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Mario Kart Wii: Flower Cup

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Uploaded by on Mar 9, 2008

From IGN.com

Flower Cup
While still not as impressive as the last eight tracks in the game, Flower Cup has some strong versatility to its racing. You get a circuit race, prop-heavy mall level, snow section, and underground mine environments.

Tracks:

Mario Circuit


This 30 second lap race is another traditional circuit-style track, complete with wide blacktop, high grass, and open roads. The only real threat around Mario Circuit is the guarding chain-chomp that patrols a boost ramp shortcut. Cut to the inside if you see him attacking other racers, or steer clear of this lumbering monstrosity at all costs. All in all this is one of the more uneventful tracks in the game, but it's short, and obviously meant as a warm-up compared to some of the other Flower Cup offerings.


Coconut Mall

It isn't the most visually stunning map out there, but Coconut Mall has a lot going on. From the start of the lap you'll see escalators that alternate up and down each lap (take it the right way for a speed boost), and varying levels of height throughout the mall itself, each giving way to alternate routes. Pop off the fountain to grab a quick power-up box, and then take the high road up to the biggest freefall we've seen in Kart thus far, complete with two boost pads and another set of items. Trick off this, and you'll have enough speed to take you to a few Mii-driven cars that are attempting to parallel park outside the mall itself. Boost off the pads at your own risk, and you'll hit the finish line in about 50 seconds.


DK Summit


As Mario Kart's take on the world of downhill skiing, DK Summit is an extremely unconventional track filled with hazards and snowboard lines. The track begins with a boost cannon that takes shoots racers up to the top of the summit side-by-side with a chairlift, and the remainder of the track is about finding your way down safely. Upon your arrival at the peak, use as much trick work and boosting as you'd like to work the initial bowl section, which then feeds into a jump-filled mogul run. Gain speed here to dump into a quarter pipe with items at the peak of the jump, and then round a broken out area and drop into the main half pipe itself. Once in the pipe, follow the arrows for the best takeoff and landing lines, boosting and tricking with every jump and grabbing items when possible. Avoid the Shyguy group you share the hill with, and you'll dump back out at the bottom of the hill safely. The whole run should take just under a minute, provided you don't cut a corner too sharp and end up at the bottom prematurely with a broken kart.


Wario's Gold Mine

With most of the tracks being a bit wider than expected due to the 12-racer design of Mario Kart Wii (and the more casual audience of the console in general), it's a nice breath of fresh air to run through Wario's Gold Mine. Complete with narrow bridges lacking rails or safeguards, Wario's Gold Mine is a more laid back, darker alternative to rainbow road. Use the wider bowled sections to trick and grab a fast boost, and stay along the straight and narrow while sharing track with gold-filled mine carts, being sure to grab power-ups that trail the bins. Run this track well and you can find the end within a cool 45 seconds or less.

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  • likes, 19 dislikes

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Top Comments

  • I really hate Wario's Gold Mine.

  • ma idiot dat koment was soo fukin pointless

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All Comments (151)

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  • Damn, Yoshi drives a Toyota Supra!

  • awesome

    

  • im better then the people at ign in this game? wow....

  • ho no

  • I'm happy you ran over Bowser at Coconut Mall. I have a lot of revenge to get on him.

  • ¿tienes algo ganado?

  • @WSBM14 ur the idiot i cant even fucking understand u

  • i love Yoshi he's so cute!:)

  • IGN really sucks at games.

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