Showing posts with label Star Cup. Show all posts
Showing posts with label Star Cup. 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.

Electrodome

History:

Not all of Bowser's fake children were as dumb as they seemed. Well, they were all pretty dumb, but when some happened to stumble upon good fortune, they were exceptional at exploiting it rather than let it fall by the wayside. Such was the case when Larry Koopa found himself trapped in an investment in a little known nightclub on the fringes of the Dark Land. Be it ignorance or be it his actual ability to read trends, he eventually transformed the joint into the hottest disco in the Mushroom World. Naturally when Bowser began ordering his fake children to get some race courses to their name, Larry turned his only source of capital, the Electrodome, into an insane race course. It's now populated with all sorts of residents of the Dark Land, such as Shy Guys, Koopa Troopas, and Piranha Plants, who jam and throb to the ever present beat as much as they like to beat on plumbers. This of course has led to all sorts of moral and legal problems, but since the high authority is Lord Bowser himself, Larry is able to keep things running just fine.

8:

The Electrodome is a wild track. It's theme is similar to 7's Music Park, in that it's a relatively enclosed course (also a rare, nearly all-indoors track) that's more impossible than practical. It's also definitively based around music and at some points Karts can play notes by driving over special areas. What really makes the Electodome stand out though, is its insane use of anti-gravity that makes looking at a map of the course give you a headache. There are some insane turns and multiple paths here that go upside-down, loop around, and culminate in a massive air jump. There's no water here, but be wary of pools of static that can just as easily drown a hapless racer.

The Staff Ghost here is Larry Koopa for reasons that completely escape me and instead seem like a solid space filler. Larry is explicitly the youngest Koopaling, maybe it was an attempt to capitalize on his fleeting youth spent all night in a dance club. Anyway, he uses the Sport Bike with Monster Wheels and Super Glider in 2:24.747 which is a really fast combination. Handling between the Bike and the Wheels cancels out though, meaning he doesn't get much of a boost there beyond his already impressive Lightweight handling. The same combo with a heavier racer and perhaps some Slim Wheels to improve both handling and ground / anti-gravity speed will be beneficial.

Dolphin Shoals

History:

As soon as the Koopalings got into the 2014 Grand Prix, Bowser set about finding them courses to suit their strengths and interests. Off one of the Koopa Troop Islands, near the Koopa Cape and now derelict Chain Chomp Wheel, lay a shallow shoal near a constantly spinning maelstrom that he thought perfect for his daughter, Wendy O. Koopa. He set about securing the rights to race there, but Wendy, in her haste, was able to push aside the meager Koopas who had a controlling interest in the shoal, and doing her father proud, proceeded to create a mind-numbing track, unfinished to the extent that a live Unagi was still settled there, complacent with being raced upon. Bowser hardly had the heart to tell her he was not her real father, but of course, being a maniacal Dark Lord, did so anyway.

8:

Dolphin Shoals is most similar to 7's Cheep Cheep Lagoon, which was the first track to feature significant underwater sections. That was just a brief taste, though, and a lot of that track is still either on a dry path or in a partially submerged cave with dryland route options. I strongly considered lumping this in with the Beach Tracks, but there's really no beach here, and it should be its own entity. Dolphin Shoals is entirely underwater save for an anti-gravity portion that emits from the eye of the malestrom into one of the most wicked vertical turns in the game, which leads to a brief air portion. There are also crazy parts with pipes blowing racers up and forward and the aforementioned Mega Unagi, perhaps one of the strangest materials to race on, who can spill you out if you hit its tail incorrectly.

The Staff Ghost here is Wendy O. Koopa, who clocks in at 2:19.160 using the Landship, Wood Wheels, and Bowser Kite, which is a thoroughly Bowser-like combination. Wendy was likely chosen here because of her appearance in the Beach World, making the aquatic realm of Dolphin Shoals a natural choice. The Landship is a great pick for her here, only the Steel Driver may do a little better in the brief ground and air portions, as well as giving some much needed traction in this difficult terrain. The Wood Wheels should be easily improved upon, though, the Roller family or Button Tires should give a little better submarine speed.

Sunshine Airport

History:

In the aftermath of Bowser Jr's invasion of Isle Delfino, tourism surged, so much so that the meager Delfino Airstrip could no longer handle the passenger load. The Piantas sought to craft a new, larger, more modern airport, and naturally Mario wanted in on the deal. Seeing that this vested interest could destabilize the industry, though, what with his heavy bias towards the Mushroom Kingdom as well as there existing an already corrupt monopoly on transportation in the Mushroom World exemplified by Toad, the one being who could out-finance Mario bought the rights to build the airport: Rosalina. Rosalina remains a co-owner while letting most of the profits go directly to the people of Isle Delfino, to Mario's chagrin.

8:

To me Sunshine Airport reeks of Coconut Mall: a race course through a heavily domestic institution, bright colors, multiple paths, and large air portions. But these similarities are really only cosmetic. Sunshine Airport is a pretty original track, consisting of what should be a simple loop that's complicated by subtle turns, navigating around and at times inside of a functioning airplane, as well as steep anti-gravity sections sandwiched by Air Jumps. For a Star Cup course it's not all that difficult, though it looks imposing. A careful hand to dodge the tires and boxes that get in the way along with an eye for those turns will bring success.

The Staff Ghost here is Rosalina with the Circuit Special, Standard Wheels, and Super Glider in 2:24.429. Rosalina is an interesting pick here, I suppose with Music Park going to Baby Daisy, both Rainbow Road courses going to Metal characters, and no signature track, this course with its fantastic air travel was the best fit. The Circuit Special, in its only Time Trials appearance, is going to be tough to beat, especially because Rosalina is naturally pretty fast. If you throw on some Slick tires though, you don't have to worry about any Water hazards here, you can get both the Ground and Air speed necessary to come out in first.

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.

Wario's Shipyard

History:

During his many renowned travels around the Mushroom World, Wario found Kitchen Island and its inhabitants, Captain Syrup and the Brown Sugar Pirates. Seeking their gold, Wario decimated the Island and robbed it of its bounty. In his greed, he plundered Syrup's flagship vessel, the SS Tea Cup and left it to rot in the cove south of Kitchen Island. Syrup was devastated but she had little choice but to pay tribute to the marauder and gave up many stretches of the Southern Coast, including Rice Beach. Wario, in his unending greed, decided to build a Race Course through the devastation he caused, thereby further exploiting the once-fertile land. Reflecting his greed, the skies above Wario's Shipyard constantly crackle with thunderstrikes and Syrup is no where to be found.


7:

Wario's Shipyard is the second track in the Star Cup, and is a fairly crazy track for its position. It is one of the few courses with substantial mandatory Underwater Sections, as well as some Air Sections and a fair dose of alternate pathways. There are plenty of curves as well as some gaps into the abyss, although none are that deadly. The trickier parts are just managing the underwater sections, avoiding the occasional swinging anchor and dealing with pipes that want to blow racers all over the place.

The Ghost here is Wario, and this sort of a strange track for him. There are metal grate elements reminiscent of Wario's Colosseum, but the whole landscape is a left turn from his usual Roller Coaster or Extreme Dirtbike-like tracks. The whole thing is likely a reference to Wario Land: Super Mario Land 3 which had a bit of a pirate theme. Anyway, the Ghost uses the Bolt Buggy, Monster Wheels, and Super Glider in 02:26.268. The Expert Ghost switches to the Growlster, Slim Wheels, and Ghastly Glider in 02:12.313. None of these expressly handles well underwater. Something like Egg 1, Pipe Frame, or Tiny Tug with either the Wood or Roller Wheels will better take advantage of this course. The Wood may be a better choice because it won't slow down as drastically on Land.

Friday, May 4, 2012

Wuhu Tracks

History:

In the late 2000s Wuhu Island grew in popularity as a Sports Resort. As more and more residents of the Mushroom Kingdom became interested in visiting the Island, it became obvious that it would be a perfect spot for a couple of Courses. Princess Peach was the first to wield her vast power and influence to negotiate the rights to a Track with the King of Wuhu. Thus she created the Wuhu Loop, a long, expansive track that is completed in a single lap.


After Peach laid claim to the Island's rights she enacted a bidding war for another track, Maka Wuhu. Surprisingly, Yoshi emerged victorious over Mario, who, Like Luigi, had become more preoccupied with the upkeep of his own Circuit Tracks which held popularity through the Retro Cup.

7:

Both Wuhu Tracks present a unique concept for Mario Kart 7 - they are completed in a single lap. That single lap is enormous however, with three clearly distinct sections. They join Baby Park (7), Wario Colosseum (2), and 7's Rainbow Road (1) as the only tracks that aren't completed in three laps (Besides all the courses in SMK, which were done in 5 laps). Wuhu Loop opens the Flower Cup, and as such it is of moderate difficulty. There is an overriding circuit aspect, with mostly pavement and stretches of grassy offroad fields. There are also some mountainous aspects, though, winding through perilous edges before heading back to the town you start in. Additionally there is a bit of Traffic to deal with, but none nearly as severe as the Highway Tracks.

The Staff Ghost here is Peach, for some reason, who goes 01:44.287 using the Standard Kart, Sponge Tires, and Peach Parasol.The Expert Ghost switches to the Pipe Frame and Slick Tires, keeping the same Glider in 01:32.854. There isn't really any significant Air portions here and the Sponge Tires' boost of drifting is helpful here but there's better options that don't sacrifice so much speed (The Slick Tires for one), but there are better Kart options to emphasize this style. Try the Bumble V or Soda Jet with either Sponge or Slick and Peach is going down.

The Maka Wuhu Course concludes the Star Cup and earns this distinction by being one of the more complex courses in the game. Like the Wuhu Loop it is only one lap long, divided into three distinct sections. There are many alternate paths throughout the course, starting with options of dirt and pavement that weave through the first section's vast fields. The incredibly wide offroad sections are perfect for boosting over. There are also tunnel portions, an option for a quick underwater portion, a huge castle with a quasi-drivable section, and it all leads to a monster Air Jump down to an Island Finish. There are also some steep uphill parts with tremendous boulders crashing down on hapless drivers.

The Ghost here is Yoshi, which is possibly a reference to Double Dash's Yoshi Circuit that has some similar elements being an Island Track, but otherwise it seems fairly random. The Normal Staff Ghost pulls a 01:50.607 using the Bumble V, Sponge Wheels, and Paraglider. The Paraglider is a nice choice here, and there's certainly nothing wrong with the Bumble V / Sponge combo - it doesn't detract too much and adds boosts in some nice areas. The speed is fairly lacking though, the Gold or Slick Tires would be a better option. The Expert does just that and goes for speed, using the Standard Kart with Monster Tires and Super Glider. The Monster Tires have their own problems with acceleration and handling that the Standard doesn't absolve, so it can be countered.

Sunday, April 15, 2012

Grumble Volcano

History:

In the far North of the Dark Land, a newly formed Dry Bowser set about crafting his own lair. The lava bath that burned away its soul made the heavily volcanic region the perfect location for his diabolical home. Dry Bowser used his Dark Willpower to carve a track out of the Great Mountain, but it was unstable. It wouldn't hold together very long, and sections were always shifting as the great Lava Lake tried to reclaim the unnatural Rock that Dry Bowser had upheaved. Needless to say, this remains one of the most dangerous Grand Prix Circuits ever created.


Wii:

Grumble Volcano finishes off the Star Cup in Wii, and is one of the more difficult tracks. There are many split paths, dangerous falls, tight organic turns, and entire sections of the course that break off and fall into the surrounding lava. Like many of the tracks in Wii that have a lot going on, such as Dry Dry Ruins or Bowser's Castle, it's actually a fairly obvious loop. That said, there are tons of things going on here and constant danger. There are four places to take alternative paths, almost all of them have some elevation difference. I tend to always stay on the outside so the turning is less harsh.

There is also the eponymous volcano that continually spurts out flaming rock that is most hazardous on the Southernmost Turn. There are also Fire Snakes that bounce around and destroy racers. What's interesting is that this course has a little bit of everything. There are offroad bits that Toadette, Yoshi, or Dry Bowser can take advantage of to cut corners. There are also straightaways, although the one in the middle is filled with moving platforms and the one leading to the finish is filled with jumps. And of course there are some really difficult twisting turns. The course itself rubs up against both offroad, edges, and solid walls, and it's one of a handful to offer all three.

The Staff Ghost for this course is Dry Bowser. It's a sinister track with tons of lava and fits the guy pretty well. He uses the Offroader to go 02:28.237, which is a solid choice that takes advantage of Dry Bowser's Stat Bonuses and can handle the turns. It's speed is lacking though. The Expert Staff Ghost trades in that ride for the Spear and drops down to 02:11.852. The Spear is a better choice for speed on the long straightaways but it compromises how well it can take the turns, and Dry Bowser's Stats do not suit its strengths, anyway. This is a solid Funky / Flame Runner choice.

Sunday, March 11, 2012

Maple Treeway

History:

Deep in the Gold Leaf Galaxy on one of its largest planets lay the Maple Treeway. The Gold Leaf Galaxy exists in a perpetual Autumn and its people live in tree towns in the giant trees. Diddy Kong, having seen this and felt at home decided to convert it into a Racetrack for the 2008 Grand Prix. Using some of the natural Wiggler Holes in creating a twisting complex natural structure, Diddy really outdid himself. Later the native Wigglers overtook the Young Kong and kicked him out of his own course.


Wii:

Maple Treeway is a thoroughly original course and first appears as the third course in the Star Cup in Wii. It starts with some sloping curves of moderate difficulty, then a Barrel Cannon launches the racers to the main tree where the fun starts. The course loops in and around itself in a complex fashion, going out on bare branches and then across the treetop through some Giant Wigglers, who will not cause Vehicles to spin out but will stop them in their tracks. It goes out on to the branches again, through a tunnel and then one of the longest straightaways in the game, tho it's not that straightforward. There is an enormous net that blows in the wind and multiple paths, all of which can be exploited by bouncing and doing tricks all the way to the bottom.

The Staff Ghost is Diddy Kong, who gets the nod from being a monkey, as well as the conspicuous Barrel Cannon the course that makes it similar to a DK Track. The Normal Ghost uses the Classic Dragster in 02:58.633, while the Expert uses the Sneakster in 02:37.812. The extremely high amount of sharp turns and winding paths, along with a deceptive straightaway make a proper choice here difficult. Something like the Shooting Star is good middle ground, as is the Mach Bike, Dolphin Dasher, or Bullet Bike. I take Bikes over Karts here, their smaller profile allows them to weave a little cleaner.

This track returns in Mario Kart 7 as the longest course in the game for some reason. There are some changes like a connected path between branches leading from the Wiggler Top and into the half-pipe, making for a bit of an easier track. The Barrel Cannon is also now an Air Jump, tho you can't steer. This increases danger, as now lightning or putting away your glider will lead to certain doom. The net bridge has also been replaced with an Air Jump, where you can maneuver around. The Staff Ghost is Wiggler, who goes 02:53.560 using the Standard Kart, Wood Tires, and Super Glider. The Wood Tires are a given here, and tho they help with handling, their underwater advantage is not useful. The Expert goes 02:34.877 in the Egg 1, Sponge Tires, and Flower Glider, which means his drifting becomes decent as well as his Air Handling, but nothing else is spectacular. Stick with Wood Tires but grab the B Dasher, Blue Seven, or Zucchini instead.

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.

Tuesday, January 3, 2012

Tick Tock Clock

History:

Within Princess Peach's Castle, on the third floor there is a Mystical Clock. The records of its existence go back as far as the construction of the castle itself and it's possible that the structure was built around its time-warping energies rather than the other way around. The Clock is actually a portal to an infinite dimension where time is as manipulable as paint on a brush. It is an extremely dangerous place to explore, but after Mario was able to use the Star Power to conquer its perils he pressured Peach to turn it into a racecourse for profit. Peach never felt great about doing so however, and eventually turned the rights over to Daisy. It remains a dangerous locale for explorers and racers alike, not only because of the deep mysteries surrounding its power and origins.

DS:

This course is actually a relatively simple Figure 8, although there are a good amount of moving parts and gears to throw riders off. Beware of the massive pendulum as well as the spinning clock hands. If you travel in the correct direction of the gears racers can get a bit of a boost but they are hindered by traveling in the opposite direction. It's actually a course more suited for fast Drivers who can haul ass on straightaways with minimal correction (and luck) needed to avoid the pendulum and other hazards. Someone in the ROB-BLS would do nicely here.

The Ghost here is Daisy for some reason who does a 1:54:903 in the Light Dancer. This track has only appeared in DS although it's popular enough to be a likely candidate for a remake someday.

Sunday, September 11, 2011

Yoshi Circuit

History:

As Yoshi's personal wealthy blossomed from his partnership with Mario he also sought to expand his investments. He sank a tremendous amount of money into an island off the shore from his own Yoshi's Island, converting it into a Racetrack. Not only that, he reshaped the Island to resemble his own silhouette, as well as imported asphalt to pave it like a Circuit Track. Even though it was popular the construction of Yoshi Circuit bankrupted Yoshi for a time. He was forced to sell Desert Hills to Waluigi and give up the rights to the Dry Dry Desert just to cover his losses. For his expenses though, Yoshi Circuit has just recently broken even for Yoshi and it remains his proudest possession.

Double Dash:

This is one of the more dangerous Circuit Tracks in the Mario Kart Games. It's a Circuit Track because it's basically pavement between grass around a relatively simple loop. It's just that this loop is shaped exactly like Yoshi, which is much harder than would appear. There are plenty of shortcuts straight through some of Yoshi's bumpier parts as well as some good drifting places around his tail and feet. All in all there is, like any other Circuit Track, a good amount of straightaways and tough turns. There's probably more of the former than the latter, especially late in the course, meaning a Heavier Kart may be more effective, particularly towards the end of the race. Of course there is always the notion that Blue Shells are always lurking, but that's going to screw you up anywhere. Your left side will almost always be rubbing against Ocean, but it's pretty easy to stay on dry land, even with Big Karts butting around.

Double Dash had Secret Staff Ghosts for every Course in Time Trials. The Ghost here is Yoshi, of course, driving Birdo around in the Turbo Yoshi with a time of 1:59:886. The track also reappeared in DS with some minor cosmetic differences. It's actually the Final Track in the game, coming at the end of the Retro Lightning Cup. The Ghost is Yoshi again, in the Standard YS at 1:48:793.

Thursday, September 1, 2011

Ribbon Road

History:

All residents of the Mushroom Kingdom generally celebrate the birthdays of the Royal Family. Princess Peach was no different. She had literally mountains of presents stacked throughout the Kingdom and in an unprecedented move, decided to actually generate some public funds from the celebration. She used her Birthday Supplies to actually create a Grand Prix Race Course, the Ribbon Road. She used Star Magic to make the Ribbon suitable for motorists and then donated all proceeds of its exhibition to the State Department, which of course was mostly used to clear the land of all the garbage generated from her Birthday Celebration. Toad, speaking on behalf of the Mushroom Constituency, did not allow Peach to pull this kind of stunt again, as it was never that popular anyway.

Super Circuit:

Ribbon Road is another weird course, whose type only appears in Super Circuit, this time as the Second Track in the Star Cup. It is literally a big red ribbon with some somehow slower Ribbon Offroad that can bog Karts down on the twisty, turny track. There are lots of turns, jumps and boosts, one of which can lead to a massive shortcut. Toad is very good here because he won't lose a ton of speed on those edges. There is a long straightaway leading up to the starting point, but its really not worth a heavy weight who is going to get marred on the edges and lose everything on those turns. This is a strange course, it's never made an appearance outside of Super Circuit, it would be difficult to justify its existence geographically in a game of any higher amount of bits.

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 22, 2011

Royal Tracks

History:

Soon after the young Princess Peach was thrust into the Rule of the Mushroom Kingdom in 1983 after the death of her Father, the Kingdom fell into Financial Ruin. Since the Mushroom People are not naturally capitalistic they remained mostly ignorant however, and their simple farming and trading ways were hardly affected. Some of the larger Banks of Mushroom City and beyond were launched into Crisis though, and many foreclosed. It wasn't until the Racing Grand Prix that began in the early 90s did the economy get a shot in the arm. Not only did more people pay huge sums of cash to see the races, many different parties developed Tracks across the Kingdom, which led to massive Population Movements. It wasn't long then, until with the advice of Toad, her Consigliere, that Peach developed the Royal Raceway on what used to be her Personal Grounds. While later her suitor Mario would develop his own tracks on Private Royal land, Peach also founded the Peach Circuit immediately South of her Official Lands as well as her expansive Private Gardens, the Peach Gardens, which were full of tamed Chain Chomps.

In addition to all this, Daisy, Princess and Ruler of Sarasaland also recently developed a course on the Isle of Delfino, which has proved incredibly popular with both the native Piantas and residents of the Mushroom Kingdom on vacation. We've included it here as the only other Circuit Track sponsored by a Royal Princess.

64:

The Royal Raceway is mostly known for two things: 1) The Enormous Jump and 2) Access to Peach's Castle. This was an early direct link to a previous Mario Adventure Game, in this case, Super Mario 64, where the Castle is identical and that game's primary setting. It's fitting that the final Award Ceremony also takes place here, giving some Center to the Races in the Mushroom Kingdom. Peach's course is also the center for the Award Ceremony in Double Dash, at Peach Beach.

As the third course in the Star Cup, it's one of the more-advanced Circuit tracks, and it proves it. This course has tons of deceptively dangerous turns, taking any too wide on the slopes towards the lake results in instantaneous failure. If the Big Jump is misjudged it may also lead to a crash into the Mountains. Some grassy sections actually prove nice cut-through spots if you have a Mushroom or Star, but ultimately you need trustworthy handling here to succeed.

Super Circuit:

Super Circuit broke tradition by making Peach Circuit the First Course in the Mushroom Cup.Every game since has featured a Luigi Circuit or something very similar. That said, this isn't a whole lot like Royal Raceway. The Castle is close but inaccessible and there is a ton of grassy corners to cut. There isn't really a character who is poor here. It's very straightforward. This track came back in DS along with the first track from SMK, Mario Circuit 1 and the first track from Double Dash, Luigi Circuit to make up the Shell Cup. It was all a conspiracy to not have an all-Luigi Circuit Cup, for sure. The Ghost here is Peach driving the Royale with a time of 1:12:011.

DS:

Peach Gardens is a unique course with lots of possible turns and paths along with some of the nicest Chain Chomps to be found in a Mario Kart game. It's also in the Special Cup, which is extremely tame in DS. There are some hills that aren't too difficult and not a whole lot of danger outside of some moles, a water hazard that is very easy to avoid and the aforementioned Chomps, who don't chase you but rather stay on their own path. There are plenty of right-angle turns, but the path is actually so wide in these places that it's never that difficult. The same goes for weaving between the large Southern Hedge. Go for someone like Bowser with speed here with impunity. The Ghost is Peach in the Royale again with a time of 1:52:989.

This track also came back in Wii without a whole lot of difference. The Ghost here is Baby Peach this time, clearly loving playing in her Big-Ass Garden. The Normal does a 02:34.894 in the Magikruiser, the Expert pulls a 02:16.777 in the Mini Beast. Again, you can take speed here, Funky in the Spear is perfect.

Wii:

Like I said, I've lumped the Daisy Circuit in here because it's one of the only Circuit Tracks in Wii (actually every Original Cup except for the Special opens with a Circuit Track) and it's more similar to be lumped in here than any place else. It does have some unique elements though. Its seaside village aspects may make it more similar to Delfino Plaza and its Sunset Time recalls Waluigi Stadium. It's a Royal Road, though so it ends up here. It opens up the Star Cup here and is pretty straightforward besides some city twists and gentle curves. Actually the more I look at it the more I realise this is a hodge-podge track. The "8" midway through comes back in Wii's Rainbow Road, and the two sections of track right next to each other looks like an Early Luigi Circuit. Like the other recent Royal Tracks though, someone with tons of Speed can make it through here. It's pretty well suited to Daisy herself in the Mach Bike.

The Ghost is exactly that. Daisy goes a 01:56.822 in the Royal Racer, then the Expert does a 01:41.362 in the Mach Bike.

Thursday, August 18, 2011

Stadium Tracks

History:

The first Wario Stadium opened up in 1995 in the Mushroom Kingdom. Wario used the dirt track for all kinds of extreme sports and then adapted it to Kart Racing, designing the course himself. In typical fashion it's huge, long and twisted. He later changed it once again for another Grand Prix Competition. When Wario met Waluigi they soon saw eye to eye on numerous endeavours, and Waluigi also started building Stadiums, mostly with Wario's money. Thus Wario was the backer for many of Waluigi's projects until he started making some coin of his own through his Sports Appearances and his Waluigi Pinball enterprise. Despite neither hailing from the Mushroom Kingdom all their Stadiums are located there, the local government sees their presence as intrusions, but the populace that actually gets a chance to watch races in a large venue for once instead of sitting on a fence rail has been very supportive. This has further lined Wario and Waluigi's pockets.

64:

This is another trend that started with MK64. Though there had been plenty of Dirt Tracks before, and the Choco Tracks are their forerunner, no other Tracks are in confined Stadiums like this. This is what we're narrowing down to. Even though Wario Colosseum may be the natural extension (and from there Waluigi Pinball and Wario's Gold Mine), we're talking about limited, dirt-road, confined courses. Wario Stadium 64 is an incredibly long course full of huge jumps, tight turns and some deadly drops that set you back rather than require Lakitu's Help. There are also some very wide portions here which allow for perfect drifting. This is one course that may favour a heavyweight you can drift well and not bounce all over the place, like DK or Wario himself. Each Stadium Track appears in a different cup, this one opens up the Star Cup.

Double Dash:

Waluigi carried on the spirit in Double Dash. The Track itself is simpler and much less lengthy but still has the requisite number of jumps, twists and tough angles. There are Boost Pads for the first time along with a deceptive straightaway filled with giant wooden moving Piranha Plants and Spinning Firebars. The course shows its greater simplicity by closing out the Flower Cup this edition. It's also one of the only Sunset Tracks. Waluigi drives the Wario Car with Wario in the backseat for the Secret Staff Ghost. He goes a 1:59:658, noticeably shorter than the first Wario Stadium.

This course came back in Wii and it's the only Stadium Track to appear in that game. There are some notable additions, including Dash Panels in the Piranha Plant half-pipe and a reverse order of the Plants appearing. Waluigi Stadium is actually distinct from the Wario Stadiums in that its edges slope up to the sidewalls, allowing for some perfect boost turning and tricks (a likely reason it was included in Wii). The Normal Ghost here is Waluigi in the Standard Bike L at 02:32.882, the Expert uses the Piranha Prowler in 02:12.367.

DS:

A different Wario Stadium appears in DS, joining Mario Circuit, Luigi Circuit, Bowser's Castle and Sherbert Land as the only different signature tracks to appear in different games. This time it contains a much simpler in layout despite its appearance in the Special Cup.The DS Special Cup also included Peach Gardens, though, so it's not out of the ordinary that it's not that crazy of a course. It's not an egregiously long course but does feature a bit more mud than other Stadium Tracks, though Waluigi Stadium had a good amount, just not directly on the Kart Path. Thus there's actually some nasty Offroad here for the first time, though it can't really be used for Shortcuts. There are also Boost Panels and Firebars reminiscent of Waluigi Stadium. The walls are steep though, which makes for some tougher turns. Every Stadium Track has some overloop and the same goes for this one. Wario, using the Brute clocks in as the Staff Ghost in h 2:14:868. I think you can get away with Speed and Handling, pick Luigi's Poltergust 4000 or Waluigi's Gold Mantis.

Wednesday, August 17, 2011

Highway Tracks

History:

The Mushroom Innerkingdom Highway System was completed in 1954, which finally linked the many distant parts of the Kingdom together and allowed for both the many Adventures of Mario and Luigi as well as opportunities for Competition. Unlike ever before residents could travel across the lands and get to new places, most of which had new Race Tracks springing up as the Sport grew in popularity. As such, many of the power players from around the Mushroom World bought up land to make a Course or two, that is, except for Toad.

Toad was Consigliere to the Toadstool Royal Family and as such was forbidden to put his own money down to purchase land for commercial purposes. It was simply a conflict of interest. In order to get in on the Racing Action though, Toad was able to use certain portions of Public Roads as Race Tracks. It was a dangerous move, as he didn't shut the Highways down while doing this. In order to properly manage the tracks, many are close to his home of Mushroom City, tho some are also near his workplace, Peach's Castle.

64:

64 was again the initiator of this Track Trend. Toad's Turnpike opened up the Flower Cup which would be a common place for these kinds of tracks. It's virtually just a figure 8 with some hills that gently slope up and down along with some heavy traffic. The cars are a killer but it's really the big trucks that are very tricky to pass, especially when they pull up next to each other. The meridians are safe, but with 64's steering it's tough to stay there. There aren't any tough turns and plenty of straightaways, but you're never really going straight because there's a constant need to dodge other vehicles. Acceleration and handling are the absolute keys to all the Highway Tracks. In terms of geography, all of these are pretty close together, Toad's Turnpike is likely a highway leading into Mushroom City

Double Dash:

Super Circuit didn't have any Highway Tracks but Double Dash added two in Mushroom Bridge and Mushroom City. Mushroom Bridge is the rare Highway Track that takes place during the day. It's a bit more suburban than the hustle and bustle of the city and includes a huge bridge that has some nasty boosts but is cool if successful. Atop the bridge you can see Peach's Castle off in the distance, indicating that it's somewhat closer to the Heart of the Mushroom Kingdom. Mushroom Bridge again leads off the Flower Cup and is a pretty simple course, mostly a big loop with some curves through some tunnels, but again, the traffic, including a couple Bomb Karts makes it tricky, although this may be the most mildly dangerous one. Since no unlockable Character has a Secret Staff Ghost, the Ghost on this track is Koopa with Paratroopa in tow riding the Koopa Dasher in 1:31:458. It does return in DS however with Toad in the Mushmellow driving a  1:30:600.

From the Bridge we move on to the City, which is the only Highway Track to ever be in the Star Cup. It's actually pretty similar in construction to Toad's Turnpike, tho the overpass is a bit longer and there are multiple paths to take, although only the Secret Cut-Through Route is the smart one. It's also the only course that's featured in another course as Double Dash's Rainbow Road takes place in the skies above this City. For the Secret Staff Ghost, Paratroopa switches places with Koopa but stays in the Koopa Dasher with a time of 1:50:663. Again, the traffic here really isn't terrible to deal with (except for the Final On-Ramp) and the turns aren't really awful. If you drive on the edge of the wall you can avoid most of the Bigger Vehicles, I think you can go for Speed on this one, using something like the Piranha Pipes.

DS:

Shroom Ridge exists on the outskirts of Mushroom City and definitely contains the most complex course layout of the Highway Tracks. It has some brutal turns as well as oncoming traffic for the first time. The cars drive on the left-hand side, coming straight at the Player, in prior installments the Drivers always went with the flow. There is also a deadly drop-off for the first time. See, the gimmick of Highway Tracks used to only be that there were other Vehicles on the road. Shroom Ridge would be a fairly dangerous difficult track on its own (although maybe not concluding the Flower Cup), but the added Traffic makes it even tougher. You need to be able to react very fast here, so someone with expert Handling and Acceleration is key. Yoshi in the Egg 1 sounds good. The Ghost here is Toad in the Mushmellow again at 2:05:123.

Wii:

Half-Ridge...Half-City
Moonview Highway is really interesting. It's actually simply a big mash-up of Mushroom City and Shroom Ridge, with even a bit of Mushroom Bridge in there for good measure. Still, it's the only Highway Track in the Special Cup and it deserves to be there as one of the most difficult tracks in the game. There are huge cars and trucks that come barreling down the road, the most tricky parts are the blind turns that spell instant doom. There are also Vehicles that will actually swerve and change direction on the straightaways, meaning you go down one path to try to avoid something and it instead veers straight at you. If you're real sloppy you'll also fall off that bridge into the Unforgiving Abyss Below. There are two keys to this course: 1) Stay either in the middle of the road across the dividing lines where Cars are less likely to cross or on the left-hand side where you'll at least be going with traffic and 2) Hit the Double-X Boost while in the city. There are a series of boosts that go from left to right then right to left, do it while avoiding traffic and you'll get far ahead. Finally, there are Bomb Karts but no Mushroom Karts. Unfair.

Funky in the Spear is really good here although it's a bit uncontrollable and too slow to accelerate for effective Grand Prix Play. I prefer Daisy in the Mach Bike or Dolphin Dasher. The Staff Ghost is Peach, who has some Association with this track, there being a Giant Picture of her in Downtown and all. She's just a City Nightlife kind of Girl. She does a 02:16.802 in the Standard Kart M and then the Expert goes 02:04.163 in the Mach Bike.

Monday, August 15, 2011

Desert Tracks

History:

There are many tracks in the vast Dry Dry Desert located in the Southeast of the Mushroom Kingdom, often similarly linked but owned by no single individual. Navigating the desert was extremely dangerous before the construction of an intricate railway system by Eduard Simpson in 1894. He named his train the K64 and it still runs to the Desert and Back and remains the major mode of transportation into the wastelands. Since the Mushroom Government eventually regulated the Rail Industry Toad was able to build the Kalimari Desert Track around an early loop by the K64. Over the years, though, it fell into Shy Guy hands as the influence of the K64 waned and the Shy Guys crept through the region. Also located in the Kalimari Desert is the Sunset Wilds, which is another public Track.

As more of the Dry Dry Desert was explored in the early 20th Century the Mushroom People discovered a vast lost civilisation. Naturally they were up for converting most of the beautiful ruins into Race Courses. It's just that popular. While maintaining its holdings in the Kalimari Desert, the Mushroom Government put vast stretches of the Dry Dry Desert up for Auction. Yoshi, using some winnings he had gathered from adventuring with Mario purchased a section of land that would eventually become the course known as Yoshi Desert. He also purchased a wide section around some quicksand that he would eventually give to Birdo as well as the rights for an intricate Temple System that would eventually become the Dry Dry Ruins track.

Deeper in the Desert is a track known as Desert Hills. It was first owned by Yoshi as part of the initial Desert Tracks Deal, but he was forced to sell it to Waluigi, possibly under infelicitous circumstances. As Waluigi was attempting to make it a signature track for the Waluigi Grand Prix, which never got off the ground, he upset the Angry Sun, who drove him out with a bombardment of Fire Snakes. The track fell into the temporary care of ROB before it became inhospitable to all by Dry Bones, who the Angry Sun had no real problem with.

Past the point where the K64 runs the Desert gets even more rugged. Beyond the Layer-Cake lay an enormous Dead Sea between the canyons, where Shy Guy Pirates and Dry Bones duke it out for supremacy. Morton Koopa Jr., being familiar with the desert environs sought to make his own personal track here after he was selected for the 2014 Grand Prix. It's one of the most inhospitable of regions, though, and when other tracks are full of ghosts or outer space, that's saying something.

64:

MK64 was the first to feature a Desert Track, but every game since then has followed suit, except for 7, where this course is merely re-made. The Kalimari Desert came at the end of the Mushroom Cup, a trend that only Double Dash continued. It's clearly based on the American Southwest rather than the Egyptian theme of some of the other tracks. It also doesn't have a whole lot that other Desert Tracks have repeated, although its train is distinctive enough to appear again in Paper Mario. It's pretty simple besides the occasional Train Crossing. Good characters are Toad or Peach, characters who can take advantage of some of the lean straightaways, although good Brakes are also important here.

This course returns in Mario Kart 7 where it leads off the Leaf Cup. MK64 courses lead off three of the four Retro Cups and this one has some significant changes. To utilize new Air Travel possibilities there are a few ramps where Drivers can fly over large sections of the track.  The Ghost here is Shy Guy, providing some kind of Desert Connection, possibly a reference to the Native American Shy Guys from Super Circuit. The Normal uses the Cact-X, Wood Wheels, and Swoop Glider in 02:01.932. The Expert goes 01:48.707 in the Bolt Buggy, Red Monster, and Ghastly Glider. There is no water here to worry about here, so sticking with just fast land Wheels and Gliders is key - something like Gold Wheels on the B Dasher with a Swoop Glider works great.

Super Circuit:

Sunset Wilds from the Lightning Cup is a really interesting track, there hasn't been another like it since. It is the only Mario Kart Track which features a noticeable time change, shifting from Sunset to Night by the third lap. It also features ancillary characters that interact with the Racers - Native American Shy Guys who pounce on a Driver if they disturb their Tee Pee. I guess I would do that too. Perhaps a commentary on the plight of the American Indian? I hope so. There are also inexplicable Dinosaur Tracks throughout the land, possibly leftover from some Giant Beast who once prowled those lands

Super Circuit also featured the first Egyptian Desert Course, and this one would have more influence over Future Desert Tracks than either Kalimari or Sunset Wilds. Yoshi Desert began the Association between Yoshi and Deserts as well as the Egyptian Motif. It also has Piranha Plants that will swallow wayward drivers, seen again in Double Dash's Dry Dry Desert, and a Giant Yoshi Sphinx, seen again in Wii's Dry Dry Ruins. It also has some Oases, later seen in DS' Desert Hills. It's interesting that it took this long for the template to really be set. It's also interesting that none of these tracks have ever been in a Retro Cup. Both these courses are very twisty and dangerous, I'd suggest racing with someone who has some kind of handling. This is the only Desert Track ever to be in the Star Cup.

Double Dash:

Double Dash returned the desert track as the Mushroom Cup Closer and this one is named after the Desert it's located in, Dry Dry Desert. There are plenty of Obelisks and Pokeys for the first time, which would reappear in every other Desert Track to come. There is also a terrible Sand Tornado which whips up Drivers, slowing them down immeasurably. Racers will avoid the Tornado only to find themselves on the edge of the Pit of Carkoon with a hungry Piranha Sarlacc in the middle. There are some very hill sections here on a long straightaway, meaning that if you're Kart isn't bouncing around it's a good time to catch up or get ahead. Try the Pipes or one of the Toad Karts for the best results. Double Dash also had a store of Secret Staff Ghosts. Continuing the Yoshi Association with Desert Tracks, the Ghost here is Birdo driving with Yoshi in tow, in the Turbo Yoshi with a time of 1:50:755.

DS:

The DS Flower Cup opens with Desert Hills, which is the only Desert Track to ever be in the Flower Cup, as well as the first opener that wasn't a Mushroom Track or a Mario Circuit since SMK. It's also more or less a simple loop unlike the twisted Super Circuit renditions. There are some nice wide straightaways as well as some gentle turns that aren't difficult for anyone with decent handling. Since you're looking for Handling and Speed I might bet on Luigi, ROB, Waluigi or Yoshi (most of whom actually have some ties to this track). Use their best rides.

Desert Hills is a strange track by association. Yoshi is busy with Yoshi Falls and without any other really appropriate Driver available the Ghost is ROB in the ROB-LGS with a time of 1:31:262 . This is the only Desert Track to ever get a remake, and the Wii Ghost is Dry Bone. The Normal Staff Ghost goes 02:10.233 in the Standard Bike S and the Expert does a  01:52.686 in the Tiny Titan. The Wii Version is also full of Waluigi Grand Prix signs for some reason as well a really pissed off Sun.

Wii:

By comparison this track seems so innocent leading off the Special Cup for the first time. Instead, this track is secretly insane. Besides the giant statues crumbling around you, there are some thread-the-needle Offroad Shortcuts, some inescapable sand, 90° Temple Turns and plenty of Pokeys and Bats to knock you around or at least ruin that final jump. There are tons of Wii courses whose maps look very friendly, indeed this is a simple loop, but full of so many obstacles as well as altitude changes, wide, slippery sandy track material and danger everywhere that it belongs in the Special Cup. Just think when you finish it gets tougher from there.


The Ghost here is back to Yoshi. The Normal goes a 02:30.949 in his signature Classic Dragster, while the Expert blasts off a 02:14.286 in the Nitrocycle. I had a tough time balancing the need for speed on this course with the obvious handling issues. I've actually had some luck with Daisy in the Dolphin Dasher, that'd be my recommendation.

8:

Bone-Dry Dunes is a callback to more a Kalimari / Sunset Wilds kind of craggy desert rather than the Egyptian-themed ruins that more modern games have featured. It's all shaded in a deep orange ochre with swirling vortexes of sand making tornadoes and rivers that can gobble racers up. There's a bit of a heady Mid-Eastern vibe here, too, possibly reminiscent of Shy Guy Bazaar with its caravans, tents, and craggily structures. It's possible to bypass anti-gravity sections entirely here, which is rare, so that could impact your Wheel selection. There is no water but a short air portion, along with some truly brutal turns towards the end of the track. The bone theme is apparent here, with Dry Bones who won't really upset your Kart but surely slow you down, along with Bone Piranha Plants, will mess you up completely.

The Staff Ghost here is Morton Koopa Jr., who uses the Tri-Speeder, Monster Tires, and Super Glider in 2:13.391. That's actually one of the better combos to handle both Speed and Traction, which is necessary in this awfully sandy course. Morton himself also has one of the higher base speeds. The handling will be completely wretched, though. You can pair the Monster Tires with something like the Standard ATV to maintain traction without losing speed or the Pipe Frame, which will lose a little bit of traction but gain handling without losing speed. Good luck, grasshopper.

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.