The following is an in-depth guide for the flower cup of Super Mario Kart.
This track is basically one big circle. There aren't too many alternate paths to go on here. In this track, there are 3 optimal shortcuts you can take. The first one is very hard, you have to drive to the second set of bumps in the road, power slide into one of the bumps to clear the wall to the left. This is pretty difficult though. If you have a feather, wait until you take the turn after the first set of bumps, go straight and use the feather to go over the wall. Then drive to the closest part of track to get out of the off-road. The final shortcut you can take is with a mushroom by cutting the corner on the final turn to take a big lead.
This track is just a bunch of 90 degree turns just like last time. On the fourth turn, you can go really wide for an extra item. On the last turn, if you hug the wall you'll find a boost panel. The computer players will never use the boost panel, so you can use it to go far ahead. There's a jump bar in front of it, but if you hop to clear it then you can get another item. There's one ultra shortcut and one regular shortcut. If you have a feather, you can power slide just across the finish line and then continue the slide while feathering backwards to have Lakitu pick you up for another lap. If you have a feather, after the third turn you can go straight and feather across the gap to skip a turn. You can also do this with a mushroom while hopping.
This track is very similar to Donut Plains 1, except in includes a lake right in your path, as well as plenty of Monty Moles in the track. If one of these moles latches onto you, just keep jumping so they eventually fly off. On this course, there is one ultra shortcut and one regular shortcut. The ultra shortcut is very similar to the one in Donut Plains 1. When you get the lake after the 2nd turn, start a drift into the first part of the lake. mushroom into it, let go of B, and continuously hop into the wall to clear it. This works on every lap to give you a significant advantage. If you have a mushroom, you can use it into the part of the lake while hopping to completely hop over it.
This track is basically just a bunch of 90 degree turns. Eventually, you'll reach a spot where you have to follow the arrows to safely make it. If you have a feather, there's one ultrashortcut you can do and two regular shortcuts you can do. For starters, you can do the trick where you power slide just past the finish line for a lap, but then feather back into the laval so Lakitu can carry you across for another lap. If you have a feather, ignore the first arrow and go down the first left path, use your feather at the end of the S or T to get across. Even if you don't fully make it, it's still faster. Finally, if you have a feather, on the first turn, power slide all the way until you're just about to hit the right wall and feather. If you don't make it across Lakitu will get you there for a huge shortcut.
This track is very long, but it doesn't have many shortcuts to pull off, only one shortcut. After about the eight turn, (After the big sharp turn and after the loop after that) there's a gap in the wall straight ahead that's worth going through with a mushroom. After that part, make sure you're getting the boost panel by the finish line to increase your lead.
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