History:
While for years Bowser had been cautious with allowing his enemies into the Dark Land, in recent years after seeing the success and positive public relations that courses in the Grand Prix can provide, he has opened up more and more of his turf to new courses. In his most savvy move he convered a dying crumbling fortress in the southwestern corner of his land into a race track. The fortress was centuries old and may have once housed a great ruler of the Dark Land but its non-lava filled location caused it to fall into disfavor among the Koopa King's settlements.
His son, Bowser, Jr., incorporated one of his many Airships of his vast fleet into portions of the track as well, although not bereft of danger. Indeed one of the Bowsers' goals was to make a track dangerous enough and full of his own henchmen such as Rocky Wrenches, Bullet Bills, and even some lasers to hinder as many Drivers as he can. Eventually though, he was bested for the rights of the course by Metal Mario, who made the Fortress the centerpiece of his own small dominion.
DS:
Airship Fortress concludes the Star Cup in DS and it's a difficult course. Besides the Bullet Bills fired directly at Drivers there are wrench-throwing moles to deal with, a series of sharp turns that require near-constant drifting and obstacles in the interior of the Airship including boxes and lasers. There's also a massive cannon reminiscent of DK Mountain, Waluigi Pinball or later, DK Summit and Maple Treeway for Wii, that blasts Drivers across the course.
The Staff Ghost here is Bowser himself in the Hurricane at 2:07:748. With his very high speed and drift this is a tough combination to beat on this level. DK's Wildfire, Peach's Light Tripper or particularly Daisy's Light Dancer all have the capabilites to win over the Hurricane's abysmall acceleration and handling, though.
This course returned in Mario Kart 7 where it is somehow noticeably more difficult. The Bullet Bills have been replaced by bigger, faster, bitchier Banzai Bills off the start. More significantly though, the cannon has been replaced by a Booster Strip with the intention of using 7's new Air Travel Gliding method to reach the broken tower. It not only adds an element of needing a Vehicle with proper Air Speed, but it also makes Drivers much more vulnerable to shells and lightning, which the Cannon had prevented. The Ghost here is Metal Mario, who goes a 02:23.323 using the Gherkin, Slick Tires, and Super Glider, giving him plenty of accessory advantages but the Gherkin base can be improved. Metal Mario is an interesting pick, Airship Fortress is a foreboding and lonely course though, and with his villainous twinge ever since Super Smash Bros, Metal Mario is a good fit. The Expert goes 02:07.704 using the Standard, Monster Tires, and Super Glider, which gives him a good speed advantage but the Off-Road use of the Monsters are inapplicable here. This is a good drifting course, a lighter character in the Soda Jet and Slick Wheels ought to do the job.
While for years Bowser had been cautious with allowing his enemies into the Dark Land, in recent years after seeing the success and positive public relations that courses in the Grand Prix can provide, he has opened up more and more of his turf to new courses. In his most savvy move he convered a dying crumbling fortress in the southwestern corner of his land into a race track. The fortress was centuries old and may have once housed a great ruler of the Dark Land but its non-lava filled location caused it to fall into disfavor among the Koopa King's settlements.
His son, Bowser, Jr., incorporated one of his many Airships of his vast fleet into portions of the track as well, although not bereft of danger. Indeed one of the Bowsers' goals was to make a track dangerous enough and full of his own henchmen such as Rocky Wrenches, Bullet Bills, and even some lasers to hinder as many Drivers as he can. Eventually though, he was bested for the rights of the course by Metal Mario, who made the Fortress the centerpiece of his own small dominion.
DS:
Airship Fortress concludes the Star Cup in DS and it's a difficult course. Besides the Bullet Bills fired directly at Drivers there are wrench-throwing moles to deal with, a series of sharp turns that require near-constant drifting and obstacles in the interior of the Airship including boxes and lasers. There's also a massive cannon reminiscent of DK Mountain, Waluigi Pinball or later, DK Summit and Maple Treeway for Wii, that blasts Drivers across the course.
The Staff Ghost here is Bowser himself in the Hurricane at 2:07:748. With his very high speed and drift this is a tough combination to beat on this level. DK's Wildfire, Peach's Light Tripper or particularly Daisy's Light Dancer all have the capabilites to win over the Hurricane's abysmall acceleration and handling, though.
This course returned in Mario Kart 7 where it is somehow noticeably more difficult. The Bullet Bills have been replaced by bigger, faster, bitchier Banzai Bills off the start. More significantly though, the cannon has been replaced by a Booster Strip with the intention of using 7's new Air Travel Gliding method to reach the broken tower. It not only adds an element of needing a Vehicle with proper Air Speed, but it also makes Drivers much more vulnerable to shells and lightning, which the Cannon had prevented. The Ghost here is Metal Mario, who goes a 02:23.323 using the Gherkin, Slick Tires, and Super Glider, giving him plenty of accessory advantages but the Gherkin base can be improved. Metal Mario is an interesting pick, Airship Fortress is a foreboding and lonely course though, and with his villainous twinge ever since Super Smash Bros, Metal Mario is a good fit. The Expert goes 02:07.704 using the Standard, Monster Tires, and Super Glider, which gives him a good speed advantage but the Off-Road use of the Monsters are inapplicable here. This is a good drifting course, a lighter character in the Soda Jet and Slick Wheels ought to do the job.
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