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Wii mario kart race tracks
Wii mario kart race tracks









wii mario kart race tracks

Run this track well and you can find the end within a cool 45 seconds or less. Use the wider bowled sections to trick and grab a fast boost, and stay along the straight and narrow while sharing track with gold-filled mine carts, being sure to grab power-ups that trail the bins. Complete with narrow bridges lacking rails or safeguards, Wario's Gold Mine is a more laid back, darker alternative to rainbow road.

wii mario kart race tracks

With most of the tracks being a bit wider than expected due to the 12-racer design of Mario Kart Wii (and the more casual audience of the console in general), it's a nice breath of fresh air to run through Wario's Gold Mine. The track is thinner, but still pretty wide. The whole run should take just under a minute, provided you don't cut a corner too sharp and end up at the bottom prematurely with a broken kart. Avoid the Shyguy group you share the hill with, and you'll dump back out at the bottom of the hill safely. Once in the pipe, follow the arrows for the best takeoff and landing lines, boosting and tricking with every jump and grabbing items when possible. Gain speed here to dump into a quarter pipe with items at the peak of the jump, and then round a broken out area and drop into the main half pipe itself. Upon your arrival at the peak, use as much trick work and boosting as you'd like to work the initial bowl section, which then feeds into a jump-filled mogul run. The track begins with a boost cannon that takes shoots racers up to the top of the summit side-by-side with a chairlift, and the remainder of the track is about finding your way down safely.

wii mario kart race tracks

As Mario Kart's take on the world of downhill skiing, DK Summit is an extremely unconventional track filled with hazards and snowboard lines. You get a circuit race, prop-heavy mall level, snow section, and underground mine environments.īowser take the easy way up.

wii mario kart race tracks

Flower Cup While still not as impressive as the last eight tracks in the game, Flower Cup has some strong versatility to its racing. Hit the pads for a boost (minding that the whole area will shift on lap two and three, actually morphing the layout of the boost pads), and hit the final jump before heading across the finish line. A final quick treadmill area will segue into a final off-road section, complete with one main jump for tricking, and then a pit of boost pads and mud. Each alternates between scrolling left and right, so get in a good rhythm and use the speed to your advantage. The next set of opposition comes with the loading dock, where scrolling treads again try to throw you off-course. Spot the lines that are scrolling forward for a boost in speed, but watch out for smashing pistons. After turn one you'll come to a main steel press room, complete with conveyer belts running both with you, and against. Easily the best track in the Mushroom Cup (and one of the best in the starting eight), Toad's Factory is packed with tricks and traps though a minute-long stretch of road. Does Mario Kart Wii have those timeless additions as well? Take a look, as we explore the first eight original tracks from the game, complete with new screens, descriptions, and video montages of each cup. Every hardcore Mario Kart fan remembers cashing in a jump feather to take the last-minute shortcut on the original Super NES ghost house track, or boosting off Rainbow Road in N64 to take flight and skip half the track. Moving away from the main control and options, however, a good Mario Kart can be judged on its track design, with strong offerings echoing forever in the memories of a dedicated fanbase, and weaker levels cast quickly to the wayside to make way for the more enjoyable experiences. We spent our initial hours detailing the game's basic points in our most recent hands-on, and since then we've been honing our skills, trying our hand at each control type, and generally warming up to this admittedly different offering of Kart. Everything from motion control to the inclusion of retro levels, removal of the "left/right" power slide boost, character roster, multiplayer options and more have been up for debate, as people at the LA office (both gamer and casual alike) are sitting down with the latest in Nintendo racing. Over the last few days the IGN office has been abuzz about the recent arrival of Mario Kart Wii.











Wii mario kart race tracks