Prima Games eGuides Mario Kart 8 eGuide

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Mario Kart 8 eGuide 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!

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.

TM & © 2014 Nintendo.