SNES Ghost Valley 2

Ghost Valley 2 is the third course in the Shell Cup. It is the shortest track in the game, and is often considered one of the more difficult courses to master. Its course abbreviation is rGV2 (or just GV2).

Character and vehicle combination
The best character to use for this course would be Funky Kong, due to his speed stats. The best vehicle to use on this course would be the Flame Runner/Bowser Bike due to its speed and handling.

Strategy
A mastery of chain drifts and soft drifts are necessary to be successful on this track. In general, this course is about going as tight as possible while having good alignment. At the countdown, align the bike for the first turn.

The shroom spot is located right before the ramp. In this way, if you drift and trick off it at the right time you can cut part of the turn. A good alignment upon landing is ideal and allows the player to go take the next turn tightly, as to lose minimal time and have a better line for the next turn.

Coming towards the last turn, if you have a bad alignment, it is better to spin drift around the block rather than hop to realign your wheelie, as you won't lose time. As you are drifting around the last corner, hit the boost panel and try and get as close to the small ramp as possible without touching it to get the best possible line. Low tricking the ramp is not recommended, as you will lose time.

Flap
For the flap, players should start after most of the bricks on the walls fall down, allowing the player to cut more of a turn.

There are two strategies for the no glitch flap. Traditionally, the first mushroom should be used at the first turn, the second at the normal shroomspot, and the third at the turn right after the shroomspot. More recently, players have been using the second mushroom at the turn right after the first mushroom, and using the third at the normal shroomspot. This strat is speculated to be faster.

For the glitch flap (see below for the glitch), players should align for the glitch right before the lap checkpoint. The glitch is then performed using one mushroom. The second mushroom is used upon landing to cut time loss from acceleration, and the last mushroom is used at the normal shroomspot.

Glitch
There is a glitch on the course resulting in about a second being cut from the no-glitch WR. The glitch involves a player clipping the 'pole' the start of the course by aligning towards it (alignment is necessary in getting a good glitch).

A demonstration on how to do the glitch can be found here.