Mario Kart 8 Deluxe: Wave 5 review

In the grand return to the Wide World by the site’s founder, Dirt tackles the new DLC wave of Mario Kart 8 Deluxe tracks and characters.

Yes, it has been a while since I’ve posted, but hey, I’m here now just in time for a new Mario Kart Booster Course Pass wave release.

The fifth wave of the BCP features eight new courses and three new characters added to the game, leaving only eight tracks and two characters remaining for Wave 6.

Just to get it out of the way, I love the inclusion of both Kamek and Petey Piranha. Kamek getting cut from two games prior to this makes his addition feel all the more special, and Petey was a beast in DoubleDash.

Wiggler?? I don’t know, I could’ve gone without Wiggler in this game. I know they have a fanbase and all, and if you enjoy him, I’m happy for you. That said, its inclusion does nothing for me and limits Wave 6 options.

Enough about that, let’s hit the tracks!

Athens Dash

Released somewhat recently in Tour, Athens Dash takes us through the ruins of Ancient Greece as well as briefly through the city in its current state. It’s easily one of the coolest City tracks to look at if you’re into architecture.

This track makes the most of its unique surroundings, making the course super vertical and challenging. For me, a track with technical sections that are harder to navigate are my favorite, so I was destined to love it. I especially love the final lap where racers rush up a hill and boulders come to end your race.

Grade: S

Daisy Cruiser

Yayyyyyy! Nintendo giving us DoubleDash fans something to smile about! The second track of the Feather Cup, drivers head to the sea for a cruise through Daisy’s big ass ship, complete with moving tables and swimming pool.

I am very glad they kept the split path idea from Mario Kart 7’s version of the course as well as making the boiler room a water-logged section with clams and an eel! We love eels!

I have no complaints about this track as it feels like a faithful remake with some good new inclusions.

Grade: A tier

Moonview Highway

You wanna talk about a plot twist?? Nobody had Moonview Highway on their radar this late into the BCP, but much like with Maple Treeway and Waluigi Stadium, Nintendo pulled the old switcheroo on us.

Sad to say, I have a few complaints about the renovations done to this track. I feel that the traffic is less abundant and slower. The whole point of a highway is that cars are going quickly in traffic, which the original gets right.

This remake is still plenty difficult, but I wish it was as difficult as the Wii version. Other than that, very glad to see the return of the Bob-omb cars and in general to see this course in the BCP at all since it was on my wishlist.

Grade: A tier

Squeaky Clean Sprint

So many people feared this was gonna be another bland track like Sky-High Sundae, and I am SO glad Nintendo proved y’all wrong.

SCS is a super fun track with several paths and great shortcuts. My favorite parts of the course are the drain section where players get flushed and drive through a pipe and the glider over the toilet before the final branching paths.

As much as I’m not keen on the aesthetics of racing in the bathroom, I have had a whole lot of fun with this track, and I look forward to seeing how much I like it with more reps.

Grade: A tier

Los Angeles Laps

Another Tour city track would normally make me yawn (we do not need three of them per wave, Nintendo.) However, LA Laps is a really fun track with lots of varying scenery.

A trip to the Pier, catching a game at Dodger Stadium, and ending the course by going through the oil fields makes this an especially immersive experience, something New York Minute wholly lacked.

The track layout is smooth and flowing with plenty of unique corners, making this easily one of the better Tour courses of the Booster Course Pass.

Grade: A tier

Sunset Wilds

Fun to drive on, but it doesn’t get a solid vote for ditching the track’s ONLY GIMMICK. How do you get rid of the setting SUN from SUNSET WILDS?

Grade: C tier

Koopa Cape

I’ve never been the biggest fan of this track in any of its iterations, but I know a lot of people like it. Unfortunately, those people are pissed about this remake.

The pipe section towards the end has been poorly streamlined, removing the fast-moving water in favor of making the pipe an anti-gravity portion. They also took the lightning pinwheels away toward the end of the pipe, removing a key part of the track’s challenge.

I enjoy racing at Koopa Cape, but it doesn’t deserve a high grade due to sanitizing of the track’s challenges.

Grade: B tier

Vancouver Velocity

I’m going to start by saying this is the best Tour city track to come to this game. Better than Bangkok Rush and Sydney Sprint.

This is a visual marvel. There’s never been a city track that’s made me want to visit its namesake more. There’s also an insane amount of diversity in this track; players drive through tunnels, ice rinks, rainy streets, and narrow pathways, tightening the action between competitors.

Not only is this one of the best tracks to race on, not only is this the best city track, but it’s one of the best looking tracks in the entire game, hands down.

Grade: S tier

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