Showing posts with label Desert Tracks. Show all posts
Showing posts with label Desert Tracks. Show all posts

Monday, January 2, 2012

Shy Guy

History:

The Shy Guys are an interesting race. They inherently do not interact with many other races in the Mushroom Kingdom but do find employment in a wide variety of locales, both for good and evil. They are a cultish, secret people and as such their origins are foggy. They're first documented encounter with Mushroom People was in Dinosaurland in the mid-16th Century although it's possible they originated from Subcon. Their secret society has gone back for Millennia although it seems to be fairly loosely structured. There isn't much evidence of personality or a history of the Shy Guys who have raced in the Grand Prix a handful of times and it's even possible they aren't all the same one. For the 2011 Grand Prix the Mushroom Kingdom received some possible insight into their world with the unveiling of the Shy Guy Bazaar track, located in the reaches of Dinosaurland, although the Koopas previously intruded on Shy Guy Beach against the wishes of the Pirate Faction of Shy Guys. Unlike the lone Koopa Troopa who has entered himself in the Cup alongside Bowser, no single Shy Guy races and it is known that even in between races different members of the race substitute for each other.

DS:

There is a lot to explain here. Shy Guys have appeared in some way in almost every Mario Kart game, whether by simple crowd appearances in 64, to aggressors in Super Circuit to simple ice skaters and snowboarder obstacles in Double Dash and Wii. Shy Guy appears as a playable racer in DS, though only in Download Play. DS had the option to do multiplayer with another person who had a Nintendo DS but not th e Mario Kart game through temporarily downloading portions of the game. In this case and this case only, the gamer without the Mario Kart game cartridge would race as a randomly coloured Shy Guy.

Shy Guy's stats have been contentious. While many sources acknowledge that he is in the Light Weight Class, it is less clear what his actual Kart Stats are. Some sources place all of his stats at 6/10, meaning he is slightly above average in every way which gives neither a real advantage or disadvantage, making him a neutral character. Others say he is even more neutral, at 5/10. The Super Mario Wiki, which is one of the more reputable Mario Information Sources, however, claims that his stats are identical to Yoshi's Standard YS, giving it the following:

This is also backed up by some Angry YouTube users as well as other compilation sites. Needless to say, Shy Guy doesn't appear as a Ghost in any way. His weight is 0.5, also the same as Yoshi. He is basically just Yoshi.

7:

Shy Guy returns in Mario Kart 7 as an unlockable character, available to play anywhere. 7 has a staggering number of combinations with the amount of Characters, Karts, Wheels, and Gliders to mix and match. Shy Guy is part of the Feather Weight Class, the lightest in the game. His signature Kart is the Cact-X, which is generally pretty awful Feather Weights have a ton of advantages, including Acceleration, Handling, Offroad, Mini-Turbo, and Drift. The Cact-X negates the Acceleration and Mini-Turbo advantages while lowering the already low speed (especially underwater), although it makes its Handling and Offroad Top-notch. We can note that 7 is so complex that Shy Guy can use certain wheels to resolve the disadvantages of the Cact-X. For courses with more land travel the Slick Tires would be a good combination, otherwise the Wood Tires can help out its low Sea Speed and Acceleration. It doesn't have any tremendous disadvantages in the Air but the Swoop Glider can add some nice boosts.Here are Shy Guy's stats both with the Standard and Cact-X and just some of these combinations.


Needless to say, when every Kart is available there are many more that may fit Shy Guy's unique racing style, or the style of play of any casual gamer. This intense level of customization makes 7 a difficult game to claim a best combination. Shy Guy does have a signature track here as well, the Shy Guy Bazaar that closes out the Mushroom Cup.

Shy Guy has two Time Trial Staff Ghosts, as do all drivers. In his Bazaar he does a 02:31.167 using the Standard, Roller Wheels, and Super Glider, which is a fairly basic combination. The Expert on the same track uses the Pipe Frame, Monster Wheels, and Parafoil in 02:14.714, none of which really takes advantage of each other's bonuses. His second ghost is on the Retro Kalimari Desert. The Normal Ghost uses a good combo of his signature Cact-X, Wood Wheels, and Swoop Glider in 02:01.932 while the Expert does a 01:48.707 using the Bolt Buggy, Red Monster Wheels, and Ghastly Glider. There are better styles out there though, anything with fast land speed will take him down.

Sunday, January 1, 2012

R.O.B.

History:

R.O.B. the robot is an interesting case. Scholars in the Mushroom Kingdom are unsure of where exactly he came from but sources indicate that it is possible that he is a temporarily displaced in his own space-time, similar to how Master Hand is able to assemble fighters for the Super Smash Tournaments. R.O.B. does not originate from the Mushroom Dimension and so has no real ties or relationships to anyone else. He exists only to race, although he had some kind of natural connection to Rainbow Road, perhaps using his temporal displacement to help construct the similarly otherwordly track.

DS:

R.O.B. appears only as an unlockable character in DS for some reason. He really has no purpose being here but nevertheless he provides another good heavyweight character. The system in DS provides three unlockable signature Karts for each character, although every character may use any Kart. These include a standard, one with better stats but a weak Item rating and one with worse stats but a high Item rating. R.O.B. generally has excellent Speed, along with the best Acceleration and Handling of any Heavyweight. He is also tied with Bowser as the Heaviest driver, adding 3.5 to the weight of each Vehicle. This all comes at the expense, however, of his Drift, which is the worst in the game. Take a look:


There are also Staff Ghosts in DS. R.O.B. owns the Desert Hills track for some reason, with a time of 1:31:262 using the ROB.-LGS along with Rainbow Road in the ROB-BLS in 2:16:246. The Rainbow Road here makes sense, R.O.B. is a weird character for that weird track, but the Desert Hills is awfully random. Needless to say, R.O.B. did not make a comeback after this game.

Sunday, September 11, 2011

Dry Bones

History:

As Lord Bowser and his Major Domo, Kamek increasingly experimented with Dark Magic, they became obsessed with ideas of immortality. As Bowser encountered King Boo in the Boo Woods his interest turned not towards extending life but towards defeating Death. After countless Dark Magic trials on the innumerable Koopa Bodies robbed of life by Mario he perfected his skeletal fighting force - the Dry Bones. They aren't exactly zombified flesh-eaters but rather reanimated bones heavily resistant to heat and physical damage. In an effort to create a more loyal follower than Koopa or Paratroopa to race alongside him, Bowser invited the most worthy Dry Bones to race in the 2005 Grand Prix and he has been there ever since.

DS:

Dry Bones debuted as the only Lightweight Secret Character in DS. That game has an interesting system. Each Character slowly unlocks Three Signature Karts with varying stats - one average, one worse, but with a good Item Rating, and one that's excellent but with a low Item Rating. Eventually though, all Twelve Characters can access all 36 Karts, making for a crazy amount of combinations. Characters in different Karts don't change stats besides their initial Weight Class. Dry Bones adds nothing to the weight of any Kart, making him the Lightest in the game. Dry Bones' initial Kart Offerings are thus:


His Acceleration and Handling are among the best in the game. In fact, the Dry Bomber is the only Kart with a perfect 10 in both of those categories. His drift is slightly below average, but his speed is really awful. The Banisher has by far the Worst Speed in the Game. Still, the Dry Bomber is an excellent choice for anyone in Grand Prix.

Dry Bones' Ghosts in every game have only featured on Retro Tracks. features as a Staff Ghost on two Courses. He finishes the Donut Plains 1 with the Dry Bomber in 1:08:027, possibly alluding to his dryness. He's also in the 64 Banshee Boardwalk with the same ride in  2:14:403, a clear reference to his spookiness.

Wii:

Wii featured Three Size Classes who each had access to Six Karts and Six Bikes of varying stats. Each Individual Character also has his or her own Bonuses that add to certain stats. Dry Bones again has an Acceleration Bonus as well as a Drift Bonus but he really excels at Mini Turbo. His +6 is tied for the highest in the game and when using the Bullet Bike he ties with Koopa as the highest Mini Turbo Stat available. Here are his specific Stats:


The Bullet Bike is also the closet thing he has to a Signature Kart because its colour scheme fits Bullet Bill's actual colour scheme when Dry Bones uses it. You should use that Kart with Dry Bones for sure, it's one of the better Small Vehicles and Dry Bones makes it better. His Bonuses favour a very specific style of play, though, one that relies on managing tricky turns and corners with plenty of drifting and control. It can be advantages for complex courses in the hands of experienced racers.

His one Ghost appears in the Retro Desert Hills. Not only is it a course from his original Kart Game, DS, it's a very dry course. Dry Course? Dry Bones. It's all coming together. The Normal Ghost uses the Standard Bike S in 02:10.233, the Expert upgrades to the Tiny Titan in 01:52.686. That Kart only nominally takes advantage of Dry Bones' Bonuses. Switch to the Bullet Bike and take him down.

Thursday, August 18, 2011

Birdo

History:

Birdo was once a General in the Grand 8 Bit Army of Wart, an evil presence to attempted to wrest control of the Kingdom of Subcon, a world that may interact with the Mushroom Kingdom through Dreams, tho there is a Physical Secret Passage between worlds. Wart attempted a few more insurrections but has never recovered the power he once had and hasn't been a presence in Subcon for the past decade. In his absence Birdo has branched out on her own and found a niche in some of the Sports Events of the Mushroom Kingdom. Naturally getting close to the only other Dinosaur, Yoshi, she has partnered with him a few times and he even gave her a Racecourse, the Dry Dry Desert. Considering her Apparent Gender Crisis, Yoshi's flirtation with her is all the more alarming.

Double Dash:

Birdo first appeared as a Regular Character in Double Dash, teamed up with Yoshi. Her Kart is Unlockable, though. Double Dash put more importance on Karts that players would choose rather than the characters. Birdo is a Middleweight and basically the same as Yoshi except that her Special Item is a Pink Birdo Egg rather than the Green Yoshi Egg. These Special Items were also the only difference between Characters.

Birdo's Ride is the Turbo Birdo. As Middle Karts go it's one of the worst Offroaders, and it's also one of the Bounciest Karts in the game, meaning that for courses with Big Jumps it loses a ton of speed. It also doesn't have great Acceleration tho at 14th overall it beats the Mario Bros. Karts. It succeeds in a decent 57 mph Top Speed and is the 5th Heaviest Kart in the game, #1 among Middle Karts. All in all it's really not that great, there are better options to choose from.

Birdo's Item is the Egg, and it has the same effect as Yoshi. It's beneficial in that 2nd or 3rd Place position because it will seek out the Kart ahead like a Red Shell. When it hits, three Random Items will pop out that could have beneficial or disastrous consequences. The Items range from Shells to Mushrooms to Stars and Bob-ombs. If one of the negative Items emerges and devastates a competitor, all the better. Likewise if you can time it to receive a Star close to 1st place. The opposite may also be true, however. Your competitor could get Mushrooms and Stars after being hit and you end up with a Bob-omb in your face. It's a gambit using this character, it can be pretty good or turn out awful.

Double Dash had Secret Staff Ghosts to be unlocked in Time Trials. Birdo takes the Lead on Dry Dry Desert with a time of 1:50:755. She reverses with Yoshi and sits in the back during his Yoshi Circuit a bit later, with a time of 1:59:886. Both use the Turbo Yoshi. This is the only Staff Ghost of Birdo Ever.

Wii:

How is there debate over what this thing is
Birdo doesn't come back again until Wii, and she's still pretty useless. She's one of the easier characters to unlock, but there's no reason to ever really use her. Wii took Kart-Specific stats a step further and implemented Six Custom Bikes and Six Custom Karts for Eight Characters in each Size Class. Birdo is in the Middle Class, giving her access to some Cherry Rides. Each Character also got added Bonuses in each stat, making the game very individualised. Birdo gets a small Weight and Offroad Bonus but a hefty Mini-Turbo, meaning she's ideal for timing Drifts to cut Offroad Corners. Her biggest Bonus is identical to Diddy's though, who with a Drift and Acceleration Bonus as well, makes him more suited for Driving how Birdo should drive. Also, who can pick Birdo over Diddy? Birdo also shares similar but superior stats to Bowser Jr. Here are her Specific Stats for Each Kart and Bike available to her:


Her best Vehicle is probably the Zip Zip. Birdo, amazingly is the only Character in Wii not to have any Staff Ghosts. None. At all. She has no signature track, no signature vehicle, how did she get in this game anyway?

Monday, August 15, 2011

Desert Tracks

History:

There are many tracks in the vast Dry Dry Desert located in the Southeast of the Mushroom Kingdom, often similarly linked but owned by no single individual. Navigating the desert was extremely dangerous before the construction of an intricate railway system by Eduard Simpson in 1894. He named his train the K64 and it still runs to the Desert and Back and remains the major mode of transportation into the wastelands. Since the Mushroom Government eventually regulated the Rail Industry Toad was able to build the Kalimari Desert Track around an early loop by the K64. Over the years, though, it fell into Shy Guy hands as the influence of the K64 waned and the Shy Guys crept through the region. Also located in the Kalimari Desert is the Sunset Wilds, which is another public Track.

As more of the Dry Dry Desert was explored in the early 20th Century the Mushroom People discovered a vast lost civilisation. Naturally they were up for converting most of the beautiful ruins into Race Courses. It's just that popular. While maintaining its holdings in the Kalimari Desert, the Mushroom Government put vast stretches of the Dry Dry Desert up for Auction. Yoshi, using some winnings he had gathered from adventuring with Mario purchased a section of land that would eventually become the course known as Yoshi Desert. He also purchased a wide section around some quicksand that he would eventually give to Birdo as well as the rights for an intricate Temple System that would eventually become the Dry Dry Ruins track.

Deeper in the Desert is a track known as Desert Hills. It was first owned by Yoshi as part of the initial Desert Tracks Deal, but he was forced to sell it to Waluigi, possibly under infelicitous circumstances. As Waluigi was attempting to make it a signature track for the Waluigi Grand Prix, which never got off the ground, he upset the Angry Sun, who drove him out with a bombardment of Fire Snakes. The track fell into the temporary care of ROB before it became inhospitable to all by Dry Bones, who the Angry Sun had no real problem with.

Past the point where the K64 runs the Desert gets even more rugged. Beyond the Layer-Cake lay an enormous Dead Sea between the canyons, where Shy Guy Pirates and Dry Bones duke it out for supremacy. Morton Koopa Jr., being familiar with the desert environs sought to make his own personal track here after he was selected for the 2014 Grand Prix. It's one of the most inhospitable of regions, though, and when other tracks are full of ghosts or outer space, that's saying something.

64:

MK64 was the first to feature a Desert Track, but every game since then has followed suit, except for 7, where this course is merely re-made. The Kalimari Desert came at the end of the Mushroom Cup, a trend that only Double Dash continued. It's clearly based on the American Southwest rather than the Egyptian theme of some of the other tracks. It also doesn't have a whole lot that other Desert Tracks have repeated, although its train is distinctive enough to appear again in Paper Mario. It's pretty simple besides the occasional Train Crossing. Good characters are Toad or Peach, characters who can take advantage of some of the lean straightaways, although good Brakes are also important here.

This course returns in Mario Kart 7 where it leads off the Leaf Cup. MK64 courses lead off three of the four Retro Cups and this one has some significant changes. To utilize new Air Travel possibilities there are a few ramps where Drivers can fly over large sections of the track.  The Ghost here is Shy Guy, providing some kind of Desert Connection, possibly a reference to the Native American Shy Guys from Super Circuit. The Normal uses the Cact-X, Wood Wheels, and Swoop Glider in 02:01.932. The Expert goes 01:48.707 in the Bolt Buggy, Red Monster, and Ghastly Glider. There is no water here to worry about here, so sticking with just fast land Wheels and Gliders is key - something like Gold Wheels on the B Dasher with a Swoop Glider works great.

Super Circuit:

Sunset Wilds from the Lightning Cup is a really interesting track, there hasn't been another like it since. It is the only Mario Kart Track which features a noticeable time change, shifting from Sunset to Night by the third lap. It also features ancillary characters that interact with the Racers - Native American Shy Guys who pounce on a Driver if they disturb their Tee Pee. I guess I would do that too. Perhaps a commentary on the plight of the American Indian? I hope so. There are also inexplicable Dinosaur Tracks throughout the land, possibly leftover from some Giant Beast who once prowled those lands

Super Circuit also featured the first Egyptian Desert Course, and this one would have more influence over Future Desert Tracks than either Kalimari or Sunset Wilds. Yoshi Desert began the Association between Yoshi and Deserts as well as the Egyptian Motif. It also has Piranha Plants that will swallow wayward drivers, seen again in Double Dash's Dry Dry Desert, and a Giant Yoshi Sphinx, seen again in Wii's Dry Dry Ruins. It also has some Oases, later seen in DS' Desert Hills. It's interesting that it took this long for the template to really be set. It's also interesting that none of these tracks have ever been in a Retro Cup. Both these courses are very twisty and dangerous, I'd suggest racing with someone who has some kind of handling. This is the only Desert Track ever to be in the Star Cup.

Double Dash:

Double Dash returned the desert track as the Mushroom Cup Closer and this one is named after the Desert it's located in, Dry Dry Desert. There are plenty of Obelisks and Pokeys for the first time, which would reappear in every other Desert Track to come. There is also a terrible Sand Tornado which whips up Drivers, slowing them down immeasurably. Racers will avoid the Tornado only to find themselves on the edge of the Pit of Carkoon with a hungry Piranha Sarlacc in the middle. There are some very hill sections here on a long straightaway, meaning that if you're Kart isn't bouncing around it's a good time to catch up or get ahead. Try the Pipes or one of the Toad Karts for the best results. Double Dash also had a store of Secret Staff Ghosts. Continuing the Yoshi Association with Desert Tracks, the Ghost here is Birdo driving with Yoshi in tow, in the Turbo Yoshi with a time of 1:50:755.

DS:

The DS Flower Cup opens with Desert Hills, which is the only Desert Track to ever be in the Flower Cup, as well as the first opener that wasn't a Mushroom Track or a Mario Circuit since SMK. It's also more or less a simple loop unlike the twisted Super Circuit renditions. There are some nice wide straightaways as well as some gentle turns that aren't difficult for anyone with decent handling. Since you're looking for Handling and Speed I might bet on Luigi, ROB, Waluigi or Yoshi (most of whom actually have some ties to this track). Use their best rides.

Desert Hills is a strange track by association. Yoshi is busy with Yoshi Falls and without any other really appropriate Driver available the Ghost is ROB in the ROB-LGS with a time of 1:31:262 . This is the only Desert Track to ever get a remake, and the Wii Ghost is Dry Bone. The Normal Staff Ghost goes 02:10.233 in the Standard Bike S and the Expert does a  01:52.686 in the Tiny Titan. The Wii Version is also full of Waluigi Grand Prix signs for some reason as well a really pissed off Sun.

Wii:

By comparison this track seems so innocent leading off the Special Cup for the first time. Instead, this track is secretly insane. Besides the giant statues crumbling around you, there are some thread-the-needle Offroad Shortcuts, some inescapable sand, 90° Temple Turns and plenty of Pokeys and Bats to knock you around or at least ruin that final jump. There are tons of Wii courses whose maps look very friendly, indeed this is a simple loop, but full of so many obstacles as well as altitude changes, wide, slippery sandy track material and danger everywhere that it belongs in the Special Cup. Just think when you finish it gets tougher from there.


The Ghost here is back to Yoshi. The Normal goes a 02:30.949 in his signature Classic Dragster, while the Expert blasts off a 02:14.286 in the Nitrocycle. I had a tough time balancing the need for speed on this course with the obvious handling issues. I've actually had some luck with Daisy in the Dolphin Dasher, that'd be my recommendation.

8:

Bone-Dry Dunes is a callback to more a Kalimari / Sunset Wilds kind of craggy desert rather than the Egyptian-themed ruins that more modern games have featured. It's all shaded in a deep orange ochre with swirling vortexes of sand making tornadoes and rivers that can gobble racers up. There's a bit of a heady Mid-Eastern vibe here, too, possibly reminiscent of Shy Guy Bazaar with its caravans, tents, and craggily structures. It's possible to bypass anti-gravity sections entirely here, which is rare, so that could impact your Wheel selection. There is no water but a short air portion, along with some truly brutal turns towards the end of the track. The bone theme is apparent here, with Dry Bones who won't really upset your Kart but surely slow you down, along with Bone Piranha Plants, will mess you up completely.

The Staff Ghost here is Morton Koopa Jr., who uses the Tri-Speeder, Monster Tires, and Super Glider in 2:13.391. That's actually one of the better combos to handle both Speed and Traction, which is necessary in this awfully sandy course. Morton himself also has one of the higher base speeds. The handling will be completely wretched, though. You can pair the Monster Tires with something like the Standard ATV to maintain traction without losing speed or the Pipe Frame, which will lose a little bit of traction but gain handling without losing speed. Good luck, grasshopper.

Sunday, August 7, 2011

Yoshi

History:

Yoshi Originated from Yoshi's Island, a part of Dinosaur Land discovered by Mushroom Kingdom Explorers in 1843. Yoshi's Island itself was not found until 1969 when a young Mario stumbled upon it during an early adventure. He found Yoshi there who knew no English but had a strong sense of loyalty and courage. Mario took Toshi as a pet and after Mushroom People introduced Shoes to the Island in 1975 the Yoshi Race warmly became an ally to them in the Wars Against the Dark Land. The Yoshis have no King or Leader but as Yoshi himself seems to be one of the only Dinosaurs who understands English, along with his strong relationship as a pet to Mario, an influential figure in the Court of the Mushroom Kingdom, he has emerged as their de facto Head of State.

Super:

Toasted, nicely toasted.
Yoshi was classified in SMK as "The Dino and the Lady" with stats identical to Princess Peach. He thus has comparable weight, this time in the Middle Class, along with very high acceleration, low speed and moderate handling. Yoshi's Kart History is a lot like Peach's actually. He has switched between Light and Medium Weight Classes as different games have called for it. The Rival Order for Yoshi, a system in SMK that determined who would finish where if Yoshi was in First Place was Koopa, DK Jr, Peach, Bowser, Mario, Toad, and Luigi. The Koopa rivalry may be some Reptile Feud. As a computer player Yoshi would sometimes throw Eggs, an ability human players did not have.

64:

Yoshi was again identical to Toad and Peach in this game. As a lightweight player he possessed great speed and acceleration but some sloppy handling and low weight, making him liable to getting knocked around. His signature course, Yoshi Valley, really had nothing to do with him but did feature a giant Egg. Which is cool. His kart was green. Yippee. Like Peach and Toad he's one of the better drivers in the game.

Super Circuit:

Super Circuit is one of the few games that really differentiated Yoshi. While Peach and Toad had great speed offset by very low weight, Yoshi only had slightly above average speed at the cost of being a bit bigger than the other two. This game also featured the Yoshi Desert, which would be the only Yoshi course ever not set someplace tropical.

Double Dash:

Double Dash wasn't focused so much on the Drivers as it was the Karts. Yoshi was bumped to a Middleweight here and his Kart, the Turbo Yoshi always kind of sucked. It has a low top speed for a Medium Kart, fair acceleration (10th Overall), but was very bouncy but with a tight turn speed. It's pretty heavy for a Medium Kart, only the Turbo Birdo is heavier, but it's Offroad speed was towards the bottom of the barrel. I think its biggest fault though was its width. It's just very difficult to dodge things, especially with its clunky handling.

This was of course also in the Birdo Era and she as Yoshi's strange girlfriend of some kind shared all the same stats and abilities save for the cosmetic difference that her Birdo Egg was pink. Yoshi's Green Egg was at equal times a good and poor Super Item. It was handy to get because it acted like a Red Shell and would seek out the Kart ahead. Upon hitting the Kart, it would break open revealing any number of items, sometimes a Star or a Mushroom. It's a double whammy to knock out the Driver ahead of you and then pick up the Star that falls out while you're in a high place. There was also the possibility though, that a shell, banana or even a Bob-omb would pop out, which is awful. Furthermore there's the possibility that the opponent hit would pick up the beneficial Item that popped out. Yoshi Egg is strange like that, it's always a risky Item, but also one of the only good ones to have when fighting for First Place from that Second or Third Position.

There are also Secret Staff Ghosts in Double Dash. Yoshi is in the Turbo Yoshi for both, first behind Birdo in Dry Dry Desert with a time of 1:50:755 and then with Birdo in tow during the Yoshi Circuit at 1:59:886. This continues Yoshi's Desert Association, although technically Birdo is the lead there.

DS:

DS gave each driver three individual Karts of varying statistics. The major difference between characters is weight, and Yoshi adds 0.5 to the weight of all his vehicles, making him bigger than Toad, Dry Bones, and Shy Guy but pretty lighter than Peach and Daisy. Generally each character has a Standard Kart with average stats, an exceptional Kart that has a weak Item Rating and a poorer Kart with an excellent Item Ranking perfect for the Grand Prix and Time Trials, where he or she starts with Three Mushrooms. Here are Yoshi's Stats:


As you can see, the Cucumber should be Yoshi's Grand Prix Kart and the Egg 1 should be used for Time Trials. It's also worth noting that like Peach again, Yoshi was downgraded to a Light Driver from his position as a Medium in Double Dash. He has quite a few Time Trial Ghosts with courses he's associated with. With the Egg 1 on Yoshi Falls he clocks in at 0:57:677, one of the shortest tracks in any Kart Game. There are Yoshi Ghosts on two Retro Tracks as well. Apparently he's the closest they could find for someone on Koopa Beach 2 from SMK, which is again a very short track at 0:54:847. He breaks from the Egg 1 to the Standard YS for the final Retro Track, the Yoshi Circuit from Double Dash at 1:48:793. Yosh is one of the only characters to have such a variety of tracks bear his name or association. They range from Deserts to Circuits to Jungles to deep Valleys, it's crazy how adaptable he is.

Wii:

In Wii each of the six available Karts and six available Bikes have their own very specific stats. Furthermore each Character adds certain bonuses to each Stat, making the game very unpredictable and customizable. Yoshi is back to being a Middleweight in this game and adds a bit of weight and drift to each of his rides, but a good amount of Offroad speed. After all, he's a wild animal, he belongs off the track. Here are the Yoshi-Specific Stats for each Vehicle in Wii:


Yoshi is most associated with the Classic Dragster, as it closely resembles his Cucumber from DS. He is also the promotional guy for the Turbo Blooper, though I can't figure out why. The Dragster is probably his best Kart. His Ghost rides in in Dry Dry Ruins in 02:30.949. The Dry Dry Ruins connection is there because it's the spiritual successor to both Dry Dry Desert and Toshi Desert. Yoshi also has a Ghost on the Retro Yoshi Falls in 01:16.461 with the Rapide. The Expert versions of these are 02:14.286 with the Nitrocycle and 01:09.175 with the Turbo Blooper respectively.