Showing posts with label Frosty Tracks. Show all posts
Showing posts with label Frosty Tracks. Show all posts

Monday, June 9, 2014

Mount Wario

History:

Years ago Wario had thoroughly explored the Shivering Mountains, and so, seeking to capitalize on recent trends in extreme sports, purchased some land on one of the Peaks, re-named it after himself, and created a ski resort. This naturally devolved into a full racetrack, even though there was no practical loop to be seen. Another proprietor may have failed, but Wario was persistent and threatening enough to push through his insane new track idea. He eventually handed operation of the track over to his pal, Waluigi, who fell on pretty hard times after his Pinball and Stadium projects fell apart with no real adventuring background to fall back on.

8:

Wario was an interesting choice to take over a track like this, especially since it owes so much to DK Pass and DK Summit, being a long sloping snowy mountain track. In particular it's a lot like DK Summit with its Winter Sport theme. But really it goes beyond that, being the only track in Mario Kart history that doesn't loop and one of only a handful of courses that are broken up into sections rather than laps (the others being both Wuhu Tracks, the 7 Rainbow Road and 8's remake of 64 Rainbow Road). Only Mount Wario, though, has different music playing for each section.

The first section is very typical to DK Pass, consisting of a helicopter jump (okay, not that part), but then a twisty wind down the peak of the mountain into a rocky valley. Next we have a large anti-gravity ice cave as well as a large Damn in section two. Finally, the last section primarily comprises a downhill ski slope that's a lot like the final section of DK Summit, but of course, that one had snowboarders. There are other sections such as a treacherous snow forest that allows for plenty of multiple paths along with both underwater and the Wario Dam processing plant, which makes for some really diverse racing. It's a definite Frosty Track, but gets its own section here for just how extensive and weird it is, as well as how much more it has in common with DK Tracks and Wuhu Tracks.

The Ghost here is Waluigi, who uses the Duke, in its only Time Trial appearance, with Monster Tires and the Wario Wing in 2:06.283. The Duke doesn't really add any special stats, but the traction of the Monster Tires is pretty helpful here. You may not actually get a better combo that preserves land and anti-gravity speed while retaining traction, but you can go another route, using a lightweight that has a higher base traction to begin with. Then add some wheels for pure speed that sacrifice a little traction in this slippery course.

Saturday, May 12, 2012

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.

Thursday, January 5, 2012

Rosalina

History:

Rosalina is one of the most powerful figures of the Mushroom Galaxy. She started out as a mortal girl in the Mushroom Kingdom centuries upon centuries ago, older than even Lord Bowser. One day she was contacted by an emissary of the Lumas, supposedly looking for its mother. Unbeknownst to Young Rosalina, the Luma was lying, for its true intention was to obscond with Rosalina and make her into the new Mother Figure for the Luma people and by extension, the Galaxy.

As Rosalina began consuming the Star Bits of the Lumas her powers grew. The Star Bits linked her awareness to the cosmos and she eventually rose to become the Guardian Mother of the Universe, presiding over many galaxies and able to transport her Comet Observatory any where nearly instantaneously. For all her wisdom she has failed to realize the trickery of the Lumas, though she now accepts her role graciously.

Her first contact with Mario came when Bowser expanded his threat to the entire Universe and developed Space Travel. Since then she has become his ally, for her powers of teleportation, clairvoyance, and making bubbles are not adequate to deal with Bowser's Dominion, nor is her role to actively protect the cosmos, rather to silently watch for danger and then recruit a warrior. After Bowser was defeated she was perplexed to find that apparently in between Wars all these people do is race each other. She quickly joined the Circuit and has even begun to use her extensive abilities, contacts, and influence to design and procure her own Race Tracks.

Wii:

Rosalina is an outstanding Racer in Mario Kart Wii, though extremely difficult to unlock without a Super Mario Galaxy Save File on the same hard drive (which unlocks her automatically after 50 races). Each driver in this game is sorted into Three Separate Size Classes, each of which has access to Six Karts and Six Bikes of various stats. Additionally, each Character adds his or her own Bonuses to certain stats. It's notable that Rosalina is the first ever Large Female Character and does driver similar to a Big Daisy. She adds a moderate Speed, Handling, and Mini-Turbo Bonus, identical to Daisy, but more balanced (+3 in each instead of Daisy's +4/+2/+3). Her specific stats for each Kart are as follows:


She excels most with her signature Bike and Kart, the Shooting Star and Honeycoupe, respectively. Both are fairly balanced with favours toward Speed and Mini-Turbo. It makes Rosalina a danger in just about any circumstance although her acceleration and Off-Road may leave something to be desired. She therefore does best when she doesn't hit anything and stays on the path. She's a good character to get in front and stay there.

She has a single Staff Ghost in the game, claiming Rainbow Road as her home to go along with her mystic, cosmic origins. She first uses the Shooting Star in 03:05.895, while her Expert switches to the Jetsetter in 02:44.734. This is the longest of all the Original Tracks and Rainbow Road is arguably the hardest course in the game to Finish, let alone beat a Staff Ghost. Luckily among drivers there are options in any given style better than Rosalina so play to your strengths and style and beat her.

7:

Rosalina returns in Mario Kart 7, this time in the Cruiser Weight Class, one notch below the true Heavyweights. Is she really as big as DK or Wiggler? Sure. In 7 each Weight Class affects stats but the characters don't as much, meaning that she's essentially identical to both DK and Wiggler. Again, bizarre to think about. Each Kart adds or subtracts from these base stats but then players can additionally manipulate stats by selecting specific wheels or gliders. It's a dizzying way to customize a racing experience. For simplicity's sake we'll pair Rosalina with a Kart befitting her needs, in this case the Gold Standard. Its disadvantages in Air Speed, Acceleration, and Mini-Turbo are largely mitigated by the Roller Tires and Parasol. Just one of the many possible Rosalina combinations follows:


She also has one signature course in 7, the first explicitly Rosalina Track in the Mario Kart series, Rosalina's Ice World. It matches her frosty exterior and has a great deal of elements from the Super Mario Galaxy series, including visual references to the Cosmic Cove Galaxy and the Comet Observatory. With the combination set forth above Rosalina is above par in everything, albeit with a massive sacrifice in drift. This can be solved by using either the Slim or Wood tires as well as the Gold Glider.

She has two ghosts in the Time Trials of the game, as does every character. Her first, Music Park is kind of random, but it's a girly enough track. The Normal Ghost uses the Royal Ribbon, Roller Wheels, and Super Glider in 02:19.336, the Expert uses the Soda Jet, Slim Wheels, and Parafoil in 02:07.551. Her other Ghost is on her eponymous Ice World. The Normal goes 02:25.784 using the Standard, Sponge Wheels, and Parafoil while the Expert pulls a 02:13.091 using the Gherkin, Red Monster Wheels, and Super Glider.

Wednesday, August 24, 2011

Baby Luigi

History:

Unlike his brother, Luigi has proven himself fairly useless as a child. Baby Luigi often found himself kidnapped out of his home in the Mushroom Kingdom to the Dark Land, often by the Wizard known as Kamek, the Major Domo to Lord Bowser. Kamek was the de facto ruler of the Dark Land during the 1950s and 60s as Bowser's Power increased until he was able to fully take over the lands and Castle for himself. After many defeats, Kamek finally transported both Baby Mario and Baby Luigi into the year 2003, where they have existed in flux, weaving in and out of timestreams in an effort to return back to their own time and grow up naturally. Baby Luigi has had to step up in this new role as one of not utter uselessness.

Double Dash:

Baby Luigi appeared here mostly as a partner for Baby Mario. Double Dash was all about individual Karts and less about specific Character Stats. Each Driver though, determines the Weight Class of the Vehicle that players choose, as well as the Item. Baby Luigi is a Lightweigth and like his brother, uses the Chain Chomp Item.

Each Character also had a Signature Kart, but they weren't limited to using them. Baby Luigi had the Rattle Buggy, which was a colour variant of Baby Mario's Goo Goo Buggy, but far superior. With about equal weight (17th overall, very easily knocked around), it maintained a high Offroad Speed, identical to the Goo Goo, but traded up both Top Speed and Acceleration. The Rattle Buggy accelerates 5th in the game, which would be great if not for the Top 4 all being better Lightweight Karts. Its Speed is on par with the majority of faster Light Karts besides the Barrel Train and Bullet Blaster, which have atypical stats anyway.

Baby Luigi and Baby Mario both use a maniacal Chain Chomp as their Special Item, which at seems better than it is. Once unleashed, the Chomp tows their Rides, knocking everything out of their path and haphazardly increasing speed. It's rough though because there's no telling when the Beast will let go which can be dangerous if it you're headed towards a cliff or pit of lava. You'll also only see it if you're far behind the pack, meaning it will only come up if you're doing awful, and sometimes it can do more harm than good. If you release it at a weird angle or behind you it's possible that the Chomp will actually smack right into your own Kart and then much on without you. It's probably more trouble than it's worth.

Double Dash had Secret Staff Ghosts. Baby Luigi always partners with Baby Mario in the Goo Goo Buggy and drives himself in Sherbet Land with a time of 1:25:904. I'm not sure why Sherbet Land belongs to Baby Luigi, but it is what it is. He follows Baby Luigi on the more appropriate Baby Park in 1:11:108.

Wii:

Baby Luigi returned for Wii and is actually pretty good. Wii offered Six Karts and Six Bikes for Eight Racers each in Three Size Classes. Each of the then Twenty-Four Drivers had their own Stat Bonuses to add to the very specific set of Stats for all these Vehicles. Baby Luigi has both the best Speed Bonus (+5, tied with Baby Daisy) and best Weight Bonus (+8, tied with Baby Mario) in the game. Of course, even with a +8 Weight Bonus his tiny Small Vehicles aren't really going anywhere. Only the Mini Beast and Tiny Titan get up enough to knock around the lightest Medium Bikes. And there are so many Small Vehicles with terrible Speeds already, he only really makes the Mini Beast and Blue Falcon competitive. That said, no other Small Character can beef up the two worst Small Stats like this, so if you're looking to cover some faults and make a Small Driver seem like a bigger one, Baby Luigi's your guy. Here are his specific stats:


Again, his best ride probably becomes the Mini Beast. By far it takes the most advantage of his Bonuses. Baby Luigi only has one Staff Ghost, the N64 Retro Sherbert Land, continuing his bizarre association with these Frosty Tracks. He uses the Quacker in 02:48.651. The Expert version pulls a 02:28.356 in the Blue Falcon.

Tuesday, August 23, 2011

DK Tracks

History:

After Kong raced in his first Grand Prix he had a very strong desire to create some tracks of his own outside the Mushroom Kingdom, however he lacked the capital. The currency on DK Island at the time was the Banana, and the population was small and friendly enough to engage in a simplistic bargaining system. Eventually coinage was introduced to the Island, possibly from contact with the Mushroom Kingdom, and it became a very capitalistic society. Kong was eventually able to raise enough to create D.K.'s Jungle Parkway that ran through the Heart of the Kongo Jungle, near where Kong made his home.  Nearby he was also eventually able to construct a track leading from the Kongo Jungle to the nearby Monkey Mountains, using his Barrel Cannon technology to traverse an otherwise impenetrable section of Mountain. This was more recent in the History of DK Island, as the once-chilly Gorilla Glacier had since given way to massive Volcanic Areas.

Kong eventually moved away from the Jungle Tracks on his own Island, perhaps he regretted the influx of Tourism and Mushroom Influence directly on his own land. He staked out the Northern Kremisphere, a huge continent located far North of DK Island, although with plenty of pleasant spots. Through his friend Dixie Kong, he was introduced to Blizzard Bear who had already been attempting to convert some stretches of the base of K3 into Race Courses. Here Kong was able to open up the DK Pass to the Grand Prix, as well as the DK Summit, which was soon infested by vacationing Shy Guys who seem to have an uncanny love for Winter Sports.

The most recent Kong Track innovation has been back to the Jungle, this time very close to DK's home, including a race around his actual house as well as the Holiest of Kong Lands, the Golden Temple, home of the Golden Banana Horde. Although this seems counter-intuitive to the best interests of Kong, it appears as if he has moved his most prized possessions elsewhere, suggesting that its whole presence in the latest Grand Prix is a red herring.

64:

Kong got his first track in MK64, and it's notable for featuring a huge jungle as well as a massive jump, the latter of which would define most DK Tracks in the future. This is also the first Jungle Track, but I decided that there were enough similarities between all of Kong's Personal Courses that the Jungle Tracks should be separate. There's actually plenty of tough turns here, mostly because any error puts drivers in the high grassy median, where they are assaulted by Coconuts until he or she spins out. The narrow bridge, easy shortcut up the dirt cave and the huge jump are the big features here. This track opens up the Special Cup and is difficult enough to deserve that.

This track came back in Wii where the Ghost is Kong himself. He uses the Phantom in 02:58.264 then the Expert comes back with a 02:37.782 in the Flame Flyer. This version is notably wider than the 64 version, and the Coconut Chuckers are also gone for some reason. In general the track is easier, although the Cave shortcut is much steeper and more difficult to pull off without a mushroom.

Double Dash:

DK Mountain in Double Dash is a lot like D.K.'s Jungle Parkway. It's a Jungle Trek with a huge jump, dangerous rocks and a narrow wooden bridge near its finale. There is, of course, a huge difference in its basic layout. It's the first Mario Kart track that was largely linear, with a huge automatic boost that takes most of the course. Wii would use this template plenty, but its inspiration was probably the big jump from 64 (in addition to Royal Raceway). This track closed the Star Cup and as such is similar in Grand Prix location as Jungle Parkway was. There is also a difficult shortcut, jumping over a section of twisty track that has disastrous results for failure. I try to pick someone who can turn and accelerate to nail it, as well as someone who isn't going to bounce and lose tons of speed on the ragged hills. The Boo Pipes seem a good fit.

Double Dash had a series of Secret Staff Ghosts. The Ghost here is Kong driving his own DK Jumbo with Diddy in tow at 2:12:639. This track was the second DK Track to return for Wii, where the Ghost this time is Funky Kong at 02:57.744 in the Wario Bike. The Expert goes 02:38.130 using the Flame Flyer, one of the faster Ghost Combos in the game. The Wii version again features a noticeably wider track and a few Boost Panels. There are so many Barrel Cannon-type levels in Wii that this course had to make an appearance.

DS:

DK Pass is the only Original Snow Course in DS and so shares some characteristics with the Frosty Tracks, like the Terrible Snowmen. It also opens up the Star Cup in DS, which Snow Land did in Super Circuit and Sherbert Land did in Double Dash, belaying the simple fact that every other Game besides Wii has also featured a Frosty Track somewhere in the Star Cup. It also features giant Snowballs, like the Rocks from DK Mountain.

Mostly though, it is a true Mountain course in its layout, with a huge uphill section and then a huge downhill section, which makes it more akin with DK Mountain and DK Summit than any other Frosty Track. In general it's nice to see the makers of Mario Kart realise that there are more locations in the Donkey Kong Games than jungles, and their use of snow, which should have been Gorilla Glacier until Donkey Kong Country Returns got rid of it. This is a tricky course with mostly a limited path of road then snow with some huge drop-offs without a lot of room for error. There are some snow patches to blow through on your way up though. Someone light with good Offroad is important then, otherwise you can speed through this. The Staff Ghost is Kong using the Wildlife in 2:14:607.

This course returns in Mario Kart 7 with more of its ramps offroad to be accessed by mushrooms and tricks and with some Gliding action near the big ending jump. The Ghost is Donkey Kong using the Barrel Train, Wood Wheels, and Super Glider in 02:35.045. This leaves his speed moderate, handling pretty good, and mini-turbo outstanding. The Expert goes 02:16.534 using the Bolt Buggy, Red Monster Wheels and Parafoil, which is a very good combo here. To beat it, something that handles well while succeeding off-road navigator is vital. Go for the Koopa Clown with Red Monster Tires.

Wii:

DK Summit is basically a combination of DK Pass and DK Mountain. It seems like it's a focal point for Winter Sports, including Ski Lifts and Lodges as well as plenty of pesky Snowboarding Shy Guys, who seem like a holdover from the Sherbert Land of Double Dash, which featured them Ice-skating. The Barrel Cannon appears again, this time even sooner than it did on DK Mountain, and the remainder of the Track is a long downward journey, at times turning into a half-pipe down to the bottom. It's a slippery track, I've actually had a whole lot of luck with Bowser driving the Honeycoupe. You don't need someone knocking you into the gaping abyss during Grand Prix. The Ghost here is Kong again, this time using the Standard Bike L in 02:34.693. The Expert uses the Flame Flyer in 02:17.546. This is also the only DK Track to appear in the Flower Cup, and only the second Frosty Track to do so.

It deserves mentioning that Wii's Maple Treeway also features a Barrel Cannon and uses Diddy as its ghost, proving some relation to the DK Tracks. It is such a weird track filled with many more Mushroom Kingdom references though, so we won't talk about it more here.

7:

DK Jungle takes an identical position to D.K.'s Jungle Parkway in MK64, opening up the Special Cup. It lakes a huge barrel jump but does reflect changes Donkey Kong has had within the Nintendo gaming world. It is heavily inspired by Donkey Kong Country Returns and includes many of those enemies as obstacles. There is a river and a big Flower Jump, along with a wood bridge, but none are as distinctive as in D.K.'s Jungle Parkway. Instead, the most distinctive element is the huge Golden Temple that really shifts gameplay in the middle of the track, giving some right angle turns, a series of boost jumps and treacherous falls. There are many tough turns, obstacles and a good amount of air time, anyone with fast air speed, good stability is key. Use the Roller Wheels and Ghastly Glider with whatever Kart fits your play style.

 The Normal Ghost here is Kong himself, using the Bolt Buggy with Red Monster Wheels and the Super Glider in 02:24.040. The Expert goes a 02:10.777 using the Wood Wheels with the Standard and Swoop Glider, which should hurt its air speed. Stick with the above-recommended customization.

DK Jungle returns in Mario Kart 8, in the Banana Cup. It's not tremendously unchanged from 7, especially due to the fact that 8 retained the air travel and jump elements that makes a pretty smooth transition. There is the addition of a large anti-gravity portion in the Golden Temple, which makes the already difficult right-angle turns a bit more complex. The Ghost here is DK once again, pulling a 2:26.900 using the Varmint, Monster Wheels, and Super Glider. The Varmint and the Monster's stats nearly cancel each other out but ends up with slight boosts in traction and min-turbo. There are enough straightaways to favor some pretty fast racers, Sport Bike will do with whatever level of handling you need from the driver.

Monday, August 15, 2011

Wario

History:

As a boy, Wario idolized his contemporary Mario. He dressed just like him and attempted to have a similar lifestyle, tho Wario's innate dementia took everything Mario did to the extreme. Whereas Mario collected coins and went on some questionable adventures against the forces of Bowser, Wario's greed knows no limits at all and his adventures across the Mushroom World may exceed even that of Mario himself. He's also gluttonous and vain although this has increased his strength to much greater than Mario. Wario could probably takeover the Mushroom Kingdom if only he wasn't a dick to everyone so he doesn't really have any allies, nor popular support of any kind. Not even Bowser particularly enjoys his company.

He hails from Diamond City on an Island somewhere off the West Coast of the Mushroom Kingdom where founded WarioWare, Inc, which specialises in producing Mini-Games. This along with the treasures from his adventures have made Wario quite wealthy, although his greed is insatiable. In addition to WarioWare, Inc, Wario manages a large Stadium in the Mushroom Kingdom, which he outfitted for Kart Racing on his first outing. He also opened up a huge Gold Mine and now has his hand in the production of some of the Coins that litter the Mushroom Kingdom, despite the Mushroom People's indifference to capitalism. It's possible that Wario's wealth rivals even the Toadstool Family's right now, although it will never be enough, and he isn't as willing to spend it developing courses and regions as Mario is.

64:

In order to gain entrance into the MK64 Grand Prix Wario stole Koopa's Kart and painted it in his own colour, purple. He has pretty terrible speed and acceleration and low steering but as a Heavyweight his girth is what lets him push other Karts around with ease. He's generally more on par with Kong than Bowser, as fat but not THAT fat. This really is just the first of many games in which Wario is useless.

Super Circuit:

Wario was similar in Super Circuit and pretty equal to Kong. His speed is only slightly worse than Mario and Luigi and slightly better than Bowser. Likewise he's not as heavy as the Koopa Lord but can still push anyone else around. Despite Super Circuit's Twenty Original Tracks Wario doesn't own a single one.

Double Dash:

Double Dash began to elevate the differences not between separate Racers, but individual Karts. Wario is in the Heavy Class, meaning whoever he is paired with will have to use a Heavy Kart. Each Kart therefore has its own stats while the Drivers mean little beyond selecting the Weight Class. Wario's Ride is the Wario Car, the only preexisting Vehicle in the game, as Wario is seen driving his Car everywhere. Actually that's probably how he's able to travel so much further than Mario. It helps to have a license, bud.

Xzibit can't improve a thing.
The Wario Car is basically a Heavyweight Compromise Car, which is terrible. It's one of the lighter, slower and better accelerating Heavy Karts though its Weight is till 6th and its Acceleration still ranks 17th. Thus it's like a training bra version of some of the Heavy Karts like the Piranha Pipes and the Koopa King that just go for it all. It has alright shocks though and surprisingly one of the best Turn Speeds in the game, though if you're drifting a lot this isn't a huge factor.

In this game each Character has a specific Item, the only thing that makes distinct characters really separate (although this rarely matters). Wario and his partner, Waluigi are one of only three pairs of disparate Weight Classes, Waluigi is a medium version of Wario. Their Item is the Bob-omb, which is one of the most effective defensive weapons, dropping it behind and nailing a lower place is deadly. It can be used offensively, though this rarely hits the intended target and more than likely will utterly destroy your own Kart. What is tricky is dropping it behind only to have it hit a Red Shell or Racer who was directly behind you and subsequently be engulfed in the explosion as well. It's a tough item but can be effective.

There are Secret Staff Ghosts for each track. Wario first shows up behind Waluigi in Waluigi Stadium with a time of 1:59:658. He later switches with his Evil Partner for Wario Colosseum for a time of 2:21:106. Both use the Wario Car.

DS:

Whereas Double Dash introduced the idea of customizable characters with different combinations and different cars, DS featured even more Kart Selections with the possibility of three Karts initially available to each Character. The only major difference between characters is their weight, and Wario adds 3 to each of his Vehicles, meaning he is a bit heavier than DK but lighter than Bowser and R.O.B. Generally there would be a Standard Kart which mimicked stats from earlier games, a weaker Kart with a higher Item Ranking that was useful for Grand Prix if you're prone to Last Place, and a better ride with great stats and a weak Item Ranking if you're prone to First Place. Wario's selection are as follows:


He actually generally has fair stats with a pretty nice Top Speed. This might be Wario's Best Game in fact. The model of the Brute looks somewhat like the Wario Car while the Dragonfly is a Tractor for some reason. Perhaps Wario has some connection to the Donut Tracks? DS also had Staff Ghosts, and Wario is featured on three courses. The first is the DS incarnation of Wario Stadium where he goes 2:14:868 in the Brute. He also uses the Brute on the retro Frappe Snowland, which is strange considering the statues of Mario present. Anyway, his time is 2:08:781. Finally he uses the Dragonfly on the Retro Choco Mountain in 2:15:571. Perhaps it's fitting that he's featured on two courses that debuted with him on 64, although when you think about the dirt of Choco Mountain there is some connection to the Stadium Tracks.

Wii:

This game went nuts with the stats, which includes a specific stat for each of the Six Bikes and Six Karts available to every character in a certain Size Class, as well as specific Bonuses for each character. Wario gets some of the weaker Bonuses in the game. His +3 Weight is matched or surpassed by both Bowser and DK among the Large Class and his +3 Offroad is matched or surpassed by Waluigi, King Boo, Funky Kong and Dry Bowser. Dry Bowser is the only one to match his +6 mini-turbo however. So basically Wario is the same as Dry Bowser except with a bit less Offroad and more Weight. He has nothing that leads the pack. Here are Wario's Vehicle-Specific Stats, Bonuses included:


Wario's most distinctive Ride here is the Wario Bike, which again is a preexisting vehicle. It's actually a very un-Heavy like Vehicle, with low Top Speed and high Handling and Acceleration. With his great Mini-Turbo Bonus though, Wario may be better suited to either the Honeycoupe or Shooting Star. Wario has two Ghosts in the game. The first is Wario's Gold Mine in the Wario Bike at 02:19.585, the Expert of which goes 02:04.800 in the Flame Flyer. He's also in Retro Delfino Square for some reason where he uses his Wario Bike again in 02:41.807, although the Expert blisters across the Finish in 02:24.169 driving the Honeycoupe.

Wednesday, August 10, 2011

Frosty Tracks

History:

Like the Beach Tracks, there is no one owner of the Frosty Tracks, but they all have some similar veins running through them. The Vanilla Lakes are on Property owned by the Toadstool Royal Family far North of the Mushroom Kingdom. There was minimal effort done to adjust them into Racecourses, but they are officially maintained now by Mario but owned by Peach. Frappe Snowland was another course in the North, although not as far as the Arctic areas of Vanilla Lake established by a joint venture between Mario and Yoshi in 1994. Ultimately the two disputed ownership and were forced to put it to bid in 2004 wherein it was purchased by Wario. Sherbet Land (64) was also christened in 1994 by Luigi in an effort to also maintain a racing presence, tho his Brood has maintained ownership.

Snow Land is also maintained by the Royal Family. Finally, Sherbert Land (Double Dash) is a recreational spot for Shy Guys and tho they do not typically field a driver, still hold ownership and profits from Races on their grounds.

Deep in the Cosmic Cove Galaxy Rosalina furbished her first track, naming it Rosalina's Ice World. Tho she is relatively inexperienced in racing or managing tracks, the power and influence of Rosalina far outweight most of the mortal men and women who have pursued such a venture. Rosalina's choice to use the Cosmic Cove Galaxy was one of both safety and on the insistence of her Penguin Allies there.

Super: 

Vanilla Lake 2
Vanilla Lake 1 and 2 are courses that seem the inverse of each other. One races around a giant snowy pile with the occasional cracks in the ice that can be dangerous. The other races around an enormous hole in the ice, which would provide inspiration for many Frosty Tracks to come. The track itself is very slippery and The Small Guys, Koopa and Toad have a tough time with it. Vanilla Lake 1 appears in the Star Cup but Vanilla Lake 2 is the penultimate course in the game. It feature many jagged, dangerous turns as well as some ice blocks, pipes and big patches of slowy snow to drive through. It's an intense experience. These tracks never showed up again, besides in Super Circuit, which recreated SMK verbatim (with the exception of changing the format from 5-Tracks in 4-Cups to 4-Tracks in 5-Cups), but provided a lot of inspiration for those to come in the future.

64: 

Frappe Snowland is a snowy track rather than an icy one. There are a couple jumps so someone who can maintain their speed like Toad is of good use. There are again some wicked turns and power sliding opportunities as well as tons of Bomb-filled Snowmen who are deadly. This is also the only Frosty Track besides Vanilla Lake 2 that is not in the Star Cup, it calls the Flower Cup home. Despite featuring giant Yoshi and Mario statues this track returned for DS with a Wario Staff Ghost for some reason. I guess Wario is a better association with the Frigid Wastes than a cheery Tropical Yoshi, and there's plenty of Mario Circuits to take up the Red Plumber's time. Wario clocks in a 2:08:781 in the Brute.

Sherbet Land is one of only a handful of names that appears in different tracks in different games (the others being Bowser Castle, Mario Circuit, Luigi Circuit and Wario Stadium) and is the only name that reappears without attachment to a Racer. It's the clear successor to Vanilla Lake 2, although there is no snow to drive over, there are some tough turns and a giant icy lake in the middle to drive around. The Penguins here are nasty and navigating the Cave is very difficult. This track returned as a Retro Course in Wii where the Staff Ghost inexplicably is Baby Luigi. He goes a 02:48.651 in the Quacker and the expert is 02:28.356 in the Blue Falcon. I suppose there aren't really any other good Luigi-themed courses so they had to stick him somewhere.

Super Circuit

Super Circuit features Snow Land, a fairly unremarkable course for the Star Cup. It does feature some penguins and Snowmen again who block Drivers but don't explode. There are also some puddles that can trap players but they don't seem like Ice Cracks as this course features a snow raceway. There is also a constant Snowstorm, making it the second Mario Kart Course with a weather pattern, but it's never too much to be distracting. Its basic shape does actually recall Frappe Snowland a little bit but with a few more groovy turns. Anyone with good handling who can stay in the middle of the path is going to do well here, which might be someone heavier who won't slip out uncontrollably.

Double Dash:

The Second Sherbet Land appears in Double Dash, leading off the Star Cup, just as Snow Land did for Super Circuit and DK Pass would do for DS. I did decide that the two other snowy courses, DK Pass and DK Summit were more like other DK Courses than these Frosty Tracks, so head over there to see their info. All the Frosty Tracks are basically flat, with ice water hazards and usually some kind of moving or stationary (and exploding) object. This incarnation of Sherbet Land is no different.

The enormous Skating Shy Guys here are basically a recreation of the Penguins from 64 Sherbet Land. There is also a tunnel, tho it's far less dangerous and some snow to slow Racers down, but it's never exactly on the track they should be racing on. The biggest danger here might be the Freezies, which will temporarily chill a player and can destroy good laps right at the last second.

The Secret Ghost here is Baby Luigi/Baby Mario in the Goo-Goo Buggy at 1:25:904. This was probably the inspiration for giving Baby Luigi the 64 Sherbet Land recreated in Wii, but still...what the hell? There aren't any recreations of this course anywhere, and for sure the 64 Sherbet Land is a bit more iconic. It is surprising that there hasn't been a later incarnation of these tracks, but to be sure Original Tracks in DS and Wii are as a rule much crazier than these guys.

7:

Rosalina's Ice World is fairly different from any other Frosty Track that has come before it. The half-pipe sections echo parts of DK Summit from Wii and there are large stretches of a broken ice lake that has been repeated plenty of times, but it is a generally darker track than some of the others here and has a lot more ice than snow portions. It also has a substantial underwater section, so that should be sure to come into your Kart and Wheel selection, although there is not many spots for Air time.

The Staff Ghost naturally then is Rosalina, who goes a 02:25.784 using the Standard with Sponge Wheels and the Parafoil. Neither Rosalina's Cruiser class nor the Sponge Wheels are very good underwater, so that may be where you can strike. The expert though, uses the Gherkin, Red Monster Wheels and Super Glider in 02:13.091. This combo is pretty awful at everything but Land Speed, so either take advantage of the water again or try to match it with something that loses less, such as the B Dasher and Gold Tires, or even the same combo with a Light or Featherweight.