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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

GCN Dry Dry Desert

A different sort of fun in the sun, the Dry Dry Desert returns as a venue to the Mario Kart circuit. Some players may remember devastating whirlwinds that once populated the course during races, but you’ll find that the air is much calmer this time around, and the desert is also wetter than before!

Roadside Unassistance

Sand Sinkhole: At roughly the halfway point through a lap, racers encounter a massive sinkhole that can swallow slower racers whole! A Mushroom can help boost players out of the pit. Those without should at best skirt the edges of the sinkhole. Even a Super Mini-Turbo will not be enough to save racers who get in too deep!

Pokeys: These living cacti stand tall on the track—until racers come close! Then they turn themselves into spiky arches on the track that can be safely driven through for the Coin that appears at their center... but it’s still best to avoid risking an accident and drive around them. There’s safer ways to collect Coins!

Falling Pillars: As you race through the course, pillars on the side of the track will collapse to the ground, turning into impromptu ramps to Jump Boost from. These can be beneficial—just be aware of where you’re jumping to so that you don’t go off road!

Kart of Champions
Nintendo’s Best Time Trial: 2:14.415
Player: Jeff C. M.

Racer: Wario

Body: Sport Bike

Wheels: Cyber Slick

Glider: Parafoil

Grand Prix

It’s imperative that you get a good start on this course. Items are available only seconds out from the start line. If you’re at the front of the pack going into the upcoming turns, you’ll want to have something ready to defend yourself with!

On Lap 2, one of the stone pillars near the start of the lap will fall onto the track to become a ramp to use.

The five consecutive hairpin turns of this section are populated by Pokeys. You should be able to see where they are and adjust your racing line accordingly. If you have Mushrooms, you can cut across the sands off road as a shortcut. Watch for stone pillars to become ramps to help propel you across the off-road portions of the track during later laps!

The sand sinkhole has two thin roads lined with Coins going around it. You can drift and Mini-Turbo through those curves. Again, a Mushroom can help you cut across a portion of the sinkhole to save some time. Be careful about other racers and items in this section—it’s surprisingly easy to get knocked into the sinkhole!

Another stone pillar will fall during this curve to the right. If you’re still hurting for Coins, ignore this ramp and take the outside line.

The oasis has multiple water spouts that will launch you out of the water. They slow you down, but are useful for evading Green Shells. If you’re trying to maintain speed, avoid the water spouts entirely. Jump Boost off the hill on the right side of the oasis, while skirting just to the left of the water spouts.

You can Jump Boost just as you exit the water on the other side of the oasis.

Over the course of your three laps, multiple stone pillars will fall alongside the final straightaway. You can cut the final right corner with a Mushroom.

Time Trial Mode

Don’t miss the three Coins on the first turn. The upcoming hairpin turns feature a number of places to cut across the dark sands with a Mushroom, but this may not be as fast as a shortcut found closer to the end of the track!

It’s vital that you collect at least four Coins when passing by the sinkhole during Lap 1. Both routes on either side have what you need.

Exiting the sinkhole zone, collect the three Coins to the left of the falling stone pillar.

There’s a trick to getting through the oasis swiftly. Avoid the water spouts entirely, using the hill on the right side to Jump Boost. It’s possible to Jump Boost off the hills while remaining in the water, to avoid slowing down when you crash back into the water. Don’t miss the Jump Boost just as you leave the oasis.

The final right turn can be cut hard across the sands with a Mushroom, following the stone wall well inside rough ground.

TM & © 2014 Nintendo.

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