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Mario Kart 8 Guide: Tips on How to Win, Boost and Drift Strategies, Master Every Item

You may be excited for Mario Kart 8, but you can't play the game until it releases on May 30, 2014. Luckily, I've already played the game for USgamer's review, so I have a few tips and tricks to pass on to you. When you tear open your new copy at the end of the month, here's the information that will put you ahead in the Grand Prix and online multiplayer.

Tale of the Tape

Winning begins at the starting line. Like other titles in the series, Mario Kart 8 brings back the Starting Boost. You have to time it right to get a boost in the beginning: Just after the number two in the starting count appears, you press the accelerator (A button). Do it too early and you'll stall out, do it too late and you'll have a normal start.

Tokyo Drift

Mario Kart as a series lives and dies by the drift and the Drift Boost. When you're heading into a turn, hit the R button to hop and keep holding it down. You can still steer while in the drift, as moving the analog stick left or right will steer you towards the inside or outside of the turn. You can use this to stay in control.

In previous entries, while you were drifting you also had to shift the analog stick left-and-right to increase your Boost power. That changed in Mario Kart Wii and Mario Kart 7 in response to a technique known as snaking; now increasing your Boost during a drift requires either a sharp drift turn or holding a drift for a long time. Blue sparks coming from your tires signifies the first level of Boost, while orange sparks are level two. When you release the R button, you'll boost forward with flames coming from your tailpipe. This basic move is integral to playing Mario Kart 8.

Other Ways To Get Ahead

That's two ways to boost, but Mario Kart 8 holds a few more. Stunt Boosts return from Mario Kart Wii. When you're heading over any major ramp or small bump you shake the GamePad/Wii Remote or hit the R button. If you use the latter method, be forewarned: if your timing is off, you'll hop before you ramp, which can put you in a bad spot. If you do it right, your racer will perform a stunt, shine briefly, and boost forward.

Slipstreaming is the next method. By driving directly behind another racer for a few seconds, you'll get a small boost. You can tell it's working because you'll be enveloped in a windy effect. You can use slipstreaming to push ahead if you find yourself stuck in the middle of the pack.

Hit other racers while in anti-grav to get a spin boost.

In the new anti-gravity sections of Mario Kart 8's tracks, the physics of racing not only change, you'll also gain access to another method of boost. The Spin Boost is all-new; if you run into another racer while in anti-grav mode, you both get a small boost. Like slipstreaming, this changes your strategy if you're in the midst of a bunch of racers. Ramming into other racers, even the heavier characters, will net you some speed. Try to do so from the side, so you're not boosting into their rear end.

It also pays not to forget about Coins in Mario Kart 8. Coins are spread across every track in the game. Picking up each one gives you a minuscule boost and raises your overall top speed. You'll max out at 10 coins and you can lose them if you get hit by items. Every coin you collect also goes to a global total that unlocks more kart customization parts.

In 50cc, you can probably get by without using any of these methods. In 150cc and online, you'll need to use them all in tandem with track shortcuts to stay ahead.

Weapons

The all-new Piranha Plant is a winner.

While you're racing around each track, you can also collect items to improve your position and stymie your opponents. You can use any item in its basic form by hitting the L button once, but you can also hold down the button to carry items behind you. Part of winning in Mario Kart is learning to use these items correctly, so here's the low-down.

Banana & Triple Bananas - The single banana can be shot ahead, but it's better if you drop it behind you. Leave it on narrow roads and ramps to make your rivals' lives harder. A banana held behind you can also protect you from green and red shells. If you have triple bananas, they'll spin around you, meaning you can sideswipe other racers.

Green Shell & Triple Green Shells - The green shell fires straight ahead when you use it, so use it when your target is right in front of you. Otherwise, like the banana, it's best held behind you to eat green and red shells. Triple green shells work the same way as trip bananas: ram people to take them out.

Red Shell & Triple Red Shells - The red shell homes in on the closest target in front or behind you when you use it. Watch out about activating it on twisty parts of the track, as its homing feature isn't 100 percent accurate, meaning it could careen uselessly into a wall. With Triple Reds, it's best not to ram others, as red shells are more valuable for their homing nature.

Mushroom, Triple Mushrooms & Golden Mushroom - Mushrooms give you a boost in all forms. The single mushroom is good for getting past rough terrain or accessing shortcuts. Triple mushrooms should be used as soon as possible if you're around others; since they're floating around you, if a rival runs into one, they steal the boost.

The Golden Mushroom can be used over and over again until time runs out. New players should stick to using them on straightaways, but veterans can use it in tandem with drifting for big gains.

The Bullet Bill bowls over the competition.

Bullet Bill - The Bullet Bill takes control of your kart, knocking over any obstacles in your way as you speed ahead on the track. Try to use it on the less-twisty parts of the track, because the auto-pilot can sometimes leave you in bad spot.

Bob-omb - The Bob-omb explodes a short time after it's thrown and the explosion doesn't discriminate. It can take you out, too. It's best to drop the item behind yourself in narrow areas.

Blooper - Blooper spreads ink on the screens of everyone in front of you. Fire and forget, folks.

Fire Flower - The fire flower is a close cousin to the green shell. When activated, it fires straight forward for either ten shots or ten seconds. Use it like green shells.

Star - The star makes you faster and invincible. While it's active you can shrug off pretty much anything, including blue shells. If you have one and you're not in first place, use it. If you happen to be in first place, save it for the blue shell.

Lightning - This stops everyone else on the track temporarily, shrinks them, and makes them slower. Generally, you're only getting this in last place, so use it when you get it.

The Super Horn can take out Blue Shells if you time it right.

Super Horn - The new Super Horn is one of the few items that can stop a blue shell. When used, the Super Horn blasts everything in your immediate area. To take out a blue shell, you have to time it right: use it when it gets next to you. If you jump the gun, you'll have wasted your chance. If you're not in first, wait until you're crowded between other racers and clean house.

Spiny Shell - The almighty blue shell. This monster streaks ahead on the track, knocking down anyone in its path as it homes in on the first place player. Once it finds them, it detonates, knocking them to the side along with anyone else in the immediate vicinity. Like the Lightning, this is for those at the back of the pack, so use it if you got it.

Boomerang Flower - The boomerang flower has been an odd item for me. It throws a boomerang straight out and then the weapon returns to you. It has a total of three charges, but it requires either your target to be in front of you, or great planning on your part.

Potted Piranha Plant - Probably the strongest new item in Mario Kart 8, the Piranha Plant attaches to the front of your kart and chomps down on items, obstacles, and other racers in your path. Every time it chomps, it pushes you forward a bit. So, it gets rid of everything in your path, collects coins for you, and gives you a boost. If you got it, use it. It's great on wider parts of the track.

Crazy 8 - The Crazy 8 gives you 8 total items: the Red Shell, the Green Shell, the Banana, Blooper, the Mushroom, the Star, the Bob-omb, and a Coin. They all float around you and can be used one-by-one. Pro-tip: it's best to use them as soon as possible, because if any other racers run into one of the bonus items like the Star or Mushroom, they'll steal it. It's best just to rapid fire everything at once.

Rivals can steal items from your Crazy 8 if you're not careful.

So there you have it. Everything you need to know on your way to becoming a Mario Kart master, or at least not a Mario Kart noob.