Wednesday, August 22, 2012

Nintendo GameCube

History:

No Racer knew what the significance of constructing the GameCube was, but all felt innately compelled to pitch in. It became a joint production of every Racer, unprecedented in the history of the games. Everyone knew this meant something, but none could exactly figure out what. The Giant Cube was placed high in the sky above the Mushroom World, in orbit so that no individual country could claim it as their own.

Double Dash:

This is one of the best Stages in Double Dash because it's relentless. It's open and confined at the same time, leading to the kind of chaos that is necessary for a good Battle. It's especially suited for Bob-omb Battles, where the bombs can fly and cause massive destruction. It is fenced in, meaning that there's no danger of falling off. It's also level, without even a tilt. With reason, this stage hasn't returned, tho the DS Course in DS was certainly based on the same self-glorifying principle.

Tilt-A-Kart

History:

Mario's Ego knows no bounds in the Mushroom Kingdom. During the 2003 Games this came to a head when he forced in a sixth stage, the most Original Stages for any installment. What drew even greater ire from the many other participants was that Mario modeled the stage after himself. He also made it one of the most difficult Battle Stages, with no guardrail as well as a wobbling, tilting structure. While he constructed it floating in the Mushroom Kingdom, he eventually sold it off to the Gearmos of the Toy Time Galaxy, where it orbits to this day.

Double Dash:

The course is deadly, moreso from the inability to achieve any meaningful combat and the increase probability of screwing up and falling off. No Item stays in place for long, making it difficult to lay traps. Much greater effort should be made towards keeping your Kart near the middle of the course instead of driving wildly all over the place. This of course, will be interrupted by those who seek to destroy you. There are some starting ramps that cannot be reached again after the Battle begins.

Haunted Mansion Stages

History:

The Boo Woods were once one of the most wealthy sections of the Mushroom Kingdom, filled with lakes, docks, and mansions. It was a heavy wine producing region as well as a tourist destination. As the Woods fell into disarray though, they were abandoned as the Boos, the Restless Souls of the Deceased Inhabitants, took over. After a long period of deception, Luigi came to acquire one of these mansions .Having no real use for the mansion, Luigi thought it easiest to convert it to a Battle Course, and later, a Race Track.

Another Battle Course was converted out of the Twilight House, a large mansion hovering over the Void that surrounds parts of the Twilight Trail, located in the region around Rogueport in an isolated Reach of the Mushroom Kingdom. Dry Bones took charge of the course, although it was clear he was merely acting as a conduit to Bowser's interests in the region controlled mostly by other evil rivals.


Double Dash:

Luigi's Mansion is similar to Double Deck from 64 with its different levels and ability to drop off the third floor back to the starting area. It's a pretty decent stage with some tricky winding hallways and some nefarious corridors on the bottom level. The Central Ballroom also tends to be a Death Zone, where people can lay traps for those careening off the Top Level with little idea of where they're headed.

DS:

The Twilight House appears in DS, which we paired with the equally creepy Dry Bones who made his debut in that game. It's aesthetically similar to Luigi's Mansion, but lacks the different levels and wide spaces. It's a tough course because of the many right turns and isolated rooms, which makes running into other drivers sudden and painful. The time spent in between these terrifying moments, though, is rough.


This course returned in Wii with some minor adjustments. The influx of racers in Wii makes it a crowded track and it's easy to accidentally crash into a Banana or Fake Item Box. There is no real difference between the open areas and the indoor areas. There are lots of dastardly spots to place items and shells zipping around can get nasty real fast. Still, it can be a difficult arena to seek out and target Racers because so much can interrupt a hunt while the prey zips two rooms over.