__ __ _ __ __ _ _ | \/ (_) ___ _ __ ___ | \/ | __ _ ___| |__ (_)_ __ ___ ___ | |\/| | |/ __| '__/ _ \ | |\/| |/ _` |/ __| '_ \| | '_ \ / _ \/ __| | | | | | (__| | | (_) | | | | | (_| | (__| | | | | | | | __/\__ \ |_| |_|_|\___|_| \___/ |_| |_|\__,_|\___|_| |_|_|_| |_|\___||___/ .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. | | | AUTHOR: TrulyDexterous | | VERSION: 1.0 | | LAST UPDATE: 23/09/09 | | PLATFORM: Master System | | | '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-' _____________ ______________ \ /| |\ / ) |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ( / | T a b l e o f C o n t e n t s | \ ¯¯¯¯¯¯¯¯¯¯¯|______________________________________________________|¯¯¯¯¯¯¯¯¯¯¯ 1)........Revision History 2)............Legal Notice 3)............Introduction 4).............Game Basics 5)..........Challenge Mode 6)............Bonus Tracks 7)............Head to Head 8).................Credits 9).....Contact Information _____________ ______________ \ /| |\ / ) |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ( / | 1) R e v i s i o n H i s t o r y | \ ¯¯¯¯¯¯¯¯¯¯¯|______________________________________________________|¯¯¯¯¯¯¯¯¯¯¯ V e r s i o n 1 . 0 ( 23 / 09 / 09 ) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The FAQ is complete! File size is around 68kb. _____________ ______________ \ /| |\ / ) |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ( / | 2) L e g a l N o t i c e | \ ¯¯¯¯¯¯¯¯¯¯¯|______________________________________________________|¯¯¯¯¯¯¯¯¯¯¯ This guide can only be viewed on the following sites: GameFAQs - http://www.gamefaqs.com NEOSEEKER - http://www.neoseeker.com SUPERCHEATS - http://www.supercheats.com These are the only sites that I trust and that keep my guide updated. For this reason I won't allow my guides on other sites. Please don't e-mail to ask. UNDER NO CIRCUMSTANCES CAN CHEATCC.COM USE THIS DOCUMENT. This guide is the and everything included herein is the sole property of D Makey. It may not be used for profitable purposes (whether money is involved or not) or for promotional purposes. It may not be used for any reason other than to provide help on a free to view website. Printing of this document is allowed, but only for personal use. It may not be displayed or offered publicly. _____________ ______________ \ /| |\ / ) |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ( / | 3) I n t r o d u c t i o n | \ ¯¯¯¯¯¯¯¯¯¯¯|______________________________________________________|¯¯¯¯¯¯¯¯¯¯¯ Hello and welcome to my Micro Machines FAQ. Micro Machines was a game that I played constantly through out my youth. They were a great source of multiplayer fun in the days before Call of Duty and the huge support of online games. Though there are numerous titles that I knew and loved, I've decided to start out exactly where the series did; with the first game. Racing games are a love of mine, though the genre has become very stale with Need For Speed and Burnout churning out the same game with different bells and whistles. However, Micro Machines is very different and is still an enjoyable experience all these years later. So anyway, this is an FAQ for the Sega Master System version. Though there are numerous other versions for numerous other consoles, this guide doesn't focus especially on them. However, a lot of the information could be used for them. Probably at a later date, I will encorporate other platforms into the guide too. If you would like to see any more of my work, then follow this link: http://www.gamefaqs.com/features/recognition/76852.html Thanks for looking, I hope you find my guide useful! -TrulyDexterous _____________ ______________ \ /| |\ / ) |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ( / | 5) G a m e B a s i c s | \ ¯¯¯¯¯¯¯¯¯¯¯|______________________________________________________|¯¯¯¯¯¯¯¯¯¯¯ ,----------------------------------------------------------------------------. | C o n t r o l s | '----------------------------------------------------------------------------' M a s t e r S y s t e m ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A.........Accelerate D-Pad..........Steer B......Brake/Reverse ,----------------------------------------------------------------------------. | C h a r a c t e r s | '----------------------------------------------------------------------------' Though I have very little information on these, it is apparent that some characters differ from others (in more than appearance). Some are faster and handle their vehicles better. Here are the ratings for each character. The higher up they are, the better their rating. Spider - Ace! Bonnie - Fab! Jethro - Slick! Cherry - Crazy! Emilio - Wild Joel - Smooth Anne - Fair Chen - Able Mike - Rash Dwayne - Poor Walter - Dire You should base your choice on this list. Obviously, Spider is the best guy to pick. ,----------------------------------------------------------------------------. | V e h i c l e s | '----------------------------------------------------------------------------' 4 x 4 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The 4x4's are not fast vehicles. However, they do handle pretty well and I really like the environments that the races that place in. Races take place on the breakfast table and there are numerous opportunities to slow down your opponents. Try to avoid the beans in these races, and watch out for the track markings- you can easily bounce over them and lose control! F 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The F1 cars are the fastest on the game. They also handle surprisingly well. You can take almost any corner at full speed, as long as you have the skill. Specifically, you should look at the 90 degree corners around the pockets and make sure you don't slow down for them. On the long straights, make sure you don't get overtaken. Just block your opponent to preserve your lead. However, you should try not to get too close to other racers at the corners, as they can easily knock you off of the table. P o w e r b o a t s ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The powerboats are pretty low-speed. They're handling is also pretty clunky, but the tracks that they race on aren't all that difficult to navigate anyway. On a basic level, on Powerboats races, you should try to stick to the inside track as much as possible. Powerboats races take place in the bathtub. R u f f t r u x ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Rufftrux are used in the bonus races. They are basically monster trucks. They don't handle all that well and aren't especially fast, but that doesn't really matter with the tracks that they are used on. Bonus races take place in a garden environment. S p o r t s c a r s ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Sportscars are very fast, but they are very hard to control. Races take place on a desktop, meaning it can be very easy to fall off. The chances of this are increased by the difficulty of the handling of the Sportscars. Though you may be tempted to drive everywhere at top speed, you will soon realise that this is a mistake and caution is required around every corner. T a n k s ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Tanks aren't all that fast and they don't handle very well either. This is fine though, because the tracks are very basic. The main idea of the Tank races is to shoot your opponents. If there's someone in front of you then shoot them. A good tactic here is to get so far in front, that none of the other racers are close enough to reach you. T u r b o W h e e l s ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Turbo Wheels are fast. As you know from the other fast vehicles, this makes them hard to control. In the sand dunes, you need to watch out for the ridges. These are numerous and will screw up your steering, leaving you on a one way course to a swim in the water. Try to take things easy, especially when approaching corners. W a r r i o r s ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Warriors are mediumly-quick, but not as fast as the Sportscars or the F1. If you crash into an opponent at too much speed, both your cars will be destroyed and have to be replaced. They don't handle all that well either, but you can get use to it. The best advice in Warriors races? Avoid the superglue! ,----------------------------------------------------------------------------. | O b s t a c l e s | '----------------------------------------------------------------------------' This is a list of the most common and effective obstacles in the game. Some of the more generic ones have been left out, because they have no real purpose. B e a n s ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Beans appear in the 4x4 races. They are the most dangerous obstacle in this environment. If you drive into them, you will be slowed to a halt and you must try to power your way through them. This will lose you a lot of time and ground. Since the beans usually appear on the track, you should leave the track and drive around them. C a r d R a m p ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The card ramp appears during the F1 races. They help you move from the cloth, onto the edge of the table. Try not to approach them too fast, because you could fall off of the table, or onto the cloth, destroying your vehicle. C e r e a l B o x ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Cereal boxes appear in the 4x4 races. They aren't a massive obstacle. Just drive up on the ramp on one side, and drop off of the other. Usually, you can drive around the boxes if you need to. C h e c k e r s B o a r d ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The checkers board can take a lot of time to navigate. That is unless you do the clever thing are drive around it. E r a s e r / S h a r p e n e r ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This combo narrows the track. You should drive in the middle of the track to fit between them. This obstacle appears on the Sportscar races. I n k B o t t l e ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The ink bottles are found on the Sportscar races. They are upturned ink bottles, with an ink spillage. This is similar to oil and milk spillages, however, it is harder to handle because of the location of the bottle. Whilst, it may be easy to deal with the spill, you can easily crash into the bottle. To avoid skidding on the ink, drive perfectly straight over it. L a r g e G l u e B l o b ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ These are the bain of the Warriors races. They are similar to the beans. Drive into them and you will come to a virtual standstill. They should be avoided at all costs. Do this by driving off of the track. L e g o ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The lego appears on the Tank races. It can be pretty hard to get past, becuase you can't steer over it. The best idea is to drive around it completely. M i l k ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The milk spill will make your vehicle spin. If you try to turn whilst you are driving over it, you will skid. To avoid this, you should drive perfectly straight over the spillage. Milk appears during the 4x4 races. N a i l s ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Drive over the nails and your vehicle will bounce into the air, making steering hard. These are found in the Warrior races. N u t s ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The two nuts work together to narrow the track. Drive right in the middle to avoid any incident. These are found on the Warrior races. O i l S p i l l ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Drive over the oil spill perfectly straight and you will be okay. Try steering though, and you will skid. The oil spill can be found during Warrior race. P e n c i l / B o l t ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The pencil and bolt work together to narrow the track. Drive right in the middle to avoid any incident. These are found on the Warrior races. P i p e ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The pipe appears during the Powerboats races. Line yourself up and drive through the centre of it. P l a y i n g C a r d s ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Playing cards make you skid, similar to the milk and oil. Drive straight over them without steering and you will be fine. These appear during the Tank races. P l u g h o l e ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ If you get dragged into the plughole, your Powerboat will have to be replaced on the track, losing you time. Drive directly away from it, even if this means driving into the side of the track-bubbles. Even if you move close to the plug, you will be dragged towards it. P o c k e t ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The pockets appear on the F1 races. Drive down a pocket and you will be automatically be transporter to another pocket. You will then be fired out onto the cloth. P o o l B a l l s ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Pool Balls appear just about everywhere on the F1 races. However, some will appear across the track. You need to select the right line to pick your way between them. R e d F i l e ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Red File is a ramp. Hit it at speed to jump between on table and another. This can be found on the Sportscar races. R i d g e ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ By far the most annoying obstacle on the Turbo Wheels races. Drive over these and you won't be able to steer. These are usually located on corners and near areas of water. Try to remain straight as you pass over these or avoid them all together. R u b b e r D u c k ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The rubber duck appears during the Powerboats races. Basically, it's a big obstacle just designed to get in your way. Just drive either side of it to avoid incident. R u l e r ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Drive over the ruler and your car will bounce into the air. When this happens, you won't be able to steer. To avoid this, try not to take these at full-speed unless you are certain it won't cause you trouble further down the road. These appear in the Sportscar races. The second use of the ruler is as a bridge. Sometimes there are two together that make a wider bridge, but usually there is just a single one. This makes it hard to traverse because the bridge is very narrow. Make sure you are right in the centre of the track before attempting to cross a single-ruler bridge. S h a m p o o B o t t l e ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ On the Powerboats races, bounce over the Shampoo Bottle. You can't avoid it, but neither can any one else. S m a l l G l u e B l o b ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Similar to the Large Glue Blob, except it is smaller. They are easy to avoid and don't require you to leave the track. Should you drive into them, you won't be held for long. S p a d e ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Similar to the ridge or the ruler. Bounce over this and your steering will be impacted. Try to remain straight as you drive over it. S p o n g e ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Bounce over the sponge on the Powerboats races and you will lose time. Try to stay in the water either side of it to save time. W a t e r ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Only one for the Turbo Wheels races. Drive into the water and your vehicle will have to be replaced on the track, losing you precious time and ground. W e e d s ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Weeds appear on the bonus races. They are usually found in a cluster, making it hard to move past them. W o o d e n B r i d g e ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Wooden Bridge takes you over the water (surprisingly). They are pretty narrow, so make sure you are lined up correctly and watch out for being knocked off line by other racers. W o o d e n R a m p ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Make sure you have lined yourself up with the ramp and are travelling at a good speed. If you are going too slow, you will fall into the water that you are supposed to be jumping. The wooden ramp appears on the Turbo Wheels races. ,----------------------------------------------------------------------------. | B a s i c G a m e p l a y | '----------------------------------------------------------------------------' • Your objective in each race is to finish in the top two. At a basic level, it doesn't matter if you finish 1st or 2nd because both will allow you to qualify for the next race. • If you fail to finish in the top two, you will lose a life and will have to retry the same race. You will begin with three lives and if you lose them all, the game will end. • If you manage to win three races in a row, you will be allow to compete in a bonus race. Completing this will give you an extra life. • At the start of a race you should let your opponents move a short way ahead. This way, you will avoid collisions and hopefully let them cause each other problems. • As a general rule, the shortest route is usually the fastest. That means you should stick to the inside track as much as possible. • Falling off of tables or other bits of scenery or falling into water will destroy your vehicle. You will lose time as your vehicle is replaced on the track. • Leaving the marked track to avoid obstacles such as glue, beans, oil etc. is a necessity. However, you should return to the track as soon as possible. • Though shortcuts are to be encouraged, skip too much track and you will be punished. Basically, you will be replaced all the way back to where you began the shortcut. So keep them short and sweet. • If you have the opportunity to slow your opponents down, you should do so. Knocking them off tables or into other obstacles makes good sense. Be warned though, they will do the same to you if given the chance! _____________ ______________ \ /| |\ / ) |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ( / | 5) C h a l l e n g e M o d e | \ ¯¯¯¯¯¯¯¯¯¯¯|______________________________________________________|¯¯¯¯¯¯¯¯¯¯¯ ,----------------------------------------------------------------------------. | Q u a l i f y i n g R a c e | '----------------------------------------------------------------------------' This is an easy qualifying race. Basically the circuit is a simple circluar shape. The other competitors are very slow and can be easily beaten. Stick to the inside track and you should have no problem out-pacing them. Should you be in 1st place at the end of the first lap, the race will end and you will in automatically. If you aren't in 1st after the end of the first lap, you will have to complete the full race. ,----------------------------------------------------------------------------. | R a c e 1 - T h e B r e a k f a s t B e n d s | '----------------------------------------------------------------------------' At the start of the race, you should try and avoid collisions with the other racers. Do this either by staying to the outside of the track, or cutting to the inside. Sometimes it is a good idea to let them move away first. Take the right hander and head down this straight. You will bounce onto a mat and this shouldn't cause you any trouble. Stay to the inside (bottom) of the track, then take the right hander here. Follow this short straight and the track will turn again. Take the turn and soon after there will be a 45 degree turn. Ignore this turn and continue driving straight. By doing this you will avoid the beans on the track. Beans will slow you down considerably. Once you have moved past the beans, straighten your vehicle up, so that you are moving directly left across the screen. Doing this, you will rejoin the track at the next turn. Follow the straight, then take the right turn. Here you will end the lap. ,----------------------------------------------------------------------------. | R a c e 2 - D e s k t o p D r o p - O f f | '----------------------------------------------------------------------------' The sportscars are a complete pain to drive. Though they are fast, they are really hard to handle. It doesn't help that there are a lot of obstacles and drop-offs on the courses that you use them on. At the start of the race, get to the inside of the left hander (you can cut the corner a little). This should put you in front of the other racers. Take a quick right, then put your foot to the floor to make the jump using the red file as a ramp. As soon as you land, begin turning right. There is a ruler here. After bouncing over it, turning becomes difficult, so try and get the hard work done before you reach it. Soon after this the track will turn to the left. This can be treated as a large hairpin. Keep your finger on the accelerator and you can skid around the double corner/hairpin. Try and keep this as controlled as possible, because you can easily fall off of the table if you run wide. When the track straightens out you need to place your car in the very centre of the track. If you don't you will hit a set sharpeners and erasers that narrow the track. You can keep full throttle until just after the second eraser/sharpener. After this, you should release the accelerator and take the left hander. This can be pretty sharp, so try to maintain control. There is a chicane after this. It's pretty standard stuff and you can take it at full speed. Directly after the chicane, the track will straighten out. You need to keep to the left hand side (as you look at it) of the track. This is because there is a ruler that acts as a bridge to the next table. If you do not stick to the left hand side of the track, you will hit the eraser on the right hand side of the ruler. Now that you are on the other table, you can accelerate to top speed. Keep an eye on the objects to the right. When you see a grey file, you should slow down. There is a left hander here that can be pretty tight. You should exercise caution here because the other racers can easily knock you from the table here. Once you are around this corner, you will find yourself on a short straight. Accelerate, until you see a blue book next to the track. You can now take a short cut over this book, but you can't pass over the spine. You should then drive the short distance to the finish. If you stay close to the blue book, you can actually take a shortcut behind it. However, this can be risky as sometimes this is judges as too big of a shortcut. ,----------------------------------------------------------------------------. | R a c e 3 - O i l c a n A l l e y | '----------------------------------------------------------------------------' The Warriors are pretty similar to the Sportcars. Though they aren't quite as fast, they are just as hard to handle. Also, if you are involved in a high speed collision with another racer, both of your vehicles will be destroyed and you will lose time as you are replaced on the track. Basically, avoid crashes. At the start, head forward and drive over the oil-spill. Once you are over it, take the right hander. If you turn whilst you are on the oil, you will skid, making your turn harder to execute. Immediately after this turn, there is a 45 degree left hander. On this straight, a pencil and a bolt will narrow the track, so try to stay in the middle. Take the 45 degree left turn here and stay to the left hand side of the track. There are two small blobs of superglue on the right hand side, so it's best to avoid them. Just where the second blob of glue is, there is a left hander. Quickly take this and straighten up before you drive over the oil spill. Again, if you are not perfectly straight as you pass over the oil, you will skid. Along this straight, the track will be narrowed by two nuts. Stay in the centre of the track. Take the left hander and this will take you directly downward. On this section of track, there is a large blob of glue. Drive off of the track, either on the right or left hand side to avoid the glue. Soon after this there is a right hander (turning towards the left hand side of the screen). The track will then straighten up. On here, it will then be narrowed by a pencil and bolt. As always, you should stay in the middle of the track. Make your way to the end of this straight and there is a left hander. Stay to the right (bottom) of the track to avoid the small blob of glue. A 45 degree turn will now make the track run parellel with the screen. Run right over the oil, hopefully avoid a skid. Along this straight, stay to the right (bottom) of the track to avoid more oil and a large blob of glue. After this, there is a tight left turn. Release the accelerator to avoid running wide, before passing over the line. ,----------------------------------------------------------------------------. | R a c e 4 - S a n d y S t r a i g h t s | '----------------------------------------------------------------------------' The Turbo Wheels are horribly hard to control. They are fast, but they don't like corners, especially if you try to take them at speed. At the start, get to the right hand side of the track to take the first corner on the inside. Hopefully, this should put you in 1st place. Make your way along the straight. When you see the water turn down, the track will turn down right after it. Follow this straight downward and the track will turn to the right, before straightening out. You can take this corner how you like, but you can cut the corner here without too much trouble. After this, follow the straight downwards, but watch out of the ridges that the vehicle will bounce over. Make sure you are heading straight as you pass over these, otherwise you will skid out. As you travel down this straight, you will see three collections of rocks at the side of the track. When you reach the second set, release the accelerator. This will allow you to take the upcoming right hander with more ease. Running wide on this corner will lose you a lot of time, as well as potentially crashing into more rocks. After you have (hopefully) taken this corner well, there is short straight here. When you see the red handle of a spade next to the track, you should begin decelerating. There is a tight right turn here. You need to take it slowly, so that you don't run wide. If you do run wide here, you won't be in a position to drive over the nearby ramp, which will take you over the water. Failing to make this jump will leave you stuck. On the other side of the jump is a 45 degree turn. Make sure you are past the nearby ridges before you make the turn. Follow the track past the sandcastle. The track will then turn left and then immediately right. You can cut this chicane if you line your car up correctly. Now, just follow the straight to cross the line. ,----------------------------------------------------------------------------. | R a c e 5 - O a t m e a l i n O v e r d r i v e | '----------------------------------------------------------------------------' At the start, drive a short way, before leaving the track to the right. By doing this you will avoid the beans that the other racers will doubtless drive into. Right after this, take the 45 degree right hander. The track will then briefly straighten up, before turning to the right again. After this turn, there is a puddle of milk. If you are not driving directly forward, you will skid across it. This can be very dangerous, because you are close to the edge of the table here. Make your way along this straight and the track will turn downward 45 degrees. When the track turns to the right, keep going. By doing this, you will avoid the beans here. Make your way back onto the track as soon as possible. Follow the track around and a large hairpin will come into view. This is an easy take in the 4x4 which handles pretty well. You will now make your way up a ramp and over a cereal box. If you run wide here, it is possible to make your way down the side of the box. On the other side of the box there is short straight. After this the track will turn downwards. At the end of the straight, there is a right turn. Take the first one, but ignore this for now and drive forward. As you reach the edge of the table, straighten up. You need to stay as close to the edge as possible so that you avoid the last splodge of beans. After this, turn right and make your way over the line. ,----------------------------------------------------------------------------. | R a c e 6 - T h e C u e - B a l l C i r c u i t | '----------------------------------------------------------------------------' From the start, you can cut to the inside of the track, giving you a lead on the other racers. Staying to the left of the track will mean you won't need to take the mini-chicane just ahead. As you approach the card close to the cusion, you should slow down. Take this at full speed and you will risk falling off. Make the right hander then accelerate to full speed. As you approach the corner, you may think you need to slow down. There is a danger of either falling off, or dropping into the pocket. In actual fact, you can take these corners at full speed. With a bit of practice, you should get this right. Here's a tip: try to stay in the middle of the track. Getting too close to the pocket will throw your vehicle into the air and impact on your steering. Get too close to the edge and you can probably guess what happens. As make your way around the edge of the table, you should be aware that the other racers can easily knock you off, particularly on the corners. If you are approaching a corner and you are close to a competitor, you should back off to avoid being knocked off. If you are feeling confindent, you can use this against your opponents and try to knock them off yourself. After making three more turns around the edge of the table, you will be on a short straight. Take this slowly, because you will soon need to turn right on a playing card. This will take you back onto the cloth. Follow the windy track around and drop into the pocket. As soon as you shoot out of the next pocket, move to the left (bottom) of the track, but don't leave it. By doing this, you will line up perfectly to make your way between two balls. After the balls, there is a long right hander that you can take at full speed, though you should be aware it may be hard to keep control. Make a final left to reach the finish. ,----------------------------------------------------------------------------. | R a c e 7 - H a n d y m a n ' s C u r v e | '----------------------------------------------------------------------------' Take the right hander at the start, make your way over the oil spill, before taking another right hander. Follow this short straight and after another 45 degree turn, there is a large blob of glue. Particularly if this is the first lap, your opponents will be piling up here. You should make your way around the outside to avoid both the glue and the oil spill. Quickly move back to the middle of the track, so that you don't get stopped by either the bolt or the pencil. Take the open corner to the right (left as you look at the screen). After this there is another corner. You should take the corner, but slide a little off the track on the left (bottom) side. This is because there are two large blobs of glue on the track here. Once you are past the glue, make your way back onto the track, making sure you pass between the nuts. An open right hander, will send you diagonally up the screen. Stay to the left of the track to avoid the small blob of glue here. Take the right hander to head directly upward. You should quickly drive along either of the markings of the track. This will allow you to avoid both the large blob of glue and the nails on either side of the track. Move back to the middle to miss the bolt/pencil. Right after this, revert to your previous position on the line. This will keep you away from another blob of glue. Take the right hander and be careful not to skid on the oil after it. On the straight, stay to the right (bottom) of the track to avoid yet more glue. There is a hairpin here, that you can take a full speed. You will doubtless be slowed by a skid, but keep control to make up some time. Pass over the oil on this straight, before following the track downward. Close to the end of this straight is a blob of glue. Stay just off of the track to avoid it before making a tight left hand hairpin. If you keep this neat without running wide, you will cross the line without incident. ,----------------------------------------------------------------------------. | R a c e 8 - B e r m u d a B a t h t u b | '----------------------------------------------------------------------------' At the start, you should move to the right to get the inside track. On all Powerboats tracks, it is important to stick to the inside line. This is generally easy to do and is obviously the fastest way around. Bounce over the bottle and take the right hander on the inside. Take the next open turn and pass between the bubbles and the sponge. This is quicker than bouncing over the sponge. Stay to the inside and the course wiggles about and and will pass head past a rubber duck. When the track starts to move diagonally downwards to the left, you should move to the outside of the track. This is because there is a plughole up ahead. As you approach the whirpool, you should continue pointing the boat towards the bottom left. This will allow you to fight against the plugholes drag. Once you are past it, you can straighten up and follow the track around. When the track moves directly upward, you need to be in the centre. Bounce over the sponge and you will be in line to go through the pipe. On the other side of the pipe is the line. ,----------------------------------------------------------------------------. | R a c e 9 - S a h a r a S a n d p i t | '----------------------------------------------------------------------------' Let the others move a little way in front of you, so you don't collide with them at the beginning. Take the 45 degree turn and soon after there is another open corner. Take it and slow down immediately. There is a tight right hander here, so you need to take it slow. Running wide here, will lose you a lot of time. After a (hopefully) well-taken right hander, there is a pretty long straight. On here there are a lot of ridges, so try to remain still. Once you have bounced over the spade, an open corner will take you directly downwards. When the track straightens out again, you will be heading directly downward. You need to be in the centre of the track here, because there are two narrow bridges that will take you over a couple of channels. If you miss the bridge, you end up in the water. After you come off of the second bridge, there is a short straight. When you see a small body of water next to the track you should slow down. There is a sandcastle directly next to the right hander. If you take the corner wide, you will hit the castle and stop. Take the corner slow enough and keep it tight. Follow this straight until you reach a left turn. There is a footprint here, so try to turn before you bounce over it. Make your way downward and soon there will be a right turn. Take it as well as you can, but there is a little room for running wide. Make your way along the next straight and there will be an easy right hander. After this you should just roll forward over the line. ,----------------------------------------------------------------------------. | R a c e 1 0 - F r u i t - J u i c e F o l l i e s | '----------------------------------------------------------------------------' At the start there is a right hander. Follow the track until it heads down and to the right. At this point, you should keep to the track until it straightens up. When it does this, you should keep driving forward to avoid the beans. Just after this, the track turns downwards, so join up with it here. There is a long-ish straight here, so just follow it down. After a while there is an open corner that goes to the right (left as you look at it). The track will then turn directly downward again. After the next left turn, you will come to a cereal box. Make your way over it and shoot down the long straight here. Bounce over the mat and take the right hander upwards. There's another long straight here with no obstacles to slow you down. At the end of the straight, take the right hander, but beware of the milk spill just after it. Take the right turn here and about halfway down the straight is a bean spill. Move off of the track to avoid it. At the end of the straight is a left hander. Make the turn onto another straight. There are more beans on here, so stay wide to miss them. There's a final left hander, and more beans on the home straight. Stay clear of these bad boys and cross the line. ,----------------------------------------------------------------------------. | R a c e 1 1 - F o a m y F j o r d s | '----------------------------------------------------------------------------' Stick to the inside of the track as it winds back and forth at the beginning. Your opponents will doubtless be zig-zagging around madly here, so you should try to stay out of their way. After initially moving up and right, you will be moving down and right. Stay on the inside here. You will have minimal work to do this. Head past the rubber duck and the track will head downward. Stay to the inside and avoid bouncing over the sponge, though you can't avoid the bottle. After a couple of left handers, the track will be dead straight, right to left. Along here there is a plughole, so stay near the edge of the track to avoid being sucked in. A couple more right handers and the lap will end. ,----------------------------------------------------------------------------. | R a c e 1 2 - B e d r o o m B a t t l e f i e l d | '----------------------------------------------------------------------------' Finally, it's time for the tanks! The tanks are pretty low-speed, though they're not all that hard to live with. What you need to watch out for is being shot by your opponents. It's much better to be close behind your enemies than them being close behind you. Anyway, at the start shoot the guy in front of you. One down. If you get the chance, take the others down too. The key is to get a big enough lead, that you can't be shot. The first corner is an open right hander, that will take you to a second 45 degree turn. You will be heading directly across the screen now. Two more right handers at 45 degrees will take you to a checkers board. Whilst the other racers foolishly try to pick their way across the board, you should drive to the right of it and miss it out completely. Join the track on the other side. There's a left turn here with cards on it. The cards are slippery, so make sure you don't turn whilst moving over them. Now, take the right turn onto a straight. A chicane and a standard right hander and you will end the lap. ,----------------------------------------------------------------------------. | R a c e 1 3 - P i t f a l l P o c k e t s | '----------------------------------------------------------------------------' Get to the inside (left) and take the first corner. Stay to the left (bottom) side of the track. This will allow you to pass between the upcoming balls. Follow the track straight into the pocket. After shooting out of the pocket, the track will head to the right, though it will be windy. After a while, it will make a sharp right and the track will head directly downwards. Two open corners will send you facing left. An open right followed by an open left will put you in sight of a playing card. Slow down considerably and roll up the ramp. Turn to the right and you will be on the edge of the table. After a short straight, you will come to a 90 degree corner at the pocket. You will remember from the previous F1 race that you can take these corners at full speed. Take three more of these corners and you will have come nearly all the way around the table. Coming out of the final corner, you should slow down, because there is a card just after it that will take you down onto the cloth. An open right and an open left will send you to the right. There is a final sharp left hander that hopefully you can take on the inside and make up some ground. Right after this is the finish. ,----------------------------------------------------------------------------. | R a c e 1 4 - P e n c i l P l a t e a u x | '----------------------------------------------------------------------------' This is a pretty tough race, particularly if you are used to going everywhere at full throttle. If you try that here, you are going to fall off a lot. At the start, take the left turn, but stay away from the edge of the table. Take the open left hander and move down the straight. At the end, slow slightly and take the two open right handers. It's important not to go off the track here, otherwise you will skid over the ruler. Proceed a short way and there's a left hander with a bottle of ink on it. Slow down and make sure you don't skid on the ink. Head down the straight here and bounce over the open book. At the end of this straight, there is an open right hander, which is followed by a left hander. Take these slower than you normally would because there is a difficult obstacle coming up. After the chicane, you need to be on the right (left as you look) hand side of the track. This is because you are to make your way over a bridge (ruler) and the path is blocked on the other side of the track. On the other side, stay on this side of the track and keep the hammer down. When you see a blue book at the side of the track, it's time to slow down. There's a tricky left turn here near the edge of the table. To make matters worse there's ink that you can easily slip on. Stay wide as you approach the corner and try to straighten up before you reach the ink. After this, stay in the centre of the track, to avoid being stopped by the two sets of sharpeners and erasers. After the second set of sharpeners/erasers, there is a sharp left hander. Take this slow(ish) so that you don't fall from the table. Follow the diagonal straight, then take the open left hander. You will now be facing dead left. After a short way, there's a hairpin corner that should NOT be taken at full speed. You will be close to the edge of the table, so total control is required. Make your way down the short straight and you will come to a chicane. You should slow down considerably for these corners, because as you come out of them, there is a bridge. This is consists of a single ruler, so you need to be in the centre of the track to get across it. On the other side of the table, you don't need to speed up. There's a quick right-left here that will take you close to the edge of the table, so caution is required. Take a the next left and put your foot to the floor to get over a big jump to the next table. Another jump and when you land, you need to take a hairpin. After you are round it, you should slow down, because there is a right hander that can catch you out and make you fall. Quickly move to the middle of the track and make your way over the narrow bridge. On the other side, there is a quick left-right. After this another right turn will send you diagonally up and right. Take the 45 degree corner and get to the middle of the track to pass between the sharpener/eraser combo. Make a final left and cross the line. ,----------------------------------------------------------------------------. | R a c e 1 5 - T h e D a r e - D e v i l D u n e s | '----------------------------------------------------------------------------' Make a slow start and make the right. Don't try to cut it because there's a sandcastle there. Go down the long straight here and stay to the left (top) side of the track. When you reach a corner, make the turn before you touch the ridges, that will no doubt impact on your steering. Head along this short straight, then take the 45 degree corner. You will now be pointing directly upward. This straight isn't all that long, so get ready to slow down. Dead ahead is a large body of water. If you move just to the right of this, you can get between it and another pool. By doing this, you will cut off a portion of the track and execute a great shortcut! Accelerate forward and a ramp will help you jump over another pool. Immediately after this there is a left hander. Slow down to take it well. Bounce over the spade and slow down again. Take the sharp left hander and head down the straight. Soon there will be a right hander that turns almost into a hairpin. You can take this fairly fast as long as you approach slow and accelerate out. Cut the corner of the left hander right afterwards. Head down this straight and turn as soon as you reach the left turn. By doing this, hopefully you will avoid the ridges and take the corner without incident. Follow the track down as it winds back and forth then head along the long straight that points downwards. Two sharp left handers will take you over the line. ,----------------------------------------------------------------------------. | R a c e 1 6 - P e r i l o u s P i t - S t o p | '----------------------------------------------------------------------------' The race starts with two open right handers. Make your way along this straight and just after the oil spill you should move off of the track to right (botom) avoid the large blob of glue. There's a sharp left hander after this, so just merge in to take it. Make another sharp left and head down the straight. When you reach an oil spill there's a right hander, followed by another oil spill. Don't worry about taking this ultra-tight, there's room to spare. Move off of the track to the right and continue forward. You will pass two blobs of glue one after the other. As soon as you are past them, head back onto the track before you run into the nails. At the end of the straight, there's a small right hander that turns into a larger left hander. Try to stay on the left hand side of the track to avoid the small blob of glue here. Take the two open left turns here and soon after the track will turn directly down. Move slightly off the track to avoid the large blob of glue here. At the end of this section, there's an open right hander. On this corner there's a small blob of glue on this inside, so try to avoid that. Take the open right turn at speed, but quickly move to the middle of the track to avoid the bolt/pencil. Right after this, move off of the right (left as you look) hand side of the track to avoid the blob of glue. However, you need to be going slow because there are fuses and nails nearby that will slow your progress. After making your way past this, you need to get back off of the track to avoid another blob of glue. The right hand side has no obstacles, so that's the best bet. After this, get back onto the track in time for a sharp right turn. As soon as you have turned, get off of the track on the right (bottom) side to avoid yet another blob of glue. Quickly get back to the middle of the track to pass between the nuts. A final left turn will take you over the line. ,----------------------------------------------------------------------------. | R a c e 1 7 - W i d e - A w a k e W a r - Z o n e | '----------------------------------------------------------------------------' Start as usual with the tank courses, shoot the guy in front of you. Get to the inside and avoid the card on the track here. Move onto the stack of open books and on the other side, take a right. This course is pretty basic, so basically, follow the corners all the way until you reach your first obstacle: pencils. Bounce over them, then take the right hander. You will then move to the checkers board. Like before, you should go around it instead of through it. Head down the right and side to save a lot of time. On the other side, move around the playing cards and continue forward. Now, follow the easy path back to the finish. ,----------------------------------------------------------------------------. | R a c e 1 8 - C r a y o n C a n y o n s | '----------------------------------------------------------------------------' At the start, get your foot down to clear the jump. There's a sharp left hander when you land, so be prepared and make sure you don't fall off of the table. Head forward and you will see spilt ink on a left turn. Slow down and skid around the corner. Follow the double right hander and position yourself in the centre of the track to get through the narrowed section. After this, there is an open right followed by an open left. Along this short straight, get to the middle of the track, because there is a narrow bridge coming up. On the other side, slow down for the quick right-left. You should try and turn as soon as you come off of the ruler. After a standard left turn, you should position yourself to the right (left as you look) hand side of the track. There's another bridge here and your path is blocked on the other side. Once you are over the bridge, stay in position because there is an identical bridge coming up. Now, soon after, there is a sharp left hander. You should be cautious here because the track is close to the edge of the table. Along this straight there is a narrow bridge, so make sure you are in the middle of the track. As soon as you are over the bridge, there's a left turn. Take the corner and after a short straight there's another left hander. You should take this nice and slow, so you can stay in the middle of the track for another bridge. On the other side take the right hander and you will be faced with a ramp. It would be foolish to take this at speed. If you jump this too fast, you will hit a ruler, be unable to steer and fall off of the table. Instead, take the jump at even less than half-pace. You will probably hit the ruler, but you won't carry enough momentum to take you off of the table. You should now be free to take the tight right hander. You immediately need to be in the centre of the track to get over the ruler here. There's a pretty long straight here that turns into a double right hander. This can be treated as a hairpin, but don't try to take it too fast. After three open corners, there's a fourth with an ink bottle on. Beware of the skid and make your way past. This is followed by a three standard 90 degree corners. You will now be facing downwards. Take a left hander and stay in the middle of the track to avoid the obstacles. Soon after this, you should slow down for the tight right hander, which is close to the edge of the table. A final jump will take you across the line. ,----------------------------------------------------------------------------. | R a c e 1 9 - S o a p - L a k e C i t y | '----------------------------------------------------------------------------' Stay to the inside and take the right-lefts as they come. Drive between the sponge and the bubbles. Take the two open rights and there will be a fairly long straight. After this there is a lot of zig-zagging back and forth. Get between the bubbles and the rubber duck, preferably on the inside. A couple more basic corners later, there's a plughole in the centre of the track. Aim your boat towards the edge of the track to avoid being sucked in. After this, the track will turn up and left. Avoid the rubber duck and merge in as the track heads upwards. Try to stay in the middle of the track, as there are two pipes coming up, one after the other. After these, head over the line. ,----------------------------------------------------------------------------. | R a c e 2 0 - C h a l k - D u s t C h i c a n e | '----------------------------------------------------------------------------' An easy start, a standard left turn, then drive into a pocket. Shoot out of the pocket and an open right turn will leave you heading left. Stay to the left (bottom) of the track so you can squeeze between the upcoming balls. After this, an open left will turn into a makeshift hairpin. You can take this pretty fast, but be careful not to run wide. There's a few min-chicanes here that won't cause you much trouble. A big right will send you down and to the left. A couple more mini-chicanes and you will be heading downward. A 90 degree left hander comes next. As you head along the next straight, stay to the right (bottom) of the track to get between the gap in the balls. Now, follow the track into a pocket. You will be out of the pocket a short time before you drive directly into another. Shoot out of the pocket and follow the straight. An open left hander comes next. You should slow down after taking this, because there's a playing card that will take you onto the edge of the table. Move right and hopefully you are going slow enough to avoid falling off the table. Head past the pocket and soon after, another card will take you back onto the cloth. Follow the easy corners around to end the lap. ,----------------------------------------------------------------------------. | R a c e 2 1 - G o F o r I t ! | '----------------------------------------------------------------------------' Shoot the guy in front of you. Take a left and then a right you you will make your way onto the lego. The tank doesn't function well along here. You need to bounce into the blue brick and from here go right and then off. There is a path to the right that you can take to completely avoid this and I would recommend it. It's faster and you will have less chance of being shot. Continue right and follow the track around. Bounce over the pencils and eventually you will reach an area of track with lots of playing cards on it. Line up with the first pair and drive directly upward. By doing this you will avoid the skid and you will meet up with the track further up. A long way further around the track you will come to the next obstacle. Bounce over the pencils and you will reach the checkers board. Don't go through it, instead head down the right hand side. From here, join up with the track and deal with the playing cards before heading over the line. ,----------------------------------------------------------------------------. | R a c e 2 2 - C h a m p i o n s h i p R a c e | '----------------------------------------------------------------------------' This is actually a repeat of Race 18 Crayon Canyons. At the start, get your foot down to clear the jump. There's a sharp left hander when you land, so be prepared and make sure you don't fall off of the table. Head forward and you will see spilt ink on a left turn. Slow down and skid around the corner. Follow the double right hander and position yourself in the centre of the track to get through the narrowed section. After this, there is an open right followed by an open left. Along this short straight, get to the middle of the track, because there is a narrow bridge coming up. On the other side, slow down for the quick right-left. You should try and turn as soon as you come off of the ruler. After a standard left turn, you should position yourself to the right (left as you look) hand side of the track. There's another bridge here and your path is blocked on the other side. Once you are over the bridge, stay in position because there is an identical bridge coming up. Now, soon after, there is a sharp left hander. You should be cautious here because the track is close to the edge of the table. Along this straight there is a narrow bridge, so make sure you are in the middle of the track. As soon as you are over the bridge, there's a left turn. Take the corner and after a short straight there's another left hander. You should take this nice and slow, so you can stay in the middle of the track for another bridge. On the other side take the right hander and you will be faced with a ramp. It would be foolish to take this at speed. If you jump this too fast, you will hit a ruler, be unable to steer and fall off of the table. Instead, take the jump at even less than half-pace. You will probably hit the ruler, but you won't carry enough momentum to take you off of the table. You should now be free to take the tight right hander. You immediately need to be in the centre of the track to get over the ruler here. There's a pretty long straight here that turns into a double right hander. This can be treated as a hairpin, but don't try to take it too fast. After three open corners, there's a fourth with an ink bottle on. Beware of the skid and make your way past. This is followed by a three standard 90 degree corners. You will now be facing downwards. Take a left hander and stay in the middle of the track to avoid the obstacles. Soon after this, you should slow down for the tight right hander, which is close to the edge of the table. A final jump will take you across the line. _____________ ______________ \ /| |\ / ) |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ( / | 5) B o n u s R a c e s | \ ¯¯¯¯¯¯¯¯¯¯¯|______________________________________________________|¯¯¯¯¯¯¯¯¯¯¯ Bonus races are part of Challenge Mode. If you win three races in a row, you will unlock a bonus race. In these races, there are no other competitors, you are racing against the clock. You need to complete a lap of the course before the time runs out. If you are successful, you will be awarded an extra life. ,----------------------------------------------------------------------------. | B o n u s R a c e 1 | '----------------------------------------------------------------------------' Time: 45 Seconds Head forward and take a right hander. The track will then turn 45 degress upward, before straightening up. Follow this and you will reach a point with lots of puddles. Driving into one of these puddles will destroy your vehicle, and you will lose time whilst it is replaced on the track. This might seem like a strange thing to suggest, but drive into on of the puddles. You vehicle will now be replaced. Once it is ready to go again, just acclerate forward without turning. Amazingly, your truck will find a path through the puddles without falling in. A great time saver. Follow the track along and eventually it will turn to the right. There are two rocks that will narrow the track here. You can make your way through these at speed or slowly, it all depends on your skill. Once you are past the rocks, the track will then head into a half-pipe. Accelerate to the end of here. When you see a pond come into view, you should slow down. There is a small path of rocks that you can use to get over the pond. Make this move slowly and you can easily get to the other side with plenty of time to spare. On the other side, the track will turn right (left as you look at it). There are two more rocks to pick your way between here. After this there are numerous weeds that block your path. You should just take the biggest path possible around these, but there's no way of doing it without slowing down a lot. Make your way past the final rocks and weeds, then follow the track to the right. Here you will cross the line. ,----------------------------------------------------------------------------. | B o n u s R a c e 2 | '----------------------------------------------------------------------------' Time: 48 Seconds Head forward and the track will move slightly to the left. Here there is a narrow path between two puddles. If you are skilled enough, this can be taken at speed. On the other side of the puddles, head forward. There are a couple of rocks that you need to navigate, before the track straightens out again. Make your way along the straight, then you will have to pick your way between a fork and a couple of logs. Once you are clear of them, follow the track around to the right. Here you will come to another couple of logs. Go between them, then follow the track downward. Go past the weeds here, before making your way along the path over the pond. As soon as you are pointing in the right direction, you can accelerate along the path. On the other side of the pond, pick your way through the weeds, then hit your top speed along the windy path. Eventually, you will reach a couple of puddles. The path between them isn't that hard to navigate. Once on the other side, take a couple of right handers to reach the end. ,----------------------------------------------------------------------------. | B o n u s R a c e 3 | '----------------------------------------------------------------------------' Time: 55 Seconds Go forward and follow the path over the pond. It's not a difficult path, but try not to rush it. On the other side, bounce over the ridges and take the left turn. Here there are two rocks to squeeze between. After this, work your way between the weeds. You will now come to a fork and a log. Drive between them before heading to the left. Make your way between the rocks, then go inside the two logs. Follow the track to the left and you will come to an area with a lot of puddles. These can be easily be deal with, the paths aren't hard to follow. After this, move down the half-pipe. All that is standing between you and the finish now is a lot of rocks that you have to pass between. Take these as fast as possible and head over the line. _____________ ______________ \ /| |\ / ) |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ( / | 5) H e a d t o H e a d | \ ¯¯¯¯¯¯¯¯¯¯¯|______________________________________________________|¯¯¯¯¯¯¯¯¯¯¯ Head to Head mode takes place on exactly the same tracks as Challenge Mode. First of all you should pick your character. After this your friend (or the computer) will chose their character. The first race will now start. Your objective in this race is to get one full screen clear of your opponent. If you manage this you will score a point. After scoring a point, you will both be reposition on the track and the race will restart. You and your opponent will start on 4 points each. If you score, then you will take one of your opponent's points, making the score 5-3. Just like a normal race, you must complete 3 laps. Whoever is winning after the race is completed is the winner. If you are both on 4 points, the race will be a tie. If the score reaches 8-0, then the race will end and the person with 8 will win. As a general rule, you should treat this just like any race. However, remember that you should take every opportunity to slow your opponent down. This gives you the best chance of scoring. Taking the shortest possible is also advisable, as this will help you stretch your lead to one screen. _____________ _____________ \ /| |\ / ) |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ( / | ) C r e d i t s | \ ¯¯¯¯¯¯¯¯¯¯¯|_____________________________________________________|¯¯¯¯¯¯¯¯¯¯¯ T h a n k Y o u s ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ • GameFAQs for hosting this. • You for taking the time to use my guide. • The people on the FAQ Contributors Board for everything FAQ-related. • Pidgetto, who's FAQ I got some of the character information from. _____________ ______________ \ /| |\ / ) |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ( / | ) C o n t a c t I n f o r m a t i o n | \ ¯¯¯¯¯¯¯¯¯¯¯|______________________________________________________|¯¯¯¯¯¯¯¯¯¯¯ My contact email is truly.dexterous@hotmail.com. Before contacting me see my guidelines below. Follow these and I'm more than willing to help you out. D o ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ • Put the game name in the title of your email. • Read all of the guide before contacting me. Make sure the thing that you email me about isn't already in the guide. • Send me anything that you have to add to the guide. • Praise mail. It's always nice to get good feedback. • Tell me about a mistake I made. • IM me about the game. I'm usually pretty chatty, so feel free. You can reach me on MSN at the address above. D o n ' t ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ • Send me emails in txt spk lik ths. Correct English please. • Send me spam. • Hate mail. I don't really need to see this. I don't care if you didn't like the FAQ. • Email me asking me to join a group/club/forum. Thanks but no thanks. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Thank you, that's it until next time. See you around peeps. ______ __ ____ __ /_ __/______ __/ /_ __/ __ \___ _ __/ /____ _________ __ _______ / / / ___/ / / / / / / / / / / _ \| |/_/ __/ _ \/ ___/ __ \/ / / / ___/ / / / / / /_/ / / /_/ / /_/ / __/>