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.