Mario Kart 8 – DLC Pack #2 Impressions

Mario Kart 8 received a new update today, which takes the game to version 4.0 and adds a speedy 200cc mode. The long-awaited DLC Pack #2 also became available today, featuring eight new tracks in two cups, three new characters (Villager, Isabelle, and Dry Bowser), and four new vehicles. The new tracks are the main attraction of course, so I’m going to give my first impressions of each of them.
Crossing Cup

mk8-crosscupThe first track of the Crossing Cup is GCN Baby Park, from Mario Kart: Double Dash on GameCube. Set in an amusement park, it features a small oval track. The track is quite short, but races consist of a whopping seven laps. I wonder why they can’t make SNES tracks with five laps as they were originally intended, yet this one can get seven laps. It’s a pretty fun and frantic course, though. Even if you get way out in front, you still have to deal with other drivers as you lap them, thanks to the short track. It takes place entirely in anti-gravity mode.

Next up is GBA Cheese Land, a retro course from Mario Kart: Super Circuit. The track is made out of cheese, including cheese craters–do some tricks for a speed boost as you jump out of them. There are a couple of chain chomps here, one of which can reach across almost the entire width of the track. About two-thirds of the track takes place in anti-gravity mode. This may be my least favorite of the eight tracks in this DLC pack.

The third track is a new course called Wild Woods. This cool course takes you through a forest, where sunbeams shine through the treetops. You’ll ride on a boardwalk through a village of Shy Guy homes before going down a river, Koopa Cape style. You then cross a pond by racing across lily pads before another boardwalk takes you to the finish line. It’s a beautiful and enjoyable course.

The Crossing Cup wraps up with the Animal Crossing track. It features many characters and sites from the Animal Crossing series, including power-up boxes that are held up by balloons (like the balloon presents in Animal Crossing) and Resetti pops up out of the ground like the Monty Moles in SNES Donut Plains 3. Since I’m a big Animal Crossing fan, I decided to make a video just exploring the track for a while to see some of the details (such as K.K. Slider singing and watching the train cross a bridge). Here is the video: (view on Youtube)

The Animal Crossing track takes place in different season each time you play (unless you play the Time Trial, which will always be summer). Each season has its own look: Winter has snow, snowmen, and northern lights; autumn has piles of leaves you can drive through; spring has pink cherry blossom petals falling down; and summer has green grass and sunny skies. I think the winter season is especially gorgeous. I made a video showing one lap of each season to give you a taste of what it’s like. (view on Youtube)

Bell Cup

mk8-bellcupThe Bell Cup starts off with 3DS Neo Bowser City. The neon-filled city is quite appealing visually, and you race in some fairly heavy rain as well. There is a short anti-gravity section towards the end of each lap. This is one of my favorite tracks in DLC Pack #2.

GBA Ribbon Road is next; it takes place on a miniature track in a child’s bedroom, oddly enough. Some mechanical wind-up Koopa toys are on the track as obstacles to avoid. True to its name, the course takes place on a ribbon track, and in certain parts, the track undulates in the breeze.

Super Bell Subway naturally takes place in a subway station (and on the tracks). You’ll actually drive alongside trains at some points. All in all, it’s a pretty cool track.

The Bell Cup ends with Big Blue, based on the F-Zero franchise. This anti-gravity course has some Toad Factory-style conveyor belts, which can speed you up or slow you down, depending on which one you’re on. The track doesn’t have an overabundance of speed boosts like the Mute City track from DLC Pack #1, so it lacks the extreme speed that made Mute City really feel like F-Zero. Big Blue isn’t a bad track, but it is a bit disappointing in comparison.

200cc Mode

Even if you haven’t bought the DLC packs, a free update brings a 200cc mode that you can enjoy. The 200cc races are fast…very fast. Some tracks are a lot more fun with the extra speed. However, the extra speed makes it hard to control your vehicle (and/or stay on the tracks) on some courses. Even vehicles with tight controls can have trouble making it around corners at that speed. It may take some practice (or even some braking?!) to keep things manageable. But the 200cc definitely makes for some wild, frantic races.

I’ll be uploading more videos of Mario Kart 8, so subscribe to my Youtube channel if you don’t want to miss them. Or if you don’t have the game yet, you can still buy Mario Kart 8 at Amazon.com or elsewhere. Thanks for reading, and I’ll see you all next time!

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Super Mario 3D World – World Flower

I continued my game in the third bonus world, World Flower. Just like World Mushroom before it, there are no stamps to collect in any of these levels.

World Flower-1: Switch Shock Circus has a bunch of switches that you must step on to change them from blue to yellow. All the while, the fizzlits (zappy blob enemies) are out to get you, as are some hammer brothers. This isn’t a level you can rush through, but if you take your time and walk carefully, it’s not that hard to clear.

World Flower-2: Floating Fuzzy Time Mine is a forced-scrolling level in which you must continually make your way upwards to escape the swarm of black fuzzies. You’ll need to swim through moving water cubes and avoid spike blocks as you ascend the stage. Some spinies can also be found in the upper parts of the level, many of them waiting just off-screen to attack you when you’re busy evading spike blocks. This level is quite a challenge just to get through, but the difficulty of the third star puts this stage over the top. One of the more frustrating levels in the game. I am definitely not a fan.

sm3dw-f2World Flower-3: Piranha Creeper Creek After Dark features rotating platforms and piranha creepers (the piranha plants that can extend out of their pipes). Just completing this stage can be a challenge, but getting the green stars is especially difficult. Each section of the level has a series of torches that need to be lit. The second star, in particular, will require you to make some tricky jump-and-shoot moves, while avoiding enemy fire and flying parabones, and being careful not to fall into the lake of poison. This is quite a challenging level.

World Flower-4: Faster Fort Fire Bros. features a return to World Castle-1, but with an extreme time limit. You have only 30 seconds to complete the level, although you can (and must) pick up clock icons along the way to extend your time. The short time limit doesn’t give you a lot of time for exploration, so even finding all of the green stars can take numerous attempts. It’s a challenge, but it’s not as frustrating as the previous level.

World Flower-5: Sprawling Savanna Rabbit Run has you returning to the huge, open grasslands where you chase bunnies. With the need for speed here, you’re going to want to use Toad. This is an easy, relaxing stage where you can take your time (when you’re not chasing bunnies). It provides a nice diversion from the rushing and frustration found in the other levels of this world.

World Flower-6: Shiftier Boo Mansion is a ghost house devoid of color. It’s all black-and-white in here as you ride conveyor belts and avoid the many big Boos. Much of what you see here isn’t real; there are phony flagpole exits and 1-ups. The real exit is a bit tricky to find, but otherwise this level is a ghostly breeze.

sm3dw-f6World Flower-7: Pipeline Boom Lagoon takes place primarily underwater, and you’ll be using the cannon box power-up to shoot cannonballs. I didn’t have much trouble here, as the middle stages of World Flower are significantly less challenging than the first few.

However, the difficulty ramps back up in a big way with World Flower-8: Blast Block Skyway. It’s a remake of World 4-3: Beep Block Skyway, but it’s much more difficult this time around. The pink and blue blocks still alternate; one will be solid when the other turns into just an outline. But they now switch at a rapid pace, pretty much faster than you can jump. This level has a lot of coins in it, so you’ll be earning some 1-ups. But if you’re like me, you’re going to be burning through them just as fast. I lost a lot of lives here. It’s the type of level that once you finish, you never want to see again.

sm3dw-f8World Flower-9: Tower Sunshine Seaside is a very odd, but beautiful, stage. Taking place on a gorgeous beach with the sun glimmering off of waves, you have to defeat several Fire Bros. to open the path to the goal. But those Fire Bros. are standing on top of extremely tall towers of Goombas! You only have 100 seconds to clear the level, but extra time icons are scattered around the level. Plenty of power-ups can be found here as well. It’s a bit of a challenge at first, but it’s a fun challenge. This is a unique and enjoyable level. Once again, you may want to use Toad here.

sm3dw-f9World Flower-10: Honeycomb Skyway provides a return to the top-down futuristic honeycomb seen in World Star-6. Boomerang suits located here let you shoot boomerangs at the piranha plants and other enemies as you make your way through the level. It’s an easy level; you just have to be patient enough to wait for your platforms to appear before going through any pipes.

World Flower-11: Spiky Spike Bridge Sneak has a series of spiky bridges (as the name implies), but there’s a twist this time. The spikes on most bridges here are only activated when you’re spotted by a giant spotlight. So you definitely want to avoid it as much as possible. The first half of this level is a breeze, but it gets trickier in the second half. It’s still not a bad level, though.

sm3dw-f11World Flower-12: Boss Blitz has you fighting five previous bosses all over again. You can fight them in any order you want, but you have to beat them all on one life of course, and you only have 500 seconds for the whole ordeal. And once you do beat all five, you then have another boss to defeat! The ridiculous time limit is the only thing that provides a challenge here; you have to learn how to beat these bosses very quickly to have a chance.

Here is a gameplay video of Boss Blitz.

Once I wrapped up those twelve levels, I unlocked the final world: World Crown. I’ll be headed there next time, so please join me again!

Super Mario 3D World – World Mushroom

After completing the bonus World Star in Super Mario 3D World, I continued on to the second bonus world, World Mushroom. This world is a fairly short world, with only eight levels. Each is a new take on an earlier level, and there are no stamps to collect in this world.

World Mushroom-1: Night Falls on Really Rolling Hills starts out with only 30 seconds on the timer! It’s clear you have to hurry, and picking up clock icons to give you more time is a must. You really don’t have time to explore and find all the stars on one run, so you’ll probably need multiple attempts to find everything.

World Mushroom-2: Spiky Mount Beanpole requires you to ascend a very tall structure in search of five key coins. Fortunately, this level has a reasonable time limit, so it’s more relaxing than the frantic running in the previous stage. Once you find all five key coins, you’ll have to return to the starting point before you can advance to the exit.

World Mushroom-3: Deep-Black Jungle Drift, as the name implies, takes place in a dark jungle. You’ll wear a light box (the spotlight power-up) as you ride rafts through haunted wetlands. Many Boos can be found here, which can be defeated by shining the spotlight on them for a few seconds. This is actually a pretty easy level.

World Mushroom-4: Trouble in Shadow-Play Alley is a colorless 2D level in which you only view silhouettes of practically everything in the level. You’re only given 100 seconds to complete the level, so again, you may feel rushed. But the level is fairly short, so it’s really just a matter of figuring out how to get the stars in time.

World Mushroom-5: Back to Hands-On Hall takes place in the same Japanese setting as World 6-3. Much like that stage, this one also makes heavy use of the touch screen on the gamepad. You’ll use your finger or stylus to swipe the screen to open doors and bang gongs. It’s not a bad level, but I lost a lot of lives using the propeller power-up, trying to get the second star.

World Mushroom-6: Gigantic Seasick Wreck has you walking across a broken ship, while avoiding the gusting winds of the cloudy Ty-Foo enemies. They’ll blow you overboard if you’re not careful. There are also some Bullies that will try to push you around. However, there are multiple mega mushrooms in this stage that let you turn the tables on the bad guys.

World Mushroom-7: Broken Blue Bully Belt is a challenging level that has some very tricky jumps. Platforms rise and sink over some blue lava, while enemies pop up and other spiky hazards spin around to make things even more difficult. There is a tanooki suit power-up here, but practice is going to be required to get through this stage.

World Mushroom-Cube has ten stars up for grabs. Each room has a ten-second time limit and a different group of enemies to defeat. Clearing each room earns you a star and a trip to the next room. It’s helpful to have a power-up here, particularly the cat suit. But it’s not that difficult regardless.

This still isn’t the end of the game, because World Mushroom leads right into another area, World Flower. So I’m not done yet!