Showing posts with label Super Mario Kart. Show all posts
Showing posts with label Super Mario Kart. Show all posts

Wednesday, December 15, 2021

Rainbow Road


One of the most prominent and well-beloved features of the Mario Kart series is its iconic standard final level, a long, looping course made of solid light set out in space. This level has seen many different renditions over the years, and has effectively become a permanent, irremovable part of the series.

There has been a Rainbow Road stage set in Smash already, though it is specifically based on Mario Kart 7’s layout, arguably one of the best versions. Since this would represent the entire concept, that may be too single-game-focused. A more generic amalgam of the different levels that is still a touring stage could work, or it could even function as the “Final Destination” of the roster. There are several ways you could go here.

Potential theme: https://www.youtube.com/watch?v=rrx0XWPOplM

Tuesday, December 7, 2021

Donut Plains


The original Super Mario Kart was a different beast from its later sequels, not being in 3D, meaning it had to use unique camera tricks to give the illusion of three dimensions.

As a stage, Donut Plains will be the Mario series’ answer to F-Zero’s Smash for 3DS Mute City stage. Two platforms will fly along the course as 16-bit racers zipped by below, occasionally acting as their own platforms for the fighters to stand on.

Potential theme: https://www.youtube.com/watch?v=YL9J3qq3n4g

Saturday, November 20, 2021

Mario Kart


Super Mario World a success, the Mario franchise continues to expand, pumping out more and more games in as many different genres as you can imagine. One that proves to be insanely popular is Mario’s foray into racing games, as, in 1992, Super Mario Kart is released to the world.

Mario Kart has since proven to be one of the Mario series’ most profitable secondary line of games. Though starting with merely Mario, Luigi, Princess Peach, Toad, Bowser, Yoshi, Donkey Kong Jr., and Koopa Troopa, the series has seen nearly every major character in the series get behind the wheel and make a mad dash for the finish line.

In game, Mario Kart will be one of the fastest character in the game, its speed being its highest priority in terms of stats. Mario, Luigi, Princess Peach, Toad, Yoshi, Donkey Kong, Wario, and Bowser will make up the color swaps, all riding around in the pipe frame carts seen in Mario Kart 64. Their moves will pull from the items familiar to the series, from shells in red, green, and blue to boosting mushrooms and banana peels and super stars.

Likelihood rating: Probably not

Saturday, November 28, 2020

Super Mario Kart

 SUPER MARIO KART


Alright, now, with all the RPGs behind us, let us head on into the next section we'll be covering: the sports games, starting with the most well-known branch, the Mario Kart games. This section with covered all main eight games in the Kart series, so not including the Arcade games, Tour, or Home Circuit (not yet, at least). It will also only cover the Wii U version of Mario Kart 8, as deluxe versions and re-releases will be covered at a later date.

Super Mario Kart was released in 1992 for the SNES. I call it the awkward first attempt before the series really nailed down what it was with Mario Kart 64. Obviously, for its time, it has somewhat awkward 2D graphics and filled with a number of elements most familiar with Mario Kart games would find a bit strange to say the least. That said, its still a fun game and an obviously important part of history to remember.


Now, we have talked a bit before about how I'll be largely putting character sheet revisions aside from here on out, and this is why. The Mario Kart games, and most games from here on out, are not really about what the individual characters can do. It's about a fun-filled experience using a specific mechanic and style of gameplay, with the character's faces slapped on mainly so we're not playing as a bunch of faceless generic blobs. I will make mention here and there if there is something specific to any character to make note of, like special moves and such, but most of those are based on things we've already seen as it is. So, really, we're not going to be making movesets for the characters this time. We will instead (as most of you probably figured from my Diddy Kong Racing post) be making a moveset for a Mario Kart character, the gimmick rep if you will.

So, anyway, our playable racers for this game are Mario, Luigi, Princess Peach, Yoshi, Bowser, Donkey Kong Jr., Toad, and Koopa. You may notice that this differs a bit from what is considered the standard "Main Eight" of Mario Kart, but considering Wario's first appearance did not happen until two months later, and the Donkey Kong as we now know him did not really exist until two years later (being really just a big dumb boss monkey before and never even playable), Koopa and Donkey Kong Jr. are understandable alternatives here. All play largely the same, with the exception of different weight classes, so there's not much need to focus on the individuals.


The Kart mechanic on its own, however, has a number of abilities. Obviously it would move around like a car, but with various jumps and turns one can pull off, and the fact that the driver's arms are typically free, I see no reason one couldn't form a reasonable frame of movement from that, if maybe a little faster than many are comfortable with. As for moves, the items a driver can pick up in the game offer up much we can work with. This game in particular gives us Banana Peels to use basically as oil slicks, Green Shells as projectiles, Red Shells as heat-seeking projectiles, Feathers that let you pull off even higher jumps, Mushrooms that give you a boost, Stars that make you invulnerable to damage, Ghosts that turn you intangible and steal items for you, Coins, Lightning that shrinks the user's opponents, and Eggs, Fireballs, and Poison Mushrooms that can only be used by Yoshi, Bowser, Peach, and Toad if controlled by CPUs.

A few other characters appear, such as Lakitus, Monty Moles, Bullet Bills, Thwomps, Piranha Plants, and Cheep Cheeps, but most of them only act as stage hazards, while Lakitu acts as the referee who starts the race and the rescue squad if you fall into a hazard.


As for stages, rather than the expected Mario Kart setup of sixteen unique tracks spread out in four groups of four as cups, this game instead has five tracks per cup and most are different tracks with eight general biomes familiar to Mario fans at the time. These include Mario Circuit, a generic Mario-style track similar to what most expect as the first track of every game; Donut Plains, a more wild area with dirt tracks and grassy sides; Ghost Valley, a boardwalk haunted by Boos; Bowser's Castle, a lava-filled stage with castle cobblestones for track; Choco Island, a tasty-looking desert track with lots of dust; Koopa Beach, a beach track surrounded by water; Vanilla Lake, an icy snowland; and Rainbow Road, the rainbow-paved track set in space widely accepted as the standard final track of every game.

Here's what we've got so far:


Characters:

Mario Kart: drive, brake, jump, turn, skid, etc., Banana Peel, Green Shell, Red Shell, Feather, Mushroom, Star, Ghost, Coin, Lightning, Egg, Fireball, Poison Mushroom

Mario

Luigi

Peach

Yoshi

Bowser

Donkey Kong Jr.

Toad

Koopa

Lakitu

Boo

Piranha Plant

Cheep Cheep

Monty Mole

Thwomp


Stages:

Mario Circuit

Donut Plains

Ghost Valley

Bowser's Castle

Choco Island

Koopa Beach

Vanilla Lake

Rainbow Road


Thanks for reading! Next up, we tackle Mario Kart 64.