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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

DS Wario Stadium

Big hills, many dash panels, and massive jumps make Wario Stadium one of the most exciting courses in the whole game, fitting for its return to the Mario Kart circuit, and a proper opener to the Leaf Cup! Racers will have to do their best to nail every leap accurately to come out on top.

Roadside Unassistance

Fire Chains: A returning obstacle from Bowser’s Castle, the fire chains make the races through Wario Stadium more exciting for the crowd... at the cost of being more dangerous to the racers themselves.

Kart of Champions
Nintendo’s Best Time Trial: 2:04.685
Player: Jeff C. M.

Racer: Wario

Body: Sport Bike

Wheels: Slick

Glider: Parafoil

Grand Prix

Three sharp turns greet racers almost immediately beyond the start line, with only a small group of item boxes before you reach the first turn. Don’t be surprised at the start of this Grand Prix that you struggle to break out of the pack early on while navigating the turns!

This first jump can trip up unprepared racers, as a sharp left turn awaits just as you land from it. Like with any jump on this course, it’s a great place to use Bananas to trip up close pursuers.

The four small island ramps in the sea of mud here can all be Jump Boosted, allowing a racer to reach insane speeds before the upcoming left turn... but at the cost of control. Racers blitzing through this section will not have an easy time evading shells fired back at them, or missing Bananas placed on the ramps themselves.

These two large jumps have fireball rings just behind them. The jumps themselves are offset slightly, making it tough to hit both dash panels while keeping up your speed and avoiding the fire rings. You can really ruin a racer’s day with a well-timed item attack here!

Watch the fire chains while making your way through this twisted section of the track. More danger comes as a ramp launches you off the mid-air section of the track back down to the ground level. If you’re in a bad position here, you can miss the jump and fall out of bounds!

Another trio of dash panel ramp jumps await just beyond the antigravity section of the course. Once again, the dash panels here are offset from each other, making it difficult to hit every one as you pass through this section. As you go into the water here, you’ll find two more ramps that can be Jump Boosted, though if you’ve carried enough speed in the previous section you’ll skip at least one of them.

The final stretch begins with a glide ramp that sends you flying over a body of water standing between you and the finish line. If you have any items to foul up the ramp with, use them! Also, striking a racer in the air over the water can cost them many places if the competition is tight.

Time Trial Mode

Navigate the first three turns smoothly, taking the straightest line possible. On the last turn, don’t miss the four Coins on the inside line as you approach the first jump.

Anticipate the hard left coming after the first jump. Stay on the inside line, making sure you collect at least one Coin from this ramp during Lap 1. Ideally you’ll exit the turn aimed directly at the first of the four dash panel ramps coming up.

On an optimal run through this section, you’ll Jump Boost from all four dash panel ramps, and during your first lap you’ll collect two of the Coins placed here.

On the two big jumps, concentrate on hitting both dash panel ramps with Jump Boosts while evading the fire chains. You can collect a Coin just beyond the second ramp, but you might shoot past it if your speed is high enough.

Approaching the antigravity section of the track, you will see two lines of Coins: one with two Coins, and another with three. On Lap 1, take the three Coins, evade the fire chain just beyond them, and navigate the rest of the section with drifts and Mini-Turbos.

After Jump Boosting through the jump gauntlet, the final left turn is where you should use a Mushroom. On all three laps, you can cut across the mud on the inside of the turn, saving yourself some valuable time. Just make sure you make the turn and glide over the final water hazard!

TM & © 2014 Nintendo.

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