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Group games / Your play guide

Mario Kart 8 Deluxe

Everyone races at once, watching their own part of the screen. Corners, boosts and surprise items can change the order right up to the finish. Play a four-race set and let the combined score decide the winner.

2–4 peopleFinish a four-race set; start another if everyone wants to continueMario Kart 8 Deluxe, one original Nintendo Switch or Switch OLED, dock, power supply, HDMI cable, television and a compatible controller setup for each of 2–4 players
Four adult friends play together on a television, each holding a game controller.
In this guide

The quick version

Choose Multiplayer and the number of players, then VS Race. Set 100cc, No Teams, Normal Items, No COM, Choose courses and 4 Races. Race the four Mushroom Cup tracks in order. Accelerate, steer, collect items and use them. The game adds finishing-position points after each race. The highest total after race four wins; equal highest totals share the win.

Get ready

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Connect everyone and choose the set

This format uses Mario Kart 8 Deluxe on an original Nintendo Switch or Switch OLED, docked to a television, with 2–4 people racing together. Use the base game's courses. Update the game before guests arrive and check that it launches. This is the Switch edition, rather than Wii U Mario Kart 8 or Mario Kart World.

Place seats where everyone can distinguish their screen area and see the course. Connect the dock to power and the TV with HDMI, charge the controllers, and keep cables out of walkways. Each person can use one detached Joy-Con held sideways, a pair of Joy-Con, or a Switch Pro Controller. Two Joy-Con supplied with a console can serve two people separately; four players need four controller setups.

From the title menu choose Multiplayer, the player count, and VS Race. Follow the controller prompts: press SL and SR on a single sideways Joy-Con, or L and R on a pair or Pro Controller. Confirm which screen belongs to each person. Let everyone choose a character, vehicle body, wheels and glider from what is available.

Set 100cc, No Teams, Normal Items, No COM, Choose courses, and 4 Races. No COM removes computer-controlled racers, so only your group competes. Before starting, agree to race these base-game Mushroom Cup tracks in order: Mario Kart Stadium, Water Park, Sweet Sweet Canyon and Thwomp Ruins. Player 1 selects each track when prompted. They are separate choices in VS Race; selecting a cup is not this mode's setup.

Each player may use Smart Steering and Auto-Accelerate. Open the kart's options with + or − and use the displayed buttons to check the icons. Smart Steering helps keep the kart on the course; Auto-Accelerate keeps it moving without holding the accelerator. Tilt Controls steer by moving the controller; turn them off for stick steering unless you prefer them. Check these choices openly before play.

Learn the buttons before counting a race

With a Pro Controller or paired Joy-Con, use the left stick to steer, A to accelerate, B to brake, R to hop or drift, and L to use an item. Holding B while stopped reverses. With one sideways Joy-Con, steer with its stick, use SR to drift and SL for items; check the accelerator and brake in the game's control display because the printed face-button names differ between left and right Joy-Con.

For a first visit, open Help from the title menu to see the driving and item explanations. Then run an unscored practice set with the same settings. Try accelerating, taking a corner, collecting an item and using it. You can leave that practice early together; return to VS Race and start a fresh set so its points do not count.

To drift, keep accelerating, hold R while turning, then release it after sparks appear for a boost; use SR on a single Joy-Con. Start with ordinary steering if that is easier. Coins increase kart speed up to ten collected coins, but are not your set score. Boost pads speed you up, and special ramps open the glider automatically. Keep steering and follow the track.

Race together and add the results

Start on the countdown

Select Mario Kart Stadium for race one. Watch your own screen and start accelerating at GO, or steer when Auto-Accelerate is on. Everyone drives simultaneously; nobody waits for a turn. Follow the track until you complete its required laps or sections and the game records your finish.

Collect and use items

Drive through a question-mark item box to receive an item. You can hold two; using the first makes room for the next. Press the item button when you want to use it. A Mushroom boosts you, a Banana trips a kart that hits it, and a Red Shell pursues a racer ahead. Being hit or falling off costs progress, but you continue racing rather than being eliminated.

Read the standings

After the race, look at the results together. The game awards points by finishing position and adds them to the running total. Use that displayed total, rather than importing a points table for a different number of racers. Item hits and coins do not earn separate points in this format. Advance only after everyone has seen the standings.

Complete all four tracks

Player 1 chooses Water Park, then Sweet Sweet Canyon, then Thwomp Ruins for races two through four. Keep the same players and race settings throughout the set. A low finish in one race does not knock anyone out: everyone races all four.

Finish with the highest total

After race four, compare the final point totals. The highest total wins this set; if two or more people tie at the top, this guide's house rule names them joint winners. Do not break a points tie using the order of names on screen. For another set, reset the scores by starting a new four-race VS Race set, and agree on its tracks and settings before starting.

Keep the competition friendly and clear

Let new players try the controls and assists before the scored set. Ask whether they want a slower set rather than quietly changing their settings. Smart Steering can limit shortcuts and prevents the strongest drift boost, so it changes how racing feels; it is a permitted personal choice here, not a guarantee of equal skill. Keep advice to one useful tip at a time.

Items and kart collisions are ordinary parts of the race. A late shell is not grounds for restarting. Use the game's finish order and points to settle close finishes. Keep hands off other people's controllers, and ask before pausing: on one console, a pause interrupts everyone.

For a disconnected controller, pause when possible, reconnect it through the on-screen controller prompt, and resume together. If a technical failure makes a race unusable, this guide suggests a house remedy: abandon the unfinished set, repair the problem and start a fresh four-race set with zero points. Do not mix scores from an abandoned set with new scores. Announce this remedy before the first race.

Lower the TV volume and keep conversation soft if the room needs to stay quiet. The visible countdown and track show when to drive; agree that anyone can request a break between races. Decide whether to continue only after completing the set, so a losing player is not trapped in an open-ended evening.

Already know the game?

Ideas & Twists

Choose a variation together before you start.

Mario Kart 8 Deluxe · See main rules

Suggested settings variation

Slower learning set

Change the speed to 50cc before starting a fresh four-race set. Keep No Teams, Normal Items, No COM and the same four tracks. Let each player choose Smart Steering and Auto-Accelerate, and show everyone their controls before the scored start. Everyone still races all four; the highest displayed total wins and equal highest totals share the win.

Mario Kart 8 Deluxe · See main rules

Suggested settings variation

Driving-only set

Change Items to No Items for a fresh four-race set. Keep 100cc, No Teams, No COM and the same four tracks. Item boxes no longer supply race power-ups; steering, drifting, track hazards and ordinary course coins still matter. Keep personal assist choices agreed before starting. Score by the game's finishing-position totals as usual; highest total wins and a top tie shares the win.

Mario Kart 8 Deluxe · See main rules

House scoring variation · exactly four players

Partners by combined score

Make two pairs, preferably matching a practiced player with a newcomer. Bring paper and a pen. Keep No Teams and every other main-set setting, so all four still race individually and items can hit a partner. After race four, write each person's displayed total and add the two partners' totals. The pair with the larger sum wins; equal sums are a shared team win. Agree that there is no extra blocking rule or bonus for helping a partner. Choose new pairs before another fresh set.

About this guide

Nintendo supplies the game mechanics, controllers, assists and course identities. This guide chooses a casual 100cc four-race VS set with no computer racers; it is not Nintendo's championship rules. The Mushroom Cup track order, practice, joint-winner tie rule, technical-failure restart and partner tally are host suggestions. Switch 2 supports a larger same-console group after its September 2026 update; this guide's main setup and group range remain the original Switch format.

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How we play

Four letters. One way to show up.

Show up.

Bring the effort or the willingness to join.

Try stuff.

Take the shot, try the Twist, join the round.

Uplift the group.

Include people and keep the room moving.

Do it fair.

Call it clean and respect the group.

STUD Sportsmanship

All challenges, rule calls, scoring decisions, and outcomes should be handled in good faith. If a challenge is phrased unclearly or leaves out a detail that later becomes relevant, resolve it according to the original intent of the group and the fair spirit of the activity, not by exploiting loopholes or technical wording. If an unforeseen circumstance, ambiguity, or disputed dynamic arises, participants should work together respectfully to reach the fairest interpretation. Where no agreement can be reached, the matter should be decided by the group, event host, or an agreed neutral third party.

Socialize. Play. STUD.