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Mario Kart Stadium

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The starting course of your Mario Kart 8 Deluxe career, the Mario Kart Stadium features long stretches of track connected by easy-to-drift-through turns. While it’s not a particularly difficult track to race on, it’s a good preview of what you can expect in later race courses in this cup and in future cups!

Caution: Roadside Unassistance

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Pipes: Scattered on the grassy and sandy corners of the track are pipes. By themselves they are harmless, but if you’re trying to cut corners and end up hitting a pipe head-on, you’ll come to a complete stop!

Grass and Sand: All vehicles slow down when going off-road, but with the right parts you can limit how much speed you lose. Stay on the track unless you’re using a Mushroom to boost off-road to cut a corner.

Grand Prix

The second turn of the race provides an example of a common Mario Kart 8 Deluxe dilemma: taking the corner wide will push you along a series of dash panels and a set of Coins. Taking the inside route is faster, but has no Coins. Your first laps in every race should be about building up your Coin count. Afterward, consider the inside path every time.

You can cut this corner with a Mushroom, if you have one. Just mind the pipes!

Just past the second turn is an antigravity panel that lets you stick to the track as it twists around. The next corner can also be cut with a Mushroom if you have one, and has a ramp you can Jump Boost off of.

The hairpin turn near the end of the antigravity section of track leads to a small ramp that will let you glide over a chasm. If you’re far behind and have a Lightning Bolt, you can send racers into the chasm as they try to glide across. Don’t miss collecting Coins on the way over the gap!

The last set of turns presents another split roadway, with the wider racing line taking you over a set of dash panels and more Coins. The wider line ends with a ramp you can Jump Boost off of for additional speed.

Alternatively, you can cut the corner even tighter by using a Mushroom and going through the sand. Many pipes are set up here, so be careful about how you blast through this area. This is also a good tactic to defeat incoming Red Shells, as they might hit the pipes.

Time Trial

Lap 1 of any Time Trial should be focused on snagging as many Coins as possible. Turn 1 has a pair of Coins to snag, followed by four more on the outside of Turn 2. It’s actually faster to ignore those Coins on the outside of Turn 2, and instead take the inside of the turn as close to the grass as possible. You can use a Mushroom to cut across the grass, but you might want to save that for later.

It is reasonable to want to use one of your Mushrooms to hit the ramp on the grass on the inside of Turn 3. However, this is not the best use of a Mushroom on this Time Trial.

Turn 4 has five Coins located on it: two on the inside line and three on the outside. Stay inside on the first lap, and every lap thereafter. Ideally you should have eight Coins after navigating this turn.

Set up your drift on the Turn 5 hairpin as early as you can. You can score a Super Mini-Turbo or Ultra Mini-Turbo and boost back downhill toward the glide ramp.

Mid-air from the glide ramp, you have some work to prepare for the end of the lap. On Lap 1, you can snag your final Coins to reach ten while in mid-air.

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As you’re gliding down, avoid the ramp at the center of the course. As you pass up the ramp, drift toward the sand and the pipes on the inside of the final turn. You should be able to pull off a Mini-Turbo just as you reach the sand.

The scattered pipes on the sand can be devastating to hit during a Time Trial, but the best time to use Mushrooms is to blitz through this pipe forest across the sand. By doing this, you cut the corner and practically have a straight shot at the finish line!

Water Park

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

Caution: Roadside Unassistance

Spin Boost Pillars: Found at the front of Sub 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.

Grand Prix

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

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The Marine 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

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 or an Ultra 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.

The glide ramp that launches you toward 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.

Sweet Sweet Canyon

A step up in challenge even over Water Park, this canyon is a sugary, high-speed course, featuring a massive jump that connects both halves. Numerous sharp hairpin turns await during the latter half. Sweet Sweet Canyon will teach you the importance of proper drifting and the use of Mini-Turbos, if you want to score a first-place finish.

Caution: Roadside Unassistance

Arguably Delicious Frosting: Going off-road here is sweeter, but not any faster than the dirt found outside of normal tracks. Much of the course is lined with frosting near the retaining walls.

No Walls: Portions of the course have no retaining walls. Mind your drifts in these situations!

The Long Jump: Early on in a lap, you cross a massive chasm via glider. Racers are vulnerable to Lightning Bolts, Red Shells, and Spiny Shells while crossing this gap.

Piranha Plants: The final set of curves are guarded by massive Piranha Plants, which will try to bite at any racer who gets too close.

Grand Prix

The first turns of the course take you into the tunnel that will eventually launch you across the chasm to the main part of the course.

The chasm flight goes quickly, and you don’t have to worry about steering around obstacles. Your biggest threat will be other racers, particularly those with a Lightning Bolt or Spiny Shell. Getting hit by items here will send you into the waters below, and can send you back to the launch ramp!

The ice cream cones on the track here are harmless. You can easily bowl them over with no problems. Concentrate more on collecting the Coins lining the road here.

The antigravity section of the canyon offers you two routes, left and right. You can Jump Boost off the antigravity panels for some extra speed before starting these winding sections. They are essentially mirrors of each other, so there isn’t necessarily a best path to take.

Both of the antigravity track sections consist of three alternating sharp turns, the second of which you can cut across the frosting with a Mushroom if you wish. However, you may want to save your Mushroom for another, superior shortcut.

Jump Boost off the ramps at the end of the split track section, then get ready to avoid the Piranha Plants flanking the road. The S-curves here are easy to drift wide on if you’re careless, right into range of a Piranha Plant!

The most important shortcut of the track is just beyond the second Piranha Plant, marked by a donut arch. If you have a Mushroom, shoot through the donut, then make a sharp left and Jump Boost off the ramp to power across the finish line. Computer racers will try to use this shortcut often, so if you’re not able to take it, try to set Bananas on the approach to it to trip them up.

No time to explain

The last turn, if you can’t take the shortcut, is the sharpest on the track, and can be tougher for heavier-weight racers to drift through without hitting the walls. Start your drift early to hug the inside line.

Time Trial

Turns 1 and 2 are critical to your Time Trial. Mini-Turbo drift through Turn 1, and go for the Super Mini-Turbo drift on Turn 2. If you are aligned right, you can snag two of the four Coins before you reach the glide ramp.

Mario

After landing from the long jump, the massive curve follow-up has four Coins to collect. However, it is faster to hug the wall to the right and go for Mini-Turbos. It is possible to do a standard Mini-Turbo before trying for the Super Mini-Turbo before you get to the track split. It is also possible to do one Ultra Mini-Turbo here instead of two separate Mini-Turbos.

The split routes through and over the water are functionally the same. The right path tends to line you up better for the section beyond, but there is no best choice. Each route features three Coins to collect. If you reach this section on Lap 2 without ten Coins, remember to take the path that you missed to collect the Coins there.

This is where things get exciting. As you leave the split track, collect some Coins while avoiding the Piranha Plants on the side of the road. Your goal here is to line up for the donut shortcut on the off-road section of the track.

The shortcut requires you to use a Mushroom to boost through the donut hole. The real trick here is that as you’re boosting through the donut, you need to already be drifting to the left, otherwise you’ll be unable to correct your course in time and will likely hit the far wall. The Mini-Turbo off the drift should straighten you back out for the final stretch. Don’t forget to Jump Boost off that last ramp!

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Thwomp Ruins

A fast course that favors aggressive risk taking, the Thwomp Ruins are a perfect finale to the Mushroom Cup. Featuring multiple routes to follow across many sections of the whole course, skilled racers are afforded many different ways to overtake their opponents with more than just items.

Caution: Roadside Unassistance

Thwomps: Big, blocky, and more than happy to crush you or otherwise impede your progress, Thwomps are scattered throughout the aptly named ruins.

Rollers: The rollers don’t make their appearance until Lap 2, and only on a very specific stretch of the course. It’s possible to outrun them, or drive around them as necessary. Rollers can help open a path that can cut past parts of the track for a more direct route, so they are not all bad news.

Grand Prix

The first turn just beyond the start line can be bypassed with a Mushroom. Aim for the stone ramp on the grassy field on the inside of Turn 1. Be careful for Bananas that computer drivers might try to use to block the approach to the ramp.

The cave you enter after Turn 2 at first seems rather barren. On Lap 2, rollers will start barreling through the center of the road on the ground. You can either stick to this main road or use the antigravity panels on the wall to the right to ride on the walls. It’s faster to stay on the ground and hug the inside of the turn with drifts and Mini-Turbos, but the wall is good for collecting Coins.

Exiting the cave gives players many optional paths to race through. You can either stick to the middle and dive into the water (4), take the roads on the side (5), or ride the walls on the side roads. Make sure to take advantage of any ramps and Jump Boost to keep up your speed.

On Lap 2, the rollers can knock down a wall at the center of the split in the road, where the small lake begins. Behind it is a glide ramp that can send you gliding over the water on a more direct path to the next cave. Just mind the Thwomp protecting the central island!

If you took the central route over and through the water, the stairs leading up from the depths can be Jump Boosted, which is a good way to speed into the second cave. You can also Jump Boost off the antigravity panel inside the cave itself.

Multiple Thwomps guard the stony S-curve just beyond the second cave. It’s safest to favor the inside racing line to avoid the Thwomps.

Staying on the inside line can also set you up for a risky shortcut over a narrow stone ramp. One false move will send you into the abyss and likely cost you a place or two. Be especially careful around heavier racers. They can push you off easily if you’re going in side by side.

The ramp, and the glide ramp it drops you next to, can be Jump Boosted. If you choose not to take this shortcut, be mindful of racers that do when you are taking the final turn, and be ready to use any items you have to ambush them if they land ahead of you.

The final stretch consists primarily of gliding over a chasm and down a hill toward the finish line. You can cancel the glide by landing early to Jump Boost off of one final ramp. If you time it right and land right on the ramp, and then jump just as you touch down, you’ll gain the speed boost and maintain the glider flight.

Time Trial

This is one of the most demanding Time Trials of all the Mushroom Cup courses, and arguably one of the most intense in the whole game.

From the moment you start (with a perfect Rocket Start of course), begin drifting left, while trying to keep traveling straight down the track.

The challenge here is to drift until you’re aligned with the ramp on the grass to the left (2). You should be able to Mini-Turbo off this drift. Ideally you are aimed perfectly straight at the ramp

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Boost with a Mushroom across the grass, avoiding the ramp and aiming to collect some Coins on the track beyond it. Make sure you don’t hit the wall on the left side of the track.

Next, avoid going onto the wall on the right, and drift and Mini-Turbo on the ground level, hugging the wall as best you can. As you exit the turn, dive into the water at the center of the course to collect two of the Coins there. On later laps, the glide ramp over the water in the center of the next area will be opened by stone rollers, and will be a straighter, faster route.

The underwater section of the course is actually faster than the wall rides on either side of the track. You can snag two Coins on either side of the central platform, and score a Jump Boost as you hit the edge of the stairs while exiting the water.

Drift through this cave, hugging the turn as close to the wall as possible. You can make up for passing these Coins later.

The next few turns can and should be drifted and Mini-Turboed through as tight to the inside as possible, while avoiding the Thwomps. Your entire goal in this section is to set yourself up to use another shortcut.

Take this stone ramp as opposed to taking the much wider route to the right of it. Jump Boost off the ramp, which should carry you to the glide ramp on the main track.

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You can get one last burst of speed by Jump Boosting off one of the ramps on the hill facing the finish line. Time your landing and jump off the ramp right—you’ll be able to glide farther.