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Mario Kart: Super Circuit FAQ
For the Gameboy Advance
Version 1.1 (Last Updated 9/2/2001)
By Devin Morgan
This file is Copyright (c)2001-2006 Devin Morgan. All rights reserved.
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Table of Contents
1. What's New
2. Introduction
3. Controls
4. Game Modes
5. Characters
6. Tracks
7. Items
8. Secrets/Tips and Tricks
9. Credits
10. Copyright Notice
11. Contact Information
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-=-=-=-=-=-=-=-=-=-=
-= 1. What's New -=
-=-=-=-=-=-=-=-=-=-=
Version 1.1 (9/2/01): Updated information regarding getting high ranks,
thanks to Bob Van Valin!
Version 1.05 (8/28/01): Added a secret to the Secrets section, regarding
erasing your game data!
Version 1.0 (8/27/01): Changed the guide around so it's based on the US game
instead of the JP one.
*****************************************************************************
-=-=-=-=-=-=-=-=-=-=-=
-= 2. Introduction -=
-=-=-=-=-=-=-=-=-=-=-=
The newest installment to the Mario Kart series is finally out for the
Gameboy Advance! The same characters from Mario Kart 64 are here, but there
are MANY new tracks for you to ride on as well! The graphics are great, the
sound is great, and this game is just as fun as its predecessors. If you're a
big fan of Mario Kart, then I'd recommend you buy this one as well for some
more fun in the series!
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-=-=-=-=-=-=-=-=-=
-= 3. Controls -=
-=-=-=-=-=-=-=-=-=
Control Pad: Steer racer, move cursor on menu screens
Start: Pause, start game
Select: Honk horn while driving
A: Accelerate, confirm selection on menu screens
B: Brake (hold while using Control Pad to go in reverse), cancel selection on
menu screens
L: Use item
R: Jump (hold while pressing Left or Right on the Control Pad to power slide)
A + B: Make a spin turn while holding Left or Right on the Control Pad
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-=-=-=-=-=-=-=-=-=-=
-= 4. Game Modes -=
-=-=-=-=-=-=-=-=-=-=
Mario GP
--------
This is the main area of the game, where you race in one of 5 cups against 7
other racers. There are 4 courses in each cup, and after each race, you gain
points according to what position you came in. After you finish the cup, if
you're in the top 3 positions, you'll win either the Bronze, Silver, or Gold
Cup for that set of courses. You are also given a rank, which I believe
depends on the number of Coins you pick up throughout the courses you just
played through. I've yet to find out what happens if you get the highest
rank, but when I do, I'll be sure to add something about it here!
Time Trial
----------
This game mode allows you to race on any of the available tracks against the
clock to set a speed record. After racing on a course, you can race against
your ghost on the same track. That way you can try to beat your previous
record that the ghost is representing. I'm not sure what happens yet if you
beat all the course records on Time Trial, but if any information regarding
it comes in, it'll definitely be added!
Quick Run
---------
This is basically a practice mode for the regular Mario GP. Here, you can
pick the cup and track, as well as the difficulty (50cc, 100cc, or 150cc) to
play in. You'll race against the 7 computer-controlled racers, but the
outcome of these races are not counted towards anything. It's just meant for
you to practice and get used to a specific course before playing for real on
Mario GP.
Multiplayer
-----------
If you're linked up with another Gameboy Advance system, you'll be able to
access multiplayer mode. You can connect with 3 other systems for a 4-player
game, even if there is only one game cart being used. Here's a quick rundown
of each mode in multi/single cart multiplayer mode:
Vs.: For Vs. mode (if all systems have a cart), players can pick any
character and race against each other on any already-open track.
Battle: If all systems have Mario Kart Advance carts in them, you can play on
any of 4 battle courses with any character. Each player has 3
balloons surrounding them, and when hit by an attack, one is lost.
When all 3 balloons are gone, that player is out.
Single-Cart Vs.: If only one GBA system has a cart, you and any other players
can race on any already-open track. However, you can only
use differently colored Yoshis as your characters here.
Ghost Exchange
--------------
On the title screen, if you select this option while linked to another GBA
system, you can trade ghost data with other players. That ghost data is saved
from Time Trial mode, so that's what this option is for basically: to trade
ghost records with others.
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-=-=-=-=-=-=-=-=-=-=
-= 5. Characters -=
-=-=-=-=-=-=-=-=-=-=
Note: Each character has a rating from 1-5 stars in 2 categories; speed and
weight. The heavier the racer is, the harder it will be for others to knock
them around during the race. And for acceleration, the higher the rating, the
faster you speed up. On the player select screen, you'll be able to see these
stats as well, but they're included in this FAQ for reference purposes. Also,
if you select the question mark box in the middle, you'll randomly select a
character to use.
Mario
Speed: 3
Weight: 3
Luigi
Speed: 3
Weight: 3
Peach
Speed: 5
Weight: 1
Toad
Speed: 5
Weight: 1
Yoshi
Speed: 4
Weight: 2
Donkey Kong
Speed: 2
Weight: 4
Wario
Speed: 2
Weight: 4
Bowser
Speed: 1
Weight: 5
*****************************************************************************
-=-=-=-=-=-=-=-=
-= 6. Tracks -=
-=-=-=-=-=-=-=-=
Mushroom Cup
------------
Peach Circuit
Description: The very first course on the very first cup is obviously
quite easy to complete. It's very straightforward with no
major turns to worry about. There is a hairpin turn near the
end of the track, but it's pretty wide, so you won't have
trouble on it.
Shy Guy Beach
Description: This course takes place on a series of dry sections of land,
as well as shallow areas of water in between. There are
crabs walking back and forth across some parts of the track,
so avoid them if you can. Also, about halfway through the
course, cannonballs will fall from the sky, so you might
want to steer clear of those when you hear them being shot.
Riverside Park
Description: This course is a bit longer than the previous courses of
this cup. There are many more turns, as well as two large
jumps. The first jump is over water, and the second is over
a section of the track going in the other direction. The
tight turn leading to the second turn can be annoying, so
try not to spin out or you won't be able to make it across
the jump because you weren't moving fast enough.
Bowser Castle 1
Description: The first of several Bowser Castle tracks is the most
straightforward one there. There are a couple of hazards in
here, including Thwomps that come crashing down, then go
back up again before repeating. Also, there is a section
where you must make a series of jumps over lava, in which
fireballs shoot up from. If you get hit, you'll be
temporarily stopped, so be careful.
Flower Cup
----------
Mario Circuit
Description: This is a pretty simple course, with no hazards and a pretty
straightforward track. There is a hairpin turn in the first
half of the course, and that's about it for tough turns.
Near the end of the track, just before the finish line,
there's a seemingly out-of-the-way section of track to the
right. Go straight through the grass and onto this section
and collect the line of Coins, then hit the booster for a
quick turbo boost, which can be helpful if you're trying to
catch up!
Boo Lake
Description: This course is a bit tougher than the previous bunch of
courses you've played through. In the first straightaway,
there are several lines of boosters, as well as jumps for
you to make after hitting the boosters. There are a few
tight turns here, and two path splits. For the first path
split, I recommend taking the left branch since there are
more Coins there. For the second split, there is a shortcut
you can take that'll shave a second or two off each lap.
Take the left branch at the split and go across the bridge,
then continue left through the rest of the course.
Cheese Land
Description: This track can be a little confusing at times, especially in
the beginning area since it can seem misleading. The track
is a bit wavy, and the only section of track that'll slow
you down is the dark orange parts along the outer edges, so
you'll be alright. There are 2 jumps you must make as well;
you make a sharp left turn to hit the first one, then a
sharp turn to the right for the other one. Near the end of
the track, there are mice that walk around on the track,
causing you to spin out and lose Coins if you hit them.
Steer clear of them and you'll be in good shape here.
Bowser Castle 2
Description: This course can be a little annoying at times, especially on
the parts where the track itself is above the lava on the
grating. There are still Thwomps around to avoid, as well as
the series of small jumps and the fireballs to avoid there.
At a couple of parts of the track, the track becomes grated
and can be difficult to see where it leads at times. In
those areas, I recommend you stay towards the middle so you
won't have to worry about falling into the lava or anything.
There are also a couple of boosters at the start of the
straight sections of track, but they're towards the right
side of the track, so you might want to hit those for a good
boost as well.
Lightning Cup
-------------
Luigi Circuit
Description: This course is rainy, and there are many puddles along the
track. If you drive straight into one, press B before you
totally spin out! There are a few tight turns here, and
that's about it for this rather straightforward course.
Sky Circuit
Description: This sky-bound course is pretty easy, with no hazards
besides the vines along the sides of the track. There is a
small jump in the first half of the course, which isn't a
big deal either. This one's very simple to get through with
no problems, which is a relief since the following courses
are a bit worse.
Cheep Cheep Island
Description: Here on this beach-themed course, giant Cheep Cheeps are
jumping in and out of the water in the background. There are
crabs wandering around again on the beach, so stay clear of
them. In the large section halfway through the track (it's
the large area on the map), stay to the left and you'll hit
the two lines of boosters there that you would otherwise
pass up.
Sunset Wilds
Description: This desert area is pretty easy to get through, and there
are many boosters and straight paths here as well. The first
couple of sharp turns are perfect to power slide on for an
added boost. When you reach the large muddy section with the
boosters scattered around, keep in mind that the course is
going straight, despite how the boosters' arrows are
pointing to the right. There is a large area with a bunch of
Shy Guy Indian teepees set up; those you should really
avoid. If you hit one, a Shy Guy Indian will jump onto your
kart and start taking your Coins. Shake it off by hopping
repeatedly, or wait until it falls off.
Star Cup
--------
Snow Land
Description: This icy track is a pretty interesting change, compared to
other tracks you've played so far. There is snow along the
sides of the course, which slows you down if you ride in it.
After the long straightaway with the line of Coins, stay to
the right to go on a light blue path, which is a type of
shortcut. Then after the wide hairpin turn, avoid the icy
ponds and stay to the right to travel on another shortcut
path. There are also penguins standing around that you
should avoid, as well as dark blue patches of ice along the
sides, which will make you spin out if you move across it.
Ribbon Road
Description: This is another very straightforward course, since all you
have to do is follow the red road with the white line in the
middle. There are several boosters throughout the course, as
well as 2 jumps across portions of track below. There are a
couple of somewhat tight turns, but overall it's a smooth
ride through this track.
Yoshi Desert
Description: The track is pretty straightforward, but it's pretty bumpy
and the turns can be tough at times. There are whirlpools of
sand alongside certain parts of the track, and if you drive
into it, a giant piranha plant will eat you and spit you
out, which wastes valuable time in your race. Besides that,
there is nothing really big to worry about here.
Bowser Castle 3
Description: The third Bowser Castle course is probably the smoothest one
you've faced so far. There's nothing really new here,
besides the grated sections above the lava, the Thwomps, and
the fireballs. However, there is a tight hairpin turn
(you'll see it on the map) that you should power slide
around the bend before to help you out.
Special Cup
-----------
Lakeside Park
Description: This is the first truly annoying track, mostly because of
the tight turns. There is a tight hairpin turn (power slide
here; it helps) just before a jump across a part of the
track, but be ready for the sharp left turn after the jump.
There are a couple of walls with bumpers on them, which you
should avoid since you may end up jumping across to the
other side of the track, where you'll end up being further
back than you're supposed to be. In addition, there are
sections where the volcanic eruptions in the background will
drop rocks of lava on the track, so you'll want to avoid
those as well.
Broken Pier
Description: This ghost-infested level is a little tough, since there are
many turns and gaps. There are also ghosts floating above
the track, and if you drive under one, it'll cling onto you
and start taking your Coins. Shake it off by hopping or just
wait until it falls off by itself. Also, about halfway
through the track, there's a long straightaway with a line
of boosters to the left. Hit the boosters if you want and
stay to the left, then across the narrow bridge for a little
shortcut.
Bowser Castle 4
Description: The final Bowser Castle stage is obviously the most complex
of all. The usual stuff is here, but there are also a couple
Paratroopas flying around near the end of the track, so you
should steer around them. Also, in the first area, there are
no bumpers in front of the lava pits, so you better go
around them or you'll fall in! About halfway along, there is
a series of small hops across lava, followed by a big jump
across part of the track, so be prepared for that.
Rainbow Road
Description: The last track of the last cup, and it really isn't too bad
either! There are no real boundaries throughout the entire
track, besides the beginning area. There are bumpers that
act as boundaries all the way along, but they don't help
because you can just bounce on one and fall off the track!
In the beginning area, there are stars that fall and bounce
on the track, spinning you out if hit. There are also
thunder clouds floating around that will shrink you down if
you're struck by their lightning. About halfway through,
you'll notice a separate part of the track to the left
before the path splits. Hit the bumper to the left and go
straight onto that path, hitting a whole lot of boosters
along the way to the end of that path. Be careful though,
because if you hit the bumper at the end, you'll shoot too
far ahead and you won't be able to land on the track!
=================
Bonus SNES Tracks
=================
Mushroom Cup
------------
Mario Circuit 1
Description: The first course from the original Super Mario Kart is just
about as easy as it's going to get. There are no hazards at
all here, no tight turns; just a wide and easily navigable
track.
Donut Plains 1
Description: This is another wide track, but the path is a bit wavier and
some of the turns are tighter. The turns are wide enough for
you to have no problems getting around, and they're also
good for power sliding around if you like.
Ghost Valley 1
Description: The first of the Ghost Valley courses is obviously the easy
one in the group. It's a smooth course with no major turns
to deal with. There is a shortcut, however, that you can
use. Near the end of the track, before the right turn
leading around the bend to the finish line, there is a gap
you jump before the turn. If you have the Mushroom item and
you're going at a high speed, hit the bumper and use the
Mushroom, steering to the left. You should make it onto the
shortcut path, cutting a second or two off the time. I don't
really recommend doing this though, since you'd most likely
miss and fall into the pit.
Bowser Castle 1
Description: This one is definitely the easiest of the Bowser Castle
tracks by far. There are no Thwomps or fireballs here, so
you won't have to worry about those hazards. The turns are a
bit sharp because of the corners, but it's nothing you can't
handle anyway.
Flower Cup
----------
Mario Circuit 2
Description: This is another easy track, since there are no real major
turns here. There is one hairpin turn near the end, followed
by a jump over a portion of the track, but you can power
slide around that turn and stay on course, so no worries
here!
Choco Island 1
Description: Here is the first of the Choco Island courses, and this one
is pretty bumpy. There are a couple of chocolate puddles
that will slow you down if you ride in them, but other than
that, this course is a piece of cake!
Ghost Valley 2
Description: Like the first Ghost Valley track, this one isn't too much
of a problem either. The turns aren't too tough, although
they seem to be a bit sharp at times. Watch out for the
areas with no boundaries, so you don't fall off the track,
wasting time off your lap!
Donut Plains 2
Description: The last track of the Flower Cup is a bit more difficult
than the other bonus ones you've played so far. The turns
are even tighter here, making it tough to stay on the track
the whole time. It'd be best if you used the power sliding
technique to get around those turns.
Lightning Cup
-------------
Bowser Castle 2
Description: This course has sharp corners, which means there are a bunch
of tight turns here. There are a couple instances where you
may be mislead on the track. On the first straightaway,
you'll see a path branch off to the left; do NOT take that
path because it's a dead end. Instead, continue straight and
take the second left path. In the following area, you'll see
a few different paths, so take any you want and continue
through the course. Overall, this track isn't too tough,
just as long as you don't get lost!
Mario Circuit 3
Description: This Mario Circuit track is the toughest one so far, since
there are just so many tough turns to make! It's more
difficult to stay on the track here, so you may want to
either take it slow or just power slide around each bend.
Koopa Beach 1
Description: This beach-themed course is relatively short, with each lap
taking no more than 20 seconds to complete. It's a simple
follow-the-path course through a bunch of small islands, but
you slow down when riding through the water. There is a
shortcut you can take to get through each lap a couple
seconds quicker though. After the beginning of the lap, stay
to the right side of the track, riding in the shallow water
if you want. You'll see a small island with an item box on
it; follow the shallow path to it, then continue along it to
the main path up ahead. From there, just continue right to
the end.
Choco Island 2
Description: The beginning of the course starts off with a couple of
tough turns, especially the one after the line of item
boxes. Keep going along and the path leads through a large
chocolate puddle, which isn't too big of a deal. The rest of
the course is a bit bumpy, but that's not a problem either.
The sharp turns in the beginning are the only real problems
for this course.
Star Cup
--------
Vanilla Lake 1
Description: This is the first of two icy SNES courses here. You'll skid
if you go too fast and turn, so be careful. About halfway
through here, there are several ice blocks in your way. Each
time you hit one, it disappears for the rest of the race, so
you may want to either hit them or go around them as best as
you can.
Bowser Castle 3
Description: This is the final Bowser Castle course you'll have to get
through, and it's not too tough either. There are no Thwomps
or fireballs here; just a bunch of narrow paths, jumps over
lava, and tight turns. Nothing you haven't seen before, so
this place isn't too hard to get through.
Mario Circuit 4
Description: The last Mario Circuit track is similar to the previous
ones. There are narrow paths and tight turns to worry about
here, but just like the others, you can just power slide
around the corners and handle it all pretty well. There are
2 hairpin turns near the end, which are the major turns of
this track, so be prepared to slide around those.
Donut Plains 3
Description: The last track of the Star Cup and the Donut Plains series
is honestly the toughest track I've played in this game!
There are a couple of bridges you must cross, which have no
boundaries on them, so be careful not to fall in the water
on either side! The turn before the second bridge is wide,
so you may skid into the water if you're not careful, and
that bridge has a small jump; just hit the bumper and you'll
bounce over the gap. The only real problems are the wide
turns, but you can get around them if you're careful enough,
so it's really not a big deal!
Special Cup
-----------
Koopa Beach 2
Description: This beach course is a little more difficult than the first
Koopa Beach one you played. There are large grass patches
that slow you down if you drive through them. There's also a
fairly large shallow water section to get through, with some
deep water spots there as well. Steer clear of the deep
water to avoid falling in, and losing time off your lap.
Ghost Valley 3
Description: The final Ghost Valley level is quite easy, since there are
no real sharp turns or jumps that you have to worry about.
There are a few holes in the floor here and there, but you
can just go around those easily.
Vanilla Lake 2
Description: This icy course is a bit annoying, especially since there
are more ice blocks in the way this time around. Also,
there's a large lake in the middle of the area, with small
cracks filled with water in the track. Hop over those small
cracks if you need to, and go around the ice blocks as best
as you can. Stay on the main part of the track and you
should be in good shape for this course.
Rainbow Road
Description: This is the final course that you'll have to get through in
this game, and it has no boundaries whatsoever on the sides!
The turns are pretty tight at times, and the track becomes
narrow and it splits near the end, so be ready for that. At
the split, you can get an item if you take the right path,
or Coins on the left one. As long as you're careful around
the turns, you'll be in good shape here.
*****************************************************************************
-=-=-=-=-=-=-=-=
-= 7. Items -=
-=-=-=-=-=-=-=-=
Banana
Description: Drop this banana peel on the track and whoever hits it will
spin out. You normally drop this behind you, but if you want
to throw it further ahead, hold Up as you shoot it and it'll
be shot forward.
Ghost
Description: When used, you become transparent, hiding yourself from view
of other racers. You also steal another racer's item (who
you steal from is random) when you use this, but others can
do the same to you, so be careful!
Green Shell
Description: This is the regular shell you can shoot straight ahead. If
you want to lay the shell down behind you, hold Down while
you shoot it and you'll shoot it behind you.
Lightning Bolt
Description: All other racers on the track become smaller, which slows
down their speed for a limited time. You can run over the
shrunken racers to flatten/stop them for a few moments, too.
Mushroom
Description: When used, you get a sudden turbo boost to go faster for a
few moments.
Red Shell
Description: This is a homing shell that chases after the player in front
of you until it makes impact. It sometimes doesn't make it
around certain turns and obstacles, though. Hold Down while
you shoot it and you'll shoot it behind you.
Spiked Shell
Description: When you deploy this shell, it will home in on the racer in
the #1 position and travel through the course until it makes
impact. This one's much tougher to shake off than the Red
Shell, so be careful when you're the one being targeted!
Star
Description: When used, you become invincible for a limited time. You
speed up and any racers you touch will spin out.
Triple Green Shell
Description: 3 Green Shells rotate around you, which you can shoot out
individually. If you bump into another racer with the shells
rotating around you, they'll spin out.
Triple Red Shell
Description: 3 Red Shells rotate around you, which you can shoot out
individually. If you bump into another racer with the shells
rotating around you, they'll spin out.
*****************************************************************************
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-= 8. Secrets/Tips and Tricks -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
==================
Access Special Cup
==================
To gain access to the Special Cup in Mario GP, you must complete the
Mushroom, Flower, Thunder, and Star Cups, winning Gold Cups in each.
===============
Erase Game Data
===============
To erase your game data, hold L, R, B, and Start as you turn on the system.
Note that once you erase the data, it can NOT be recovered, so be sure you
want to delete your stuff before trying it!
===========================
Player Select Screen Tricks
===========================
On the Player Select screen, you can make the characters do a couple of
things when you select them and their image is rotating to the left. Press L
and the character will shoot a green shell straight ahead; press R and
they'll hop; press Select and they'll honk their horn (each driver's horn
sounds different, by the way).
=============
Power Sliding
=============
As in Mario Kart 64, you are able to power slide in this game as well! To
perform a power slide, press and hold R to hop while holding Left or Right.
When you land, you'll slide in the direction you were holding. After about 2
seconds, let go of the R button and stop sliding. When you drive straight,
you'll be given a boost, which is the result of a power slide. It may take a
little bit of practice to pull it off, but it helps when trying to get around
hairpin turns, or if you want to cut a couple seconds off your time when
racing in Time Trial mode.
========
Rankings
========
After you complete a cup, you'll notice that you're given a rank (***, **, *,
A, B, C, D, or E). That rank depends on how well you made it through each
course, how fast you went, and possibly depending on the amount of Coins you
have. If I get a definite explanation of how to get each rank, I'll be sure
to add it here!
===========================
Recover Before Spinning Out
===========================
When you run straight into a Banana or another hazard, you'll notice your
kart goes off balance before spinning out totally. To get back on balance
before spinning out, release the acceleration and press the brakes (you must
do this before you actually spin out, or else it'll be worthless). If you did
it correctly, you'll see a music note appear above your character's head,
showing you pulled it off successfully.
==================================
Turbo Boost After Lakitu Retrieval
==================================
If you fall off the track or get stuck underwater for more than a couple
moments, Lakitu comes to pull you out and place you on the track again. When
he picks you up, wait until just before you touch the track again, then press
the acceleration and you'll get a turbo boost if you timed it correctly.
=======================
Turbo Boost Before Race
=======================
To get a turbo boost at the start of a race, do not hold the acceleration
button down prior to the race starting. Wait until just after the second
yellow light comes on, then hold the button down. If you timed it correctly,
you'll shoot ahead of the pack when the green light comes on!
======================================
Unlocking SNES Super Mario Kart Tracks
======================================
To unlock the original SNES tracks in a certain cup, you must first complete
all the cups in a difficulty setting, earning Gold Cups in all of them. Then,
replay any of those cups and get at least 100 Coins total in all the courses
in the cup. It doesn't matter what rank you get, or what place you come in
(that's what I heard, I could be wrong). You'll then gain access to 4
original tracks in that cup; press L or R on the Track Selection screen to
view them.
=====================================
Unlock SNES Tracks in Time Trial Mode
=====================================
To unlock the SNES tracks in Time Trial mode, you must unlock them in the
150cc difficulty setting (see the above secret for information on unlocking
SNES tracks).
*****************************************************************************
-=-=-=-=-=-=-=-=-=
-= 9. Credits -=
-=-=-=-=-=-=-=-=-=
GameFAQs (http://www.gamefaqs.com): For listing the Erase a Saved Game code
in the Codes section on the Mario Kart Advance page!
Bob Van Valin (dekarzombie12(at)yahoo.com): For sending me some information
regarding getting better ranks, located in the Secrets section of this guide!
*****************************************************************************
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-= 10. Copyright Notice -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This file is Copyright (c)2001-2006 Devin Morgan. All rights reserved. Please
view the following URL to see the list of sites that are allowed to post my
work:
http://www.freewebs.com/dbmfaqs/allowlist.html
This list is comprised of sites I know and trust well. If your site is not on
the aforementioned list, you are not currently not allowed to post any of my
files on your site. If you wish to acquire permission, feel free to email me
(see the section below); permission may or may not granted at my discretion.
Please respect my work and do not steal it or post it without my permission.
I only want my most recent work to be available and I do not feel that can be
achieved if others take from me without my knowledge or permission.
If you are writing a FAQ for this game as well, and would like to use some
information, contact me and we'll talk. Please do not rip me off, as that is
blatant plagiarism and such will not be tolerated.
*****************************************************************************
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-= 11. Contact Information -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
As of this version, the file contains all the information I know to date. If
it is a work in progress, give me time before bombarding me with emails about
things being missing. All I ask is that you READ THE FAQ before emailing me,
since that's what it's here for! Don't waste my time (and yours) by asking me
for information obviously covered in the guide. If it's in reference to a
side quest or item, chances are they can be found in another section besides
the walkthrough, so check the appendices as well.
If you have any questions, comments, or things to add that are not already in
this FAQ, feel free to email me. I usually do post submissions, credit given
of course, so long as I feel they are relevant to the game in question. My
email address is: dbmfaqs(at)gmail.com. Thanks for reading, and be sure to
check out the rest of my work at this URL:
http://www.gamefaqs.com/features/recognition/3579.html
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