The stage's music is a remix of the Bob-omb Battlefield theme from Super Mario The small areas around the border that players can get up onto via ramps have been removed, and instead the curved walls of the stadium have been made higher and allow for anti-gravity driving. While the battle arena itself remains unchanged, sans for being made larger, there are many more aesthetic details in the area surrounding it.
There are a total of 56 race courses in the game. All 48 from Mario Kart 8 , including those released as DLC, return, though some courses have received minor alterations. Dry Dry Outpost is set in an around a small desert town occupied primarily by Dry Bones. The course twists and turns through the town's paths, and racers must dodge various pots and crates scattered in their way. A large Yoshi Sphinx watches over the finish line, and the racers end a lap by climbing up the sphinx's scaffolding before jumping off and over a pit of quicksand.
Yoshi Mound is a small forested course where Yoshis roam. A very simple course, racers simply dodge trees as they travel in a zig-zag pattern across a variety of hills and around flowerbeds that slow down racers. Near the end of the course, the path splits into two directions and players must choose whether to travel through a small cave or through an underwater recess to reach the finish line.
Blizzard Badlands is set on an icy mountain. Boulders are launched from the mountain's peak as racers drive across treacherous paths dug into the mountain's side and held up by weak wooden platforms. A single-lapped course, players race up the mountain, cutting through various icy caves inhabited by Swoops and dodging snowmen before gliding off the mountain's peak and towards a platform held up by large balloons. While its layout remains fairly similar to its original design, it now takes aesthetic design cues from Sweet Sweet Canyon, as large piles of candies and sweets border the course and Toad-shaped Gingerbread cookies watch from the sides.
The course has been altered to take place almost entirely in zero gravity, as the course's path has been set around a large chocolate volcano. The chocolate lake present in the original has been removed, though has been replaced with a candy lake through which racers must drive.
Royal Resort is a beautiful resort located somewhere on Isle Delfino. Piantas and Nokis watch from behind barricades as racers dash across the sandy beach and through the five-star resort, crashing through its lobby and dining room and up to the second floor before jumping out of a large open window and through the ocean. Wii Daisy Circuit returns from Mario Kart Wii and has seen minimal changes aside from a graphical update.
The course is now set at night, and the lighthouse glows brightly to illuminate the course. In the town section, racers can now ride along the walls of the buildings and the area around the two statues of Luigi and Daisy and their baby counterparts now takes place in zero gravity as the roads are tilted at an angle. The shortcut, where players could cut through a house and use a jump near the beginning of the course, has been removed. While the course is still set at sunset, it is instead set within a western-styled town.
The large patches of mud have been removed, but cows now roam some of the empty areas; having escaped from their corral. Large barrels are placed in the way of the racers at some points in the track, forcing them to dodge those as they continue their race.
Like the other courses that return from that game, Wario Shipyard has seen only very minor changes apart from a graphical upgrade. Where the Sidesteppers are, walls have been added to allow players to go on the walls and avoid them; though this is the only major change aside from the removal of the barrels. Luigi Circuit is set within a normal racecourse stadium: the course is shaped within a large 'L' shape.
However, a large fissure has cracked through the stadium, and racers must drive down the wall of the cliff to make it to the other side of the track. Unlike Coconut Mall, Delfino Market is set outside, where racers must drive in-between stalls of fruit vendors, dodging crates, before going out towards a beach area and around a lighthouse back towards the market area. N64 Bowser's Castle returns from Mario Kart Like all other retro courses, the course has seen a number of aesthetic changes, including a more gothic design of the castle.
The long spiral track around the tower has been changed to be an anti-gravity platform, and racers now must glide over a wall that has collapsed into lava and to the finish line. Sand Ocean is inspired by the course of the same name from F-Zero. Sand Ocean is a winding course through the desert, where players race up a winding tomb in the middle of a desert set entirely in zero-gravity.
The course's layout is somewhat simple despite its nature, and it only has a single lap for players to race.
Near the end of the course, players must glide over a whirlpool of sand as they exit a pyramid. The course is now set at sundown, and the Cataquacks no longer catapult racers into the sky.
The second route on the right side of the beach, but racers can now travel underwater, where Sidesteppers wander. Urchin Underpass is heavily based upon the map of the same name from Splatoon ; in fact, it features the same layout as the Turf War map, with some changes in order to allow for karts to race in addition to the stage being much larger.
Racers start at one end of the stage and race to the other, up and down ramps and down the secret alley ways. The only real obstacles on the course are the trees located in the centre of the map and various puddles of ink that slow down racers when they drive in them. Gelato Square is set within a wintery town celebrating a holiday. The course sees racers racing atop a series of house, jumping from one rooftop to another.
Eventually, racers make their way off the buildings via a gliding jump and towards a skating ring. Finally, after getting off the skating rink, racers must travel up through scaffolding back to the rooftops.
Aside from a graphical update, it remains mostly unchanged. The upper path, where racers can get on top of the hills surrounding the road, has been removed. The course uses the same cars as N64 Toad's Turnpike, meaning there are trucks with normal and gliding ramps that racers can jump off.
The course is set in and around a large haunted house and the boardwalk surrounding it; racers must drive through the house, up a large spiral ramp and up onto the house's roof.
Once on the roof, they must drift off and onto a rickety boardwalk, where there are several holes that players can fall into. At the end of the course, racers must drive off the boardwalk and underwater, before climbing up a cliff and back to the start of the lap. Red Canyon is based upon the F-Zero course of the same name.
Taking place within a desert world, racers drive along a stretch of asphalt that twists and turns around the spires of stone in zero gravity. From the starting line, there is an immediate incline as racers spiral around a large hill before curling down and travelling around the ground. In terms of the course's layout, it heavily resembles that of Red Canyon II from F-Zero , being a large rectangular course with several sharp turns at random intervals.
While the course still takes place within a stadium, it is now supported, with many beams holding up the course in the centre of a ring. Following the large jump that propels racers into the ring area, a majority of the course now takes place in zero gravity as racers twist and turn around each other.
The only major change to the course's layout is at the end of the race, where the jump over the large pit has instead been replaced with a gliding jump. While the course's layout is relatively the same as it was previously, some changes have been made. All of the Chain Chomps that wander the course have been removed, and replaced with some Monty Moles. The end of the course, where racers travel through a part of a castle, has been replaced with an anti-gravity segment where racers travel along the castle's wall instead.
DK Slalom , like Mount Wario, is set atop a snowy mountain. Unlike the aforementioned course however, DK Slalom is a 3-lap race. DK Slalom has racers up a portion of a snowy mountain, and along a thin path that can be easily fallen off of. Then, through a cave, racers go up to a ski lodge where Shy Guys and Toads cheer on racers. The racers then must travel back down the hill, on a path that leads through slalom poles that have boosts. The layout of the course is essentially the same, though, like all other courses, there have been changes.
The rickety parts of the bridge have been extended and made into underwater segments not unlike those on SNES Donut Plains 3. The thin segments that act as shortcuts have been removed. The small jump located beside the first of the underwater segments remains, and racers must now boost through a patch of dirt located underwater to reach it. Some Boos now fly around the course, though do not directly interfere with the race itself.
Garden of Hope is based on the Pikmin series, and the location of the same name. The starting line is located in a clearing where an Onion and the SS Drake is located; the starting line is placed in-between them. The racers must then traverse through a simple, albeit bumpy, path that leads to water. The race then continues underwater, and leads out onto a plateau that sticks out of the water; racers drive up the side of it in a zero gravity section that transitions into a glide that leads them onto a cliff that overlooks the starting line.
Racers travel across this cliff, around the starting line, and to the east of the clearing, jumping between cliffs when necessary. From there, racers must either jump off the cliff onto the ground, or onto the back of a Bulborb and over a mound and onto a path that leads back to the finish line.
Blurp Bay is a very simple course based around a large lake. The race begins on a small island with a palm tree, before racers immediately dive down underwater and exit out into a cave, where racers must avoid a swarm of Swoops.
After taking a number of quick turns, the racers must than exit out of the cave through another underwater passage that leads out onto a beach and around a curve. Racers then transition to a small raft where there's a glider jump that racers use to glide over to the finish line. Upon entering the castle, racers can split onto two paths or onto walls just as in Thwomp Ruins. Then, the spiral ramp in the lava-bottomed room has been made into an anti-gravity ramp, and the room with the Fire Bar has been entirely removed.
The way up to the roof is mostly the same, though the path has been made wider and is now an anti-gravity section. The area where the Bowser Golem was in the original course has been redesigned and the Bowser Golem is the same as the one found in Bowser's Castle; it now sits in the middle of the two paths and punches one side than the other in succession - racers can still drive around his fists though as there is still room around the area he punches.
The way back to the finish line has also been altered in that there is no longer a jump to the mainland; racers now drop into the water, where Fishbones swim and drive back out again towards the finish line. Conkdor Canyon is set in a large canyon. There are a number of dunes and quick turns that racers must take, though there are a number of jumps off the side of the course that racers can use a Mushroom to take a shortcut.
The rocky road then splits into two, with one road going up onto a rocky cliff while the other staying low. Both roads run around each other, and the upper course later then transitions into a jump that leads into an area where Conkdors are located.
The racers must then travel up a pyramid in anti-gravity, where they glide to the end of the course. Set on a twisting metallic road set in space, this single-lap course has racers travelling on a zero gravity roller coaster. At the start of the course, racers travel up a long slope that quickly turns into a straightaway and quickly down another large slope and off a gliding ramp. While gliding, racers must dodge asteroids by going through rings, which propel them to onto a bumpy metallic road that rotates around a planet with Octoombas.
Eventually, racers make their way off the platform and onto the planet itself, where Topman spin around, trying to get in the way of racers. After dodging them, racers travel up a metallic spiral that leads back up into space and onto a curvy pathway that eventually ends up joining with the platform that the race began on, and reach the finish line.
Racers must race through a number of different tents, dodging various barrels placed on the path. After traversing through three in a zig-zag pattern, racers than use a glider to jump over a hall of stands and towards a Ferris Wheel that racers drive around on a zero-gravity roller coaster-like path that goes up and down around the perimeter of the carnival and back off a glider another glider back to the finish line.
Racers travel across a variety of rooftops, starting on one circular one before crossing a red girder to reach one across from it. After traversing three in a row, racers than need to climb up the side of a building in zero gravity, before gliding off of its roof and onto another smaller building, which, again, connects to several more and eventually back to the starting line.
The city bares little resemblance to the city from Super Mario Odyssey , and its original beta name, Waddlewing Heights, explains why it is set on a number of rooftops. Like the original track, it is still a circular course that is set around a hole in ice. Like the original version of the track, and not the version from Mario Kart: Super Circuit , there are ice-covered pipes that stick out of the ground around the first turn of the course; the others have been removed.
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Flex Mag. You're one microscopic cog In his catastrophic plan Designed and directed By his red right hand. Phoenix: A baseball has stitches! Are you saying all baseballs are suspicious because they have stitches?! Commentator: You know, it's so inspiring the way he found success after that tragic military accident that left him using a robotic claw for a hand. Sign In Don't have an account? Start a Wiki. Find the guy with the Telescope.
He's looking at the stone statue head on the right side of the cliff wall across from you. Change the wind direction so that it is behind you Make sure that you have enough magic to make it.
Land and approach the stone statue head. Lift it and drop in. Between the 2 torches is another hole. Drop down. At this point, you have to endure a seemingly neverending series of fighting enemies and dropping down holes. None of the enemies are too difficult, but, this does test your patience. There are a whopping 29 levels you have to fight through here.
On the 30th floor, stand on the wind symbol and play the Wind's Requiem. This will make a Treasure Chest appear with Treasure Chart 6 inside. If you want to keep going, you can stand it the ray of light that isn't sparkling, then reflect it onto the large statue, a hole will be revealed and you can keep dropping down.
You'll get a bunch of Rupees and a Piece of Heart. Warp to Tingle's Island to have the chart deciphered, then follow the flashing symbol on your In-Credible Chart to get the Triforce Shard.
Lift the large stone head and toss it. Go through the door. Go into each open room and fight the enemies inside. Doing so will light a torch above that door. Once you have gone into all of the open doors, cleared each room and lit all of the torches above the doors, you'll have to go back into the central room and take on the two Darknuts.
Once you kill them, then bars on the door will rise. Enter this room. Stand on the wind symbol and play the Wind's Requiem. This will make a Treasure Chest appear with Treasure Chart 7 inside. This is where Overlook Island is located. Overlook Island is made up of cliffs. Land on the island and use your Hookshot on the tree on the detached section of the island.
Continue using your Hookshot and working your way up. Drop down into the hole. Once you have gone into all of the open doors, cleared each room and lit all of the torches above the doors, you'll have to go back into the central room and take on the three Darknuts.Gameplay. Maintaining most elements from previous Mario Kart games, Super Mario Kart 8+ is a kart-racing video game with a heavy emphasis on using items to hinder opposing racers. Players pick a character, which is placed in one of six different weight classes that determine the base stats of the character's vehicle.