SNES Rainbow Road: many close calls but it was a no hits race. I got hit by a Blue Shell and some Bloopers. 2 lightnings and a blue shell and that was after managing to avoid the red shells. Mute City: this track went very awful by the 2nd half. Only reason I didn’t restart was that I didn’t get hit by Lightning since all my mistakes were still less time lost than a single lightning (one of those costs you about the same as 2 blue shells).ĭragon Driftway: clean from items but a bit wonky on the driving. Did the corners bad and got hit by a blue shell. Otherwise I’d have restarted here.Įxcitebike Arena: this went pretty bad too. GC Yoshi Circuit: the only reason I took this race was because it always goes bad and I got many good tracks later. A single hit here would be a restart since it’d be unacceptable to get hit this early.
N64 Rainbow Road: the track went as fast as with the no items run. Items are set to normal since Frantic is slower and normal track order is used for consistency.
Game is the digital version and I use the Pro controller. The rest of the settings are pretty much the same. The Biddybuggy is a better kart choice if you go with these characters though. DK/Waluigi offer a bit more top speed at the cost of handling but I found myself getting the same time so I stuck with the easier to drive character. For character, I went with Pink Gold Peach because she has a good balance between top speed, acceleration and handling. Glider choice does matter so I switched to a glider that gives an acceleration increase opposed to top speed increase because these gliders also get a boost in handling and other hidden stats. Tires are still the same ones since those are really overpowered with how this game favors acceleration over top speed and the level 3 Mini Turbo. The Streetle is no longer an optimal choice since it has bad antigravity speed and Pipe Frame is better overall for a long run like this.
Kart choice also got updated since, upon finding out about hidden stats, it was discovered that the hidden stats also changed between MK8 and MK8D. Since they’re no longer DLC, they needed a more fitting name and that’s what people came up with.
Worth noting that what is referred as “Bonus Tracks” is the tracks that were the DLC tracks in the Wii U version of MK8. It’s better to get those out of the way first since things can go bad there easily. This saves a bit of time and also lets you do the Bonus Cups early since those tracks are the roughest set in the run. Things that changed between then and now include starting with N64 RR instead of Mario Kart Stadium because, in N64 RR you don’t get 10 coins usually from normal driving since you start with 0 but, if the track is the first one, you start with 5 coins since you start in last place. I’ll just focus on the updated stuff here. I hope the comments for the old run get saved somewhere so that people can go back and check those if they want more in depth info. I managed to score another perfect run with 1st place finishes in every track but those are pretty common after a certain point. I think the rng was as ruthless as ever, which means most of the improvement was just from better driving and some better routes. After spending a few months playing the game quite a bit to set various times in various categories, I ended up improving a bit and managed to beat my old run pretty easily. Here’s an improvement of my Mario Kart Deluxe speed run.