Wednesday, June 5, 2013

Wuhu Town

History:

The new rising popularity of the Wuhu Island Sports Resort was not limited to new exciting tracks. The Battle Committee within the Grand Prix ruling body desperately wanted to cash in on the area to also construct a Battle Course. Peach had a controlling interest in the Island using her vast wealth and influence, but the Committee was hesitant to hand over to her two of the three new Battle Stages, considering she had also pushed through Sherbet Rink. In another one of his more eccentric purchases, Yoshi bought a controlling interest in the development after he was on site overseeing Maka Wuhu. Considering his failure with Thwomp Desert, Yoshi didn't have much else on his hands, and desperately needed a win


7:

Wuhu Town is a complex course more suited for Call of Duty than Mario Kart.There is a central plaza with a fountain, some ramps leading to a ledge that oversees this area, and then many rows of buildings, alleys, and a road along the edge of a harbor. There's really no other Battle Stage like it. It's set in a more realistic world than other pipe or block-themed stages. It favors sneaky play, hiding and sniping over random banana dropping and shell-wall clunking domination. It's one of the greater Battle Stages for this reason. There are wide open stretches, and the center is a common Mario Kart Killbox, with the High Ground being essential to drive the slaughter and not be a victim of it.

Sherbet Rink

History:

Years after Peach's disastrous foray into creating a Grand Prix Stage out of her great Birthday Present Mountains, Peach had the bright idea to morph the region into a Battle Stage. A strange departure from her usual, desert flavored Battle Stages, the Sherbet Rink was crafted out of the Ice from Sherbet Land, which of course doubled as a lovely Ice Rink.

7:

Sherbet Rink is an amalgamation of many different former stages. Its background full of presents sort of resemble Ribbon Road, and the name and frosty terrain obviously recall parts of both Sherbet Lands from Double Dash and 64, the latter a bit moreso, although it could be most reminiscent of the Shy Guy Skating Section from Double Dash. The only other snow-themed Battle Stage goes all the way back to SMK's Battle Course 3, which is based on the Vanilla Lake stages from that game. The actual course structure is most similar to other Peach Desert Courses such as Tart Top and in particular, Cookie Land.

Still, the gameplay here ends up being unique. It is a very large, open course, but nonetheless there are many places to hide. Giant objects like stars and arches are scattered everywhere and the outer rim contains a circular road as its perimeter that's a decent hideout / getaway spot. Still, all the action converges in the middle here, like most SMK and Super Circuit Battle Courses. The perimeter may recall Skyscraper, but that was much wider and longer, and it really works more like the Wii Cookie Land.

Honeybee Hive

History:

The Honeybee Queen, upon her inclusion in the 2011 Grand Prix lobbied hard for a race course located in her own Honeyhive Galaxy. Due to her inexperience, her requests were denied, but she was allowed to submit a Battle Stage. She transformed one of her grandest Honeybee Hives into the uh...Honeybee Hive.


7:

The Honeybee Hive is made up of a series of seven connected honeycomb chambers that offers gameplay most reminiscent of Twilight House, which first made an appearance in DS. Drivers may traverse any of these chambers through openings of various heights and widths, presenting some variable gameplay. Some of the chambers are nestled inside and others present a perilous edge to the abyss below. The whole course is also plagued by a small swarm of balloon-popping Zingers Stingbies that fly through each chamber. Now, step to the Wu and Enter the Seven Chambers:

Center Chamber (Enclosed): There is an air vent in the center that blasts players up and into another random chamber. It's a good getaway chamber, although landing in a random chamber where some heavy action is doing down can be risky. This Chamber also holds most of the Item Boxes.

Honey Chamber (Enclosed): As this is the most distinctive secondary chamber, we'll start here. There are three Honey Puddles that have formed from the sticky stuff dripping down from the ceiling. These puddles slow racers down, but also contain Item Boxes, making them similar to the sand pits in Funky Stadium.

Grass Chamber (Open): Moving clockwise from the Honey Chamber we next see this little place, which is open air and contains a large raised patch of Grass in its center, which acts as Offroad Terrain. There aren't any Items on it though, so stay away.

Double-Door Chamber (Enclosed): Moving along clockwise, there is um...nothing in here. But there are two openings to get into it. So you can be sneaky.

Item Chamber (Open): This isn't the only chamber with Item Boxes, but the only thing in this chamber is...Item Boxes. It's also very sunny. This does not affect gameplay. It may be the best chamber to get Items in, because the Honey Chamber contains so much sticky honey and the Center Chamber sends you flying. Still, there won't really be a moment when you have the time to pick and choose, especially if you're between the Dead Zone and Grass Chambers.

Jungle Chamber (Enclosed): The floor here is similar to the Grass Chamber, except that the patch is not raised. It's a target for people flying out of the air vent boost, which means a bit of a slowdown if that's the Chamber you end up in. The entrances here are pretty wide. There are also a ton of vines in here, which makes it pretty cool but doesn't affect gameplay.

Dead Zone Chamber (Open): This is THE END OF THE LINE. The desperation chamber. There is nothing in here - nothing but doom. Multiple entry ways, including one that leads to the ABYSS means that death can come at any angle. Be wary, dear reader, if you dare traverse this road to Hell. Actually, not much goes on in here.

Sunday, June 2, 2013

Thwomp Desert

History:

Thwomps one of the oldest races in the Mushroom World. They were born out of volcanic rock and then hammered and smoothed by some Dark Evil Magic that even Bowser does not fully understand. They are nigh impossible to full destroy, and their own capacity for smashing is unparalleled. Yoshi came to own this parcel of land through his dealings in the Dry Dry Desert. An enormous Thwomp, however, was not pleased. See, Yoshi built the course on an Ancient Thwomp Burial Ground. The large central Thwomp, therefore, saw to it that anyone who ventured too close to the corpses of his fallen brethren would meet a certain vengeful doom.


Wii:

This is one of only two Desert Battle Courses, the other being Super Circuit Battle Course 4. It is a relatively simple course at first, but it ends up being a general hassle to play on. There is an abyss-filled pit in middle where the Giant Thwomp smashes every so often, so it's fairly awful to ever go near the center. When the Thwomp lands the ground also shakes, which leads any racer vying for a coherent strategy into utter turmoil. The spots of Dead Thwomps, though, are actually safe when this happens.

In general, your best bet may be hanging around the perimeter and picking other people off, but that cactus ring is also dangerous. This ends up being a tight, cramped course, but with a lot going on at any time, it can be hectic, especially with a lack of barriers to deter battlers around bananas or fake item boxes. Bob-ombs, actually, are particularly effective here because it's difficult to react in the mass chaos that goes down.