Super Mario Kart/Donut Plains

Donut Plains courses have rough sandy tracks that don't offer much grip and they are bordered by thick grass which slows your kart down. The main hazards are gophers, pipes and gravel patches and there is often some kind of water hazard to avoid. Most of the corners are very wide allowing plenty of room for power sliding around them.

Donut Plains 1

 * Direction: clockwise.
 * Hazards: the last turn of the course features a gravel patch, but otherwise there are no hazards.
 * Items: Question Blocks can be found directly in front of the finish line.
 * Shortcuts: the player can cut the corner of turn three through the grass, but without a mushroom it would considerably slow down the racer. A feather can help the player cut major parts of the track, particularly if used to jump the barrier right of the finish line.

Donut Plains 2

 * Direction: counter-clockwise.
 * Hazards: there are gravel patches, moles, and water.
 * Items: Question Blocks can be found directly after the finish line.
 * Shortcuts: use a Feather piratically anywhere for a shortcut.

Donut Plains 3

 * Direction: clockwise.
 * Hazards: deep water surrounds the two bridges; a break in the second bridge requires the player to jump to avoid falling in water. Gophers and gravel patches can be found on the fourth and sixth major turns.  The main course is often very thin, so the grass on the side of the roads becomes a major hazard as well.
 * Items: Question Blocks can be found after the first bridge.
 * Shortcuts: a Feather can be used to cut many of the corners of this track.