History:
In honor of the Seventh Grand Prix, the committee elected to field a brand new item, the Lucky 7. The Lucky 7 used rotating Shell Technology to cause seven Items that could both help and hinder Racers to orbit an activating Driver.
7:
The Lucky 7 is simultaneously one of the better and one of the more dangerous items in the game. Once activated, your Kart will be surrounded with a Green Shell, Red Shell, Bob-omb, Star, Mushroom, Blooper, and Banana. Each Item when orbiting, acts like any other Item in play. They form a wide diameter around a Racer, so those used to the smaller Triple Shell scheme may need to adjust their tactics. Securing a Lucky 7 essentially sets a Racer up with everything he or she needs, but it requires some careful strategy.
The Racer will fire or use whichever Item is closest to the front of the Kart, so keep that in mind when deploying. The big key here is that Bob-omb. Be very careful that you don't accidentally set that thing off, or get sniped by someone else with a shell. I'd recommend getting rid of that thing as soon as possible, especially considering that once it goes off and you're caught in the blast, you'll lose everything else. After that the next Item to use is the Blooper to blind everyone ahead of you. It's notable that when an opponent runs into the Blooper as it circles you, only his or her screen will go black. Once everyone is blinded, go for the Star and wipe them out on the way to the top of the pile. After that, use your shells to take out any stragglers left, and then the Mushroom to boost away from the chaos. Finally, drop a Banana to secure your lead.
It's a dangerous item, though, because anyone who runs into the Star or Mushroom will ride away with it, and there is a high margin for error. Still, in the hands of a careful skilled racer who fins themselves screwed in last place, the Lucky 7 can deliver.
In honor of the Seventh Grand Prix, the committee elected to field a brand new item, the Lucky 7. The Lucky 7 used rotating Shell Technology to cause seven Items that could both help and hinder Racers to orbit an activating Driver.
7:
The Lucky 7 is simultaneously one of the better and one of the more dangerous items in the game. Once activated, your Kart will be surrounded with a Green Shell, Red Shell, Bob-omb, Star, Mushroom, Blooper, and Banana. Each Item when orbiting, acts like any other Item in play. They form a wide diameter around a Racer, so those used to the smaller Triple Shell scheme may need to adjust their tactics. Securing a Lucky 7 essentially sets a Racer up with everything he or she needs, but it requires some careful strategy.
The Racer will fire or use whichever Item is closest to the front of the Kart, so keep that in mind when deploying. The big key here is that Bob-omb. Be very careful that you don't accidentally set that thing off, or get sniped by someone else with a shell. I'd recommend getting rid of that thing as soon as possible, especially considering that once it goes off and you're caught in the blast, you'll lose everything else. After that the next Item to use is the Blooper to blind everyone ahead of you. It's notable that when an opponent runs into the Blooper as it circles you, only his or her screen will go black. Once everyone is blinded, go for the Star and wipe them out on the way to the top of the pile. After that, use your shells to take out any stragglers left, and then the Mushroom to boost away from the chaos. Finally, drop a Banana to secure your lead.
It's a dangerous item, though, because anyone who runs into the Star or Mushroom will ride away with it, and there is a high margin for error. Still, in the hands of a careful skilled racer who fins themselves screwed in last place, the Lucky 7 can deliver.