
           ShadowDragon's Guide to
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   | |\/| |/ _` | '__| |/ _ \  | ' // _` | '__| __|
   | |  | | (_| | |  | | (_) | | . \ (_| | |  | |_ 
   |_|  |_|\__,_|_|  |_|\___/  |_|\_\__,_|_|   \__|
                               __   _  _   
                              / /_ | || |  
       version 1.0b (beta)   | '_ \| || |_ 
       released 12.31.2000   | (_) |__   _|
                              \___/   |_|  
  
     ______________________________________________
    /                                               \
   /                                                 \
  |   Welcome to my guide to Mario Kart 64. Out of   |
  |   all the  racing games I've  ever played, the   |
  |   Mario Kart series truly stands in a class of   |
  |   its  own.  I'll  try to  keep this  guide as   |
  |   informative  as possible  without a  lot  of   |
  |   rambling. If you see anything I've forgotten   |
  |   to include, e-mail me and  I'll fix it right   |
  |   away.                                          |
  |                                                  |
  |                      Happy Driving,              |
  |                      ShadowDragon                |
  |                      shadowdragon@hotpop.com     |
   \                                                /
    \______________________________________________/


=====================
i. Version Info
=====================

Version 1.0b (beta) -  Test-piloting the guide. Released 12.31.2000 .
Version 1.0a (alpha) - Unreleased first draft. Checking for major
                       errors and to see that everything's included.

=====================
ii. Table of Contents
=====================

1. Drivers
   a. Lightweights
   b. Mediumweights
   c. Heavyweights
2. Techniques
3. Race Modes
   a. Grand Prix
   b. Vs. Mode
   c. Time Trials
   d. Battle Mode
4. Mushroom Cup
   a. Luigi Raceway
   b. Moo Moo Farm
   c. Koopa Troopa Beach
   d. Kalimari Desert
5. Flower Cup
   a. Toad's Turnpike
   b. Frappe Snowland
   c. Choco Mountain
   d. Mario Raceway
6. Star Cup
   a. Wario Stadium
   b. Sherbet Land
   c. Royal Raceway
   d. Bowser's Castle
7. Special Cup
   a. D.K.'s Jungle Parkway
   b. Yoshi Valley
   c. Banshee Boardwalk
   d. Rainbow Road
8. Battle Mode Tips
9. Battle Mode Arenas
   a. Big Donut
   b. Block Fort
   c. Double Deck
   d. Skyscraper
10. Multiplayer Ideas
11. Secrets
12. Pre-release Changes
13. Next Mario Kart
14. Score Sheet
15. Contact Me
16. Special Thanks
17. Legal Info

=====================
1. Drivers
=====================

Lightweights: Toad, Peach, Yoshi

The lightweights have great acceleration and maximum speed, but they 
lose a lot of speed in corners if they don't power-slide and they can 
take a beating from big bruisers like DK and Bowser. They are ideal for 
setting records in Time Trials.

Mediumweights: Mario, Luigi

Mario and Luigi have poor acceleration but are well-balanced in 
cornering, maximum speed, and bashing other players around. They suffer 
in battle mode and time trials, but they can do well in GP mode.

Heavyweights: Wario, Donkey Kong, Bowser

The heavyweights are great at bashing other players into obstacles. 
While they lose a lot of speed if they go off the track, they can 
maintain their speed in corners and have so-so acceleration. The 
heavyweights are best of the best in battle mode and Vs. mode.

=====================
2. Techniques
=====================

Power-sliding:

This is by far the most important technique to learn. A power-slide and 
it's mini-turbo will temporarily increase your speed and prevent turns 
from slowing you down. There's a great explanation on page 19 of the 
instruction booklet. Try practicing power-sliding on Luigi Raceway 
until you feel comfortable power-sliding.

Holding an item behind you:

If you get a green shell, red shell, spiny shell, banana, or fake item 
box, and you are in first place, a good technique is to hold the item 
behind you by pressing and holding the Z-trigger and trying to ram an 
opponent. Occasionally, this technique backfires when the opponent is 
doing the same and when they spin out, their item touches you, but 
that's rare.

Rocket boost:

At the start of a race, press and hold A as the second light is fading 
out. You'll get an early lead if you succeed. If you are not in first 
or second and there are people in front of you, if you don't hop before 
you hit them you may spin out. If you are a heavyweight, don't hop and 
you'll spin the others out.

Back up:

If you find yourself stuck against a wall, you might want to try 
backing up by holding B and down. When you're far enough from the wall, 
just accelerate to where you need to go. It's a lot better to back up 
than it is to keep ramming the wall and possibly spinning out.

Banana recovery: 

If you hit a banana, quickly hit the brakes. You should see a musical 
note above your head and you won't spin out. While you will lose some 
speed, you'll lose a lot more if you spin out. Keep in mind that this 
technique won't work if you hit a banana while turning.

Slip-streaming:

If you follow another driver very closely for a few seconds, smoke will 
appear and you'll get a temporary speed boost. This is fairly rare, but 
it is great when you're trying to take the lead and you can't quite 
pass the first place driver.

Crazy spin:

While stopped, if you hold A and B and hold the control stick left or 
right, you'll do what I like to call the "crazy spin." You'll turn 
around while the camera stays in the same position, and when you let go 
it'll line up behind you. While it doesn't have many practical uses, 
it's very fun. :)

=====================
3. Race Modes
=====================

Grand Prix: 1-2 players

GP is the main mode of Mario Kart 64. You race against 7 (or 6) 
computer opponents and get a certain amount of points for finishing in 
first through fourth. You can win a trophy at the end which will be 
saved into the game's memory. There are three normal speeds, 50cc, 
100cc, and 150cc, which are increasingly difficult, and one secret 
mode, Extra, which you can get by getting gold on all the cups in 
150cc.

Vs. Mode: 2-4 players

In this mode, you can race against 1-3 human opponents on a single 
course. In this mode, there are bombs scattered around. In this mode, 
it's even more fun to get opponents with items. This mode is good for 
practicing shortcuts.

Time Trials: 1 player

In Time Trials, you're the only one. You start out with Triple 
Mushrooms, but there are no other items on the course. You try to set 
records. In this mode, using all the shortcuts and doing everything 
flawlessly become extremely important.

Battle Mode: 2-4 players

My personal favorite, in this mode you duke it out with other human 
opponents in one of four special arenas. Each player starts with three 
balloons and loses one whenever he or she gets hit by an item. This is 
the most competetive of all the modes. The more players you're playing 
against, the more fun it is.

=====================
4. Mushroom Cup
=====================

Luigi Raceway:

This course is definitely the easiest and simplest in the game. You can 
get a lot of power-slides in on the turns here. If you get a mushroom, 
use it to cut off part of a turn. Starting on the second lap, a Luigi 
balloon will appear on the course with an item box hanging from it that 
always gets you a blue shell. It's pretty useless because you have to 
be there at just the right moment to get it.

Moo Moo Farm:

Moo Moo Farm is a lot wider than Luigi Raceway, but there are lots of 
Moles here out to get you. If you stray into their patches, you stand a 
good chance at being sent into a low orbit. Cut through a mole field if 
you have invincibility or a ghost. The only (semi) shortcut here is to 
go on the very right side of the bridge right before the finish line. 
It's the best place to use a mushroom here. Try laying bananas and fake 
item boxes under that bridge.

Koopa Troopa Beach:

One of my favorite courses, Koopa Troopa Beach has three shortcuts. The 
best and most obvious one is the tunnel right after a ramp. In 50cc, 
it's almost impossible to make it in without a mushroom or star. In 
100cc and 150cc it's fairly easy to make it in without a mushroom or 
star if you hop at the very end of the ramp, especially if you're a 
lightweight. If you don't think you can make it, instead of going along 
the bay, go to the right of the arch -- there's a sand bridge to the 
other side. Also, near the finish line, go straight to the finish line 
instead of staying out of the water. Watch for crabs, though. There's a 
huge ramp ahead of a mossy rock with an item on top. The item here is a 
blue shell. Go for it if you desperately need it and can make the jump. 
Otherwise, weave through the trees.

Kalimari Desert:

There are a few shortcuts here, but they only work if you draw the 
right items. If you get a star on your first or second lap, turn left 
at the second train crossing and activate the star before you enter the 
tunnel. You'll get credit for a lap about half-way through the tunnel. 
Remember, this only works on the first and second laps with a star. The 
other shortcuts are all cutting corners using mushrooms or stars. You 
can go through the train if you have a ghost or a star. Remember, if 
you get a good start on your first lap, you CAN beat the train.

=====================
5. Flower Cup
=====================

Toad's Turnpike:

This course is great. It's fun ramming opponents into cars while trying 
to dodge them yourself. This level's pretty straightforward. The best 
place to lay things, especially fake item boxes, is right in a row with 
the real ones. Most racers will be going too fast to notice the fake. 
This course gives a whole new meaning to skillful power-sliding. You 
need to be extremely careful if you want to get the mini-turbo. Stars 
and ghosts let you go right through the traffic.

Frappe Snowland:

The surface here is simply horrible. In addition, there are snowmen 
here which are located in logical places for power-slides. In the field 
with the giant snowman, the best path seems to be slightly to its left. 
You'll still have to be careful, but that path is a bit easier to 
navigate. Watch out for the bridge at the end. It's an excellent place 
to lay items, but it's also easy to fall off. There are a few places 
you can use a mushroom to cut across the snow.

Choco Mountain:

Choco Mountain is a fairly bland course. The only noteworthy aspect of 
the course is the curve, where and you can fall off in 100cc and 150cc 
or be smooshed by falling rocks. It's best to take the whole turn in 
two wide power slides far from the edge. If you fall off, you could be 
placed back by lakitu or you could fall to an earlier part of the 
track. Of course, it's a very good place to lay traps on that section. 
If you're not careful at the very end, you could end up flying into the 
wall and losing your place.

Mario Raceway:

This course is a return to the great paved surface of Luigi Raceway, 
but it is much more difficult than its sister course. There are many 
opportunities to use mushrooms to cut corners here, most notably across 
the sand before the pipe. There is a "legendary" shortcut on this track 
that is extremely difficult to perform. When you're about to reach the 
highest point on the first hill, turn right so that you're at a right 
angle to the wall, activate a mushroom, and hop right before you fly 
off the track. The only hazards here are the piranhas off the track, 
but in general they're easy to avoid.

=====================
6. Star Cup
=====================

Wario Stadium:

One of the longest courses in the game, Wario Stadium boasts excellent 
shortcuts. Right near the start, you can drive straight towards the 
left wall on one of the four small hills and hop at the last moment. If 
you succeed, you'll cut off a good third of the course. If you can 
immediately turn left and hop into the red and white wall to the right 
of the finish line, you can finish a lap in about 7 seconds. Use 
lightning when opponents are in the middle of or about to use a jump, 
but make sure the same thing doesn't happen to you. If you can't make 
the second shortcut, wait until right before the hairpin turn at the 
end and hop over the red and white section of wall there.

Sherbet Land:

If you haven't guessed already, the surface of this course is extremely 
slippery. The penguins here present a major hazard, especially if they 
dive in front of you. It takes a little bit of practice to get used to 
their patterns, but it's definitely worth it. You can hop over small 
gaps if you're careful, but it's not a good idea to do it in the last 
lap because it's so hard to catch up with less than a lap to go. The 
last cave is particularly hard to navigate without practice. In 
general, you should go to the right of the second column and to the 
left of the third and fourth columns.

Royal Raceway:

The pavement on this course makes for nice turning. To stay on the 
track during the hairpin turn at the beginning without losing a lot of 
speed, hop madly during the turn. You can also power-slide through it, 
but that's a lot more difficult. During the huge jump, you can try for 
a shortcut by heading left and hoping to crash into the side near the 
road. This only works with 150cc karts, it's very hard to do, and it 
doesn't save much time, so I recommend going straight. To make for a 
better landing, press and hold R as soon as you see your shadow appear. 
Do not, I repeat, DO NOT go to Princess Peach's castle. It will not 
save you any time at all. The only reason it's here is for the award 
ceremony. Make sure not to fall in the water or to go off the track at 
the very end.

Bowser's Castle:

Bowser's Castle has an assortment of L-turns, narrow bridges, thwomps, 
stairs, treacherous jumps, and other hazards. The first room with 
thwomps is relatively easy. In the second thwomp room, stay to the left 
of the red carpet so as not to run into the thwomps here. In the third 
thwomp room, drive extremely carefully and use your brakes if you need 
to. Line yourself perfectly on the bridge. The bridge is an excellent 
place to lay traps. Slow down when you get to the stairs to ensure that 
you get an item, and hop around the ensuing turn. Take the spiral 
quickly, but hop so you don't run into walls. It helps to hop right 
before the jump. Now make sure to go off the next jump on the left 
side. That's extremely important. You've just finished one lap of the 
most treacherous level in the game.

=====================
7. Special Cup
=====================

D.K.'s Jungle Parkway:

There's a bug here that can give you a lap at a time. If you go back at 
the start to the cave and hop just to the left of the corner of the 
wall, you can go into it. If Lakitu places you behind the finish line, 
go past it and you'll be credited with a lap. When you go off the jump, 
aim slightly to the left. You can use mushrooms to cut corners, but 
coconuts will come flying at you. Lay items on the narrow bridge near 
the end. You can hop up the hill at the end instead of going around. 
Just don't try to cut too much off or you'll end up behind.

Yoshi Valley:

Yoshi Valley is full of differing, winding paths varying from short and 
treacherous to long and safe. The two best paths are left, right, left 
and right, left, right. The first path is a little shorter, but there 
are more spinys there. If you're careful, you can hop across a chasm 
before the egg. Be cautious not to get smooshed by the egg. After the 
egg is another opportunity for item-laying on the bridge. After the 
bridge is the only good opportunity to use a mushroom here.

Banshee Boardwalk:

It's extremely tough to power-slide here. If you make the slightest 
mistake, you could go flying into the water below. The most hazardous 
area is the S-curve before the haunted house. If you don't steer 
carefully, it's easy to go flying off the side. In the haunted house, 
follow the arrow to the right of the first wall and go to the left of 
the beam and hop over the hole where it's narrow. That should make the 
next turn a little easier.

Rainbow Road:

Rainbow Road is the longest course in the game. It's gentle turns and 
guardrails make it a lot calmer than its Super Mario Kart counterpart. 
At the  start, if you hop, you'll go flying down the track, getting a 
head start. If you aim perfectly to the left before you hop, you can go 
flying onto another section of the course, getting a huge lead. In 
general, if you go toward where the chomps are when you first see them, 
they'll have moved out of the way by the time you get to them. The wide 
turns are excellent opportunities to power-slide.

=====================
8. Battle Mode Tips
=====================

- Be a heavyweight. You can ram other drivers off edges or ram them 
hard so that they lose a balloon.

- Try to get red shells, triple shells, or a ghost. Most of the other 
items aren't as useful.

- If you get a fake item box or banana, drop it in a group of item 
boxes.

- If you are being pursued by someone with a red shell, hold an item 
behind you. This works especially well against less experienced 
players.

- Keep an eye on your opponents' screens. You'll be able to learn their 
location at a glance.

- Round corners or stay close to walls to dodge red shells.

- If the other drivers are battling, stay at a distance and fire red or 
green shells.

=====================
9. Battle Mode Arenas
=====================

---- Big Donut ----

This is the simplest arena. It is, of course, shaped like a big donut 
with four walls to dodge shells behind. Of all the battle arenas, 
power-slides are the most useful here.

* If an opponent has a red shell, hide behind one of the four sections 
of wall.

* Outrun other drivers with power-slides.

* Drop fake item boxes and bananas in one group of items and remember 
which group it is.

---- Block Fort ----

Block Fort, a party favorite, has four sections and three levels, with 
bridges connecting each section on each level. Here, it's really easy 
to tell where the opponents are because of the color-coding of the 
zones.

* Fire red shells so that they will hit opponents on lower levels. They 
won't know what hit them.

* Fill the lower level with green shells and stay on the forts.

* Put bananas on the bridges or on the yellow zone near the bridges and 
put fake item boxes on the bridges.

* Notice the patterns the item boxes are arranged in so you won't run 
into any fake item boxes.

---- Double Deck ----

Double Deck is the biggest arena of all, but the action here's as 
intense as it is in the smaller arenas. The four levels here and the 
plentiful straightaways make for exciting pursuit.

* In the beginning, if you're a heavyweight, go straight into your 
opponent.

* Go to the top and fire red shells through the hole.

* Lay bananas and fake item boxes around blind corners, but remember 
where they are.

* Again, note the neat groups the item boxes are arranged in so you 
won't run into any fake item boxes.

---- Skyscraper ----

Skyscraper has many holes to fall down, so watch out. It's very small, 
so you can very easily find any opponent. Generally, it's best to stay 
on the outside.

* Jump over the holes on the sides if red shells are coming after you.

* Go to the middle if you need to find other drivers.

* Lay traps in the canopies so other drivers won't see them until it's 
too late.

* Get triple shells and force your opponents to choose between ramming 
into you or falling off the edge.

* Only use red shells when the opponents are in your line of sight.

* Note where Lakitu brings drivers when they fall off and ambush them 
there.

=====================
10. Multiplayer Ideas
=====================

These are fun ideas to use when playing with friends, especially when 
they get tired of playing Mario Kart 64 the normal way.

- Play one-handed. It's a heckuva lot harder to steer and use items 
this way.

- Play versus, extra, Toad's Turnpike. Now the traffic is coming at 
you. Combine this with another idea to make it even more challenging.

- Work in teams of two. The driver is blindfolded and his partner has 
to tell him what to do. Good when you have more than four players. Fun 
on Skyscraper.

- In battle in the Block Fort, give each player 5 minutes to lay traps 
on the top level. Now all come to one spot (preferably by going down 
one level first, then coming up) and race around the top level. The 
person who gets farthest without losing all their balloons or falling 
off wins.

- Team up for battle mode. Self-explanatory.

- Outlaw use of red shells in battle mode. Now battle games take a lot 
longer.

- Have each player draw out of a hat the name of the driver they must 
use. Alternatively, have each player draw out of a hat the name of an 
item they cannot use.

- Set up handicaps for the best players. It's a lot more exciting when 
you don't have one player stealing the show.

=====================
11. Secrets
=====================

Extra Mode:

In 150cc GP mode, get the gold in all the cups to unlock the Extra 
Mode. All tracks will be mirrored, meaning that a left turn will now be 
a right turn and vice-versa. Very funny on Toad's Turnpike!

Alternate Title Screen:

When you unlock Extra Mode, the title screen will change. Anybody who 
hasn't seen it will think you have a different version of Mario Kart.

Course Ghosts:

In Time Trials, on Luigi Raceway, Mario Raceway, or Royal Raceway, 
finish under a given time and you can race against the course ghost, 
who is extremely fast. If you can beat it, you are among the best.
Luigi Raceway   1'52"
Mario Raceway   1'30"
Royal Raceway   2'40"

Time on Mario Raceway:

On the title screen, press R and your top speed for Mario Raceway will 
appear.

=====================
12. Pre-Release Changes
=====================

* The game was going to be called "Super Mario Kart R".
* Toad was going to be called "Kinopio".
* D.K. was going to be called "D.Kong".
* Bowser was going to be called "Koopa".
* Magikoopa was going to be a character instead of Wario.
* The feather was going to be included but was taken out after it was 
realized that it caused too many glitches and huge shortcuts.
* Toad's Turnpike was going to be called "Kinopio Highway".
* Frappe Snowland was going to be called "Frappe Snow Land".
* Mario Raceway was going to be called "Motor Speedway".
* Royal Raceway was going to be called "Toadstool Turnpike".
* Bowser's Castle was going to be called "Koopa Castle".
* Special Cup was going to be accessible only after you have beaten all 
the other circuits.
* Instead of facing right, the characters in the 1 player rankings on 
the left were going to be facing straight and to the left.
* There was going to be a strange icon in vs. next to the amount of 
laps. Anyone know what this was going to be for?
* There were going to be "spin" and "drift" techniques.
* Above the "time", there was going to be a "total time".
* There was going to be part of Bowser's Castle in which there were 
four thwomps lined up.
* Instead of Lakitu appearing with lights, the word "GO" was going to 
appear on-screen.
* The game was going to use the D-pad and the analog control stick.
* Before you got an item, a question mark was going to be displayed in 
the item box.

=====================
13. Next Mario Kart
=====================

So far, Nintendo hasn't announced a Mario Kart for the GameCube, but 
they wouldn't just end one of their most popular franchises for no 
reason. Here are some things that should be included in the next Mario 
Kart for the GameCube:

- More characters; Koopa Troopa's return would be nice, and I'd like to 
see Magikoopa in the game.
- More battle mode arenas; while the current four are very good, a few 
more would be nice.
- More challenging modes; the game's G.P. mode is way too easy.
- Polygonal characters; sprites just don't cut it.
- Multiplayer combat over a network.
- Options in battle mode: the ability to set handicaps like amount of 
balloons, set which items appear, set teams, etc.
- The ability to skip past the awards ceremony. It may be nice the 
first 10 times, but after that it gets annoying.
- More tracks as exciting as Yoshi Valley and Toad's Turnpike.
- More items; the Blue Shell and triple shells were brilliant 
additions, but Mario Kart could use more.
- Bots in battle mode.
- Include changing time of day and season or include it as an option.

=====================
14. Score Sheet
=====================

If you want to keep track of how you and your friends do in battle mode 
and who does the best, print out this score sheet. The points are 9 
points for placing first, 3 points for placing second, 1 point for 
placing third, and 0 points for placing fourth. The margin is the 
amount of balloons the winner had when the game was over. The game 
total is Points x Margin for the winner and Points x ( 3 - margin ) for 
everyone else. The Match Total is just the sum of all the totals. One 
game should be played in each arena. A tie is broken by a battle 
between the two winners. The choice to who gets to choose the arena is 
decided by the flip of a coin.


                        P   |   P   |   P   |   P   |   
.___  ___.  __  ___     L   |   L   |   L   |   L   |   
|   \/   | |  |/  /     A   |   A   |   A   |   A   |   
|  \  /  | |  '  /      Y   |   Y   |   Y   |   Y   |   
|  |\/|  | |    <       E   |   E   |   E   |   E   |   
|  |  |  | |  .  \      R   |   R   |   R   |   R   |   
|__|  |__| |__|\__\         |       |       |       |  
                        1   |   2   |   3   |   4   |   
                            |       |       |       |     
Game 1 Points               |       |       |       |  
Game 1 Margin               |       |       |       |  
Game 1 Total                |       |       |       |  
----------------------------+-------+-------+-------|
Game 2 Points               |       |       |       |
Game 2 Margin               |       |       |       |
Game 2 Total                |       |       |       |  
----------------------------+-------+-------+-------|
Game 3 Points               |       |       |       |  
Game 3 Margin               |       |       |       |  
Game 3 Total                |       |       |       |  
----------------------------+-------+-------+-------|
Game 4 Points               |       |       |       |  
Game 4 Margin               |       |       |       |  
Game 4 Total                |       |       |       |  
----------------------------+-------+-------+-------|
Match Total                 |       |       |       |  
----------------------------------------------------/

=====================
15. Contact Me
=====================

My e-mail address is shadowdragon@hotpop.com . Feel free to send me 
anything and everything, including but not limited to:

- Telling me there's missing or wrong info
- Requesting further explanation of something
- Constructive Criticism
- Flames, hate mail, and other non-constructive criticism
- Just talking
- Pointing out typos
- Requests to use this Guide on your website
- Requests to be listed in the Special Thanks

However, DO NOT UNDER ANY CIRCUMSTANCES send me a chain letter, either 
asking for money or not, unless it is a parody or it is otherwise 
funny, or else I will automatically filter all of my messages from you 
to the trash. If it is for money, I'll forward it to the FTC and the 
USPS because no matter what it claims, it's in violation of federal 
law.


=====================
16. Special Thanks
=====================

Nintendo, for making this great game and the hardware to play it on.

Shigeru Miyamoto, the man behind the games.

Me, for taking the time to write this Guide and not procrastinating 
(too much).

My friends, for being excellent and sportsmanlike (well, except Goody) 
competitors.

Nintendo Power magazine, for giving out pre-release information.

GameFAQs , for providing a great service to video game players and FAQ-
writers alike.

ASCII Generator at http://www.network-science.de/ascii/

Car Talk's credits website for some of the thanks below.

Appointment Secretary                       Stu Earley
Copyright Attorney                          Pat Pending
Director of Computer Services               Dot Matrix
Director of Intensive Care                  Picabu Street (Picabu ICU)
Director of Purchasing                      Lois Bidder
Divorce Attorney                            Carmine Nottyors
Fact Checker                                Ella Fynoe
Grammar Checker                             I.M. Shirley Wright
Legal Consulting                            Dewey, Cheetham, and Howe
Nutrition Consultants                       Eaton Wright and Liven Good
Overseer of Florida Voting Practives        Emmanuel Recount
Sexual Harrassment Investigator             Hank E. Panky
Tax Consultant                              Lou Pole
Telephone Solicitation Response Specialist  Theresa Noboddihuom

=====================
17. Legal Info
=====================

This document is copyright (c) 2000-2001 ShadowDragon. All Rights 
Reserved. This document may not be used in part or in its entirety 
without the express written consent of shadowdragon@hotpop.com . The 
only sites authorized to use this guide at the moment is GameFAQs, but 
you may e-mail me with your website's URL and I may grant you 
permission to use this guide. If you see any site using this guide 
that's not listed below, please e-mail me at shadowdragon@hotpop.com

Sites authorized to use this guide:

GameFAQs          www.gamefaqs.com

=====================
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/ __| |_  __ _ __| |_____ __ _|   \ _ _ __ _ __ _ ___ _ _  
\__ \ ' \/ _` / _` / _ \ V  V / |) | '_/ _` / _` / _ \ ' \ 
|___/_||_\__,_\__,_\___/\_/\_/|___/|_| \__,_\__, \___/_||_|
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