Ah, the bosses. The big guys. The cream of the crop. The ones upstairs. The guys who -cheat- by taking off too early. They're at the end of every world, you have to beat them twice, and they get harder each time. When you beat them the second time, you'll get a piece of the Wizpig amulet. When you have all four pieces, the giant Wizpig head in the middle of the courtyard will open, and you'll race Wizpig. But first, there are the four world bosses.

Tricky the Triceratops

This guy is at the end of the Dino Domain courses. The track is a basic spiral in a car, so you'll be fighting gravity the entire time, but it's not that bad. The first time, Tricky takes off a bit ahead of you, but if you burn blue you'll stay in front of him for awhile. He will catch up, however, so stay away from his feet or else you'll get squashed and lose valuable time. A big boulder comes down the way near the beginning, but it's easy to avoid. On the second race, huge trees fall in your way and you'll get squashed or knocked out of the way by them, so burn blue or grab a blue balloon to stay ahead. A homing missile or two slows Tricky down considerably, but don't go out of your way to get them. There's a tunnel through the mountain, behind a bunch of bushes. Grab a blue balloon, make a sharp left turn, and blast your way up the tunnel. Tricky also slows down at the very end, so all in all, this is an easy race.

Bluey the Walrus

This is the boss course at the end of the Snow World. Since it's hover, use a slightly heavier animal for the first race, Tiptup does well. For the second race, Bluey greatly increases his speed and takes off earlier. Use an animal with poor handling and a heavy weight. Krunch is actually not a bad choice. Missiles don't do much to the walrus, so use speed balloons to catch up if you lose your edge. At one point, you'll go flying up in the air, where you see the big red arrow. Turn while in the air, so you don't lose time twisting and turning. Careful while in the tunnels and don't over turn on the curves, or you could get stuck and watch the walrus go thundering past. Snowballs crisscross your path on the second race, but just ignore them. They're very easy to dodge, and only knock you off your path. The last stretch is a straight, downhill path, where the heavier racer's momentum reaaally comes in handy. You won't need it the first race, but the second one you might be grateful.

Bubbler the Octopus

This guy can be a big pain in the butt. It's another hover race, but over water this time, so you're at the mercy of every wave and log that comes along. What's more, Bubbler drops spike balls behind him, and later, bubbles. Missles do slow him down very much, so hit him with a Homing a couple times, and you should be able to get in front of him. Careful, though - If you get in front of him and he catches up, you'll land right in a bubble or spike ball. If you get caught in two bubbles, restart because it'll be extremely hard to catch up. The track twists and turns inside each tunnel, so choose a character with okay handling and middle or heavy weight. I used Diddy and Bumper for the first and second races, respectively. Try not to hit any logs and stay to the sides of the tunnel. At the tunnel exit, Bubbler drops three bubbles, but you can go between two of them if you aim it JUST RIGHT, and the middle one pops, anyway.

Smokey the Dragon

He is my favorite boss. Not because he's easy, but because it'd such a reward when you beat him. First of all, he takes off MUCH too early, while you're puttering at the start in your plane. Second, he's fast. Third, he spews big fireballs which knock you down and leave you flat if you hit them. You hit one, keep going, 'cause there might be a chance. You hit two, restart because you're DEAD. Missiles slow him down well enough, but don't go out of your way to get them, so you don't risk hitting a wall and losing what chance you had. Blue balloons are great, because they'll catch you up to him, and they're not too far off the path. If you can get ahead of him, make sure you have a rocket handy, so you don't get hit from behind. Forget about going through the windmill, it just gets you off course. Don't fire a missile at him through the caves, because they don't track well. Haul left when you can see the start line, and cut off a good chunk of time. Stay in the middle of the air if possible, and be careful about hitting the ceiling. On the second race, when Smokey spews a diamond-shape of four fireballs, go through the middle of those and hit the shoulder button when you turn to the right. It makes a quicker turn and you don't hit the ceiling or floor. Once he's been beaten, the giant head in the courtyard will open, and you'll be able to race...

WIZPIG!!!

Wizpig the... Pig

The first time you race Wizpig, it's odd. There are no tricks. No traps. No shortcuts or lasers. Just you and a pig on a very straight-forward course. Wizpig doesn't even cheat at the start line, for goodness sake. He's just fast. Very, very fast.

But you're faster.

I would recommend Pipsy for this track, because of her superior handling and good speed. This track is rain streaked and the music is distracting. The track is broken, pools of water flooding every few yards. Luckily, there are zippers before each pool, so burn green on each one, and you'll go flying over them. You really need to practice this course. All it takes is practice and a little memorization of where each zipper is, and you'll beat him easily. At one point, the track swerves sharply to the left, so hit the zipper and turn almost immediately, or you'll end up in the water and lose. Don't let Wizpig distract you from the race, you'll be underfoot for a lot of it, but he doesn't even squash you if he steps on you. After a little practice, you'll beat him, no sweat.

As for the second race, I haven't gotten to him yet, but I do know it's in a plane.

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