Wednesday, August 22, 2012

Nintendo GameCube

History:

No Racer knew what the significance of constructing the GameCube was, but all felt innately compelled to pitch in. It became a joint production of every Racer, unprecedented in the history of the games. Everyone knew this meant something, but none could exactly figure out what. The Giant Cube was placed high in the sky above the Mushroom World, in orbit so that no individual country could claim it as their own.

Double Dash:

This is one of the best Stages in Double Dash because it's relentless. It's open and confined at the same time, leading to the kind of chaos that is necessary for a good Battle. It's especially suited for Bob-omb Battles, where the bombs can fly and cause massive destruction. It is fenced in, meaning that there's no danger of falling off. It's also level, without even a tilt. With reason, this stage hasn't returned, tho the DS Course in DS was certainly based on the same self-glorifying principle.

Tilt-A-Kart

History:

Mario's Ego knows no bounds in the Mushroom Kingdom. During the 2003 Games this came to a head when he forced in a sixth stage, the most Original Stages for any installment. What drew even greater ire from the many other participants was that Mario modeled the stage after himself. He also made it one of the most difficult Battle Stages, with no guardrail as well as a wobbling, tilting structure. While he constructed it floating in the Mushroom Kingdom, he eventually sold it off to the Gearmos of the Toy Time Galaxy, where it orbits to this day.

Double Dash:

The course is deadly, moreso from the inability to achieve any meaningful combat and the increase probability of screwing up and falling off. No Item stays in place for long, making it difficult to lay traps. Much greater effort should be made towards keeping your Kart near the middle of the course instead of driving wildly all over the place. This of course, will be interrupted by those who seek to destroy you. There are some starting ramps that cannot be reached again after the Battle begins.

Haunted Mansion Stages

History:

The Boo Woods were once one of the most wealthy sections of the Mushroom Kingdom, filled with lakes, docks, and mansions. It was a heavy wine producing region as well as a tourist destination. As the Woods fell into disarray though, they were abandoned as the Boos, the Restless Souls of the Deceased Inhabitants, took over. After a long period of deception, Luigi came to acquire one of these mansions .Having no real use for the mansion, Luigi thought it easiest to convert it to a Battle Course, and later, a Race Track.

Another Battle Course was converted out of the Twilight House, a large mansion hovering over the Void that surrounds parts of the Twilight Trail, located in the region around Rogueport in an isolated Reach of the Mushroom Kingdom. Dry Bones took charge of the course, although it was clear he was merely acting as a conduit to Bowser's interests in the region controlled mostly by other evil rivals.


Double Dash:

Luigi's Mansion is similar to Double Deck from 64 with its different levels and ability to drop off the third floor back to the starting area. It's a pretty decent stage with some tricky winding hallways and some nefarious corridors on the bottom level. The Central Ballroom also tends to be a Death Zone, where people can lay traps for those careening off the Top Level with little idea of where they're headed.

DS:

The Twilight House appears in DS, which we paired with the equally creepy Dry Bones who made his debut in that game. It's aesthetically similar to Luigi's Mansion, but lacks the different levels and wide spaces. It's a tough course because of the many right turns and isolated rooms, which makes running into other drivers sudden and painful. The time spent in between these terrifying moments, though, is rough.


This course returned in Wii with some minor adjustments. The influx of racers in Wii makes it a crowded track and it's easy to accidentally crash into a Banana or Fake Item Box. There is no real difference between the open areas and the indoor areas. There are lots of dastardly spots to place items and shells zipping around can get nasty real fast. Still, it can be a difficult arena to seek out and target Racers because so much can interrupt a hunt while the prey zips two rooms over.

Pipe Plaza

History:

By 2003 Toad's enterprises had grown strong enough that he was able to secure some land within the lush rural sections of the Mushroom Kingdom owned by Peach. She subsidized the land with the knowledge that Battle Courses had been bringing in nearly as much money as Race Tracks for much less expensive upkeep and land commitment. Toad also used the Mario Brothers' to install the transport pipes, exploiting their expertise. For all this, Toad skimmed off the top tremendously and neither Peach nor Mario and Luigi were really compensated. For this reason when it was chosen to return for the 2005 Games was yet another course administered by Mario, a strain on the plumber's time and energy that resulted in rather shoddy management.


Double Dash:

The course is strong in Double Dash, but not as elegant as Block City. It's almost like Double Dash's equivalent to Double Deck - the solid B stage that's played only when we get bored of Blocks. It also has a few ramps and easily traversed levels. One of the trickiest things to do is to place a Banana Peel or Bob-omb directly outside a pipe exit, leading to certain doom for uncautious players. Only players may traverse the pipes, items like Shells will not.

This stage returned in DS without a tremendous amount of changes. Since it is comparatively one of the smaller courses in DS it becomes a bit more entertaining than the milquetoast treatment in Double Dash. There are a lack of many walls, leading to a more open environment. There is however, the scaffolding and ramps that interrupt conflict a bit by obscuring views of other racers and deflecting projectiles.

Cookie Land

History:

Princess Peach was a just ruler of the Mushroom Kingdom, but her obsession with baking at times strained the nation's resources. When she decided to create a Battle Stage from scratch, she naturally chose to make an enormous cookie in the heart of Yoshi's Island. Not only was it difficult to procure the vast amounts of sugar, flour, and butter to originally create the massive cookie, but the stage would damage easily, cracking and crumbling under the weight of the racers. The course was popular, though, and it would return for the 2008 Battles. With many more drivers in this installment along with much heavier karts, the strain on the Cookie was tremendous. Eventually Toad swapped in an entirely new stronger Cookie Material mined from the Sweet Sweet Galaxy. Now located in the Mushroom Kingdom, this has held up far better, although the Princess was kept unaware of this maneuver.



Double Dash:

Cookie Land follows in the theme of tracks like Big Donut - a big concentric ring with a few mild barriers. There aren't very many dangers here, but that tends to make the track a bit less interesting. The action is very spread out and it's more difficult to find and target other players.

The course returned in Wii with little changes, but it's a much better course. The mere fact that Wii battles involve twelve drivers makes it much more chaotic and interesting. Cookie Land becomes one of the highest-scoring maps in this game, with an inner ring full of death and an outer ring full of maniacal drivers making passes to send shells into said inner ring.

Friday, May 18, 2012

Thunderbolt

History:

It was Bowser's Dark Magic that first harnessed the power of Lightning. Lying under the constantly stormy skies of the Dark Land, Bowser was able to capture the daggers from the sky and confine it to an Item Box. Known more often as the Thunderbolt, this item was seen as counter to the Benefits of the Star. It would destroy all other players and allow its user to race ahead.

The Thunderbolt appears in:

64
Super Circuit
Double Dash
DS
Wii
7

The use of the Thunderbolt is similar in every game. Usually players have to be pretty far bac64 and Super Circuit, where the effects lasted longer and players were squished if run over (this returned in 7). From Double Dash on, Players are merely knocked around more easily, and from DS on players in a lower place would be affected for a shorter period of time.
k to get it from an Item Box. Once activated, every other player on the course is struck by Lightning and shrinks down to a miniature size. This makes them much slower, as well as more vulnerable to hazards on the course, including other racers. It was arguably a more fearsome weapon in

The only thing that can counter Thunderbolts are Stars, or in later games, Bullet Bills. If a Racer in Wii is using a Mega Mushroom, he or she will be reduced to normal size. Mistimed Lightning is perhaps the most dangerous - if it strikes when going over a jump players will be punished into the Abyss. The only exception for many years was barrel cannons or other jumps that prevented the ill effects. When these kinds of jumps became conduits for Air Travel in 7 this protection was negated. This makes 7 a much more dangerous game, and indeed, with the squishing effect back in force, the Thunderbolt has some teeth again.

There's no telling when Lightning will strike. It's the number one reason not to hold on to items very long and is a great interrupter of strategy. From DS on, the Thunderbolt can cause players struck to lose their items, which was absent from 64 and Super Circuit. Generally this seems to happen whenever you've been holding a Red Shell for just the perfect moment to strike. It promotes a healthy turnover in gameplay.

Thursday, May 17, 2012

Super Circuit Battle Course 4

History:

Yoshi's Battle Stages were few and far between but in the wake of Mario and Bowser's advancements, he transformed a section of his newly purchased Yoshi Desert into a unique Battle Stage. While Yoshi had difficulty maintaining many of his tracks, this barren patch of land stayed in his possession although it became vacant for decades.

Super Circuit:

This is an interesting stage. It has a relatively simple layout although it's punctuated by five water hazard patches. Trying to traverse these will lead to certain doom. It's also one of only two Desert Battle Stages (the other being Wii's Thwomp Desert). It's clearly modeled after Yoshi Desert and is also the only Battle Stage obliquely associated with the Dinosaur. All of this means it's a very unique course that has never really been revisited.

Super Circuit Battle Course 3

History:

Princess Peach would later be a great Battle Stage innovator through her massive cake baking, but in her earlier years she mostly just ripped off Mario. Her Battle Course 3 is based on many of the plumber's technical designs with almost no originality of her own. Still, she built it on the Royal Grounds next to the Peach Circuit.

Super Circuit:

There isn't a ton to go on here. It is basically a version of Battle Course 1 although there's a bit more sand in a rounded patch and four barriers rather than eight. Still, its simplicity is beneficial and there isn't a ton of room to hide.

The Stage returned as a Retro Course in Wii with basically no changes, except it's on a bit larger scale. It's well suited for a higher number of players that can create more hazards in the open terrain. The slow sand patch in the middle is a certain deathtrap and should be avoided. The rest of the stage tends to be filled with bananas, bombs, fake item boxes, and shells, and players ought to be on guard.

Super Circuit Battle Course 2

History:

Bowser always sought to get the jump on Mario's innovations and develop his own sinister counters. He submitted a great chamber in one of his Castle's Dungeons for a Battle Stage. This would prove to be the last Battle Stage that Bowser developed, as his focus turned to Racetracks, as his were always some of the most complex and intricate.

Super Circuit:

This Stage is a combination of Bowser Castle 2 and Bowser Castle 3 from Super Circuit. Like Bowser Castle 2 it is deep in the interior of the Castle, but it seems to have the same blue track layout from Bowser Castle 3. Most of the action takes place around the outer rim as the inner square is difficult to get to because of borders on the North and South ends, although there are jumps that provide access by the East and West. Any edge can be used to escape, though. This makes for less chaos in the middle because less Battlers and objects end up there. Still, the course is small enough for Battlers to be ruthless around the perimeter.

Super Circuit Battle Course 1

History:

Mario always overextended himself, attempting to be a pioneer in Battle Stages as well as Racetrack Ownership. He retooled his Battle Course 4 from the Original Kart Games into Battle Course 1, largely simplifying it in the interest of accelerating the mayhem. It worked and this has been one of the more successful Battle Stages yet.

Super Circuit:

This track is really similar to Battle Course 4 from SMK, but drastically shrunk and simplified. Instead of twenty coloured barriers there are only eight. The course keeps its sandy pit in the middle to slow down wandering battlers and make them more susceptible to chaos. Other than that it's awfully simple, which means it has great potential to let Battlers be Battlers.

The Stage returned in 7 as a Retro Battle Course. Not much changed besides the addition of Rocky Wrenches to assault players. There isn't much of a reason for this other than to spice up an otherwise uninteresting course. Still, courses like this that fill themselves with the hectic mania of Battle tend to be the better ones.

Saturday, May 12, 2012

Shells

History:

When the first Grand Prix Council got together to determine what Items would be used, Bowser proudly volunteered an offensive options: The Koopa Shell. At first he only supplied standard Green Shells, but eventually his Shell Technology grew more sophisticated. He added homing powers with Red Shells from Paratroopas and finally, the Blue Spiny Shell, one of the most rare and deadly of any of the Mario Kart Items. For the 2003 Tournament he added his own Bowser Shell, the most monstrous and gigantic of all Shells.

The Green Shell Appears in:


SMK
64
Super Circuit
Double Dash
DS
Wii
7

The Green Shell is one of the most basic, stalwart offensive options in Mario Kart. It has hardly changed since its earliest days in Mario Kart History. Once fired it travels in a straight line, bouncing off any solid wall until it crashes into a racer or falls off an edge. It can also be used defensively, being held behind a Kart similar to a Banana, where it will absorb the hit of any other Shell or shell-like item (This option was unavailable in Double Dash). It can be fired behind the racer when held here, which is helpful in some instances, for instance if a player is far ahead and there is a higher danger of firing it forward.

The Triple Green Shell Appears in:

64
Super Circuit
Double Dash*
DS
Wii
7

The Triple Green Shell in practice acts exactly like a Green Shell,  a straightforward projectile. It is also a very able defensive weapon, though, because once activated, all three shells will encircle a player. If drivers run into anyone else, the result will be as if the opponent had hit a Green Shell. Players are still susceptible to damage, though, if an Item penetrates the Shell Guard players will still flail out. This is less an issue when all three are activated but when only one or two shells are circling around players are more vulnerable. Of course, they are no more vulnerable than if they had nothing at all.

*In Double Dash this was a Special Item reserved for Koopa Troopa and Paratroopa. The Shells did not encircle the players, making them less useful defensively, but still a great offensive option.

The Red Shell Appears in:

64
Super Circuit
Double Dash
DS
Wii
7

The Red Shell has been a staple of Mario Kart games from 64 on. It fires forward like a Green Shell, but instead of traveling in a straight line and then bouncing off walls it homes in on the closest player ahead in the race. It will become defunct if it strikes a wall though, necessitating a degree of precision during Battle Matches with many walls, such as SMK's Battle Course 4.




The Triple Red Shell Appears in:

64
Super Circuit
Double Dash*
DS
Wii
7

The Triple Red Shell once activated acts exactly like the Triple Green Shell, encircling and protecting players. Once fired they act exactly like Single Red Shells, homing in on enemy players.

*In Double Dash this was a Special Item that only Koopa Troopa and Paratroopa could use. They did not circle around the Kart, making them less useful defensively, but they are very valuable to use to specifically attack a wide number of opponents.

The Blue Spiny Shell Appears in:

64
Super Circuit
Double Dash
DS
Wii
7

This is another fairly rare and legendary Item. It often comes up while racers are near the back of the herd and is one of the only such weapons that his used offensively from back there. Using the shell's wings, it flies and seeks out whoever is in First Place and messes up their day. From Double Dash on the disaster has become more significant, causing a great Blue Explosion that will also engulf any players driving around the Blue Shell.

It is possible to avoid the Shell, but this is tricky and lucky to do. The key is that the Shell doesn't pick its victim until that final plunge, which is where you can escape. Still, there are dangerous parts of the track where getting hit is not only inescapable, it proves disastrous. This includes over any gap and particularly in Mario Kart 7 in many Air Portions.

The Bowser Shell Appears in:


Double Dash

The Bowser Shell is the Special Item of Bowser and Bowser, Jr. in Double Dash and is a pretty useful item. The enormity of the shell takes up most of any track and it will clobber anyone in its path. There is some caution when throwing it forward though, as the thrower may become a victim as well. It's best on straightaways shot directly behind to annihilate anyone who is considering challenging you. It can be disrupted by Giant Bananas, although it will destroy the Banana, as well as Hearts, which can pick it up to be used by either Peach or Daisy.

The Yoshi Egg Appears in:


Double Dash

The Yoshi Egg has properties very similar to Shells, so it is included here. Technically the Yoshi Egg is the Special Item of Yoshi (as well as Boo and Petey Piranha) and a pink version, the Birdo Egg is the Special Item of Birdo. Both have exactly the same function and operate basically like a Red Shell, seeking out and destroying whoever the next in line is. The key though, is that once struck, the Egg will crack open with Items such as Stars, Mushrooms, Bananas, or Stationary Green Shells. It could also pop open a Bob-Omb. All this means that the Egg could either be very beneficial to the user, or it could be hazardous. It's even possible that the enemy struck will come away with a star. It's not that useful.

Bananas

History:

There is nothing more valuable on the DK Isle than Bananas. In a land rich with currency, Kong holds nothing above his precious Golden Banana Collection. During the Original Grand Prix when the Council deemed that every competing civilisation give up something substantial to contribute to the Item Panels, Kong let go of a few thousand Bananas. Ever since then, they have been a staple of the Tournament.

The Banana Peel Appears in:


SMK
64
Super Circuit
Double Dash
DS
Wii
7

The Banana Peel has appeared in every game since Mario Kart's inception. It is the primary defensive weapon and the most common weapon dropped behind players rather than in front. It can be used offensively by throwing it forward, but this is difficult to pull off with precision. Different games handled the Banana in different ways. In every game besides Double Dash players can hold the banana behind their cart as a defense against Shells and shell-like items, although if the Shell comes in by the Front or Side of the Kart this is useless.

In Mario Kart 64 players could also recover from crossing a banana if they didn't immediately peel out. In other games, Bananas lead to certain doom. It's always an Item more commonly encountered in Higher Places during the race and careful placement on the track will ensure it remains that way.

The Banana Bunch Appears in:


64

Mario Kart 64 also boasts the only appearance of the Banana Bunch. A version would return as the Triple Banana in later games, but 64 is the only one to feature the succession of five peels dragging behind a Kart. Not only did this allow players to leave longer trails of hazards, but they would have more dangers dangling behind their vehicles for players who travel too close to run into.

The Giant Banana Appears in:


Double Dash

This is an Special Item reserved for Donkey Kong and Diddy Kong. The Giant Banana is as it sounds - a monstrous frowny banana that takes up most of the track. it is one of the better defensive options and great for players ahead in Grand Prix because it will come up often and block everyone coming up the rear.

Once players strike the Giant Banana it will break up into Three smaller Bananas. The same effect will happen when a Bowser Shell hits it or a Chain-Chomp munches through it.

The Triple Banana Appears in:


DS
Wii
7

Ever since DS multiple Bananas have come in groups of three, not five like the Banana bunch. Besides limiting the amount of obstacles drivers can leave on the course there is no real difference here.

Mushrooms

History:

While the Mushroom People covet neither coins, nor bananas, nor stars, their main love is Mushrooms. Such huge Mushrooms are plentiful in the Mushroom Kingdom and shared by all. The love of Mushroom Breeding takes the interest of many Mushroom People and there have been developed many different varieties. When deciding the Items to be included in the Initial Grand Prix, the Council argued for hours over what resources the different lands should give up. It was eventually decided that the Dark Land would supply thousands of Green Shells while the Mushroom Kingdom would give up many of their own Mushrooms for the success of the Games.

The Mushroom Appears in:


SMK
64
Super Circuit
Double Dash
DS
Wii
7

The Mushroom works similarly in every game and has made an appearance in everything since SMK. It provides Drivers with a sudden, temporary burst of speed that allows them to cut through offroad patches, knock around other players, or just gain some ground. It does not, however, render players invincible, and as such they are still vulnerable to any hazard the Course has to offer. If during this speed boost, players hit other drivers they will steal an opposing item. In Battle Mode this means that players will steal a balloon.

There are other ways to get Mushrooms on a course. Sometimes they are hidden in boxes or under piles of leaves, and if Goombas are struck by Lightning they will revert to their once-innocent Mushroom status.

The Triple Mushroom Appears In:

64
Super Circuit
Double Dash
DS
Wii
7

This item has is identical to the Mushroom but players receive three at a time. Since it was introduced in 64, it has been included in every game to date.


The Super/Golden Mushroom Appears In:


64
Double Dash*
DS
Wii
7

Known as either the Super Mushroom or the Golden Mushroom, this has appeared in every game since 64 with the exception of Super Circuit. Once activated, it grants players the effect of a Mushroom for an unlimited amount of times within a limited time period. This is another item that players will often receive when they are hanging out towards the back of the pack, and can be dangerous if they are activated on a complex course with many edges leading to the Abyss.

*In Double Dash this item was not available to everyone, but rather it existed as Toad and Toadette's Special Item. It is not that useful because it will not appear if players are in a High Position already. Therefore it is more well-suited for novices.

The Mega Mushroom Appears In:


Wii

The Mega Mushroom gives players the effect of what Mushrooms typically do to Mario in mainstream games: Make Huge. Once huge, players will get a speed boost as well as the ability to crush other players and obstacles. Nigh omnipotent, Mega Mushrooms still fall prey to the Star.

Star

History:

Stars are the source of the most ancient power in the Galaxy. The combined power of the Stars fuels Rosalina's godlike abilities, and when twisted, most of the Dark Lord Bowser's as well. It can sustain entire Galaxies or Kingdoms in power and the limitations of their use are determined solely by the mortals using them. In the hands of someone pure, like Mario, the Stars are used to rejuvenate and replenish decimated Kingdoms and Peoples. In the hands of Bowser they are used only to torment and destroy.

Their use in Mario Kart was controversial. They are so powerful that when setting the Items many racers had reservations, which come up whenever the Council decides what to include in the next Grand Prix. It was determined in the initial Tournament that the effects of a Starman be temporary, but during that time, very substantial indeed.

The Star Appears in:


SMK
64
Super Circuit
Double Dash
DS
Wii
7

The Star is the end-all of all items. It supersedes every other Item and ability. When using it players are invincible, their speed becomes comparable to the use of a continuous Mushroom, and they don't lose anything by traveling over rough terrain. If you are lucky enough to get one, usually when closer to the bottom of the pack, there is nothing better for making your own shortcut.

The Star beats Bowser Shells, Giant Bananas, Chain Chomps, Bob-Ombs, and Fireballs in Double Dash. In Wii it takes precedence over players activating either Bullet Bills or Mega Mushrooms. In all games players will be invulnerable to Lighting as well as Blooper Attacks. The only thing that can halt the Power of the Stars is a plummet into the Abyss.

Feather

History:

The Majestic Mushroom Eagle used to soar over the Mushroom Kingdom, preying on Mushroom People and Koopas alike from its high perches in the mountains. Rarely a Cape Feather would fall from their 18-ft wings and these became valuable Items. Using a Cape Feather would give its bearer the ability to fly temporarily. When determining Items for the first Grand Prix, Mario insisted that Feathers make an appearance, although due to their rarity, they have no returned since.

SMK:

Every Item in SMK has appeared in every successive game to date besides the Feather, which is strange, because it was a distinctive, helpful Item. When activated, the Feather would allow a racer to jump high in the air. This could be used to avoid obstacles, or more often the case, allow access to shortcuts and other pathways otherwise inaccessible. It has not appeared outside of the Original game though

Skyscraper

History:

With the wild upsurge in Battle Courses, development became a hot commodity in the mid-90s, although it still paled in comparison to Grand Prix Tracks. Toad, always the cunning and conniving politician who had his hands in a plethora of business deals, turned the roof of the Flagship Skyscraper in Mushroom City into a popular course. With a gorgeous view of the surrounding city, the Skyscraper tract attracted many to Mushroom City - just as Toad predicated.

64:

Skyscraper is a dangerous course. The outer edges all lead to the Abyss, as do cracks separating the inner circle to the outer rim. The very center is also a pit towards death. The rest, though, is relatively wide open, which means Battlers are open to destruction. Because of the open edges and plenty of drops though, Shells do not last long or bounce around with any frequency, meaning that if you are going to take someone out you have to be precise.

The track returned as a Retro Stage in Wii. Its layout is not tremendously different although it is much, much bigger. It is also more colourful and the ramps around any of the edges are far more exaggerated. Most of the action is on the outer room, driving loops and jousting with enemies. The center is generally hazardous like most Battle Stages and as things spread out along the Rim things are safer.

Double Deck

History:

Luigi, always in the shadow of his brother, Mario, sought to develop his own Battle Stages after seeing Mario successfully do so. He put tremendous resources into creating Double Deck, a shoddy complex battle stage at best. It was always second to Block Fort, though, a trait that perennial second banana Luigi never forgot.


64:

Double Deck is maddening. As its name suggests, it consists of two major decks, one red and one green. There is, however, multiple levels on these decks as well as a large central platform on a separate level. This is another stage where errant Green Shells can be the death of a Battler, especially as they work their way down to the lowest levels. It's a tough Stage to wrap one's head around and it's easy to get lost trying to find someone to battle. This course could use a remake, as it may do better with 10-16 players rather than the 4-limit of 64.

Block Stages

History:

The First Block Stage was created by Mario for the second installment of the Kart Games. Named Block Fort, it lay in the heart of the Mushroom Kingdom and provided the greatest Battle Spectacle of the time. Within a few years with Mario busy with other properties it came into the hands of Donkey Kong, who heavily renovated the arena, transforming it into Block City. As it fell into disrepair over the years, Mario eventually won back the rights. This time, though, he decided to share it with Luigi, Peach, and Daisy, who issued joint control of the stage. As such they erected massive statues of themselves in the course to demonstrate their wide control over Battling Interests.

64:

Each Console Mario Kart has a Block Stage, although the first is superior to all others. Block Fort is a multi-leveled splatterfest and one of the more popular stages out there. After a few rounds of Triple Green Shells the lower levels become almost undrivable, and the top most tend to have narrow pathways that are easy to get blown off. There are plenty of tight corners to interrupt the paths of Red Shells and clusters of Item Boxes perfect for drops of Fake Item Boxes. Any ramp can also become deadly with a string of Banana Peels. Also because of its straightaways it's one of the easier courses to ram smaller players and rob them of a Balloon.

The Course returned in DS with much brighter hues than the N64 standard Green, Yellow, Red, and Blue. Not a tremendous has changed besides the addition of a few items, most notably the Bob-Omb.

Double Dash:

Block City is one of the simplest courses in Mario Kart History, but that also makes it one of the most effective. It is small and essentially flat, although there is a slight incline leading up from the dead-end corner by the Blue Sector. There isn't really anything fancy about each sector, besides the pathway through the Yellow Blocks and the ability of the Blue Block to shadow some portions of the course. There isn't a safe part of this track, and items like Bowser Shells and Giant Bananas can devastate the narrow corridors. Because of the confined nature of the Stage you may have more success with smaller players, but ultimately a Red Shell will find its target no matter who you are.

Wii:

Block Plaza essentially combines bits from both Block Fort and Block City. Like Block Fort it has multiple levels connected by ramps and boardwalks. The block structure, notably the cut through the yellow path, though, and its low, confined nature is reminiscent of Block City.

Unlike either of these though, after a few minutes of play parts of the stage descend into the abyss, creating dangerous gaps for players to descend to their doom. It also has quadrants of each colour like Block City, but the main ramps lead to big bases with statues of Mario, Daisy, Peach, and Luigi that offset these quadrants, as well as a central purple base in the center. This makes for very different gameplay than the other cutthroat Block Stages. The High ground is essential here, using Shells or even Bananas, one can pick off doomed players. The Center Ring tends to be deadly, while the outer rims are where much of the killing can take place if you corner players one-on-one.

Big Donut

History:

After being left out of any Battle Stage construction in the previous Kart Games, Bowser created the Big Donut in the midst of the Great Lava Seas that engulf parts of the Dark Land. When its popularity increased enough over the years to be featured in the latest installment of the Games, Bowser added some special features, such as his own Koopa Clown Car hovering in the center O.

64:

Big Donut is just about everything it would appear to be. It is a huge donut-shaped Battle Stage. The center is full of inescapable lava, which is more dangerous than it appears. Other than that and some large walls most of this stage is open, which allows for both increased danger and increased inability to find anybody. The whole stage slopes towards the evil center, which doesn't necessarily increase the danger, but doesn't make it any easier.

The Stage returned in Mario Kart 7 as a Retro Battle Course. The big change is the addition of Air Boosts that allow players to fly across the diameter of the Donut. Take caution, though, as lightning or Blue Shells can make this a dangerous trip indeed. There are also air blowers and lava spouts to contend with in this journey. It is the only Battle Course in Mario Kart that allows for Air Travel. With the increased amount of players in 7 it also becomes a much more interesting Stage. Four players was never really enough here, it was very difficult to run into enemies while taking laps around the big loop. Playing with a higher number of Battlers, though, greatly increases the possibilities of chaos. A similar thing happened with a similarly shaped stage, Cookie Land when it went from Double Dash to Wii.

SMK Battle Course 4

History:

In addition to his Circuit courses, Mario was one of the first innovators to develop Battle Stages. In the throes of the Mushroom Kingdom he put together Battle Course 4 as the high standard for Battle Stages for years to come.

SMK

Battle Course 4 resembles the Mario Circuit tracks in SMK. It is notable for its complexity. The open center, which is fair game in many of the other Battle Stages in SMK, is filled with sand here, making Battlers perilously slow down if they traverse it. There are also many more barriers than any other Battle Stage, making it more difficult to find and attack other players.

This course returned in Wii as a Retro Battle Stage. It's largely similar but the greater amount of Items change gameplay a bit. The middle is still dangerous, as is the outer rim, although to avoid these areas are to avoid getting hits as well as getting hit. Generally scores are fairly low here, but the pathways are narrow enough that fake item boxes, bananas, and especially well-timed Bob-ombs can be effective. Red Shells must be used with precision because there are many places they can be cut off.

SMK Battle Course 3

History:

In the northern reaches of the Mushroom Kingdom like the Vanilla Lakes, a harsh, frosty zone where few but the great Penguin Clans settle. The land is property of the Royal Kingdom, but many of the courses were developed by Mario. Battle Course 3 though, was actually designed by Peach, one of her first efforts and contributing to the Kart Games.

SMK

Battle Course 3 is similar to the Vanilla Lake tracks in SMK. The coloured boundaries are a bit wider than in other Battle Courses, leaving more room for destruction. Preventing this though, are plenty of breakable Ice Blocks that can be hazardous to both offensive and defensive maneuvering. It is also an excessively slipper course, the only such Battle Course until 7's Sherbert Rink.

SMK Battle Course 2

History:

Battle Course 2 lies in the Ocean Fringes of the Dark Land, owned and operated by the Koopa Troop, although its meager profits are really subsidized by Lord Bowser. Still, the Koopas were proud of this track in its heyday.

SMK

Each Battle Course in SMK is similar to one of the track sets, and this one recalls Koopa Beach. Like most of the early Battle Stages, the middle area is pretty clear and dangerous as well. The watery boundaries make this stage more maze-like than others and it can be difficult to get a line of sight to fire off green shells.

SMK Battle Course 1

History:

In the borders of the Donut Plains, DK Jr. managed to build the first Battle Course for the Kart Games. At the time, DK Jr. did not have the resources to create an entire track, but he threw his hat in the ring through the smaller venue here.

SMK

Each Battle Course in SMK strongly resembled a parallel Grand Prix course, a pattern repeated in Super Circuit. Battle Course 1 is modeled after the Donut Plains tracks and is basically a big dirt square with a few barriers. It's notable for having some oblique portions that interrupt the square, giving places for Battlers to hide or conversely, to be cornered and eliminated.

Thursday, May 10, 2012

Rainbow Road

History:

The original Grand Prix Racers struggled to come up with a culmination of their collective efforts. They eventually found a solution in the Sky - using their combined powers and the almost unlimited potential of Stars, they created the first Rainbow Road. They continued to operate in tandem for years, creating a truly non-partisan final course. After the turn of the Century though, this became unwieldy. With the growing popularity of Racers' personal tracks and investments it became difficult for them to join together to create the Rainbow Road. Still using Star Power, they decided to delegate its construction to a smaller committee.

SMK Rainbow Road in Mario Kart 7

In 2001 Bowser's presence was felt in Rainbow Road and he oversaw construction closely from his Floating Castle. In 2003 this fell to Mario and Peach who worked together using their formidable resources to construct the track floating over Mushroom City. Other parties, notably Bowser, resented this and in the next Tournament it fell to R.O.B. who had less of a bias. As R.O.B. did not participate in any other Grand Prix, Rosalina used her vast Galactic Powers to construct the next track in the fringes of the Mushroom World's Atmosphere. Finally, the latest track was overseen by the Honey Queen, who stepped in and used her wide sphere of influence to construct a track across the planets themselves. Lakitu, after decades of his species officiating the races also stepped in to revive the Original Rainbow Road course.

SMK:

Rainbow Road has been one of the most consistent conventions of the Mario Kart series. It always concludes the Special Cup and serves as the Final Course in the game and usually one of the more difficult. No Rainbow Road has any Offroad and they are always suspended in space or the sky, which means that there is a constant danger of falling into the abyss. SMK's Rainbow Road doesn't have the most difficult turns in the game and is completely flat, but its trickiness is precisely that: It is full of 90° turns that come right after long straightaways and with exactly zero guardrails the course is perilous indeed. There are also thwomps that smash players and a few narrower portions where it's easy to get knocked around (and off). Its rainbow portions make up a sort of tile on the track.

Like every course from SMK, this was re-made in Super Circuit. The course also returned in Mario Kart 7 to conclude the Lightning Cup, the Final Retro Cup. It is largely similar although now when the thwomps pound the shockwave makes the track bouncy. It is also one of only two courses (the other being N64 Luigi's Raceway) to have no Air or Sea portions. The Ghost is Lakitu. Using the Pipe Frame, Slim Wheels, and Super Glider, the Normal Staff Ghost goes 01:34.459. This could be advantageous, as his Drift, Mini-Turbo, and Handling are top-notch at the expense of speed.The Expert Ghost goes 01:21.994 using the Cloud 9, Roller Wheels, and Paraglider. The Roller Wheels play into both the Cloud 9's strengths and weaknesses. Still, neither Ghost has all that much speed. If you can get going and not fall off, it should be a cinch.

64:

I consider 64's incarnation of Rainbow Road to be the grandest of them all. It is by far the longest course in Mario Kart history, usually taking around six minutes to complete. It is the only Rainbow Road completely surrounded by guardrails but there is danger both from errant shells bouncing around forever on the course as well as from the hungry chain chomps that roll by to ruin a Driver's day. More than that though, with its grand hills, long straightaways, and extremely tight turns, the course offers a bit for every playing style. Without a tremendous amount of interruptions, it allows these playing styles to play out. That is, whoever wins Rainbow Road a true driving champion. It is also so extravagantly long that players have time to catch up if they get the right items, or conversely based on skill, time to create an impressive lead.

The track is in the reaches of space, like the version from SMK. There are neon images hovering above the track of each Racer, as well as some items like Boo and the Mushroom. The track itself is much smoother than SMK, comprised of horizontal bands of every major colour in the Rainbow.

This course returned to close out the Lightning Cup in Mario Kart 8There are some other major differences, including the presence of air jumps near the start and finish as well as large portions of the track now transformed into anti-gravity sections. It's really a bastardized version, though, because it has been transformed from taking three laps to only one, similar to Mount Wario, the Wuhu Tracks, or the Rainbow Road from 7. This makes the course much easier, although there are now spots lacking guardrails, which makes things slightly tougher. The Chain Chomps also no longer roam like maniacs but merely bounce up and down, shaking up the course. The only other major geographical difference is that it now takes place over a city, similar to Double Dash, instead of in the middle of space. The rainbow itself is also tiled more similar to SMK than the clean strips we saw in 64. All in all, despite the anti-gravity sections being pretty awesome, it's a big step down.

The Ghost this time around is Metal Mario, a signifier of his other-worldly nature, but also very in line with both Mario and ROB being previous Ghosts of these tracks. He uses the Standard ATV for some insane reason, with Monster Tires and Super Glider. There's no reason to need that level of traction and almost anything is going to get you going faster. Handling is an issue here, use lighter weights sparingly.

Super Circuit:


The Super Circuit incarnation combines some elements from both SMK and 64. Its pattern is similar to 64 but with a brighter tone and it shares a large amount of tight turns, but the whole course is flat. There is also a fair amount of both guardrails and gaps to endanger Racers. There are boost panels for the first time, which tend to hinder novices but excite veterans. Some of these, as well as Mushrooms, can provide some significant shortcuts to blast through this course.

For the first time, too, the track is not in space but clearly in the night sky. Players drive by clouds, which can land on players, shrinking them down. Bowser's Castle is also a constant presence in the background.

Double Dash:

Rainbow Road started getting really crazy in Double Dash, living up to its status as the Ultimate Test of a Mario Karter's Mettle. Like Super Circuit it contains both stretches with guardrails and very dangerous unguarded portions that can lead to certain doom. It also brings back Dash Panels, the course is full of them, which can be dangerous or a benefit depending on a Player's skill level. While looking down on the course from above it may not seem like much but there are extreme changes in elevation that can make the course very difficult as it is full of spiral turns that require excellent driving to get through. There is also an enormous vertical boost, the only one of its kind.


The Track itself is suspended over Mushroom City, making it another course that is in the Sky and not Space. The course is almost panel like, and it glistens in faded Rainbow Colours that merge, blend, and reflect with each other. The track is also very bumpy, and green shells are virtually useless. There is the occasional Star that lands, however. Still, items like the Star or Golden Mushroom can prove more fatal than beneficial. Like 64 there are objects suspended across the course, this time each characters' Special Item. They are more three-dimensional than the 2-D Neon Glow of 64, though.

Double Dash only had one set of Staff Ghosts. The pair here are Mario and Peach, the only such Ghost Team of unnatural pairs. Using Mario's Red Fire they pull a 3:16:476. This makes it the longest course in the game. It is again a course that can fit many playing styles and mastering drifting while staying on the middle of the track will lead to success.

DS:

What appears as a simple Figure-8 is much more. The DS version of Rainbow Road features the only full Loop in Mario Kart History, as well as a difficult Spiral Track. In the vein of recent Rainbow Roads this track is full of Dash Panels and mixes guarded sections with difficult sharp turns that offer no protection. The key here though, is both the Loop and the Spiral and players must be cautious about being hit with Blue Shells or Thunderbolts as they'll plummet to their doom.

The Track is back in Space although it has a blue rather than black hue, suggesting it may still be somewhere in the Upper Atmosphere. The course itself has vertical rather than horizontal bands of Rainbow Colours and looks more similar in tone to SMK than the brighter, faded hues of Double Dash or Super Circuit.

The Ghost here is R.O.B. in the R.O.B.-BLS who goes 2:16:246. R.O.B. is a weird robot and so fits the weirdness or the ultimateness of this course. This version requires good drifting ability as most of the straightaways are full of dash panels anyway, and the toughest parts in Time Trials are surely the turns and not the Loop. Many of DK's Karts such as the Wildlife and Rambi Rider have both high speed and drift and may be a good option. It is actually by a good margin not the longest track in the game, that distinction goes to Waluigi Pinball.

Wii:

This perhaps the craziest Rainbow Road, almost an unbelievable judgment. Like the courses from 64 and Double Dash it begins with a steep drop, although in this incarnation the drop is no hill but a sheer cliff. There are Boost Panels everywhere, along with spots to pull some tricks and many unguarded sections besides a few turns and the starting point. Its most distinctive feature may be the wavy section that drops down into a wide section of track punctured by two massive holes that lead to oblivion. Following this is a Star Warp that sends the players high above and across a great distance to the final third. It's similar to the Vertical Boost from Double Dash, but it travels horizontally a great deal as well.

The Course finds a median between Sky and Space and is clearly positioned very high in the Earth's Atmosphere. Players who fall off will begin to burn up in re-entry. Visible though, are moons, planets, bits of debris, and star bits floating around the cosmos. The track itself is similar to Double Dash, a reflective shimmering rainbow, although it is not as opaque or bleached out.

The Ghost here is Rosalina, reflective of her Galactic Status. The Normal Ghost appropriately uses the Shooting Star in 03:05.895 while the Expert switches to the Jetsetter in 02:44.734. Both do well in the hands of Rosalina. Karts are a bit more stable and perform better than Bikes here. Funky's speed applied to the Flame Flyer is a great option, but again, the course has bits to fit any playing style. In terms of length, the course barely beats Bowser's Castle to be the longest Original Track in the game but it is actually still shorter than the N64 version of Bowser's Castle, which closes out the Retro Tracks.

7:

The Final Rainbow Road to date is truly Galactic. 7 introduced the idea that courses could be only one lap, albeit a very long one. After Wuhu Loop and Maka Wuhu the last one-Lap track is this game's installment of Rainbow Road.  There are not as many drastic elevation changes, but there are extended Air Portions, multiple path choices, and a wavy road full of holes reminiscent of the Wii version. This time, however, players drop down to the surface of a Moon. Dash panels abound again, and one of the course's more distinct features may be a long Rainbow Tube that doesn't quite do what the Spiral in DS did.

The Course is truly in space. For the first time Players can drive not only on bits of Rainbow but the rings of a Saturn-like Planet as well as what appears to be the surface of a moon. There a a few places to catch some Air, the longer of which is full of Asteroids to dodge and Star Boosts to hit to keep up Air Travel. Failing to hit these can lead a Driver to either the course below or death. The track itself is a swirl of colours that evokes the vertical pattern of DS but gives it a greater swirl like Wii.

The Ghost here is the Honey Queen, perhaps due to her status as Intergalactic Royalty. The Normal uses the Birthday Girl, Slim Wheels, and Peach Parasol in 02:10.090 . This is a pretty good choice, but the Peach Parasol is egregiously slow in the air. The Expert switches to her own Bumble V, Standard Wheels, and Flower Glider in 01:52.077. This is again solid, although the Glider can definitely be upgraded. There are more turns, gaps, and last-minute decisions to be made her than a need for raw speed. The greatest straightaways are through the air, so pick someone with good handling and drift that maintains velocity in the Air. Something like the Bumble V, Cloud 9, or Pipe Frame, along with the Sponge or Wood Tires ought to do the job.

8:

The Rainbow Road here returns to much of what made the Wii Rainbow Road great - set high in space with the Earth down below, with insane, impossible turns, split sections, and a massive air boost. Like 7, though, there is also some significant sections where no rainbow is traveled on, instead there exists a massive orbiting space station with shifting directional paths. It's also notable for being the only Rainbow Road with a small patch of Off-Road, though. It's completely allergic to barriers, and very easy to fall off when zooming along with anti-gravity. Anti-gravity, by the way, was made for this course, and it employs them perhaps better, or at least more extensively than any other course in 8.

Depending on your comfortability with that, you'll surely want someone with proper handling that won't fall into the abyss. The Ghost here is Pink Gold Peach, who uses the Comet, Slim Tires, and Super Glider. That's a damn fast combination but you can use the Slick Tires to get that anti-gravity speed up and perhaps someone with less weight for better handling during those deadly turns. The use of Peach in her Pink Gold diecast here may be a reference to her Ghost from Double Dash, along with the use of Metal Mario in the 64 Rainbow Road.

Tuesday, May 8, 2012

Neo Bowser City

History:

On the fringes of the Dark Land lay Neo Bowser City. Bowser built it to house the many Koopas and other citizens of the Dark Land who were either unfit for Military Service or who had more to offer. With the extensive economic growth of parts of the Mushroom Kingdom, such as Mushroom City, Lord Bowser realised that he needed to extend his sphere of influence as well beyond Military Might. To show off his new-found prowess, he build a Race Track through the high-rises.

His domination, however, would not last. Metal Mario, having already battled Bowser for his Airship Fortress, intimidated the Dark Lord into giving him the rights to Neo Bowser City as well. This was a shock across the Mushroom World, but it would appear that Bowser feared an incarnation of Mario that lacked a soul and seemed nigh invulnerable. Metal Mario, for his part feeling no resentment or propriety, didn't change any of the Enormous Bowser Billboards or even the name of the course. Also having no desire for financial gain himself, has offered the use of the course free of charge. This is unprecedented in the Grand Prix and flies in the face of every reason Bowser built the city. This would appear to further crush the ego of the Koopa King, and his vengeance, it would seem, should be swift.

7:

Neo Bowser City, one of the more awkwardly named courses, appears in the Star Cup in 7. It remains just the second track in Mario Kart History, after the Super Circuit incarnation of the Luigi Circuit to feature rain. It has a fair amount of turns and is a basic Figure-8 in layout. There are some perilous edges, but nothing truly substantial. There is also an Air Boost towards the end, but it, too, is not at all that significant. All in all, although this course looks pretty cool threading through the Upper City Levels after courses like Mushroom City from Double Dash explored the city floor, there isn't a tremendous amount of challenge here.

The Ghost is Metal Mario, which is kind of bizarre for a course named after Bowser. Bowser is featured on both hsi New and Retro Castle incarnations and the course's cold, metallic nature suits Metal Mario's persona. The Normal Ghost uses both the Standard Kart and Wheels, as well as the Super Glider in 02:11.032. There isn't anything special here and there's plenty of room for improvement. The Expert goes 01:58.996 using the Blue 7, Monster Wheels, and Paraglider, which should be substantially faster and plays to his strengths, although simultaneously emphasizing his weaknesses, part of which is a hideous drift. Using the Soda Jet and Slick Wheels can rectify this.

Wario's Shipyard

History:

During his many renowned travels around the Mushroom World, Wario found Kitchen Island and its inhabitants, Captain Syrup and the Brown Sugar Pirates. Seeking their gold, Wario decimated the Island and robbed it of its bounty. In his greed, he plundered Syrup's flagship vessel, the SS Tea Cup and left it to rot in the cove south of Kitchen Island. Syrup was devastated but she had little choice but to pay tribute to the marauder and gave up many stretches of the Southern Coast, including Rice Beach. Wario, in his unending greed, decided to build a Race Course through the devastation he caused, thereby further exploiting the once-fertile land. Reflecting his greed, the skies above Wario's Shipyard constantly crackle with thunderstrikes and Syrup is no where to be found.


7:

Wario's Shipyard is the second track in the Star Cup, and is a fairly crazy track for its position. It is one of the few courses with substantial mandatory Underwater Sections, as well as some Air Sections and a fair dose of alternate pathways. There are plenty of curves as well as some gaps into the abyss, although none are that deadly. The trickier parts are just managing the underwater sections, avoiding the occasional swinging anchor and dealing with pipes that want to blow racers all over the place.

The Ghost here is Wario, and this sort of a strange track for him. There are metal grate elements reminiscent of Wario's Colosseum, but the whole landscape is a left turn from his usual Roller Coaster or Extreme Dirtbike-like tracks. The whole thing is likely a reference to Wario Land: Super Mario Land 3 which had a bit of a pirate theme. Anyway, the Ghost uses the Bolt Buggy, Monster Wheels, and Super Glider in 02:26.268. The Expert Ghost switches to the Growlster, Slim Wheels, and Ghastly Glider in 02:12.313. None of these expressly handles well underwater. Something like Egg 1, Pipe Frame, or Tiny Tug with either the Wood or Roller Wheels will better take advantage of this course. The Wood may be a better choice because it won't slow down as drastically on Land.

Friday, May 4, 2012

Music Park

History:

The inspiration for Music Park derives from Toadette's Music Room. As conniving as she is, Toadette sought to extrapolate her interests into an entire Course and exploit its profits as part of her own bid for power within the Mushroom Kingdom. She contacted Rosalina, the only figure she knew with Galaxy and Reality-Warping powers. Rosalina and her Army of Lumas constructed the Music Park in the stars above the Mushroom World, but once she found out Toadette's true corrupt intentions she retained control of the Park and raced it herself rather than give it up to the machinations of evil.

7:

Music Park is a bizarre track. It comes in as the Third Course in the Flower Cup and has a lot going on. It seems like a closed-in track, but it has patches of offroad that pop up here and there, some big drums that act as trampolines (similar to the Big Mushrooms on Wii's Mushroom Gorge), and a long Air portion. What's more is that while there are no especially difficult curves, many of the winding turns are driven over keyboards that play notes as racers drive over them. The air portion is also full of big bouncy animated notes that threaten to upset any careless players.

The Ghost here is Rosalina, which may be a nod to the course's mystical yet positive nature. The Normal version uses the Birthday Girl, Roller Wheels, and Super Glider in 02:19.336. The Expert switches completely, to the Soda Jet, Slim Wheels, and Paraglider in 02:07.551. With the amount of Air dodging one needs to do along the Air Section the Paraglider or Swoop Glider are probably the best option. The Birthday Girl / Roller Wheel combo pushes handling to the extreme at the total expense of speed, you can find a better balance. The Soda Jet and Slim wheels are a really good option here, but the Mushroom Wheels may be a better option that doesn't lose so much Speed on land, yet maintains handling.