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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

SNES Donut Plains 3

Returning from the original courses of the very first Super Mario Kart, Donut Plains 3 is a short and fast course. The ponds and grassy fields around the course can be exploited by a properly equipped and skilled racer for some fantastic shortcuts.

Roadside Unassistance

Monty Moles: The moles themselves are harmful to a racer, if they actually hit one. However, their molehills are an opportunity for Jump Boosts.

Cheep Cheeps: The waters at the center of the course are populated by some Cheep Cheeps. They usually will not get in your way, but keep your eyes peeled just in case.

Water Puddles: Barely noticeable aside from a reflection of the sky visible on the ground. When driving through wet portions of the track, your drifts will feel wider than usual.

Kart of Champions
Nintendo’s Best Time Trial: 1:24.754
Player: Jeff C. M.

Racer: Morton

Body: Gold Standard

Wheels: Cyber Slick

Glider: Cloud Glider

Grand Prix

The first right turn, particularly during Lap 1, is vital to retrieve items from during a Grand Prix. If you don’t get a good start, you’ll likely miss out on items and be caught in the middle of the pack—and have a bit of a fight on your hands to break free.

When crossing this first bridge, don’t fall into the water unless you have a Mushroom to push you through the other side, and even then there’s a better use of it just across the bridge. While you can drive through the water, normally it’s a slower route.

Staying on the road during Turn 2 can snag you some badly needed Coins. However, this turn can be cut very heavily by Mushrooming across the grass on the inside of the turn, past the retaining wall, and into the second pond.

Exiting the second pond and following the obvious route through the Item Boxes into the following series of curves is simple. However, this second pond is also the site of another major shortcut—one that does not require Mushrooms. Simply cut the corner while in the water, avoiding contact with the retaining wall on the left, and drive up out of the water. The correct exit angle will be marked by tire tracks on the hill, and you can Jump Boost off this makeshift ramp onto the track.

However you decide to navigate out of the second pond, don’t miss the Coins on the next part of the course!

After a hairpin right over wet terrain, this straightaway is infested by Monty Moles. Jump Boost off their hills if they get in the way. If you have a Mushroom again at this point, you can aim for yet another shortcut through a gap in the retaining wall.

If the shortcut is out of the question, leaving the Monty Mole straightaway requires you to navigate two final hairpin turns before the last stretch. The terrain here is wet, so be prepared to compensate for that. This is also a good location to cut loose with Bananas or any shells you might have to complicate things for rivals behind you.

Time Trial Mode

After starting, cut Turn 1 as tight to the grass as possible, and cross the bridge.

There are four Coins you can safely collect on this turn during your first lap. However, it’s better if you cut this first turn by using a Mushroom to cross the grass, blowing past the dividing wall and aiming for the next part of the pond. If you’re aiming for the best time, there’s a good possibility that you will not reach ten Coins during this time trial. You have to make up for this with excellent cornering.

You must take the shortcut route out of the second pond to make good times! The hardest part isn’t cutting the turn, it’s exiting the water at an angle that lets you collect Coins on the next stretch of road. You can be at up to eight Coins by this point.

The hairpin onto the Monty Mole straightaway has two more Coins to collect. Snagging them can be tough thanks to the wet terrain. Optimal laps down this stretch will have you taking advantage of Jump Boosts off the molehills.

The last two turns should be taken as tight on the inside line as possible. Ideally, the transition from the next-to-last turn to the very last turn should almost be a straight line drift from one apex to the next. The corner just before the final stretch does have some Coins you can collect on the inside line to help boost your total.

TM & © 2014 Nintendo.

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