Showing posts with label Lakitu. Show all posts
Showing posts with label Lakitu. Show all posts

Thursday, May 10, 2012

Rainbow Road

History:

The original Grand Prix Racers struggled to come up with a culmination of their collective efforts. They eventually found a solution in the Sky - using their combined powers and the almost unlimited potential of Stars, they created the first Rainbow Road. They continued to operate in tandem for years, creating a truly non-partisan final course. After the turn of the Century though, this became unwieldy. With the growing popularity of Racers' personal tracks and investments it became difficult for them to join together to create the Rainbow Road. Still using Star Power, they decided to delegate its construction to a smaller committee.

SMK Rainbow Road in Mario Kart 7

In 2001 Bowser's presence was felt in Rainbow Road and he oversaw construction closely from his Floating Castle. In 2003 this fell to Mario and Peach who worked together using their formidable resources to construct the track floating over Mushroom City. Other parties, notably Bowser, resented this and in the next Tournament it fell to R.O.B. who had less of a bias. As R.O.B. did not participate in any other Grand Prix, Rosalina used her vast Galactic Powers to construct the next track in the fringes of the Mushroom World's Atmosphere. Finally, the latest track was overseen by the Honey Queen, who stepped in and used her wide sphere of influence to construct a track across the planets themselves. Lakitu, after decades of his species officiating the races also stepped in to revive the Original Rainbow Road course.

SMK:

Rainbow Road has been one of the most consistent conventions of the Mario Kart series. It always concludes the Special Cup and serves as the Final Course in the game and usually one of the more difficult. No Rainbow Road has any Offroad and they are always suspended in space or the sky, which means that there is a constant danger of falling into the abyss. SMK's Rainbow Road doesn't have the most difficult turns in the game and is completely flat, but its trickiness is precisely that: It is full of 90° turns that come right after long straightaways and with exactly zero guardrails the course is perilous indeed. There are also thwomps that smash players and a few narrower portions where it's easy to get knocked around (and off). Its rainbow portions make up a sort of tile on the track.

Like every course from SMK, this was re-made in Super Circuit. The course also returned in Mario Kart 7 to conclude the Lightning Cup, the Final Retro Cup. It is largely similar although now when the thwomps pound the shockwave makes the track bouncy. It is also one of only two courses (the other being N64 Luigi's Raceway) to have no Air or Sea portions. The Ghost is Lakitu. Using the Pipe Frame, Slim Wheels, and Super Glider, the Normal Staff Ghost goes 01:34.459. This could be advantageous, as his Drift, Mini-Turbo, and Handling are top-notch at the expense of speed.The Expert Ghost goes 01:21.994 using the Cloud 9, Roller Wheels, and Paraglider. The Roller Wheels play into both the Cloud 9's strengths and weaknesses. Still, neither Ghost has all that much speed. If you can get going and not fall off, it should be a cinch.

64:

I consider 64's incarnation of Rainbow Road to be the grandest of them all. It is by far the longest course in Mario Kart history, usually taking around six minutes to complete. It is the only Rainbow Road completely surrounded by guardrails but there is danger both from errant shells bouncing around forever on the course as well as from the hungry chain chomps that roll by to ruin a Driver's day. More than that though, with its grand hills, long straightaways, and extremely tight turns, the course offers a bit for every playing style. Without a tremendous amount of interruptions, it allows these playing styles to play out. That is, whoever wins Rainbow Road a true driving champion. It is also so extravagantly long that players have time to catch up if they get the right items, or conversely based on skill, time to create an impressive lead.

The track is in the reaches of space, like the version from SMK. There are neon images hovering above the track of each Racer, as well as some items like Boo and the Mushroom. The track itself is much smoother than SMK, comprised of horizontal bands of every major colour in the Rainbow.

This course returned to close out the Lightning Cup in Mario Kart 8. There are some other major differences, including the presence of air jumps near the start and finish as well as large portions of the track now transformed into anti-gravity sections. It's really a bastardized version, though, because it has been transformed from taking three laps to only one, similar to Mount Wario, the Wuhu Tracks, or the Rainbow Road from 7. This makes the course much easier, although there are now spots lacking guardrails, which makes things slightly tougher. The Chain Chomps also no longer roam like maniacs but merely bounce up and down, shaking up the course. The only other major geographical difference is that it now takes place over a city, similar to Double Dash, instead of in the middle of space. The rainbow itself is also tiled more similar to SMK than the clean strips we saw in 64. All in all, despite the anti-gravity sections being pretty awesome, it's a big step down.

The Ghost this time around is Metal Mario, a signifier of his other-worldly nature, but also very in line with both Mario and ROB being previous Ghosts of these tracks. He uses the Standard ATV for some insane reason, with Monster Tires and Super Glider. There's no reason to need that level of traction and almost anything is going to get you going faster. Handling is an issue here, use lighter weights sparingly.

Super Circuit:


The Super Circuit incarnation combines some elements from both SMK and 64. Its pattern is similar to 64 but with a brighter tone and it shares a large amount of tight turns, but the whole course is flat. There is also a fair amount of both guardrails and gaps to endanger Racers. There are boost panels for the first time, which tend to hinder novices but excite veterans. Some of these, as well as Mushrooms, can provide some significant shortcuts to blast through this course.

For the first time, too, the track is not in space but clearly in the night sky. Players drive by clouds, which can land on players, shrinking them down. Bowser's Castle is also a constant presence in the background.

Double Dash:

Rainbow Road started getting really crazy in Double Dash, living up to its status as the Ultimate Test of a Mario Karter's Mettle. Like Super Circuit it contains both stretches with guardrails and very dangerous unguarded portions that can lead to certain doom. It also brings back Dash Panels, the course is full of them, which can be dangerous or a benefit depending on a Player's skill level. While looking down on the course from above it may not seem like much but there are extreme changes in elevation that can make the course very difficult as it is full of spiral turns that require excellent driving to get through. There is also an enormous vertical boost, the only one of its kind.


The Track itself is suspended over Mushroom City, making it another course that is in the Sky and not Space. The course is almost panel like, and it glistens in faded Rainbow Colours that merge, blend, and reflect with each other. The track is also very bumpy, and green shells are virtually useless. There is the occasional Star that lands, however. Still, items like the Star or Golden Mushroom can prove more fatal than beneficial. Like 64 there are objects suspended across the course, this time each characters' Special Item. They are more three-dimensional than the 2-D Neon Glow of 64, though.

Double Dash only had one set of Staff Ghosts. The pair here are Mario and Peach, the only such Ghost Team of unnatural pairs. Using Mario's Red Fire they pull a 3:16:476. This makes it the longest course in the game. It is again a course that can fit many playing styles and mastering drifting while staying on the middle of the track will lead to success.

DS:

What appears as a simple Figure-8 is much more. The DS version of Rainbow Road features the only full Loop in Mario Kart History, as well as a difficult Spiral Track. In the vein of recent Rainbow Roads this track is full of Dash Panels and mixes guarded sections with difficult sharp turns that offer no protection. The key here though, is both the Loop and the Spiral and players must be cautious about being hit with Blue Shells or Thunderbolts as they'll plummet to their doom.

The Track is back in Space although it has a blue rather than black hue, suggesting it may still be somewhere in the Upper Atmosphere. The course itself has vertical rather than horizontal bands of Rainbow Colours and looks more similar in tone to SMK than the brighter, faded hues of Double Dash or Super Circuit.

The Ghost here is R.O.B. in the R.O.B.-BLS who goes 2:16:246. R.O.B. is a weird robot and so fits the weirdness or the ultimateness of this course. This version requires good drifting ability as most of the straightaways are full of dash panels anyway, and the toughest parts in Time Trials are surely the turns and not the Loop. Many of DK's Karts such as the Wildlife and Rambi Rider have both high speed and drift and may be a good option. It is actually by a good margin not the longest track in the game, that distinction goes to Waluigi Pinball.

Wii:

This perhaps the craziest Rainbow Road, almost an unbelievable judgment. Like the courses from 64 and Double Dash it begins with a steep drop, although in this incarnation the drop is no hill but a sheer cliff. There are Boost Panels everywhere, along with spots to pull some tricks and many unguarded sections besides a few turns and the starting point. Its most distinctive feature may be the wavy section that drops down into a wide section of track punctured by two massive holes that lead to oblivion. Following this is a Star Warp that sends the players high above and across a great distance to the final third. It's similar to the Vertical Boost from Double Dash, but it travels horizontally a great deal as well.

The Course finds a median between Sky and Space and is clearly positioned very high in the Earth's Atmosphere. Players who fall off will begin to burn up in re-entry. Visible though, are moons, planets, bits of debris, and star bits floating around the cosmos. The track itself is similar to Double Dash, a reflective shimmering rainbow, although it is not as opaque or bleached out.

The Ghost here is Rosalina, reflective of her Galactic Status. The Normal Ghost appropriately uses the Shooting Star in 03:05.895 while the Expert switches to the Jetsetter in 02:44.734. Both do well in the hands of Rosalina. Karts are a bit more stable and perform better than Bikes here. Funky's speed applied to the Flame Flyer is a great option, but again, the course has bits to fit any playing style. In terms of length, the course barely beats Bowser's Castle to be the longest Original Track in the game but it is actually still shorter than the N64 version of Bowser's Castle, which closes out the Retro Tracks.

7:

The Final Rainbow Road to date is truly Galactic. 7 introduced the idea that courses could be only one lap, albeit a very long one. After Wuhu Loop and Maka Wuhu the last one-Lap track is this game's installment of Rainbow Road.  There are not as many drastic elevation changes, but there are extended Air Portions, multiple path choices, and a wavy road full of holes reminiscent of the Wii version. This time, however, players drop down to the surface of a Moon. Dash panels abound again, and one of the course's more distinct features may be a long Rainbow Tube that doesn't quite do what the Spiral in DS did.

The Course is truly in space. For the first time Players can drive not only on bits of Rainbow but the rings of a Saturn-like Planet as well as what appears to be the surface of a moon. There a a few places to catch some Air, the longer of which is full of Asteroids to dodge and Star Boosts to hit to keep up Air Travel. Failing to hit these can lead a Driver to either the course below or death. The track itself is a swirl of colours that evokes the vertical pattern of DS but gives it a greater swirl like Wii.

The Ghost here is the Honey Queen, perhaps due to her status as Intergalactic Royalty. The Normal uses the Birthday Girl, Slim Wheels, and Peach Parasol in 02:10.090 . This is a pretty good choice, but the Peach Parasol is egregiously slow in the air. The Expert switches to her own Bumble V, Standard Wheels, and Flower Glider in 01:52.077. This is again solid, although the Glider can definitely be upgraded. There are more turns, gaps, and last-minute decisions to be made her than a need for raw speed. The greatest straightaways are through the air, so pick someone with good handling and drift that maintains velocity in the Air. Something like the Bumble V, Cloud 9, or Pipe Frame, along with the Sponge or Wood Tires ought to do the job.

8:

The Rainbow Road here returns to much of what made the Wii Rainbow Road great - set high in space with the Earth down below, with insane, impossible turns, split sections, and a massive air boost. Like 7, though, there is also some significant sections where no rainbow is traveled on, instead there exists a massive orbiting space station with shifting directional paths. It's also notable for being the only Rainbow Road with a small patch of Off-Road, though. It's completely allergic to barriers, and very easy to fall off when zooming along with anti-gravity. Anti-gravity, by the way, was made for this course, and it employs them perhaps better, or at least more extensively than any other course in 8.

Depending on your comfortability with that, you'll surely want someone with proper handling that won't fall into the abyss. The Ghost here is Pink Gold Peach, who uses the Comet, Slim Tires, and Super Glider. That's a damn fast combination but you can use the Slick Tires to get that anti-gravity speed up and perhaps someone with less weight for better handling during those deadly turns. The use of Peach in her Pink Gold diecast here may be a reference to her Ghost from Double Dash, along with the use of Metal Mario in the 64 Rainbow Road.

Sunday, March 11, 2012

Lakitu

History:

Green-Shelled Lakitus had for years served as the Marshals of the Grand Prix. They provide all officiating, including starting races, telling drivers when they're going backwards, and fishing them out of hazards or out-of-bounds areas. The Lakitus, normally enemies of Mario, agreed to be arbitrators in the Grand Prix because of their convenient ability to float and lift things, as well as their non-judgmental and impartial nature.

Tho these Green-Shelled members of the Lakitu Race were normally adversarial and strictly nonpartisan, a Red-Shelled Lakitu took it upon himself to enter into the actual Driving of the 2011 tournament. Such an act was unprecedented in the Lakitu community and he faced many trials and harsh words, as being non-bias observers and aides in the Grand Prix had become something of a staple in Lakitu Society. He faced exile from the Giga Lakitu himself, although his fat corruption by that point had known no bounds. Nevertheless, Lakitu found his way onto the Track, helped construct the Piranha Plant Slide with his allegiance with the Koopas, and even resurrected an ancient version of Rainbow Road using his Lakitu access to the Grand Prix Archives.

7:

Lakitu makes an odd appearance as a Driver in Mario Kart 7. He has a Red Shell to distinguish himself from other Evil Lakitus as well as the impartial Race Judge Lakitus. The Racers in 7 are divided into five weight classes of equal stats. In addition to this, each racer has his or her own signature Kart, though they are free to use any of the sixteen Karts, ten sets of wheels, and seven gliders, which makes a ridiculous number of possible combinations. Here we examine just one of those combinations that works well with Lakitu's class, the Featherweights, and his classic ride, the Cloud 9.


As a Featherweight, his stats are equal to Toad, Koopa, and Shy Guy. He excels at Sea Speed, Acceleration, Handling, Off-Road, Mini-Turbo, and Drift at the expense of Land Speed and Weight. These are a lot of advantages, but may not fit every playing style or course. The Cloud 9 is a good Kart that emphasizes the Featherweights, lacking Land Speed and Weight, but boosting everything else. To this we added the Mushroom Tires. Anything else would make its dismal Top Speed much lower, sacrifice its excellent underwater and aerial Speed, or rob it of some other advantage it needs over Off-Road. Its acceleration and handling stay high while its this stat plummets but doesn't become unbearable. This combo works in tracks with lots of Air and Sea travel, such as Cheep Cheep Lagoon, Koopa Cape, Piranha Plant Slide, Wario's Shipyard, and Koopa Troopa Beach. It can handle its own on land, but ultimately this is an aquatic vehicle now.

Lakitu, like all the other Drivers in 7, has two Staff Ghosts on two Tracks in Time Trials. His first is on Piranha Plant Slide where the Normal Staff Ghosts uses the Standard Kart, Monster Tires, and Super Glider in 02:20.186. The Expert switches to Lakitu's signature Cloud 9, with Sponge Tires, and Paraglider in 02:06.540. Neither takes advantage of the undersea ability of the Cloud 9. His second is on the retro SNES Rainbow Road, which he gets for being kind of an other-worldly, significant entry as a driver, considering the storied history of his species and Mario Kart. He goes 01:34.459 in the Pipe Frame, Slim Wheels, and Super Glider. His Drift, Mini-Turbo, and Handling are going to be excellent, although his speed will heavily decrease. If you can pull off a faster racer while staying on the track you can beat him. The Expert does 01:21.994 using the Cloud 9, Roller Wheels, and Paraglider. The Roller Wheels overemphasize the Cloud 9's strengths, as well as its weaknesses. While it will be a technologically efficient machine, again, its speed will be shot, take it down by not falling off.

Pipe Tracks

History:

After gaining credibility with their Beach Tracks the Koopa Troop set out to carve one of the most ambitious tracks in Mario Kart History out of their cliffside isles. Announcing that they have truly arrived on the Racing Scene, Koopa Cape uses all of their resources, from jumps to pipes and perilous cliffs.

The Piranha Plant Slide was crafted by Lakitu using much of the Koopa Pipe Technology as well as a partnership with Petey Piranha who had been attempting to become King of All Piranha Plants. Both of these Pipe Tracks were able to bring a fresh spin and new eyes to a Grand Prix that had become tired and predictable by the time of their construction.

Wii:

Koopa Cape is the second course in the Star Cup and it's an incredible track. It clearly has origins with something like Koopa Troopa Beach from 64, but much more. It has a little bit of everything. Alongside a gorgeous water vista there are cliffs, forests, rivers, pipes, sheer drops, twists, straightaways and off-road to be had. It's therefore compatible with many kinds of playing styles. There are many jumps, boosts, and half-pipes although generally unless you're desperate for an Item they take longer to get through. Its many different yet linked kinds of terrain makes it one of the most diverse and unique tracks of any Mario Kart game.

More importantly is the subtle multiple pathways to be taken. The river is substantially faster than dry land and it should be taken whenever possible. There are some good Off-Road cut-throughs to be had around the first riverbend if you have a Mushroom or Star. After the waterfall drops you in the pipe over the starting line the most dangerous hazard is the electrical bolts that are tough to avoid and can really ruin your day. Staying on the water to get a boost whenever possible is vital and the turn is also fairly ridiculous. Someone with handy drifting skills and good acceleration out of those turns like Dry Bones or Waluigi would do well here.

The Ghost though, is Koopa Troopa. He goes 03:03.022 using the Cheep Charger, which does have good drift and the Expert uses the Bubble Bike in 02:41.370. It's one of the longest courses in the game, third only to Bowser's Castle and Rainbow Road among Original Tracks and the N64 Bowser's Castle is the only track longer than any of those.

The Course comes back in Mario Kart 7, where there are a few change that significantly affect gameplay, most notably that the long Pipe Section is now completely underwater, necessitating a craft that can sustain a good aquatic speed. The electrical bolts are replaced with Cheep Cheeps, which is somewhat easier to deal with. Tho shorter than Wii, it is again very long, second in the game only to Maple Treeway, which wasn't shortened as much in comparison to its original. The Ghost is again Koopa in 02:49.046 using the Standard, Monster Tires, and Super Glider, which should really suffer underwater. The Expert uses the Cact-X, Standard Tires, and Flower Glider in 02:28.585, which has no real advantages but has moderate submarine capabilities.

7:

Although the locales of these two tracks are very different, they share enough similar game play to group them together here. The Piranha Plant Slide is also in the Star Cup, this time as its first track. It also features long rivers to drive down and significant underwater travel. It's interesting that it's almost as if the Off-Road portions here are the normal driving surfaces that slow racers down.


The big obstacle here are the handful of Giant Piranha Plants that attack nearby racers. Avoid them and stick on the running water. The course is generally flat with some deviations and its core layout isn't nearly as complex as Koopa Cape. Still, there is river travel, land travel, underwater travel, a brief but perilous air travel where making a wrong move around the waterfalls or getting hit by an item can mean doom, as well as a fairly straightforward patch near the end that has some classic Off-Road rough.The turns are sharp here, but the course is wide enough that anyone with plenty of speed and poor handling can deal with it.

The Ghost here is Lakitu for some reason. As it's a course primarily associated with Mario Enemies but not really the dark and evil kind associated with Bowser, it makes sense for an enemy to call this home, and with Koopa and Wiggler attached to more obvious tracks, Lakitu ends up here. The Normal Staff Ghosts uses the Standard Kart, Monster Tires, and Super Glider, actually exactly the same as Koopa did on Koopa Cape, in 02:20.186. The Expert switches to Lakitu's signature Cloud 9, with Sponge Tires, and Paraglider in 02:06.540. While the Cloud 9 is a good Sea Kart, the Sponge Tires negates its usefulness. Either the Wood or Roller Tires are a better choice. With the actual need for Aerial Navigation around the water spouts, the Flower Glider or Peach Parasol may actually be a good choice as well.