Showing posts with label Metal Mario. Show all posts
Showing posts with label Metal Mario. Show all posts

Friday, July 19, 2013

Pipe Frame

History:

The normal pipe frame was the standard for many renditions of the Grand Prix. It was developed as a neutral platform for every racer, with no imbalanced properties. For this reason, the aspects of the racers themselves influenced the outcomes of the first few races. Eventually the Pipe Frame gave way to increased specialization and different Karts and their parts proliferated. Upon his entry to the seventh Grand Prix, Metal Mario stole an old Pipe Frame and retrofitted it himself in an effort to mimic the past of his namesake.

Appears in:

SMK
64
Super Circuit
7

The Pipe Frame was the only available Kart until everything started getting crazy in Double Dash. For years, Mario used Red, Luigi Green, Peach Pink, Toad Blue, Bowser Orange, DK Yellow, Yoshi Light Green, Koopa Light Blue, and Wario Purple. In 7, we've associated the Kart with Metal Mario for its metallic nature. It may be used by any racer, however. It's generally a good Kart, with boosts in every stat except for Land Speed and Weight, with nothing added or subtracted from Land Handling or Stability. It works exceptionally underwater, and would be a nice pairing with the Roller or Wood tires in heavy underwater courses. For non-aquatic adventures, slap on the Slick tires to compensate for that low Land Speed.


The Pipe Frame is a popular Kart used by Staff Ghosts, appearing nine times in time trials. As far as Normals go, it's used by Bowser on GBA Bowser Castle 1, Koopa Troopa in N64 Koopa Troopa Beach, Mario in SNES Mario Circuit 2, Daisy in GCN Daisy Cruiser, and Lakitu in SNES Rainbow Road. Notably, these are all Retro Courses, fitting for this Retro Kart. On the Expert side, it's used by Shy Guy in the Shy Guy Bazaar, Peach in Wuhu Loop, Luigi in N64 Luigi Raceway, and Toad in Wii Mushroom Gorge. No other Kart besides the Standard appears so often in Time Trials.

Because the Pipe Frame is slower and lighter than the Standard, it's a little better in the hands of heavier characters rather than lighter ones. Some of these issues may be mitigated by wheels, though, and the general enhancement of nearly every other stat makes it a pretty viable option.

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.

Tuesday, May 8, 2012

Neo Bowser City

History:

On the fringes of the Dark Land lay Neo Bowser City. Bowser built it to house the many Koopas and other citizens of the Dark Land who were either unfit for Military Service or who had more to offer. With the extensive economic growth of parts of the Mushroom Kingdom, such as Mushroom City, Lord Bowser realised that he needed to extend his sphere of influence as well beyond Military Might. To show off his new-found prowess, he build a Race Track through the high-rises.

His domination, however, would not last. Metal Mario, having already battled Bowser for his Airship Fortress, intimidated the Dark Lord into giving him the rights to Neo Bowser City as well. This was a shock across the Mushroom World, but it would appear that Bowser feared an incarnation of Mario that lacked a soul and seemed nigh invulnerable. Metal Mario, for his part feeling no resentment or propriety, didn't change any of the Enormous Bowser Billboards or even the name of the course. Also having no desire for financial gain himself, has offered the use of the course free of charge. This is unprecedented in the Grand Prix and flies in the face of every reason Bowser built the city. This would appear to further crush the ego of the Koopa King, and his vengeance, it would seem, should be swift.

7:

Neo Bowser City, one of the more awkwardly named courses, appears in the Star Cup in 7. It remains just the second track in Mario Kart History, after the Super Circuit incarnation of the Luigi Circuit to feature rain. It has a fair amount of turns and is a basic Figure-8 in layout. There are some perilous edges, but nothing truly substantial. There is also an Air Boost towards the end, but it, too, is not at all that significant. All in all, although this course looks pretty cool threading through the Upper City Levels after courses like Mushroom City from Double Dash explored the city floor, there isn't a tremendous amount of challenge here.

The Ghost is Metal Mario, which is kind of bizarre for a course named after Bowser. Bowser is featured on both hsi New and Retro Castle incarnations and the course's cold, metallic nature suits Metal Mario's persona. The Normal Ghost uses both the Standard Kart and Wheels, as well as the Super Glider in 02:11.032. There isn't anything special here and there's plenty of room for improvement. The Expert goes 01:58.996 using the Blue 7, Monster Wheels, and Paraglider, which should be substantially faster and plays to his strengths, although simultaneously emphasizing his weaknesses, part of which is a hideous drift. Using the Soda Jet and Slick Wheels can rectify this.

Saturday, March 10, 2012

Metal Mario

History:

Mario discovered a ! Box in the Mushroom Kingdom that could turn his entire body into Metal years ago. He used this to become invulnerable, sinkable, and much heavier. Eventually this essence was seized by the extra-dimensional entity known as Master Hand. Master Hand created a physical representation of this essence and set it as a slave to do his bidding and in the extra-dimensional wars known as Super Smash Bros., Metal Mario was his longest and most faithful servant.

Eventually though, Metal Mario was able to break free from Master Hand's control, in part due to his continued exposure to the origin of his essence, Mario. Master Hand, furious, exiled him to the Mushroom Kingdom where he wandered for years until finally eking out a bitter existence. Metal Mario has no emotions, is invulnerable to all known physical damage. As he is finding himself though, his mental capacities are growing and inside grows a bitterness for the Mario that can feel.

7:

There are an insane amount of play options in Mario Kart 7. There are five different sets of stats based on weight to which are added sixteen different possible Kart stats, ten different wheels, and seven different gliders. This makes for a total of 5600 different combinations. Here we will present just one of those combinations - the one that would best fit a playing style that adheres to Metal Mario's most basic stats. It is possible however, to change his stats so that the character can be used to fit just about anything.

This is the only Mario Kart Game where Metal Mario appears and the only game he has shown up in as a distinct character in a decade. He is a Heavyweight, giving him the same base stats as Bowser, Wario, and the Honey Queen. He therefore possesses great Land Speed and Weight at the expense of Sea Speed, Acceleration, Handling, Off-Road, Mini-Turbo, and Weight. This would seem a large disadvantage if Land Speed and Weight weren't the only things that mattered in some Grand Prix Races. We've taken him in the Pipe Frame Kart then, which fits his metallic nature, along with Gold Accessories to complete a lovely Silver and Gold Theme to come up with a Racer who can dominate on land. His stats are thus:


This combo works when you need Land and Air Speed to be tremendous while not being pushed around at the expense of everything else. This is a pure racer that needs to only go straight, stay on the path with minimal acceleration and mini-turbo capabilities. There are plenty of courses that fit this, including any Circuit Track, Rock Rock Mountain, and Wuhu Loop. The cool, but complex thing about 7 is that Racers can be so customized that if this doesn't suit your love for Metal Mario there are plenty more adaptable ways to fill those needs.

Metal Mario appears as the Staff Ghost in two courses, as do all characters here. He first shows up in Neo Bowser City, which seems bizarre that he is snarking in on someone else's namesake, but it is a cold, unforgiving city befitting of the Metal One's nature. He uses Standard Everything and the Super Glider, essentially racing as a blank slate in 02:11.032. The Expert goes 01:58.996 using the Blue 7, Monster Wheels, and Paraglider, which should be substantially faster and plays to his strengths, and weaknesses. His second ghost is the Retro Airship Fortress, another track supposedly tied by Bowser. He uses the Zucchini, Slick Wheels, and Glider this time in 02:23.323, which is an awful Kart. The Expert transitions to the Standard, Monster Wheels, and Super Glider in 02:07.704, which is almost like the Neo Bowser City Expert but less polarized.

Thursday, January 5, 2012

Airship Fortress

History:

While for years Bowser had been cautious with allowing his enemies into the Dark Land, in recent years after seeing the success and positive public relations that courses in the Grand Prix can provide, he has opened up more and more of his turf to new courses. In his most savvy move he convered a dying crumbling fortress in the southwestern corner of his land into a race track. The fortress was centuries old and may have once housed a great ruler of the Dark Land but its non-lava filled location caused it to fall into disfavor among the Koopa King's settlements.

His son, Bowser, Jr., incorporated one of his many Airships of his vast fleet into portions of the track as well, although not bereft of danger. Indeed one of the Bowsers' goals was to make a track dangerous enough and full of his own henchmen such as Rocky Wrenches, Bullet Bills, and even some lasers to hinder as many Drivers as he can. Eventually though, he was bested for the rights of the course by Metal Mario, who made the Fortress the centerpiece of his own small dominion.

DS:

Airship Fortress concludes the Star Cup in DS and it's a difficult course. Besides the Bullet Bills fired directly at Drivers there are wrench-throwing moles to deal with, a series of sharp turns that require near-constant drifting and obstacles in the interior of the Airship including boxes and lasers. There's also a massive cannon reminiscent of DK Mountain, Waluigi Pinball or later, DK Summit and Maple Treeway for Wii, that blasts Drivers across the course.

The Staff Ghost here is Bowser himself in the Hurricane at 2:07:748. With his very high speed and drift this is a tough combination to beat on this level. DK's Wildfire, Peach's Light Tripper or particularly Daisy's Light Dancer all have the capabilites to win over the Hurricane's abysmall acceleration and handling, though.

This course returned in Mario Kart 7 where it is somehow noticeably more difficult. The Bullet Bills have been replaced by bigger, faster, bitchier Banzai Bills off the start. More significantly though, the cannon has been replaced by a Booster Strip with the intention of using 7's new Air Travel Gliding method to reach the broken tower. It not only adds an element of needing a Vehicle with proper Air Speed, but it also makes Drivers much more vulnerable to shells and lightning, which the Cannon had prevented. The Ghost here is Metal Mario, who goes a 02:23.323 using the Gherkin, Slick Tires, and Super Glider, giving him plenty of accessory advantages but the Gherkin base can be improved. Metal Mario is an interesting pick, Airship Fortress is a foreboding and lonely course though, and with his villainous twinge ever since Super Smash Bros, Metal Mario is a good fit. The Expert goes 02:07.704 using the Standard, Monster Tires, and Super Glider, which gives him a good speed advantage but the Off-Road use of the Monsters are inapplicable here. This is a good drifting course, a lighter character in the Soda Jet and Slick Wheels ought to do the job.