Showing posts with label Double Dash. Show all posts
Showing posts with label Double Dash. Show all posts

Thursday, August 1, 2013

Heart Coach

History:

When Peach set out to design her own Kart for the 2003 Grand Prix she poured a tremendous amount of resources into its construction. She modeled its design after the Royal Coaches her family had used for years roaming around the Mushroom Countryside.

Double Dash:

The Heart Coach is a Middleweight Kart, meaning that it may only be used by Mario, Luigi, Peach, Daisy, Waluigi, Yoshi, or Birdo, or any of the preceding with a Lightweight Racer.

It is ultimately a fairly average Kart, although its stats are good for a Middle Kart, including possession of the second-highest Acceleration and Offroad. The Kart has one of the slower speeds for a Middle Kart, but it is still superior to many Light Karts. It's one of the narrowest and least bouncy Middle Karts as well, and eighth in both overall. It also has the single greatest Turn Speed in the game. All in all it's a pretty decent vehicle.

The Kart appears as the Staff Ghost driven by Peach on Peach Beach and Daisy on Daisy Cruiser.

Friday, July 19, 2013

Koopa King

History:

Bowser devised his personal Kart for the 2003 Grand Prix based on his own face. He poured many resources including salvaging old tank parts from his Dark Army into creating one of the fastest and heaviest Karts on the track, a true reflection of his big bruising personality. Naturally, he named it after himself.

Double Dash:

Being a Heavy Kart, the Koopa King may only be used by any of the following drivers while paired with another racer of equal or lesser weight: Bowser, Wario, Kong, Petey Piranha, or King Boo.

The Koopa King has great speed at the expense of acceleration and Offroad, which are among the worst in the game. It is also the widest Kart, meaning it is a huge target for errant Shells, and it's difficult to dodge dropped Bananas and Fake Item Boxes. It actually has moderate Turn Speed, though, and has one of the better suspensions, due to its massive weight. It's a dastardly Kart - there are other Karts that match its impressive high speed without being absolutely terrible at everything else, such as the Green Fire or Piranha Pipes.

Bowser uses the Kart along with Bowser, Jr. in the Secret Staff Ghost Time Trials only on Bowser's Castle, because Bowser, Jr. has no Staff Ghost.

Green Fire

History:

Upon the edict that every racer would submit their own individual Kart into the 2003 Grand Prix, Luigi felt tremendous pressure to emulate the Kart of his brother, Mario. Luigi did so on the surface, but he overemphasized all of the Red Fire's specifications, nearly creating a Heavy Kart in the process. Whether or not this was a subconscious effort to side with the enemies of Mario, who were all heavyweights, is up for speculation.

Double Dash

The Green Fire is a Middle Kart, meaning that it may only be used by Mario, Luigi, Peach, Daisy, Waluigi, Yoshi, or Birdo, or by any Lightweight Driver paired with any of the above.

The Green Fire does act like a Heavy Kart, though. It has very high top speed and low acceleration, although its bounciness lies with other Middle Karts, and is actually a little lower than some like the Waluigi Racer. It has some pretty rough Turn Speed, but actually some moderately good Offroad for either a Middle or Heavy Kart. Its size is about average, meaning that while its profile won't take up the whole track, it's still not in the best shape to dodge incoming objects.

The Kart makes no appearances in any Time Trails, instead Luigi drives the Red Fire with Mario in his appearances. The Green Fire is a decent choice for anyone looking for a Middle Kart with some speed that acts like a Heavy Kart, but in general it has many flaws that prevent it from becoming an outstanding choice.

Red Fire

History:

When it was decreed that each character would be able to provide his or her own personal Vehicle for the 2003 Grand Prix, Mario quickly developed the Red Fire. Reflecting his inherent conservatism and predilection for moderation, he intended the Kart to contain neither a major advantage or disadvantage.

Double Dash:

The Red Fire is a Middle Kart, meaning that it must be used by at least one of the following racers paired with either another Middleweight or a Lightweight: Mario, Luigi, Peach, Daisy, Waluigi, Yoshi, or Birdo.

As far as Middle Karts go, its stats do generally lie in the middle. It has average speed and acceleration, although atrocious Offroad and turn speed. Its suspension and width aren't great, but again are actually pretty average for Middle Karts. In relation to every available Kart, its bounciness, turn speed, Offroad, and acceleration are on the lower end while its Speed is generally good. It's really a better Kart for beginners on nice, simple tracks without a lot of craziness, Offroad, or difficult turns.

The Red Fire appears as a Secret Staff Ghost on three tracks, the most of any Kart. Mario and Luigi drive it on both the Mario Circuit and the Luigi Circuit (where Luigi takes the lead), and then Mario teams up with Peach in the Red Fire for Rainbow Road.

Sunday, June 9, 2013

Heart / Super Leaf

History:

The Heart was first crafted by Princess Peach, who, being generally against the violence inherent in the male-dominated Grand Prix, sought to develop a more peaceful, defensive item for the 2003 rendition. Using the Power of Love, she formed the Heart, which would circle a Kart, deflecting most small-scale warfare. It was never that popular outside of herself and Daisy, who claimed it as their special item.

Some of that deflection technology was mimicked, however, in adapting the Super Leaf to the Grand Prix. Millennia ago, the Ancient Tanookis infused their magic onto certain brown leaves. When consumed, people would forcibly be transformed into Half-man / half-raccoon creatures. The effect was temporary, although in stronger doses, this "Super Leaf" would encase the consumer in a suit that resembled the Tanooki itself. Like all raccoons, users gained the power to smash things with their tails, as well as use them to slow their falls through rapid rotation. Like all Tanooki Raccoons, the suit also granted some limited powers of flight. With some ingenuity, the powers of the Super Leaf were adapted to affect the Karts themselves, which granted them similar effects.

Double Dash:

The Super Leaf are lumped as a deflecting successor to the Heart here. In Double Dash, each Racer had a Special Item shared with his or her partner. Peach and Daisy used the Heart, along with King Boo and Petey Piranha, who used every Special Item. The Heart is a unique Item in that it is purely defensive. When activated, two Hearts encircle the Kart, picking up any Item the Driver runs over. This includes Stars and Mushrooms left on the track, which essentially wastes a Heart, although there is some benefit in picking them up and then finding an optimal time to use these Items rather than an immediate activation (into say, a cliff). The pick-up also only works if neither Racer is already holding another Item. In this case, though, it will be used and prevent a spin-out at least.

The Heart overrules Bowser Shells, Giant Bananas, and Fireballs, although when the latter is re-issued, only a single flame, not five are sent out. It is powerless against Chain Chomps and Blue Shells, though, and the Hearts will be destroyed if struck by a Thunderbolt. They also may pick up sitting Bob-ombs, but cannot protect against Bob-omb explosions.

7:

Like the Fire Flower, once activated, the Tanooki Tail lasts for either ten seconds or ten swipes. It can bat away many items, from shells to bananas, but this requires careful timing. If an item strikes the tail while it is not swiping, it will be destroyed. Also like the Heart, it offers no protection against Blue Shells. It may also be used offensively, and works as a melee similar to the partner-attack from Double Dash, with a bit more potency.

It is also a rare item in that it actually affects the sea and air properties of the kart - becoming a propeller underwater, and gifting a little more speed and lift to flight when activated in the air.

Fireball / Fire Flower

History:

The Fire Flower was indigenous to the Mushroom Kingdom, and its thorough study by Mushroom Scientists transformed it into one of the more potent weapons of use against the Koopa Hordes. They found, however, that it was a wildly unwieldy weapon, which in untrained hands often led to catastrophic friendly fire incidents. Mario and later, Luigi, were among the first to suitably master the Firebrand, and through their expertise, eventually the power of the Fire Flower was adapted for use as an Item in the Grand Prix.

Double Dash:

Each Racer has his or her own Special Item in Double Dash, and both Mario and Luigi use the Fireball, Mario's being Orange and Luigi's Green. They may be released either forwards or backwards, thus used offensively or defensively, and cover a wide portion of the track. All these racing balls don't last that long, though, and they tend to be bigger, slower, and bouncier than shells, which makes them easy to doge. Still, they are deadly in tight corridors. Since King Boo and Petey Pirhania use every character's Special Item, they too have access to these Fireballs, but they only use the Orange Variety.


7:

The Fireball returns, in a sense, through the Fire Flower in 7. When a Racer activates the Flower, he or she has either ten seconds or ten fireballs to shoot. Again they may be thrown forwards or backwards. While they have the same disadvantages as the Double Dash Fireballs in that they are slow and bouncy, it's the most effective assault weapon in this game, as you may fire off ten rapid shots to make up for any errors, making them a bit more valuable than shells.They also bounce off walls like shells and form an assault most effective in tight corridors with many other hapless Racers around.

Saturday, February 2, 2013

Bullet Bill / Chain Chomp

History:

Thousands of years ago, a young Rosalina, new in her job as Guardian Mother of the Galaxy, began to experiment with some of her new-found star power. She did not believe that any harm would come from using her star power on meteors to bring them to life, but instead in her inexperience she created a ravenous new species that sought only to consume. Horrified at what she had done, she sent the meteors away throughout the Galaxy. Eventually they wound up in Mushroom Space, where they would continue to devour everything, even Rainbow Road.
Some fell to the Mushroom Kingdom and were worshiped as gods by the early peoples of the Dry Dry Desert. Soon tribute was not enough to satiate their horrendous chomping appetite, and they were chained in tombs. Still, eventually there grew a group of professional Chomp Wranglers who would capture the beasts and train them up as sleepless, ever-vigilant and ever-hungry guard dogs. Mario was just one of these Wranglers, and he installed Chomps to guard his lover, Peach's castle. His younger self from an earlier timeline, though, Baby Mario, eventually found a way to use them in the Grand Prix, but in the rash judgment of youth, the results were imperfect. Still, this experience likely led the present-day Mario to become so familiar with the Chain Chomps.

After the disastrous introduction of Chain Chomps to the Grand Prix it was decided to use an Item that was similar, but far less risky for the activating driver. Bowser submitted his own Grand Stockpile of Bullet Bills, the Mushroom Kingdom equivalent to WMDs. Bullet Bills are created in Massive Factories in the Dark Land, and although sentient, are aware that they exist only for kamikaze missions. This combination of destructive power, spacial awareness, conscious decision-making, and unwavering loyalty makes them one of the most powerful forces in the entire Mushroom World. Being chosen to be an Item in the Grand Prix spares a Bullet Bill from its usually suicide mission, but such is actually against the Code of the Bills, which dictates that they die in battle. Thus, while being picked for life would seem like a huge relief, it is one of the deepest shames a Bill can suffer.

Chain Chomp appears in:

Double Dash!

The Chain Chomp only appears as a Special Item used by Baby Mario and Baby Luigi, as well as King Boo and Petey Piranha, who have access to all Special Items. It is dangerous and unwieldy and awesome and powerful at the same time. The Chomp will pull the racer at a rapid speed while knocking everyone else out of the way. The Driver himself though, is not invulnerable, and still susceptible to dangers on the course. It is also uncontrollable, the Chomp will tug the racer straight into danger, or suddenly leave before a cliff or turn that may pull the racer into oblivion. Still, the Chomp takes up nearly the entire track, and avoiding one coming up from behind is very difficult.

Bullet Bill appears in:

DS
Wii
7


The Bullet Bill in later games is very much a refined version of the Chain Chomp. It pulls the player ahead and destroys all other obstacles in its path. The key difference is that it encapsulates the racer, rendering him or her invulnerable to any disaster on the track. The Bullet Bill can supersede any danger besides a Star. It conquers Mega Mushrooms, and is unaffected by Thunder, POW Blocks, or Bloopers. There is still some danger of it wearing off and leaving racers flying headfirst over a cliff, but the benefits far outweight this mild risk. It's arguably better than a Star, especially on difficult tracks where it will take over the driving and launch the racer ahead. There isn't the danger of screwing up or junking turns because of high speed handling. Bullet Bills are game over, man - they only appear for players who have fallen far behind, but they offer a great advantage.

Tuesday, January 1, 2013

Bob-omb

History:

The Bob-ombs are an Ancient Race that has inhabited the heart of the Mushroom Kingdom for centuries. Eons ago a Dark Lord sought to create a race of sentient living weapons and so placed his Dark Power into hundreds of his bombs to use against his enemies. They were to be the perfect weapon - a walking, thinking, chasing explosion on legs. They eventually broke free of the Lord's control, though, and settled far away in the Mushroom Kingdom. Eventually though, Bowser gained their Allegiance through his puppet, the Big Bob-omb. Since then, the populace has fractured and battled, with the Pink Bob-omb Buddies continually at strife with the Black Followers of Big Bob-omb. Their Kingdom has turned into a Battlefield, and remains the closest intrusion of Bowser's Dark Influence within the Mushroom Kingdom.

Bob-ombs appear in:

Double Dash
DS
Wii
7

Bob-ombs began as the Special Item for Wario and Waluigi in Double Dash. Their use was equally sinister and retarded enough to suit the Stupid Evil of those two goons. In every game since then, though, Bob-ombs have returned as Items available for everyone's use. And that use is always deadly.

Bob-ombs are extremely volatile. They'll pop with the slightest touch of just about anything. They may be placed behind or thrown forward and thus their use is similar to Bananas or Fake Item Boxes. While those items will either hit players and disappear or remain idle and small on the track, Bob-ombs are far more deadly. They will erupt in an explosion similar to a Blue Shell if struck, or just on their own after a few seconds. The thing is, those seconds tend to be exactly how long it takes to catch up them when thrown forward. Therefore, unless you've got a great clear shot at hitting someone immediately when going forward, I would always toss it behind. The huge size blast radius is extremely difficult to avoid, especially in Double Dash where only the Heavy-Kart Wario or Medium-Kart Waluigi can wield the Item.

They are also dangerous to drop behind, though. If you drop it directly on someone sneaking up from behind or it gets hit with a Shell or something, you're donezo. It's not a bad strategy to try to peg a Bob-omb if you see someone ahead of you drop it and you're lucky enough to be equipped with something that can ignite it. Otherwise, that's not good news for you coming up behind. These things are generally a disaster in every way. They're only good in DS where they may be stolen by someone with a nearby Boo.

Fake Item Box

History:

Races underwent many changes during the Second Grand Prix. For the first time, Item Boxes were created rather than panels. During the first wave of their production though, many proved faulty. Instead of giving an item, they would explode and crash the racer. Soon after the technique for Item Box creation was perfected though, competing companies made knockoffs that were still faulty and sold them to individual courses, much to the danger of competing racers. Eventually the Grand Prix Governing Body reconciled the safety of racers with the concerns of the many new and growing factories that had sprung up to support the Races. The faulty Item Boxes were slapped with an inverse Question Mark and progressively labelled "Fake." They would, however, be accessible by true Item Boxes and used by drivers during the course of a race.

The Fake Item Box appears in:

64
Double Dash
DS
Wii
7

There have been some variations of the Fake Item Box throughout the years, but the purpose has always generally been the same. It is another, more deceptive means than Bananas for Lead Drivers to knock around those racing behind them. Indeed in 64 while running over a Banana was salvageable, Fake Item Boxes meant certain doom. 64 was also the game where the boxes where most similar to genuine Item Boxes, the only difference being the position of the Question Mark. In later games the boxes were red, or as in DS, lack a Question Mark at all. These make the boxes a tad easier to avoid.

Another major progression of the Fake Item Boxes throughout the history of Mario Kart is their physical properties. In 64 they acted very similar to Bananas - they could be dragged behind a Kart in order to prevent a Shell from crashing into the back. They could also be destroyed by shells moments before running into them. Their only real difference from Bananas is again, its greater deception, larger size, and an inability to throw them forward.

Most of this changed in Double Dash. Shells and other character-specific projectiles such as Fireballs and Chain Chomps would now pass through Fake Item Boxes, both when dragged behind a Kart or laid on a track. When Karts are hit while dragging, the Item is not lost, though. The Fake Item Box can be launched forward, however, making it an offensive weapon as well, as tricky as it is to peg a moving Kart from far away.

There are many strategies to both using Fake Item Boxes and avoiding them. Careful racers who can memorize True Item Box locations on courses will not be deceived, even in 64. Still, they can be used effectively to block ramps or shortcuts, or at least narrow track sections where running into one is inevitable. Another good drop spot is in a cluster of True Item Boxes, possibly sitting directly on top of a True One, even though timing this can be difficult. Still, limiting the amount of Item Boxes accessible to the competition is a good thing. Their offensive use can still work in rare circumstances, although it's rare that they will appear in positions deep in the pack. If there is a situation where you receive a Fake Item Box and are then passed, it's best to try to chuck it into a crowd, or a particularly deadly maneuver is to launch it into a True Item Box cluster that another racer is about to pass through. It's tough to react to things falling out of the sky, and the CPU will rarely be able to anyway.

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.

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.

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.