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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 › The New Tracks

Water Park

An aptly named course, Water Park introduces a new twist to the gravity-defying racing in Mario Kart 8, while also having players deal with the changes to vehicle handling underwater.

Roadside Unassistance

Spin Boost Pillars: Found at the front of Marine Coasters that travel through a portion of the race course, these pillars give you a Spin Boost of speed at the cost of some control.

Water Hazards: A good chunk of this course takes place underwater, which will significantly change how your vehicle drives.

Kart of Champions
Nintendo’s Best Time: 1:48.231
Player: Jeff C. M.

Racer: Wario

Body: Sport Bike

Wheels: Cyber Slick

Glider: Parafoil

Grand Prix

Just after the start line, you pass through one of three entrances under

the Marine Coaster sign into a hard right turn. You can cut this turn significantly on the right side and line yourself up for the upcoming twin ramps.

The two ramps after the first right lead directly to an antigravity section of track. Be sure to Jump Boost off the ramp you choose for some extra speed going into the water.

The submarine can be encountered on almost any section of the antigravity track. If you brush past the front of the coaster, you can gain some speed from the Spin Boost pillars. Other coasters can traverse this section of the course, so keep an eye out for them.

The sub coaster track ends as it dips back into the water, straight into an S-curve that passes by an Aqua Cup ride. With a Mushroom, you can cut through the Aqua Cup area to avoid having to navigate the S-curve yourself.

The home stretch starts with a launch ramp that will deploy your glider. Guide yourself underneath the Ferris wheel to finish the Lap, taking care to avoid the ticket booth just beyond it. It’s possible to land on top of the ticket booth, but beware of other racers setting Bananas there!

Time Trial Mode

As soon as you start the Time Trial, collect one of the two Coins on either side of the track in front of the start line. Collect the other set during Lap 2.

Turn 1 can and should be cut extremely tight—the course is designed for it!

The split ramp jump into the water has three Coins on the upper ramp, so for Lap 1 you should take that path. For the following laps, keep to the inside racing line. Don’t forget to Jump Boost off the ramps!

This long antigravity curve is a good spot to use a Mushroom and fire off a Super Mini-Turbo.

Another chance to use one of your Mushrooms is when you re-enter the water near the Aqua Cup ride. You can cut across the spinning platform to the left of the S-curve, but you miss out on some Coins in the process. If you take this shortcut, start drifting right as you cross the ride to align yourself for the glide ramp. Start drifting right as you cross the ride to align yourself for the glide ramp.

The glide ramp that launches you towards the Ferris wheel is a critical point of the lap. If you have enough speed and are properly lined up, you’ll be able to land on top of the ticket booth beyond the Ferris wheel. Jump Boost off the edge of the booth for the final push to the finish line.

TM & © 2014 Nintendo.

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