII THE MK COMPARISON ************************
|
|
**********************************************************************
|
|
|
|
Mario Kart & Mortal Kombat really do have a lot in common.
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|
|
|
* Both have acronyms MK.
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|
|
|
* Both have fun combative 2 player competition.
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|
|
|
* Both are my favorite games.
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|
|
|
* Both are cool and have lots of features.
|
|
|
|
* Both have long lasting appeal.
|
|
|
|
* Both you try to kill your opponent by taking down energy.
|
|
|
|
* Both have several characters to select from.
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|
|
|
* Both have secrets.
|
|
|
|
* Both have projectiles.
|
|
|
|
* Both have nearly identical looking prices
|
|
Mario Kart $40.00
|
|
Mortal Kombat $4000
|
|
|
|
|
|
Go figure that one would be made by Nintendo and the other by a US
|
|
company.
|
|
|
|
F U N W/O T H E G O R E
|
|
|
|
|
|
**********************************************************************
|
|
************************ XIII VERSION HISTORY ************************
|
|
**********************************************************************
|
|
|
|
v1.0 - FIRST RELEASE July 13, 1994
|
|
Inception of the Super Mario Kart FAQ.
|
|
Small racing mode coverage given.
|
|
Possibly contains inaccurate or missing details.
|
|
Unordered game genie codes.
|
|
|
|
|
|
**********************************************************************
|
|
**************************** XIV RELEASE *****************************
|
|
**********************************************************************
|
|
|
|
You can pick up the latest copy at:
|
|
|
|
- ftp.netcom.com /pub/vi/vidgames/faqs
|
|
|
|
FTP site for numerous FAQs maintained by Andy Eddy of GamePro Magazine
|
|
|
|
- E-mail me a request
|
|
|
|
|
|
**********************************************************************
|
|
***************************** XV CREDITS *****************************
|
|
**********************************************************************
|
|
|
|
Pete Philippis.............................................Head author
|
|
Joe McElmeel..........Conception, cartridge, and document contribution
|
|
???................Writer of SNESDOX4.TXT for secrets and basics guide
|
|
???....................Game Genie codes contributors from the internet
|
|
Andy Eddy.....................................................FTP site
|
|
Nintendo...................................Info, secrets, and the game
|
|
|
|
|
|
**********************************************************************
|
|
**************************** REACH US AT: ****************************
|
|
********************** BSC@TIAMAT.UMD.UMICH.EDU **********************
|
|
**********************************************************************
|
|
|
|
|
|
*************************** CUT HERE - 1 SHEET *********************************
|
|
|
|
S U P E R M A R I O K A R T C O M P E T I T I O N S T A N D I N G S
|
|
================================================================================
|
|
R R R R R R R R R R R R R R R R R R
|
|
O O O O O O O O O O O O O O O O O O M A T C H
|
|
U U U U U U U U U U U U U U U U U U
|
|
N N N N N N N N N N N N N N N N N N # 1
|
|
D D D D D D D D D D D D D D D D D D
|
|
|
|
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
|
1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9
|
|
A B A B A B A B A B A B A B A B A B PLAYER
|
|
================================================================================
|
|
01) 3 HIT COMBOS
|
|
--------------------------------------------------------------------------------
|
|
02) 2 HIT COMBOS
|
|
--------------------------------------------------------------------------------
|
|
03) RED SHELL HITS
|
|
--------------------------------------------------------------------------------
|
|
04) GREEN SHELL HITS
|
|
--------------------------------------------------------------------------------
|
|
05) BANANA PEEL HITS
|
|
--------------------------------------------------------------------------------
|
|
06) DROP SHELL/PEEL HITS
|
|
--------------------------------------------------------------------------------
|
|
07) STAR HIT
|
|
--------------------------------------------------------------------------------
|
|
08) HIT BY OWN RED SHELLS
|
|
--------------------------------------------------------------------------------
|
|
09) RANDOM COLLISIONS
|
|
--------------------------------------------------------------------------------
|
|
10) RAMMINGS
|
|
--------------------------------------------------------------------------------
|
|
11) AMATEUR MISTAKES
|
|
--------------------------------------------------------------------------------
|
|
12) RED SHELL SHAKES
|
|
--------------------------------------------------------------------------------
|
|
13) RED SHELL CIRCLINGS
|
|
--------------------------------------------------------------------------------
|
|
14) FAST TAKEOFFS
|
|
--------------------------------------------------------------------------------
|
|
15) SUCCESSFUL STEALS
|
|
--------------------------------------------------------------------------------
|
|
16) QUITS
|
|
--------------------------------------------------------------------------------
|
|
17) FLAWLESS VICTORIES
|
|
--------------------------------------------------------------------------------
|
|
18) GAMES WON
|
|
--------------------------------------------------------------------------------
|
|
19) VICTOR
|
|
--------------------------------------------------------------------------------
|
|
|
|
********************************************************************************
|