Friday, August 5, 2011

Mario Circuits

History:

The Mario Circuit was completed in 1956 by the Italian Motor Architect Enzo Gorlomi. After Enzo disappeared shortly after the Raceway fell into disrepair until purchased by a Plumber who had won tremendous amounts of coin through adventuring in the Mushroom Kingdom in the mid-1980s. It is widely believed that the Toadstool People did not believe in the same capitalist system as the portly Westerner did, so while their coins lay idle across the land, Mario felt no reason not to collect them, making himself fabulously wealthy. This combined with his immense political influence allowed him to become a de facto figurehead in the Kingdom as well as provided plenty of leisure time for pursuits like this. Mario beefed up the track and through its many incarnations has always served as a classy track in the Mario Kart Series.

Super:

The 3rd Mario Circuit
There are no less than four Mario Circuits in Super Mario Kart, each with an increasing degree of complication and difficulty but they all adhere to the same basic Raceway principle. They are the only Raceway-style tracks in SMK and actually the only ones with real roads. Circuit 1 leads off the Mushroom Cup and Circuit 2 closes it. Circuit 3 closes the Flower Cup and Circuit 4 closes the Star Cup. In this sense, besides Rainbow Road, a cup always finishes with a Mario Circuit, a trend that repeated in 64 but no where else. These tracks are pretty simple and have appeared in many other Kart games. Super Circuit recreated the entire SMK experience although it re-organised the tracks from five each in four cups to four each in five cups so their positioning is a little screwy.

Circuit 1 also appears in DS where the Ghost is Mario in the Standard MR at  0:50:688, the shortest in the game. Circuit 3 comes back in Wii where the Ghost this time is instead Baby Mario with a 01:38.880 in the Standard  Kart S. The Expert Ghost with the same Character switches to the Bullet Bike and pulls a 01:26.659. Finally, to round things out, Circuit 2 comes back in 7 with some added air time for the big mid-course jump boost. The Ghost here is Mario again, who uses the Pipe Frame, Standard Wheels, and Super Glider in 01:28.106, which is a fairly basic combination, although there is no underwater advantage for the Pipe Frame. The Expert goes 01:17.777 using the B Dasher, Slick Wheels, and Super Glider, which is an excellent combination for this course. Its only major disadvantage is handling and off-road, neither of which has a huge impact. Using a heavyweight though will push that speed up.

64:

Mario Raceway appears in 64 at the end of the Flower Cup. It is actually a pretty twisty track although there aren't many hazards besides grass, sand and a giant unscalable hill. Mario's personal fetishisation of Pipes is on display here, with a giant one appearing prior to the starting point. It is located in a pleasant part of the Kingdom, with rolling fields, low brick walls to prevent escape and a spot of trees. There are also a few fearsome Piranha Plants that threaten to munch on the more retarded of the drivers (possibly D.K.). It is likely that the Sand was imported from one of the many nearby beaches. This also returned in Wii where the Ghost is again Baby Mario, at 02:14.799 with the Nano Bike, the Expert goes 01:59.053 in the Mini Beast.

Super Circuit:

There is again only one Mario Circuit in the main game here. It actually follows the trend from 64 pretty well. There are a couple tight turns but overall it's relatively short and buffered by pleasant trees and sandy banks. Again, the sand was most likely imported. For both this course and 64 it's tough to choose a racer who may be suited best, there is no clear advantage here for anyone, there are both tight turns and long straightaways, no need for Off-road work or shortcuts. Everyone is fair game.

This course returns in 8 as a Retro Track in the Shell Cup. It has a few major revisions, including some subtle gradients and hills that were absent in the Super Circuit version. Most importantly, though, that long stretched out turn in the northwest corner has been transformed into an anti-gravity section, which makes for slightly crazier gameplay. The Staff Ghost in Time Trials is Baby Mario pulling a 1:49.158 using the Yoshi Bike, Standard Tires, and Super Glider. It's a fun callback to Yoshi's Island, but with a faster Heavyweight this combo can be surpassed.

Double Dash:

The Mario Circuit again makes an appearance here, this time smack in the Middle of the Flower Cup. Most Mario Circuits are Flower Cup circuits for some reason. It's all part of Mario being the most average Driver ever. The Flower Cup is just advanced enough that it's not a total blowover like the Mushroom Cup is, but it's still pretty simple. The Mario Circuits fit this bill perfectly. We get to drive around Peach's Castle in this one, although it's protected by some high walls, hills and a moat, which make entry difficult. There is again a long sandy stretch, ravenous Piranha Plants, a long tunnel and some tricky but wide curves. There's also a captive Chain Chomp, the second in the game after the one on the Luigi Circuit.

Double Dash also featured some Secret Staff Ghosts. Here Mario and Luigi use the Red Fire in 1:41:384. This track also returned for Wii, the third Mario Circuit to do so, and this time has a Ghost of Mario alone at 01:59.771 in the Standard Bike M. The Expert Ghost once unlocked uses the Wild Wing in 01:49.939. I think handling is the key to winning this track, there are some edges to cut with Offroad boosts with only grass to worry about as well as a tricky bit at the end with mini-hills and Goombas. I think a small combination with the Toad or Toadette Kart (probably Toad due to its slightly better speed) would be key.

DS:

DS is the only game to feature a Flower Cup without a Mario Circuit, it's instead in the Star Cup, almost out of place sandwiched between bizarrely unique courses like Tick-Tock Clock and Airship Fortress. Then again, this Mario Circuit is one of the more convoluted of its incarnations. The first half is pretty typical, wide straightaways, some slight curves, the sand, the goombas, the pipes. Then the second half goes kind of nutty with a big overhead spiral, a clear shot at Peach's Castle and some hairpin turns. It's interesting that the Mario Circuit eventually became home to Peach's Castle instead of incarnations of the Royal Raceway. Is this Mario trying to show off for the Princess? Or is it rather him attempting to assert his masculinity and dominance after she had to save him for once? I actually think with his decent handling, speed and acceleration Luigi's Poltergust 4000 or Streamliner can handle this track. The Ghost, though is Mario in the Shooting Star at 1:56:533.

Wii:

The Wii Edition is actually relatively simple. There are some gentle curves throughout the Castle Court (this game features Peach's Castle extremely prominently, it engulfs the entire horizon for a good portion of the back half of the track, clearly just another example of Mario's futile attempt at courtship. Or perhaps economic dominance of the Mushroom Kingdom isn't satisfying the Italian any more and he's vying for greater political influence? Perhaps even the title of...King Mario? It's always the ones with the moustache). Anyway, the Chain Chomp returns although he's much more fearsome with a longer reach, still a nice callback to Double-Dash and outside the Castle Court is a nice romp through the requisite sand, trees and Goombas. I think the flexibility of the Mario Circuits is interesting while maintaining the same basic themes. The courses can be in any shape of the imagination but only adhere to the same motifs.

The Ghost here obviously is Mario. He uses the Zip Zip in 01:44.777 while the Expert goes 01:33.702 in the B Dasher Mk 2. While Funky on most bikes dominates courses (in this case the Spear), this is one of the few courses in which Daisy driving the Wild Wing is your best Kart Option. According to this Records Chart there are only a handful of characters to recommend on a given course. I say like any of the Mario Circuits this can be won with just about any competent driver.

7:

The rendition of the Mario Circuit in 7 breaks with tradition somewhat while also sticking with a lot of the core elements. There are Goombas and Pipes, including a bendy one to drive through, and of course, Peach's Castle makes an appearance. For the first time though, Drivers actually race through the interior of the castle, tho not all that far and also participate in some huge jumps and valleys, incorporating 7's new air gliding. It also seems very Peach-like with pink trees and pretty flowers every where. The loop is simple enough, but this is also the only Mario Circuit to feature a major water hazard.

The Normal Ghost here is Mario, who uses the Standard Kart, Standard Wheels, and Super Glider in 02:25.001. This is possibly the most boring combination ever. You should be able to find something that fits a more specific playing style to beat him. The Expert, however, upgrades to the B Dasher using the Slick Wheels and Super Glider in 02:10.018. The only thing faster in the game would be the Gold Tires, that match the speed, or a heavier weight class that will have a stronger base. Go for it.

8:

Mario Circuit is a posterchild for Mario Kart 8, and perhaps best exemplifies what that game was trying to do with its anti-gravity elements. It's an impossible mobius strip that's none too complicated, save for its trippy upside down-sections. Peach's Castle is still there, but fully inaccessible. Goombas also make an appearance, this time stacked during an optional air-time section for maximum irritation. There are also plenty of Piranha Plants, although 8 seems full of Piranha Plants, so that's perhaps less a notable trait, but at least reminiscent of a staple of many previous Mario Circuits.

Similar to his Ghost in 7, Mario here drives the Standard Kart, Standard Wheels, and Super Glider. That's about the most balanced, typical combo you're going to get, and even though a lot of this is crazy and upside-down, someone heavier with a higher speed ought to be enough. There isn't a vehicle combo with speed boosts for both Ground and Anti-Gravity travel, and this course is really equal parts both. Some Slick Wheels, though, will help those stats. Beat a 2:07.436 and it's yours.

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