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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

3DS DK Jungle

After fending off a maddened horde of Tikis, and driving off the Snowmads, Donkey Kong’s island is once again a venue in the classic cups. Racers will be fighting the course as much as they’ll be fighting each other as they tear through the jungle in search of victory!

Roadside Unassistance

DK Barrels: While Donkey Kong finds these barrels to be of great use in his games, in Mario Kart they help no one, slowing and stopping any racer not using a Mushroom or Super Star to blast through them.

Frogoons: These giant frogs hop across a section of the track, and can interfere with your racing.

Tiki Goons: Encountered early on, Tiki Goons slowly patrol across the track, and are large enough that avoiding all the Tiki Goons while trying to maintain a swift racing line can be a challenge.

Screaming Pillars: As you glide past these statues during the latter portion of the race, their screams generate gusts of wind that can slow you down.

Kart of Champions
Nintendo’s Best Time Trial: 2:14.917
Player: Jeff C. M.

Racer: Wario

Body: Sport Bike

Wheels: Slick

Glider: Parafoil

Grand Prix

Soon after starting the race, you encounter a short split in the track. Tree roots have grown across the track and can be Jump Boosted for extra speed. Don’t miss out on collecting Coins from either route!

Right after the split rejoins, a dash panel ramp sends you flying onto a bounce pad, which then sends you onto the next portion of the course. Don’t miss out on triggering Jump Boosts on both the ramp and the bounce pad!

This stretch of the track is guarded by three Tiki Goons. You can defeat the Tiki Goons with various items if you have them at your disposal, but it’s best to avoid the Tiki Goons entirely and save any items you have for other racers!

After crossing the bridge, you can choose to stick to the track and drift through the oncoming left turn, collecting Coins and avoiding the Frogoons on the road. Alternatively, if you cut this turn early and follow the stone ramp to the left of this part of the track, you can Jump Boost from a glide ramp and pick up some speed.

If you’ve chosen the path with the glide ramp, the upcoming three consecutive dash panel ramps can extend your flight if you properly Jump Boost from each ramp. However, it is somewhat easier to collect the Coins on these ramps if you aren’t gliding.

Stick to the inside of this hairpin turn to continue collecting Coins. Don’t forget to Jump Boost off the upcoming ramps! A particularly mean thing to do is to set Bananas on the upcoming glide ramp, as it gives other racers very little room to maneuver around them.

The Screaming Pillars blow large gusts of wind that can slow your progress across this chasm. Falling into the water far below is not a winning option, so try to make it to the track on the far side!

You have one last split in the track to negotiate. Following the main course on the upper path will take you through some additional Coins. However, the faster route is to cross the gap to the left of where you land from your glider flight. The short track here puts you on a straight line to the finish! Jump Boost off the ramps on this lower route to keep up your speed.

Time Trial Mode

When you get to the first split in the track, take the left side. It’s a slightly more direct route to the dash panel ramp and bounce pad. Don’t forget to collect a Coin here for each lap, and make sure to Jump Boost off the tree root and the upcoming jumps.

Stick to the left side of the track as best you can, drifting past the Tiki Goons. When you get to the bridge, collect two of the Coins. By Lap 3, no Coins should remain on this bridge!

You have a choice to make here: take the shortcut of the glide ramp, or stick to the ground level and collect the four Coins while avoiding the Frogoons. You can also try to cut this corner by using a Mushroom to cross the grass between the inside wall and the stone ramp. For the last of these options, trigger the Mushroom as you cross onto the grass to avoid launching into the air.

When crossing the multiple dash panel ramp jumps, you can collect two Coins during your first two laps, if you do this right. Jump Boost off every ramp!

The antigravity hairpin turn has two Coins you can pick up on the inside. Ideally you ought to be at seven Coins before you cross the Screaming Pillar chasm on your first lap.

While it hurts to not have ten Coins by the end of Lap 1, it’s best to take the shortcut as soon as you land from the glider flight. Try to get a Mini-Turbo drifting across this shortcut, but you can also use a Mushroom here to keep up your speed.

Note

Unless you go out of your way to collect ten Coins in your first lap, you’ll likely have to hit that goal during Lap 2. The time you’ll save taking consistently faster racing lines through the course will make up for not being at your maximum as early as possible.

TM & © 2014 Nintendo.

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