Until I get something substantial to put in this section how about you read what Justin Keeling, from
the Nintendo 64 Headquarters, says about Multi-Player tactics. Most of his info is great for battle mode!


Multi-Player Tactics:

Be unbeatable!

In addition to being a huge (and exclusive) selling point for Nintendo, three- and four-player Mario Kart is never anything less than an intense, hilarious, button-bashing, competitive racing experience. As far as long term replayability is concerned, multi-player is where this game is at. Of course, here more than anywhere else, individuality is the key to interesting racing, so we'll restrict our advice to only the most consistently useful tactics.

Without a doubt, the most useful multi-player (and indeed GP) tactic is the crafty use of select boxes. The game engine's (in the sense of the actual programming code) most pronounced equalizer is the allocation of offensive and defensive items according to your position in the race order. If you're first, you'll never get an item that will allow you to zoom off into an even wider lead. You'll certainly never get a Thunder Bolt or Super Star, and you'll get Red Shells perhaps 5% of the time (in other words: don't count on it). What you will get, however, are lots of single Bananas, Banana Bunches, Fake Item boxes, and the odd Green Shell. These are given to you for a reason: they can all be used as obstacles for those behind you. The other items (mushrooms, ghosts) appear more randomly.

Armed with this information, there's a fair amount you can do to manipulate the kind of item you're going to get out of each select box. Perhaps the nastiest (but most effective) tactic is to race neck and neck with another player; hit the brakes just before the last select box on the last lap; grab a star, lightning or red shell; and take them out in the last 20 seconds of the race. This works with brutal effectiveness, as dropping behind at that stage of the race usually makes the game very sympathetic. Your chance of getting a fatally offensive item is upwards of 70%.

Mario Kart 64's multi-player mode very much stresses the use of items over racing skill. Don't worry if you're way behind in the first two laps -- unless there's a ridiculous disparity in skill between players -- since the whole race is basically decided in the last lap or even the last half lap. This re-emphasizes the significance of the tactic described above.

Choose a bigger player (Wario is highly recommended), and you'll find that any collision with the smaller racers will usually result in them spinning out. Contact between the karts has a lot more effect in this game than in SMK.

If you're a good racer, but always get taken out at the last lap by those behind you who keep getting major offensive items, then this one is for you. Try starting out behind everyone else, and keep going through select boxes until you are given a Thunder Bolt. Then start to overtake the other racers using your basic superior skill towards the beginning of the last lap. The other racers shouldn't get too many nasty items to use against you, since you'll be behind them initially. The minute you reach first place, use your lightning and watch everyone else disappear back into the distance...

If you're playing multi-player GP mode (i.e. two friends versus six computer opponents), it's important to play cooperatively. There's a lot you can do to help each other; for example, if one person gets a Thunder Bolt, wait until the other gets an invulnerability star or ghost, and let them use it as you use your lightning. This way, all the computer players are shrunk and you'll both be able to get a big lead. If you're finding the 150cc or Mirror tracks a bit difficult, try racing with a friend, and let them just sit and irritate the computer drivers (like getting them to wait 30 feet behind the finish line with three red shells...).

As I said before, multi-player is really about individual style. But pick a decent (heavy) racer, and you can always manipulate what kind of items you will get to ensure a first place. That is, until everyone else catches onto your little scheme...