Tuesday, August 30, 2011

Cloud Tracks

History:

The Sky Garden course is one of the very few in Sarasaland, homeland of Princess Daisy. It floats on the skies high above the Capitol Kingdom of Chai. Using some of the Kingdom's own magical essence and the tall vines in the Kingdom the track is supported on the very clouds themselves. Its dangerous access and expensive upkeep led to no other tracks developing up here although this course has returned on a few subsequent Grand Prix under the administration of Daisy.

The blueprints of stable cloud and vine racing technology was eventually adapted in another location, off the Western Coast of the Dark Land, officially in neutral territory, but filled with many of Lord Bowser's Airships. Bowser and Baby Rosalina made a landmark deal to decommission a small portion of his fleet in the interests of the race course. It was one of Baby Rosalina's first moves upon entering the current timestream, and evidently Bowser held her Galactic Authority in high regard despite his attempts to upset her older counterpart.

Super Circuit:

This is the Second Track in the Lightning Cup, which appears only in Super Circuit. It's a bit difficult, almost Rainbow Road-esque with its lack of borders, although the course is wide enough with some cloudy Offroad meridians that slow Racers down. There are also plenty of boosts to avoid some close portions of track. It is basically a simple loop with a handful of tight turns. Control is very important here around the edges so someone like Peach or Yoshi would be valuable. In Grand Prix someone a bit heavier like Kong or Wario might be useful in order to avoid being knocked around.

This track returned in DS where the Staff Ghost is Daisy on one of her random appearances in this game. She utilises the Power Flower in 1:44:400. There is also a Luigi Blimp floating around, which suggests that it might be in the Mushroom Kingdom, but more likely it's Luigi staking his claim on Daisy's territory.

8:

It's great to see such the amalgamation here of two of Mario Kart's more bizarre courses - Super Circuit's Sky Garden and DS's Airship Fortress. Cloudtop Cruise has four major sections: Some curves on solid clouds, a brief overlay on to the deck of one of Bowser's Airships, an anti-grav section on a metal track inside of an active thunderstorm, and finally across a gargantuan vine growing out of a ? Box. It's pretty diverse but thematically sound. There aren't even a ton of spots to fall off of, unless you botch one of the two air jumps sandwiching the thundercloud or botch the supple slope of the vine.

The Staff Ghost is Baby Rosalina, in perhaps a nod to her other worldly or heavenly nature among the clouds. She uses the Biddybuggy, Standard Tires, and Super Glider, which means her speed is ridiculously low but she can handle like a dream. Handling isn't completely necessary here, the only really difficult turns would be on the Airship deck. Go with something crazy fast like the Mach 8 and Slick Tires and then adjust your handling needs by the Driver's weight class. All you need to beat is 2:26.347.

Monday, August 29, 2011

Bowser Jr.

History:

Bowser has sired children all over the Koopa Kingdom, very rarely with the same mother. He adores all his children however, and collectively the first seven, all born in the early-to-mid 80s are collectively known as the Koopalings. All of these youngsters, however, were generally spoiled, retarded, eccentric, lazy or generally just not how Bowser pictured his heir. Soon after the first Grand Prix though, Bowser sired an eighth child. Not seeking to see this one grow up spoiled and lazy in the castle, Bowser made him live on the Northern Fringes of Dark Land under the watch of the Silent Shy Guy Army and the ever-presence of Kamek, Bowser's most loyal Magician and Major Domo. Bowser Jr. grew to be ruthless and almost as adept at magic as his old man. When the time came on this Tenth Birthday, they struck against Mario together, with Bowser Jr. leading the charge. They failed but afterwards seeing his son coming in to his own, Bowser invited him into the Castle, eventually giving him the entire East Wing, or what remained of the Course from the 1997 Grand Prix.

Since then Bowser Jr. has always been at his father's side, although his influence has been largely laughable. He doesn't own any tracks wholly by himself, nor does he have much capital or political power to throw around. As long as Bowser lives, he will always exist in his shadow, but due to his Father's negligence for the first Decade of his life Bowser Jr. is always seeking to prove himself, creating one of Bowser's Most Loyal Servants. In his own twisted way Bowser created one of the more dangerous Weapons in his Army in his own son.

Double Dash:

After Bowser Jr. first appeared in Super Mario Sunshine he showed up here in Double Dash as a default partner for Bowser. It's interesting that although Bowser Jr. is certainly just a miniature version of Bowser, unlike Baby Mario or Baby Luigi he is a distinct Character, not just a baby version (although that exists as well). In fact, Bowser Jr. has much more in common than Baby Mario does with Mario. He is basically the Lightweight version of Bowser (as Diddy is to Donkey Kong). The major character distinction in Double Dash are only weight classes and Special Items. Differences in racing comes mostly from Karts, each character having his or her own Signature Ride.

Bowser Jr. drives the Bullet Blaster, which in general is awful. It acts very much like a Heavy Kart although it is in fact the Lightest Kart in the game, meaning it's going to get trashed. It has one of the highest Top Speeds at 58 mph, and as the 12th fastest Accelerating Kart it actually is the fastest to reach this speed, although only the Barrel Train accelerates slower among Light Karts. Despite this it has the worst Offroad, turn speed and shocks of any Light Kart, and is one of the worst overall in all these areas. I've never found a lot of use for this, but its decent Acceleration and excellent Speed should count for something even though it's severely lacking in every other area.

Bowser Jr. is one of three pairs to have the same item but exist in a different Weight Class (the others being Diddy and Donkey as well as Wario and Waluigi), which can be useful. His Item is the Bowser Shell, which shoots out just as large as his Father's. It's a dangerous Item to use. It's best on straightaways where it will decimate anyone ahead, but against a wall or on a curve there's a supremely good chance it will bounce back and hit you. It's also very effective when shot backwards, meaning it's a bit better to get while near the lead. It is avoidable though if misplaced, something like the Koopas' Triple Shells can be a bit more efficient.

Bowser Jr. is also the only character in the game not to have a personal track where he takes the lead during the Secret Staff Ghosts in Time Trials. He does ride behind Bowser on Bowser Castle though. Using the Koopa King they whip up a time of 2:44:690.

Wii:

In Wii, each Driver was separated into three different Size Classes and within those classes had access to Six Bikes and Six Karts, each with its own set of specific Stats. In addition, each Character added his or her own Bonuses to each Stat, creating a wide array of different possible Racing Styles. Bowser Jr., along with Diddy Kong, moved from a Lightweight to a Middle Class driver. He also has one of the poorest sets of Bonuses in the game, making him pretty useless. He gets +3 Mini Turbo that is met or beaten by Daisy, Diddy and Birdo in his Size Class as well as a +3 Offroad that is met or beaten by Birdo and Yoshi. Since Birdo gets superior Bonuses in the same categories as well as a +3 Weight Bonus she's basically a better version of Bowser Jr., meaning there is no reason to use him ever. Here are Bowser Jr.'s Specific Stats:


Bowser Jr. doesn't have any Karts explicitly associated with him. The closest may be the Super Blooper which changes to a different colour only when he rides it, or the Zip Zip, which has Stats similar to the Phantom, which is associated with Dry Bowser (I know, that might be stretching it, folks). Both of these Vehicles actually do well with his meager Bonuses. Other than that, he can succeed in the Dolphin Dasher, but in general he should just be avoided.

Bowser Jr. only appears as a Staff Ghost on one track in this game, but it's the Final Track, so that's something significant. He rides the Standard Kart M on the Retro N64 Bowser's Castle in 03:19.323. The Expert switches to the Sneakster and goes 02:55.933. Bowser Jr.'s logo also appears on Moonview Highway for some reason, although he doesn't really seem to have any connection with that track.

Cheese Land

History:

After he forcibly started advancing Koopa Kingdom technology in the late 90s, Lord Bowser developed Space Travel through the use of Dark Magic and a very focused use of resources. He first landed on the Mushroom World's Moon, which he found to be made entirely of Yellow Cheese. With a new Grand Prix looming he obviously saw an opportune moment to create the first track outside of the Mushroom World besides the Rainbow Road. He dubbed his new conquest Cheese Land, and despite its effectiveness as a course, the long journey and little popularity among racers or spectators caused Bowser to abandon it soon after the 2001 Cup. No one has claimed anything on the Moon since.

Super Circuit:

Cheese Land is a bizarre track that only appears in the Flower Cup in Super Circuit. The path seems to be all Cheese surrounded by some...staler browner cheese that slows Karts down. There are some moldy twists and gentle turns and one big jump over a portion of the course. Based on the fact that there is an Earth-like planet in the sky on this course as well as the notion that the Moon generally appears yellow (see Moonview Highway) has driven me to the idea that this place is on the Moon. Of course there are places like Cheese Bridge but there is no cheese there. This track has not returned since Super Circuit, nor has there ever been another incarnation of it. That's probably a good thing.