Warning: These next paragraphs contain all the best tried and tested cheats for Mario Kart 7. So be warned.
Mushroom Cup:
Toad Circuit:
After exiting the tunnel after the boost ramp, on your left should be a dirt terrain with a ramp in it. If you have a mushroom you can use this ramp.
At the final turn, you can boost through the dirt terrain with the pipes in it, making the turn quicker.
Daisy Hills:
Just before the major jump, make a hard left and head down the hill. There's a smaller ramp here with a series of boost pads that will launch you through the air and allow you to cut through a large portion of the windmill village.
If you decide to take the large ramp, aim your kart to the right before you launch off. Glide through the air and land on the rooftops along the right-hand side to gain access to a series of boost pads that allow you to navigate the village quickly and safely.
Cheep Cheep Lagoon:
The first shortcut of this track is actually a bit useless. On the pier, just before you enter the lagoon; make a hard right to land underwater on a higher path. There are a few coins that litter this route, but the narrowness and lack of items make taking the regular path the smarter choice. Unless of course, you have a mushroom, in which case you can jump and boost across the chasm.
When you enter the cave, stay to the left until you find the narrow pathway. Use the boost at the end to propel yourself above the water, but dive down near the end to make sure that you hit the two boost pads submerged near the shore.
Shy Guy Bazaar:
As soon as you enter the actual bazaar, cut to the right and use the boost to hop up onto the tops of the stands. Use the boost pads up here to make it through this area quickly and to avoid the carnage that of your opponents down below.
After the bazaar, you'll have to navigate a lengthy S-curve. At the end of the curve, stay to the left and drop down onto a lower path. There are a handful of coins as well as a boost pad that will take you back to the main track.
Flower Cup:
Wuhu Loop:
During the 2nd Section of the race, you'll find yourself curving along the side of a mountain. Stay along the outside until you spot a path below you. Drop down to find a straightaway with coins and a boost pad at the end that will place you far ahead of your competition.
Near the spot where you land coming out of the 1st shortcut is a trio of pillars that jut out of the water to the right of the track. This shortcut is extremely difficult, as a slight misstep will lead to your kart plummeting to the water below. You'll have to cut hard to the right immediately before the first pillar and hop in order to reach the boost pad. Honestly, our advice is to just ignore the temptation and stay on the main road.
Near the start of Section 3, you'll spot a lighthouse off to the right. Turn onto a dirt path (don't worry, it won't slow you down) and hit the boost pads to speed yourself towards the jump. While you're in the air, you can play it safe and veer back onto the road to the left. If you got a good boost before the ramp and are feeling lucky, float straight towards the air vent to propel yourself even higher continue gliding towards the village near the finish line.
Mario Circuit:
While not shortcuts, this track is full of long curves that can be avoided by using an item to cut straight through the grass. Save your mushrooms and stars for these areas to shave a couple seconds off of your lap.
After the launch ramp, steer your glider over to the ramp in the grass, land on it, perform a trick on it, and land back on the track to save a lot of time.
Music Park:
After the area with the two Piranha Plants, you'll notice a ramp off to the left. Use a boosting item to launch yourself through the grass and off the ramp to get ahead of the competition.
On the last curve before the finish line, you'll notice a drum in the centre. Approach the curve on the outside and slide in. The inside wall turns into a jump point and you can bounce from there to the drum and back to the road, shaving off precious milliseconds.
Alpine Pass:
In the two sections where you find your kart airborne, keep an eye on the pipes. Some of them will occasionally shoot out a gust of wind, allowing you to rise even higher and maintain your glide.
After the 2nd glide jump, if you have a boost or star, cut to the right when the trees thin out. There will be a ramp you can trick off of, leading perfectly to the base of the big hill.
Star Cup:
Piranha Plant Slide:
There's a narrow path just behind the first Piranha Plant that holds a few coins. The reward is simply not worth it, so don't risk it.
Near the end of the underwater portion, hug the ride-side wall until you spot a current moving up out of a vent. Use it to propel yourself up to the scaffolding and use the boost to shave off a few seconds.
When you boost off the ramp and exit the sewer near the end of the level, hold down to glide above the brick wall. Try to land past the gap in the white fence to get around having to navigate the sharp S-curve.
Wario's Shipyard:
Stick to the left as soon as you enter the water to race along the high road. This path is full of coins and ramps that will help you get a quick leg up on the competition.
At the fork in the road just past the swinging anchor, choose the right path. It's filled with a series of boost pads that will shave off some time from your lap. However, you'll have to proceed with caution, due to this path culminating with a sharp curve to the right.
After this series of boost pads, drift onto the grated area with the red border. If you hop just as you go off of the edge, you can leap the small gap and get a sweet boost while you're at it (on top of the one that have from drifting).
Koopa City:
The only major shortcut in Koopa City comes right near the finish line. As soon as you hit the ramp that propels you into the air, veer to the left and glide towards the Bowser-copter that shoots air upwards. Use it to raise your kart even higher and float far ahead of the pack.
Using the shortcut above, you can also glide up to the track that's above the main track, saving you quite a bit of time by skipping a large section. Note that this is extremely difficult to do and will take practise and perfection.
Wuhu Loop:
While you are playing on Wuhu Loop, stop right before you enter the first tunnel. There will be an opening on the right just where the fence ends and the tunnel begins. Drive backwards so you are completely turned around and then drive off the edge so you land into the lake. If done correctly, Lakitu will drop you off just before the third checkpoint. This is great for Time Trials, shaving 20-30 seconds off your time. Using it online may provide a lot of frustration and anger for other players, resulting in an overflow of pre-set responses of "Not fair!”. NOTE: This glitch has been updated via a downloadable file so it doesn’t work online.
If you choose not to do the above, when you are on the 2nd section and approaching the castle, boost into the water to skip a long curve.
Also at the castle, there is a small opening you can take through it if you have a mushroom or good Off-Road stats.
Special Cup:
DK Jungle:
About halfway through the track, you'll have to avoid a trio of Tiki Tak Tribe members followed by a bridge. Immediately after the bridge, look to the left of the track to spot a wooden path. Make a sharp turn onto it, and you'll eventually find a ramp that will boost you into the air and over your competition. Hold up on the Circle Pad, and the kart will dive down and hit all the boost pads.
Rosalina's Ice World:
Inside the ice cave, you'll spot a narrow path that splits off to the right. This way is lined with boost pads, but you'll have to risk falling off the edge. Staying left is the safe bet, but a successful run through the right path can shave off precious seconds from your lap. Try drifting and letting only your back tires touch the boost pad.
After the first lap, the ice bridge goes away, leaving you to fall into the water below. If you use a mushroom right before the ramp, you will go to the ice instead of falling into the water. It is possible to do this without a mushroom if your speed stats are high. Holding down on the Circle Pad can make the extra difference.
If you have good aiming and timing, you can jump and mushroom past the big curve around the chasm.
Bowser's Castle:
Halfway through the race you'll encounter a pair of Thwomps guarding a hallway. Just before the second one, look to the left to spot a ramp that leads over the lava. Make a sharp turn and hit the ramp to find a shortcut that leads up over a series of rotating blades and into the water.
Rainbow Road:
Right after the first section, you can jump past the small, red and white striped curve while drifting.
After circling the rings on the planet and going off the launch pad, you can use two mushrooms to boost straight forwards, skipping a large portion of the curvy road.
Near the end, as you're going down the giant U-shaped portion of the track, there will be red and white striped edging. You can either boost off of that to skip the rest of the track, or just drive off (rather risky option).
Shell Cup:
Bowser Castle I (GBA):
On the 2nd and 3rd laps, a ramp will raise up at the beginning of the boost-filled straightaway. Once your kart is airborne, steer to the left of the track towards another ramp that juts out of the lava. If you're able to glide to it, you'll end up skipping quite a bit of the track.
Leaf Cup
DK Pass (DS):
After the rolling snowball curves, there is a mound of snow that you drift around. If you have a mushroom or good Off-Road stats, boost up to the top and there will be an item box up there. While this "shortcut" doesn't do much to put you ahead of the competition, the item box is unique in that it is guaranteed to give you Triple Red Shells, Triple mushrooms, or a Star.
Lightning Cup:
Dino Dino Jungle (GCN):
After you drive through the tunnel after the stomping dinosaur feet, turn right onto a skinnier (but more direct) ramp. It also has two item blocks.
This is a major short cut for the course GCN Dino Dino Jungle in the lightning cup. When you reach the blue accelerator ramp towards the end of the course, use a mushroom, and then press down on the circle pad. You should go extremely high. If you look to the left, you will notice that you are above the mountain separating you from the finish line. Simply glide over that small mountain directly to the left of you and you will be significantly in front of the rest of everybody else. However, if you go too far to the left while gliding over, you will go out of the course. Once you have perfected this, you can easily get a good 10 seconds in front of everybody if you are in 1st.
As soon as you enter the geyser-filled tunnel, make a hard right and onto a blue ramp. There is mud in the way that will slow you down, even with High Off-Road, but the boost pad normally makes up for it.
Toad Circuit:
After exiting the tunnel after the boost ramp, on your left should be a dirt terrain with a ramp in it. If you have a mushroom you can use this ramp.
At the final turn, you can boost through the dirt terrain with the pipes in it, making the turn quicker.
Daisy Hills:
Just before the major jump, make a hard left and head down the hill. There's a smaller ramp here with a series of boost pads that will launch you through the air and allow you to cut through a large portion of the windmill village.
If you decide to take the large ramp, aim your kart to the right before you launch off. Glide through the air and land on the rooftops along the right-hand side to gain access to a series of boost pads that allow you to navigate the village quickly and safely.
Cheep Cheep Lagoon:
The first shortcut of this track is actually a bit useless. On the pier, just before you enter the lagoon; make a hard right to land underwater on a higher path. There are a few coins that litter this route, but the narrowness and lack of items make taking the regular path the smarter choice. Unless of course, you have a mushroom, in which case you can jump and boost across the chasm.
When you enter the cave, stay to the left until you find the narrow pathway. Use the boost at the end to propel yourself above the water, but dive down near the end to make sure that you hit the two boost pads submerged near the shore.
Shy Guy Bazaar:
As soon as you enter the actual bazaar, cut to the right and use the boost to hop up onto the tops of the stands. Use the boost pads up here to make it through this area quickly and to avoid the carnage that of your opponents down below.
After the bazaar, you'll have to navigate a lengthy S-curve. At the end of the curve, stay to the left and drop down onto a lower path. There are a handful of coins as well as a boost pad that will take you back to the main track.
Flower Cup:
Wuhu Loop:
During the 2nd Section of the race, you'll find yourself curving along the side of a mountain. Stay along the outside until you spot a path below you. Drop down to find a straightaway with coins and a boost pad at the end that will place you far ahead of your competition.
Near the spot where you land coming out of the 1st shortcut is a trio of pillars that jut out of the water to the right of the track. This shortcut is extremely difficult, as a slight misstep will lead to your kart plummeting to the water below. You'll have to cut hard to the right immediately before the first pillar and hop in order to reach the boost pad. Honestly, our advice is to just ignore the temptation and stay on the main road.
Near the start of Section 3, you'll spot a lighthouse off to the right. Turn onto a dirt path (don't worry, it won't slow you down) and hit the boost pads to speed yourself towards the jump. While you're in the air, you can play it safe and veer back onto the road to the left. If you got a good boost before the ramp and are feeling lucky, float straight towards the air vent to propel yourself even higher continue gliding towards the village near the finish line.
Mario Circuit:
While not shortcuts, this track is full of long curves that can be avoided by using an item to cut straight through the grass. Save your mushrooms and stars for these areas to shave a couple seconds off of your lap.
After the launch ramp, steer your glider over to the ramp in the grass, land on it, perform a trick on it, and land back on the track to save a lot of time.
Music Park:
After the area with the two Piranha Plants, you'll notice a ramp off to the left. Use a boosting item to launch yourself through the grass and off the ramp to get ahead of the competition.
On the last curve before the finish line, you'll notice a drum in the centre. Approach the curve on the outside and slide in. The inside wall turns into a jump point and you can bounce from there to the drum and back to the road, shaving off precious milliseconds.
Alpine Pass:
In the two sections where you find your kart airborne, keep an eye on the pipes. Some of them will occasionally shoot out a gust of wind, allowing you to rise even higher and maintain your glide.
After the 2nd glide jump, if you have a boost or star, cut to the right when the trees thin out. There will be a ramp you can trick off of, leading perfectly to the base of the big hill.
Star Cup:
Piranha Plant Slide:
There's a narrow path just behind the first Piranha Plant that holds a few coins. The reward is simply not worth it, so don't risk it.
Near the end of the underwater portion, hug the ride-side wall until you spot a current moving up out of a vent. Use it to propel yourself up to the scaffolding and use the boost to shave off a few seconds.
When you boost off the ramp and exit the sewer near the end of the level, hold down to glide above the brick wall. Try to land past the gap in the white fence to get around having to navigate the sharp S-curve.
Wario's Shipyard:
Stick to the left as soon as you enter the water to race along the high road. This path is full of coins and ramps that will help you get a quick leg up on the competition.
At the fork in the road just past the swinging anchor, choose the right path. It's filled with a series of boost pads that will shave off some time from your lap. However, you'll have to proceed with caution, due to this path culminating with a sharp curve to the right.
After this series of boost pads, drift onto the grated area with the red border. If you hop just as you go off of the edge, you can leap the small gap and get a sweet boost while you're at it (on top of the one that have from drifting).
Koopa City:
The only major shortcut in Koopa City comes right near the finish line. As soon as you hit the ramp that propels you into the air, veer to the left and glide towards the Bowser-copter that shoots air upwards. Use it to raise your kart even higher and float far ahead of the pack.
Using the shortcut above, you can also glide up to the track that's above the main track, saving you quite a bit of time by skipping a large section. Note that this is extremely difficult to do and will take practise and perfection.
Wuhu Loop:
While you are playing on Wuhu Loop, stop right before you enter the first tunnel. There will be an opening on the right just where the fence ends and the tunnel begins. Drive backwards so you are completely turned around and then drive off the edge so you land into the lake. If done correctly, Lakitu will drop you off just before the third checkpoint. This is great for Time Trials, shaving 20-30 seconds off your time. Using it online may provide a lot of frustration and anger for other players, resulting in an overflow of pre-set responses of "Not fair!”. NOTE: This glitch has been updated via a downloadable file so it doesn’t work online.
If you choose not to do the above, when you are on the 2nd section and approaching the castle, boost into the water to skip a long curve.
Also at the castle, there is a small opening you can take through it if you have a mushroom or good Off-Road stats.
Special Cup:
DK Jungle:
About halfway through the track, you'll have to avoid a trio of Tiki Tak Tribe members followed by a bridge. Immediately after the bridge, look to the left of the track to spot a wooden path. Make a sharp turn onto it, and you'll eventually find a ramp that will boost you into the air and over your competition. Hold up on the Circle Pad, and the kart will dive down and hit all the boost pads.
Rosalina's Ice World:
Inside the ice cave, you'll spot a narrow path that splits off to the right. This way is lined with boost pads, but you'll have to risk falling off the edge. Staying left is the safe bet, but a successful run through the right path can shave off precious seconds from your lap. Try drifting and letting only your back tires touch the boost pad.
After the first lap, the ice bridge goes away, leaving you to fall into the water below. If you use a mushroom right before the ramp, you will go to the ice instead of falling into the water. It is possible to do this without a mushroom if your speed stats are high. Holding down on the Circle Pad can make the extra difference.
If you have good aiming and timing, you can jump and mushroom past the big curve around the chasm.
Bowser's Castle:
Halfway through the race you'll encounter a pair of Thwomps guarding a hallway. Just before the second one, look to the left to spot a ramp that leads over the lava. Make a sharp turn and hit the ramp to find a shortcut that leads up over a series of rotating blades and into the water.
Rainbow Road:
Right after the first section, you can jump past the small, red and white striped curve while drifting.
After circling the rings on the planet and going off the launch pad, you can use two mushrooms to boost straight forwards, skipping a large portion of the curvy road.
Near the end, as you're going down the giant U-shaped portion of the track, there will be red and white striped edging. You can either boost off of that to skip the rest of the track, or just drive off (rather risky option).
Shell Cup:
Bowser Castle I (GBA):
On the 2nd and 3rd laps, a ramp will raise up at the beginning of the boost-filled straightaway. Once your kart is airborne, steer to the left of the track towards another ramp that juts out of the lava. If you're able to glide to it, you'll end up skipping quite a bit of the track.
Leaf Cup
DK Pass (DS):
After the rolling snowball curves, there is a mound of snow that you drift around. If you have a mushroom or good Off-Road stats, boost up to the top and there will be an item box up there. While this "shortcut" doesn't do much to put you ahead of the competition, the item box is unique in that it is guaranteed to give you Triple Red Shells, Triple mushrooms, or a Star.
Lightning Cup:
Dino Dino Jungle (GCN):
After you drive through the tunnel after the stomping dinosaur feet, turn right onto a skinnier (but more direct) ramp. It also has two item blocks.
This is a major short cut for the course GCN Dino Dino Jungle in the lightning cup. When you reach the blue accelerator ramp towards the end of the course, use a mushroom, and then press down on the circle pad. You should go extremely high. If you look to the left, you will notice that you are above the mountain separating you from the finish line. Simply glide over that small mountain directly to the left of you and you will be significantly in front of the rest of everybody else. However, if you go too far to the left while gliding over, you will go out of the course. Once you have perfected this, you can easily get a good 10 seconds in front of everybody if you are in 1st.
As soon as you enter the geyser-filled tunnel, make a hard right and onto a blue ramp. There is mud in the way that will slow you down, even with High Off-Road, but the boost pad normally makes up for it.
Kart Parts
Wheels:
Karts:
Gliders:
Thanks to IGN for some of the shortcuts.
If you know of any others, please leave a comment on what it is.
See Ya,
Martin
No comments:
Post a Comment