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Mario Kart 8 eGuide
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Contents

  • How To Drive
    • Game Modes
    • Drivers Manual
    • Terrain
    • Trackside Assistance
    • Items
  • Mario Kart TV and MiiVerse
    • Mario Kart TV
    • Miiverse
  • The Racers and Rides
    • The Racers
    • The Starting Grid
    • The Unlockables
    • Vehicle Customization
    • Body
    • Tires
    • Gliders
  • The Drivethrough
    • Grand Prix and Time Trials
      • Introduction
      • Grand Prix
      • Time Trial
    • The New Tracks
      • Mario Kart Stadium
      • Water Park
      • Sweet Sweet Canyon
      • Thwomp Ruins
      • Mario Circuit
      • Toad Harbor
      • Twisted Mansion
      • Shy Guy Falls
      • Sunshine Airport
      • Dolphin Shoals
      • Electrodrome
      • Mount Wario
      • Cloudtop Cruise
      • Bone-Dry Dunes
      • Bowser's Castle
      • Rainbow Road
    • Returning Classics
      • Wii Moo Moo Meadows
      • GBA Mario Circuit
      • DS Cheep Cheep Beach
      • N64 Toads Turnpike
      • GCN Dry Dry Desert
      • SNES Donut Plains 3
      • N64 Royal Raceway
      • 3DS DK Jungle
      • DS Wario Stadium
      • GCN Sherbet Land
      • 3DS Music Park
      • N64 Yoshi Valley
      • DS Tick-Tock Clock
      • 3DS Piranha Plant Slide
      • Wii Grumble Volcano
      • N64 Rainbow Road
    • Battle Mode
      • Introduction
      • Wii Moo Moo Meadows
      • GCN Dry Dry Desert
      • SNES Donut Plains 3
      • N64 Toads Turnpike
      • Mario Circuit
      • Toad Harbor
      • GCN Sherbet Land
      • N64 Yoshi Valley
    • Additional Game Modes
      • Additional Game Modes
  • Secrets
    • Secrets
    • Stamp Collection
  • Videos
    • Banana Cup
    • Leaf Cup
    • Shell Cup
    • Flower Cup
    • Lightning Cup
    • Star Cup
    • Special Cup
    • Mushroom Cup

Mario Kart 8 Guide › The Drivethrough › Returning Classics

Wii Moo Moo Meadows

Moo Moo Meadows has seen subtle changes from its debut in Mario Kart Wii. Most noticeably, the local Moo Moo population has increased, which makes racing through the gentle curves and hills of the meadows more of a challenge. This is a short race course, with large open spaces for drivers to maneuver through.

Roadside Unassistance

Moo Moos: These herbivores lazily wander near and onto the race track, forcing players to get creative to avoid running into them. Moo Moos can stop even the heaviest racers in their tracks, and are large enough to easily mess with your ideal racing line.

Monty Moles: These little guys burrow through the ground, occasionally leaping into the air to try and surprise you. It’s possible to score Jump Boosts off of the molehill trails they leave behind while they are digging through the ground.

Kart of Champions
Nintendo’s Best Time Trial: 1:31.643
Player: Jeff C. M.

Racer: Wario

Body: Sport Bike

Wheels: Slick

Glider: Parafoil

Grand Prix

The opening left turn should give you an idea what to expect through each lap: wide open spaces on the track itself, which makes using any non-homing weapons on your rivals more difficult.

Things get a bit more interesting when you reach the field inhabited by Moo Moos. Their constant wandering makes trips through this section different with every lap, as they start crossing onto the main track over the course of the race! The winding S-curves through this field can be cut down significantly with proper Mushroom boosts across the grassy hills.

Jump Boost off this ramp for extra speed, and get ready to choose your path on the upcoming left turn.

You can choose to follow a route that earns you more Coins, eventually taking to the sky with a glide ramp. The lower, faster path denies you the ability to fly over some of the bumpier terrain in the section that follows.

Flying from the glide ramp gives you a chance to bypass the hilly final section of the track, avoiding pesky Monty Moles in the process. You can extend your flight by landing on another dash panel ramp at the center of the hilly mole field.

If you choose to not take the glide ramp into the air, make sure you Jump Boost off the dash panel ramp and any molehills in your direct path, but otherwise focus on avoiding patches of grass on the hill. There are many Coins scattered throughout this field, but it’s not worth sacrificing speed or first place to go out of your way to collect them.

Time Trial Mode

In general, you want to take the turns as close to the inside as possible to squeeze as much time off your laps as possible. However, in your first lap you need to reach ten Coins as quickly as you can. Taking the outside line to snag three Coins just before reaching the Moo Moo field might be worth it.

The Moo Moo field has at least two good points to use a Mushroom on. The first is over a patch of grass on the right-hand side of the course just as you get past the first set of Coins to collect. Through all three laps in the Time Trial, this is a consistently safe route to avoid Moo Moos while maintaining good speed.

You can cut another section of the course by using a Mushroom to blast across the grass to the left of a second group of five Coins. Moo Moos tend to complicate this crossing during all three laps, and misjudging your Mushroom boost might have you lose speed in the grass if it wears out before you reach the track again.

You can Jump Boost off the ramp for Coins if you need them, but it’s best to avoid it if you don’t.

It’s arguably faster to take the inside of this turn and avoid using the glide ramp entirely. However, with the right angle and timing, you can Jump Boost off the glide ramp, land and Jump Boost off the dash panel ramp in the middle of the last field, and extend the flight even further by Jump Boosting off a molehill!

Cut this final left turn as much to the inside as you can. Swinging out too wide can cost you precious seconds.

TM & © 2014 Nintendo.

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