Post by james on Jul 19, 2006 16:50:27 GMT
The Comprehensive Mario Kart DS
Track Guide V0.5
By LordWyrven
Hello all, and welcome to my comprehensive Mario Kart DS (MKDS) track guide! I wrote this guide because I was bored during the holidays (Aust) and needed something to do seeing as my computer’s graphics card is away being fixed, also thought we needed one.
I will be starting with the Nitro Grand Prix Mushroom and Flower cups and then update with Star and Special. If I get a good reaction I will write the Retro Grand Prix into this guide. I will provide a rundown of the track, the highlights, tips my own opinion and if it is available on WiFi. So, without further ado, lets get racing with Figure 8 Circuit!
Figure 8 Circuit
Cup=Mushroom (1)
WiFi=Yes
Rundown=This is probably the simplest track in the entire game save Baby Park, so there really isn’t much to say. It’s a Figure 8 loop of track with a bridge over the crossroads; there are 2 places you can pick up an item at the beginning of each 180 bend.
Tips=Being the 2nd simplest track in the game means there isn’t much you can do to improve your chances of winning. My only advice is not to be fooled into thinking multiple drift boosts on the bends is faster, it’s not. If you wish to practice snaking however, this track is probably the best place for it.
End opinion=Yawn! This is the most boring track in the game for crying out loud, and the end opinion isn’t a very good one. Once you’ve completed the cups use this track only as snaking practice if you’re into that kind of thing (I hold a neutral view).
User opinion=
Yoshi Falls
Cup=Mushroom (2)
WiFi=Yes
Rundown=This track is shaped like an oval with a bashed out corner. It has a connected upper and lower level with several full span boost pads on the upper level. 3 waterfalls also make-up part of the lower level, you can cross the first and the last but not the middle one; even if you have a mushroom or 3. An item can be picked up on the first 2 bridges and in the third waterfall.
Tips=Hitting the boost pads doesn’t actually make you go any further than the Karts on the lower track, but if you are in a heavier Kart you may want to keep to them, encase you get hit.
End opinion=Not the sharpest knife in the Mushroom cup box that’s for sure! It still however, is a good track to pick if you want a quick and non-boring race. It is also a good track to practice on; I’ve seen it come up in WiFi racing with alarming regularity.
User opinion=
Cheep Cheep Beach
Cup=Mushroom (3)
WiFi=Yes
Rundown=This medium length track has a hard turn after the start followed by a boost pad jump, a long gentle turn to the right (left for Mirror Mode) before another boost pad jump. This puts you onto a series of bends; a pair of jumps over 2 small streams, before finishing with a short trek through the jungle to the line.
Tips=If the tide is out, cut through the revealed land, and avoid those conventional jumps (if you happen to have a mushroom handy then you can cut through the water anyway)! Again, it’s faster to keep drift boosting round the large bend than do multiple drift boosts, beware the water also! Get stuck in it and it’ll act like tar and be very hard to get out of.
End Opinion=Short but fun. It’s fairly easy to snake because you can hold your drift boost through the water for a short time before you stop. Probably the best D/L play track apart from Luigi’s Mansion.
User opinion=
Luigi’s Mansion
Cup=Mushroom (4)
WiFi=Yes
Rundown=This track begins with a series of turns followed by a short jaunt through the mansion, its graveyard (the Boos are just for effect, they can’t do anything) before opening onto a sea of shallow mud (causes your Kart to slide a bit) filled with a few islands and a couple of moving plants (I like to call them Trifids) before a long bend to the line. You can pick up an item before you enter the Manor, as you exit the Manor and in the swamp of mud.
Tips=Don’t try to cut corners; you will really pay for it! Also, when in the swamp, drift boost slide from island to island and release “R” when your wheels get a grip on one for maximum speed and distance, don’t worry too much about the Trifids, they won’t hurt you, just get in your way.
End opinion=A great fun track that really starts to explore more than a tarmac loop, probably the best D/L play track. It does however; start to be outclassed as you unlock the Star and Special cups.
User opinion=
Desert Hills
Cup=Flower (1)
WiFi=Yes
Rundown=The track begins with a long turn followed by a hairpin and right angle turn onto a long wide straight with a couple of Pokies spread about it (they move and hitting them will result in loss of your current weapon), before a series of 4 banking hairpins ending in a hard 90 turn before the line. Items can be picked up on the long curve, the long wide straight and the outside of each hairpin.
Tips=With a mushroom you can cut the right angle turn by going behind the Aztec Pyramid. A mushroom can also be used to cut the hairpin bends, but I suggest a triple or royal mushroom because you’re liable to cut about 1 and-a-half hairpins with one mushroom.
End opinion=It’s a nice medium length track that shows a snapshot of what is to come and makes a good place to start a vs. tournament. Snaking is not recommended other than on the straight or you run the risk of sliding off the track and grinding to a halt.
User opinion=
Delfino Square
Cup=Flower (2)
WiFi=Yes
Rundown=This urban race begins with a straight running onto a track with a blocked off roundabout in the centre! Go round the only way available and you’ll find yourself in an alleyway leading that makes 2 sharp right angle turns before coming into a large bend after which the track splits in 2 before they meet again a few seconds later at the bridge leading to the docks. A right angle turn then follows, after which there is a long gentle turn ended by a massive drawbridge covered with boost pads (watch for ‘nanas)! A linear 2-bend cutting through a park to the line finishes the track. Items can be picked up after the roundabout, just before the drawbridge and at the docks before the right angle turn (see tips).
Tips=A shortcut near the right angle turn at the docks allows you to cut ahead of your opponents, a mushroom is necessary otherwise you’ll stick like a magnet to iron. Be prepared to hit the brakes though, or you’ll end up in the water! A item may also be picked up at the same place by turning and dr0pping onto the wooden pier below the track. The pier will automatically return you to the track if you follow it (in the right direction)!
End opinion=This track has a very “Le Mans” feel to it, it’s probably down to the cheering Delfinians but whatever the cause, this is a great, if slightly short track that would be best played in the middle of a tournament. It can also hold its own against most of the later tracks and is great on vs. or WiFi. This is definitely a timeless track and is well set to become a classic.
User opinion=
Waluigi Pinball
Cup=Flower (3)
WiFi=No
Rundown=Mayhem! This track begins with a drive straight into a giant pinball launcher! It dr0ps you onto a large wide 2-lane hairpin with the outer lane covered with boost pads, after which you proceed onto a large 90 turn, a 180 hairpin and finally another 90 turn, this part of the track is notorious for giant pinballs which come, 1 at a time, around these bends before dr0pping into a hole underneath the next boost pad jump. After crossing the jump you travel along a large downward corkscrew of track opening onto a pair of 90 turns (in the same direction) before entering the pinball table itself! The table is rather dangerous after the first lap because of all the balls bouncing around, but there are no linear routes here; just get to the chute between the flippers. The track finishes with another pair of 90 turns before the line. You can pick up an item on the first turn as you exit the launcher, on the corkscrew, the middle of the pinball table and inside the ring of spinning cylinders also on the pinball table.
Tips=Watch for the balls, they move in rather unpredictable ways, hit one and “bang!” no more weapon. Hitting the boost pads on the first turn doesn’t do much good either, propelling you slightly ahead of the pack at best. Finally, if you’re well ahead, it is advisable to take a safer route through the pinball table than across the middle, especially if it’s the last lap.
End opinion= A great track with lots of action and obstacles while still playing like a racetrack and not a “dodge the obstacles” game. One may think the track is totally original but it is actually not, it actually bears resemblance to DK Mountain for the GCN (the launcher, the balls rolling after you). This tracks only shortcoming is that it can’t be played WiFi, which is strange seeing as people have hacked the track to play as such with no problems. Good as the “Big Bang” to finish a tournament off (only a Multi-Card tournament obviously).
User opinion=
Shroom Ridge
Cup=Mushroom (4)
WiFi=No
Rundown=The race begins with a large hairpin bend followed by 2 more, the track is fairly wide but keep your wits about you! The traffic is notorious! The last hairpin will open up onto a straight next to a field, followed by 2 90 bends into a tunnel. This tunnel opens out onto the ridge itself; an array of sharp bends and blind corners (this is where the traffic is really dangerous) before a final 90 turn onto the line. You can pick up an item at the first hairpin, at the beginning of the straight and at several other places (see tips).
Tips=Item crates “drive” along the roads as well, driving in the same direction as the traffic and at the same speed, so if your short an item, grab one of these! The field next to the straight can be cut across to the tunnel. Also, be evil, if an opponent is near a car, give them a gentle tap and let the laws of physics do the work (I took out Mario AND Luigi at the same time like this)!
End opinion=This is a great mid tournament track and liable to change the overall standings, and it’s even more in Mirror mode. Its only real failing is it can’t be played on WiFi. It has however, the potential to become a classic like Delfino Square, and is a real die hard if you happen to be playing multi card play with 8 people. Mayhem, glorious mayhem!
User opinion=
DK Pass
Cup=Star (1)
WiFi=Yes
Rundown=This track begins with a covered tunnel leading into a nasty S bend (swing to far out on the corner and you hit a snowman)! Before coming to a pair of wide hairpins (watch for snowballs)! You then dr0p onto a rugged wide snowy track that has a pair of hairpins and a boost jump at the end, after crossing the jump you will be faced with a wide turn with the inside of the corner covered with Snowmen before the line. You can pick up an item in the S bend, the second hairpin, on the rugged track, at the boost jump and on a small shortcut of the second hairpin.
Tips=Those snowballs act like the pinballs in Waluigi Pinball, and they bounce more violently too! You can pick up an item crate and take a shortcut at the same time, by going over the snow mound on the inside of hairpin 2, if you hit the crate you (should) get a triple mushroom or a star, but this is unconfirmed.
End opinion=A track with potential, although it is making the “balls rolling down hill” idea a bit stale. It bears resemblance again, to DK Mountain, but makes a good WiFi alternative to Waluigi Pinball, but isn’t quite as exciting
User opinion=.
Credits (so far):
LordWyrven (Alestan)
Errors, User opinions & Invalid errors/opinions:
Errors:
If you see a mistake in what has been posted, PM me and tell me the error and I will fix it, PM you to tell you that it has been fixed and give you a place in the credits.
User opinions:
If you would like to have your opinion posted underneath the “End opinion” PM me with your opinion and for which track (1 DSP User opinion per track, and justify it). I will PM you if your opinion is successfully edited in a give you a spot in the credits, your name will also appear next to your opinion.
Invalid errors/opinions:
If an error is incorrect or I have already been notified of it OR if a track has already had its opinion spot taken or the opinion is not justified, I shall PM you to tell you so.
Track Guide V0.5
By LordWyrven
Hello all, and welcome to my comprehensive Mario Kart DS (MKDS) track guide! I wrote this guide because I was bored during the holidays (Aust) and needed something to do seeing as my computer’s graphics card is away being fixed, also thought we needed one.
I will be starting with the Nitro Grand Prix Mushroom and Flower cups and then update with Star and Special. If I get a good reaction I will write the Retro Grand Prix into this guide. I will provide a rundown of the track, the highlights, tips my own opinion and if it is available on WiFi. So, without further ado, lets get racing with Figure 8 Circuit!
Figure 8 Circuit
Cup=Mushroom (1)
WiFi=Yes
Rundown=This is probably the simplest track in the entire game save Baby Park, so there really isn’t much to say. It’s a Figure 8 loop of track with a bridge over the crossroads; there are 2 places you can pick up an item at the beginning of each 180 bend.
Tips=Being the 2nd simplest track in the game means there isn’t much you can do to improve your chances of winning. My only advice is not to be fooled into thinking multiple drift boosts on the bends is faster, it’s not. If you wish to practice snaking however, this track is probably the best place for it.
End opinion=Yawn! This is the most boring track in the game for crying out loud, and the end opinion isn’t a very good one. Once you’ve completed the cups use this track only as snaking practice if you’re into that kind of thing (I hold a neutral view).
User opinion=
Yoshi Falls
Cup=Mushroom (2)
WiFi=Yes
Rundown=This track is shaped like an oval with a bashed out corner. It has a connected upper and lower level with several full span boost pads on the upper level. 3 waterfalls also make-up part of the lower level, you can cross the first and the last but not the middle one; even if you have a mushroom or 3. An item can be picked up on the first 2 bridges and in the third waterfall.
Tips=Hitting the boost pads doesn’t actually make you go any further than the Karts on the lower track, but if you are in a heavier Kart you may want to keep to them, encase you get hit.
End opinion=Not the sharpest knife in the Mushroom cup box that’s for sure! It still however, is a good track to pick if you want a quick and non-boring race. It is also a good track to practice on; I’ve seen it come up in WiFi racing with alarming regularity.
User opinion=
Cheep Cheep Beach
Cup=Mushroom (3)
WiFi=Yes
Rundown=This medium length track has a hard turn after the start followed by a boost pad jump, a long gentle turn to the right (left for Mirror Mode) before another boost pad jump. This puts you onto a series of bends; a pair of jumps over 2 small streams, before finishing with a short trek through the jungle to the line.
Tips=If the tide is out, cut through the revealed land, and avoid those conventional jumps (if you happen to have a mushroom handy then you can cut through the water anyway)! Again, it’s faster to keep drift boosting round the large bend than do multiple drift boosts, beware the water also! Get stuck in it and it’ll act like tar and be very hard to get out of.
End Opinion=Short but fun. It’s fairly easy to snake because you can hold your drift boost through the water for a short time before you stop. Probably the best D/L play track apart from Luigi’s Mansion.
User opinion=
Luigi’s Mansion
Cup=Mushroom (4)
WiFi=Yes
Rundown=This track begins with a series of turns followed by a short jaunt through the mansion, its graveyard (the Boos are just for effect, they can’t do anything) before opening onto a sea of shallow mud (causes your Kart to slide a bit) filled with a few islands and a couple of moving plants (I like to call them Trifids) before a long bend to the line. You can pick up an item before you enter the Manor, as you exit the Manor and in the swamp of mud.
Tips=Don’t try to cut corners; you will really pay for it! Also, when in the swamp, drift boost slide from island to island and release “R” when your wheels get a grip on one for maximum speed and distance, don’t worry too much about the Trifids, they won’t hurt you, just get in your way.
End opinion=A great fun track that really starts to explore more than a tarmac loop, probably the best D/L play track. It does however; start to be outclassed as you unlock the Star and Special cups.
User opinion=
Desert Hills
Cup=Flower (1)
WiFi=Yes
Rundown=The track begins with a long turn followed by a hairpin and right angle turn onto a long wide straight with a couple of Pokies spread about it (they move and hitting them will result in loss of your current weapon), before a series of 4 banking hairpins ending in a hard 90 turn before the line. Items can be picked up on the long curve, the long wide straight and the outside of each hairpin.
Tips=With a mushroom you can cut the right angle turn by going behind the Aztec Pyramid. A mushroom can also be used to cut the hairpin bends, but I suggest a triple or royal mushroom because you’re liable to cut about 1 and-a-half hairpins with one mushroom.
End opinion=It’s a nice medium length track that shows a snapshot of what is to come and makes a good place to start a vs. tournament. Snaking is not recommended other than on the straight or you run the risk of sliding off the track and grinding to a halt.
User opinion=
Delfino Square
Cup=Flower (2)
WiFi=Yes
Rundown=This urban race begins with a straight running onto a track with a blocked off roundabout in the centre! Go round the only way available and you’ll find yourself in an alleyway leading that makes 2 sharp right angle turns before coming into a large bend after which the track splits in 2 before they meet again a few seconds later at the bridge leading to the docks. A right angle turn then follows, after which there is a long gentle turn ended by a massive drawbridge covered with boost pads (watch for ‘nanas)! A linear 2-bend cutting through a park to the line finishes the track. Items can be picked up after the roundabout, just before the drawbridge and at the docks before the right angle turn (see tips).
Tips=A shortcut near the right angle turn at the docks allows you to cut ahead of your opponents, a mushroom is necessary otherwise you’ll stick like a magnet to iron. Be prepared to hit the brakes though, or you’ll end up in the water! A item may also be picked up at the same place by turning and dr0pping onto the wooden pier below the track. The pier will automatically return you to the track if you follow it (in the right direction)!
End opinion=This track has a very “Le Mans” feel to it, it’s probably down to the cheering Delfinians but whatever the cause, this is a great, if slightly short track that would be best played in the middle of a tournament. It can also hold its own against most of the later tracks and is great on vs. or WiFi. This is definitely a timeless track and is well set to become a classic.
User opinion=
Waluigi Pinball
Cup=Flower (3)
WiFi=No
Rundown=Mayhem! This track begins with a drive straight into a giant pinball launcher! It dr0ps you onto a large wide 2-lane hairpin with the outer lane covered with boost pads, after which you proceed onto a large 90 turn, a 180 hairpin and finally another 90 turn, this part of the track is notorious for giant pinballs which come, 1 at a time, around these bends before dr0pping into a hole underneath the next boost pad jump. After crossing the jump you travel along a large downward corkscrew of track opening onto a pair of 90 turns (in the same direction) before entering the pinball table itself! The table is rather dangerous after the first lap because of all the balls bouncing around, but there are no linear routes here; just get to the chute between the flippers. The track finishes with another pair of 90 turns before the line. You can pick up an item on the first turn as you exit the launcher, on the corkscrew, the middle of the pinball table and inside the ring of spinning cylinders also on the pinball table.
Tips=Watch for the balls, they move in rather unpredictable ways, hit one and “bang!” no more weapon. Hitting the boost pads on the first turn doesn’t do much good either, propelling you slightly ahead of the pack at best. Finally, if you’re well ahead, it is advisable to take a safer route through the pinball table than across the middle, especially if it’s the last lap.
End opinion= A great track with lots of action and obstacles while still playing like a racetrack and not a “dodge the obstacles” game. One may think the track is totally original but it is actually not, it actually bears resemblance to DK Mountain for the GCN (the launcher, the balls rolling after you). This tracks only shortcoming is that it can’t be played WiFi, which is strange seeing as people have hacked the track to play as such with no problems. Good as the “Big Bang” to finish a tournament off (only a Multi-Card tournament obviously).
User opinion=
Shroom Ridge
Cup=Mushroom (4)
WiFi=No
Rundown=The race begins with a large hairpin bend followed by 2 more, the track is fairly wide but keep your wits about you! The traffic is notorious! The last hairpin will open up onto a straight next to a field, followed by 2 90 bends into a tunnel. This tunnel opens out onto the ridge itself; an array of sharp bends and blind corners (this is where the traffic is really dangerous) before a final 90 turn onto the line. You can pick up an item at the first hairpin, at the beginning of the straight and at several other places (see tips).
Tips=Item crates “drive” along the roads as well, driving in the same direction as the traffic and at the same speed, so if your short an item, grab one of these! The field next to the straight can be cut across to the tunnel. Also, be evil, if an opponent is near a car, give them a gentle tap and let the laws of physics do the work (I took out Mario AND Luigi at the same time like this)!
End opinion=This is a great mid tournament track and liable to change the overall standings, and it’s even more in Mirror mode. Its only real failing is it can’t be played on WiFi. It has however, the potential to become a classic like Delfino Square, and is a real die hard if you happen to be playing multi card play with 8 people. Mayhem, glorious mayhem!
User opinion=
DK Pass
Cup=Star (1)
WiFi=Yes
Rundown=This track begins with a covered tunnel leading into a nasty S bend (swing to far out on the corner and you hit a snowman)! Before coming to a pair of wide hairpins (watch for snowballs)! You then dr0p onto a rugged wide snowy track that has a pair of hairpins and a boost jump at the end, after crossing the jump you will be faced with a wide turn with the inside of the corner covered with Snowmen before the line. You can pick up an item in the S bend, the second hairpin, on the rugged track, at the boost jump and on a small shortcut of the second hairpin.
Tips=Those snowballs act like the pinballs in Waluigi Pinball, and they bounce more violently too! You can pick up an item crate and take a shortcut at the same time, by going over the snow mound on the inside of hairpin 2, if you hit the crate you (should) get a triple mushroom or a star, but this is unconfirmed.
End opinion=A track with potential, although it is making the “balls rolling down hill” idea a bit stale. It bears resemblance again, to DK Mountain, but makes a good WiFi alternative to Waluigi Pinball, but isn’t quite as exciting
User opinion=.
Credits (so far):
LordWyrven (Alestan)
Errors, User opinions & Invalid errors/opinions:
Errors:
If you see a mistake in what has been posted, PM me and tell me the error and I will fix it, PM you to tell you that it has been fixed and give you a place in the credits.
User opinions:
If you would like to have your opinion posted underneath the “End opinion” PM me with your opinion and for which track (1 DSP User opinion per track, and justify it). I will PM you if your opinion is successfully edited in a give you a spot in the credits, your name will also appear next to your opinion.
Invalid errors/opinions:
If an error is incorrect or I have already been notified of it OR if a track has already had its opinion spot taken or the opinion is not justified, I shall PM you to tell you so.