List of Mario Kart 8 glitches

This is a list of glitches in the game Mario Kart 8.

This glitch is most common in N64 Yoshi Valley where there are numerous multiple paths, but it can happen under specific circumstances in other courses such as Bone-Dry Dunes. Occasionally when a Spiny Shell is deployed and the racers in at least first and second place are in a section where there road forks into two, the Spiny Shell may initially follow the racer in first place and then change its target to the one in second place or the highest place out of those in the other path. This is caused by some courses especially Yoshi Valley having the checkpoint markers that determine the place of the racers being inadequately calibrated with the other routes, as players can see by going down the old bridge path in while in first place, drop a few places while in the turn and then suddenly be back in first place once the paths join up again.

To perform this glitch the player should get a Banana and get to the part in Dolphin Shoals where there are many Warp Pipes that generate wind. The player then needs to throw the banana at the correct angle to make it be blown away to a tilted part of the course. If the glitch is performed correctly, the Banana will move on its own.

It is unknown how it happens, but sometimes when a Mii is selected the skin appears to be white with randomly colored lines. However, if a different Mii is selected, the Mii is reselected or the race begins the texture returns to normal.

This is a rare and dangerous glitch for the game. It is required to have at least 2 players. The player must race in N64 Yoshi Valley and play normally until there is a giant egg (it is required to have a banana before this). With precise timing, the player must throw the banana and exactly at the same time, press the eject button and the message that says to put back the disc will appear. Upon doing this, the game will process normally, but the banana will turn red. If the banana hits another player while he/she gets crushed by the egg, the character will disappear and the kart will freeze but it will still move and can still be controlled. If that player hits a CPU, the entire racer vanishes. But however if that kart was a player, this will alter items found in the race and the game starts to lag. After this, the game will start to fail. Repeating the glitch will cause the game to lag even more and the background objects will glitch or vanish. If a player repeats the same glitch again, wins the race, or exits the course, the game will crash, playing a loud scream-like screech. This glitch was fixed in the PAL release, as if the player ejected it while there is a banana movement, the banana will be the same and the game won't glitch.

On the final clock the player can drive onto the lower of the two hands. The player should wait until the upper hand comes around. If their timing is perfect, they can drive on the upper hand while the car is still being displayed on the lower of the two hands. This can be done with any character.

Very rarely, when gliding as a Mii while using a Piranha Plant, press the home button after about one half of the Piranha Plant's usage. Exit out of the home menu and return to the game. For unknown reasons, the game will crash, playing a strange horn noise in the background. The player will be forced to restart the game. This has been confirmed so far in multiplayer on Water Park.

In Thwomp Ruins, sometimes when the player takes the middle pathway at the three-way part of the course if they bump into the Thwomp while gliding when they land on the platform below it they may fall through it and end up in the underwater part.

In N64 Rainbow Road, on the ramp where the player glides to the finish (before the Start line), with the use of a mushroom and a perfectly timed hop, the player can fall of the track next to the ramp and trick Lakitu to dropping them before the ramp, allowing exploration of N64 Rainbow Road backwards on the 1st lap. Can't seem to get past the next ramp that comes after the drop the start line. However, on the way back to the start line from anywhere in that area, the game counts the 2nd checkpoint as the 2nd lap, then the 3rd checkpoint (Start line) as the 3rd lap, essentially ending the course on the 2nd checkpoint.

Very rarely, when doing a trick on a blue boost pad, the character does a boost pad or ramp trick instead of the boost pad one. This could happen on every circuit blue boost pads, but it has been confirmed in Wii Moo Moo Meadows.