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Mario Kart codes

Mirrored courses:

Win the gold cup in the 150cc class. After the Nintendo 64 is reset, the title screen will change to confirm that mirrored courses are enabled. Enter the 150cc option under GP mode to access the courses. Note that when racing the mirrored Toads' Turnpike, you will be going against the traffic.

Mario 64 castle:

Follow the yellow road to the right of the big jump on the Royal Raceway course to reach the castle from Mario 64.

View Mario Raceway record:

Press R at the title screen to see the best time trial record for Mario Raceway.

Course ghost racers:

Enter time trial mode and complete a course, beating the time indicated below. Then, select "Retry" to race the course again. The phrase "Now Meet the Course Ghost" will appear. The course ghosts are automatically saved to the cartridge for future replay without beating the course time again.

Course Time

Mario Raceway 1'30"00
Luigi Raceway 1'52"00
Royal Raceway 2'40"00
Hint: Quick start:

Press A to accelerate at the instant between the dimming of the second light and the flashing of the blue light at the start of the race. Performed correctly, your kart will rapidly accelerate ahead of the other racers. Note that accelerating too soon will result in a spin out.
Hold A for the first two lights at the start of the race. Release the button when the second light dims. Press A at the start of the third light as if you were getting the boost start. This should make you spin out while getting a boost start.

Hint: Quick restart:

After falling off a course, watch as Lukita places your kart back on the track. Press A when your kart is two or three tire widths from the track to immediately resume the race.

Hint: Banana peel recovery:

When a banana peel is run over, immediately hold the brake for one second, then accelerate to avoid skidding or losing a balloon in battle mode.

Hint: Drafting:

Align your kart behind the next racer. Wisps of air will appear from the sides of your kart. The small speed increase that your kart will gain should be enough to pass the racer that is being followed.

Hint: Mini-turbo slide:

Hold R to slide around a corner, and press the Analog-stick to steer in the direction of the turn, then to the opposite direction. The smoke from your kart will change from white to yellow if done correctly. Continue to hold R and repeat the steering motion with the Analog-stick to change the smoke from yellow to red. Release R once the smoke becomes red. The speed of your kart should increase for a few seconds.

Hint: Doughnuts:

Start any course in any mode with any character. After starting the race, slow down to a complete stop, then hold A + B. Your tires will start spinning. Then turn left or right and your Kart will do doughnuts.

Learn where your opponent's starting point is located on the Skyscraper level. This should be easy since it is marked with a number. Go to that location and place a banana right at the point where they will appear. When your opponent slips off one of the many falls in this level, they will be set back down right on top of the banana, causing them to immediately lose a balloon.

Hint: Protect yourself:

You can protect yourself from getting hit by shells, or you can get back at other racers with this trick. Make sure you have a single or multiple bananas, or a single shell. Hold Z instead of simply pressing the button. The power-up will now be in back of your racer. If another racer shoots a shell at you, the banana/shell will block it. You can also hold the power-up until a racer gets in back of your vehicle.

Hint: Hopping:

Hopping is faster than driving, even on hills. Press R to do this during a race. This also can be used to avoid banana peels.

Hint: Driving off-road:

You do not need to follow the track if you have a Starman or Mushroom power-up. Simply drive on the hills until they wear out.

Hint: Power sliding:

Do not power slide in tight corners. Just drive and turn to get by them.

Hint: Spiked shells:

Spiked shells are dangerous, even for the thrower. You may want to consider holding, instead of using them.

Hint: Throw shell behind your kart:

Get a single red or green shell. Hold Z, press Analog-stick Down, then release Z. If done correctly, the shell should shoot straight behind your kart.

Hint: Throw banana peel forward:

Press Analog-stick Up while throwing a banana peel during a race.

Hint: Hop into first place:

Use the "Turbo start" trick, then hop on one of other karts at the start of a race. If done correctly, your kart will hop into first place.

Hint: Easier descent in Rainbow Track:

For a better start to each lap in the Rainbow Track of the Special Cup, press R to jump slightly past the beginning of the downward hill. This way you will not slow down, will hit the ground running.

Hint: Get gold cups quickly:

The following trick can be used to get gold cups without having to retry all the tracks because of a third or fourth place finish. On the last lap, when you are close to the end and are in fourth place but need a first place finish, use the brakes or slow down until your kart is in fifth place before completing the race. Then, select "Retry" and repeat the race until getting a first or second place finish. Also, keep track of your and your opponent's points to learn what place finish is needed to win. For example, if you have 24 points and the second place player has 21 points, you need at least a second place finish to win because ties will go to the player.

Hint: DK's Jungle Parkway shortcut:

At the first gated "U'' turn on the track, try to gain a little speed. Then on the power ramp, stick right (or left if racing on the "reverse" track). Finally, right off the jump, turn away from the landing zone area and a little bit less of half the short straightaway. You will save a few seconds with this shortcut.

Hint: Donkey Kong Raceway Shortcut:

Before the end of the lap you should be driving over a bridge into a cave. While in the cave you should see three item boxes in a row. Turn your Kart until you drive through all three of them, then hold Left (or Right for mirrored courses). If done correctly, you should drive right up the hill and cut about five to seven seconds off your time.

Hint: Frappe Snowland shortcut:

Begin any type of race (versus, time trials) and go to Frappe Snowland. When you start, do not go across the finish line. Just turn around and stop when you are about in the middle of the bridge. Then turn so that you are facing the start line. Turn towards the corner of the bridge in front of you, to your right. Head towards that corner and when you get to the edge of the bridge hop from the bridge to the snow bank. Do not touch the track. Once on the snow bank, drive past the start/finish line and turn out of bounds. You will be will picked up and placed on the edge of the bridge, right in front of the starting line. Simply drive across the line to finish a lap without actually running the entire track. You can repeat this to finish the entire race in under a minute.

Hint: Koopa Troopa Beach shortcut:

There is a shortcut on this track that takes you about half way across the board. When you start the race, stay to the right of the big turtle rock (to the left on mirrored courses). Drive to the left of the first jump and to the next three (right on mirrored courses). It is best to avoid all the jumps in the race since they slow you down and will be longer to drive. In front of the three jumps is a narrow jump. Ride this to the hole in the wall. You will need a mushroom to make it all the way to the hole in the cliff. Drive through the tunnel and, at the end, turn towards the trees to get to the finish line. Another option is to drive around the arc that is in front of the first jump. Just stay to the right of the jump and around the arc -- there is a narrow strip of land in the water. It will cut a second or two off your time. It works better with a turbo because you are on wet sand.

This trick allows you to make it into the cave without using the ramp. Pass the set of the set of three ramps until you reach the smaller ramp that guides you into the cave. Go along the left side of the ramp. Make sure your heading directly for the left side of the opening of the cave. Immediately after you hit the wall, jump and you should land in the tunnel. Another way of doing this is to go further left of the opening of the cave and jump up the giant boulder while gradually going left. Once you have reached the top of the opening of the tunnel, fall to land in the tunnel. These tricks are useful when you do not have a mushroom for the ramp.

Hint: Rainbow Road shortcut:

Get up to top speed at the beginning of the track, . Near the front, you will get to the top of a very steep hill. Stay all the way to the left and just when you get to the peak, quickly turn left and press R to jump. It is extremely difficult to accomplish, but If done correctly, you will land back on the track, half way through. This will bring you half a lap ahead of the other racers.

Hint: Royal Raceway shortcut:

There are two sets of speed tracks on a row on the Royal Raceway. The second one is a long distance jump which you can make every time. To add a little distance to it, press R to jump just before the edge. For a better recovery landing, without a slowing bounce, continue to hold R until you land. Your kart will impact hard, but you will be moving forward.

Hint: Wario Stadium shortcut:

Note the first bump right after starting a race at Wario Stadium. When the race starts, turn around and go back a short distance. Next, accelerate to the left side of the bump. Press R a couple of times when you are at the top of the bump. If done correctly, you will land on the other side of the wall, cutting off half or more of the race.

Go fast to the wall and press R to jump over it. You will skip about one-quarter of the track.

Hint: Yoshi's track shortcut:

Start racing and get to the area where all the routes combine. Go to the left until you see where the fence ends. After that, look down and you will see the other side of the track. Get to the location where the shortest jump is, then go back a little bit. Speed up, cut the wheel to that short jump area, and press R. If done correctly, you will then end up on that side of the track, giving yourself a lead. Note: You do not always have to stop; but doing so may help until you are used to the trick.


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