Mario Kart 8 Deluxe Beginner Tips: Drifting, Racing Lines, Coins and Items

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Mario Kart 8 Deluxe Beginner Tips: Drifting, Racing Lines, Coins and Items
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You drift. You get blue sparks. You even hold a banana or a shell behind you. But against hard CPUs, you finish 1st in one race and 8th in the next. Why?

The answer is simple.

You can already control your kart. What you can't do yet is drive at the same speed every lap.

You don't need pink sparks to win in Mario Kart. A hit on the wall, a slide through the grass, a red shell, a big detour for one coin. Small losses like these add up over three laps. The player who led a minute ago can easily end up in 8th.

This guide puts the things to focus on in order, so you can remember them in the middle of a race. I keep what Nintendo officially says apart from my own rules of thumb for beginners.

1. Priority ranking: learn in this order

Priority What to do In short
S Hit fewer walls, drive off the road less, fall less Don't get slow before you try to get fast
S Drift and get a blue Mini-Turbo Hold R through the turn, release on blue
S Take the shortest line Gentle turn: inside. Sharp turn: outside, inside, outside
S Keep your defensive items In front, use bananas and shells as a shield
A Pick up coins on the way Up to 10. Don't chase a faraway one
A Jump Action Press R at ramps and bumps
A Mushroom shortcuts Learn where a mushroom saves more than a straight boost
B Rocket Start A free boost once per race
B Rear view and slipstream Use them to hold your place, after the basics
C Soft drift, drifting on straights These can wait until the basics are steady

Nintendo teaches drifting, Mini-Turbo, coins and Jump Action as the basics. Then it covers racing lines, defense and shortcuts as the next step.

The most common beginner mistake is learning a C-rank trick while still hitting walls, which is an S-rank problem. Before you buy a fancy knife, stop dropping the carrots off the cutting board.

2. No turbo? Hold R down, then let go

You don't tap R and let go. You hold it, then release. Here is the basic order.

  1. Keep holding A to accelerate.
  2. Start steering a little before the turn.
  3. Hold R to start the drift.
  4. Keep drifting. Sparks come out of the tires.
  5. When the sparks turn blue, let go of R.
  6. You get a Mini-Turbo.

The sparks go from blue to orange to pink, and each color gives a longer boost. If Smart Steering is on, you can't get the third level, the pink Ultra Mini-Turbo.

If you can't even get blue, check two things. Are you letting go of R too soon? Are you really turning while you drift?

R is not a doorbell. Pressing it once is not the whole job.

3. Should you take every turn on the inside? Yes if it's gentle, no if it's sharp

If you think "every turn is outside, inside, outside," you can actually get slower.

Gentle turns: stay on the inside from the start

On a gentle turn, the inside is the shorter way. Nintendo also suggests drifting along the inside on gentle corners.

You don't need to swing wide first and come back.

Sharp turns: outside, inside, outside

If you hug the inside from the start on a sharp turn, you have no room left to turn. You then slide out wide at the exit.

So drive like this:

outside → inside near the middle of the turn → outside at the exit

This is the outside-inside-outside line. You use the whole width of the road, so a sharp turn feels like a gentler one.

S-bends: don't follow every wiggle

In an S-bend, don't swing left and right with the road. Make small drifts and try to go through in a line as straight as you can. Nintendo suggests a straight line here, too.

The road can zigzag like a snake. You don't have to.

4. Should you drift on a straight? Mostly to get ready for the next turn

Weaving left and right on a straight just to charge a turbo is not a top priority for a beginner.

Here is a better use:

long straight ───────── right turn

Start a right drift a little early, near the end of the straight, and carry it into the right turn.

Don't force a turbo on the straight. Start the drift for the next turn near the end of the straight.

This way you don't ruin your line.

5. Blue, orange or pink? Go as far as your line allows

The longer you drift, the more the sparks change: blue, orange, pink.

But look at these two choices:

  • Blue turbo on the shortest line
  • Pink turbo after a wide detour

As a beginner, pick the first.

Don't ask "which color can I get?" Ask "which color can I get without leaving the shortest line?"

First, get blue on every turn. Then stretch to orange only where it comes naturally. Pink is not a medal. If you take a detour to show it off, it's like setting off fireworks while you're late for work.

6. Do coins come before the shortest line? Up to 10, but don't make a big detour for one

By Nintendo's rules, each coin raises your top speed, and you can hold up to 10. Nintendo also suggests collecting them early.

Update Ver. 4.0.0 on September 2, 2026 made the base speed in races faster by one coin's worth. The coin limit did not go up to 11. You still hold a maximum of 10.

So should you give up the shortest line for a coin in front of you?

Usually, no.

This article uses these rules of thumb for beginners:

  • 0 to 4 coins: grab it if you only need to move your line a little
  • 5 to 7 coins: pick up the ones close by
  • 8 to 10 coins: mostly stay on the shortest line
  • At 10 coins: don't chase more

This is not an official formula for winning. It is a simple way to decide.

Think of the order like this and you will crash less:

Stay on the track > shortest line > nearby coin > faraway coin

7. How to use items: near the front, block one hit before you attack

Hold L to trail a green shell or a banana behind your kart as a shield. It can stop attacks coming from behind, like a red shell.

If you throw away a banana right after you grab it in 1st place, a red shell arrives a few seconds later. And you say "oh no."

Some items work just by being held.

Do all items throw forward the same way? No

People mix this up easily.

  • Banana: normally dropped behind you. Push the stick forward and press the item button to throw it forward.
  • Bob-omb: normally dropped behind you. Push the stick forward and press the item button to throw it forward.
  • Green shell and red shell: normally thrown forward. Push the stick back and press the item button to throw it backward.

With the Joy-Con grip or the Pro Controller, the item button is L.

So "up + L throws everything forward" is wrong. Each item has its own default direction.

8. Which character and kart should you use at the start? Yoshi, Standard Bike, Roller and Parafoil

If you've just started and have unlocked almost no parts, this set is easy to handle:

Yoshi / Standard Bike / Roller tires / Parafoil

You can use Yoshi, the Standard Bike, Roller tires and the Parafoil from the very start.

The reason is not that it's the strongest. It's this:

  • Yoshi: a medium-weight character with no strange habits
  • Standard Bike: good at acceleration, handling and Mini-Turbo
  • Roller: high acceleration and Mini-Turbo, so it's easy to recover after you slow down
  • Parafoil: available from the start and doesn't get in the way

In short, it's a set that makes it easy to get back on track after a drifting mistake.

If you like the look and feel of the Standard Kart, that's fine too. Right now it's better to stick with one setup for a while and get used to it than to hunt for the newest best build. You'll see your own progress more clearly.

9. Bouncing between 1st and 8th against hard CPUs: you're not too slow, you're not steady yet

If you win some races but also finish 8th, your top speed is probably not the problem. The problem is that your losses are uneven.

Typical causes:

  • One big slowdown from a wall or dirt
  • Hitting a wall again right after getting hit
  • Losing your line to chase a coin
  • Holding on for pink and running wide at the exit
  • Using a mushroom on a plain straight, not on a shortcut

Don't aim for 1st every time right away. Go in this order:

Anywhere from 1st to 8th → 1st to 5th → more 1st to 3rd → win more often

If you already use defensive items well, check three things next: how many times you hit walls, dirt or fall off, your line, and whether you only grab nearby coins.

10. What should you think about during a race? Just this order

If you think about everything at once, your head gets jammed.

Before the turn

  1. Is it gentle or sharp?
  2. Gentle: inside. Sharp: a little outside.
  3. Hold R from a little before the turn.

In the turn

  1. Stay away from walls and dirt.
  2. Aim for the short line on the inside.
  3. Watch for blue sparks.

At the exit

  1. Let go of R for the turbo.
  2. Look at the next turn.
  3. Take only the coins that are close.

When you are in front

  1. Keep a defensive item.
  2. Watch for attacks from behind.
  3. Skip the risky coin and the pink turbo.

These four situations clear up most of it.

11. Common ways of trying hard and going slower

Aiming for pink every time

If it means a detour, you've missed the point. Blue first.

Treating 10 coins as a must

10 coins is strong. But if you drive onto the grass for a faraway coin, the gain is easily lost.

Taking sharp turns on the inside from the start

You tend to run wide at the exit. On a sharp turn, start a little outside.

Drifting all the time on straights

If weaving makes you drive farther, you lose. Use it to get ready for the next turn.

Throwing an item the moment you get it

In front, you may be throwing away your shield.

Changing your kart every race

You can't tell what went wrong. While you practice, keep one setup and compare.

12. 200cc is different: use the brake if you can't turn

At 150cc and 200cc the speed is high. Nintendo also tells you to use the B button to brake when you need to, so you stay on the course.

At 200cc, if you think "full throttle is always right," you'll fly off the cliff with it.

First, stay on the course. Then go faster.

13. If you practice one course, look at three spots

You don't need to memorize the whole course. For each turn, decide three points:

  1. Where to start pressing R
  2. Where to get closest to the inside
  3. Where to let go of R

Use things you can see: "R at the sign," "close to the corner of the curb," "let go at the line at the exit."

In Time Trials, other karts and normal items don't get in your way, so you can check only your driving. Nintendo also recommends Time Trials for practicing drifts and courses.

14. Summary: to win, lose less instead of learning harder tricks

Fix these five things first:

  1. Hit fewer walls, grass and falls
  2. Hold R from before the turn and get a blue turbo
  3. Gentle turn: inside. Sharp turn: outside, inside, outside
  4. Keep defensive items when you're in front
  5. Pick up only nearby coins, and don't break your shortest line for a faraway one

If you can sometimes take 1st against hard CPUs, your speed is not zero.

The next job is to repeat your 1st-place driving in the races that end in 8th.

You don't graduate from beginner in Mario Kart by showing off pink sparks.

You graduate by driving three laps in a row without hitting a wall, on a short line, with blue sparks.

It's the plainest thing, and it works best.


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