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#mariokarttour #retrograndprix
Published: 2021-11-12 11:30:25 +0000 UTC; Views: 1998; Favourites: 1; Downloads: 0
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Description
Mario Kart Tour for mobile devices as we know has a number of Retro Tracks, both of which have and haven't been featured in previously in the Retro Grand Prixs that've been a thing with the Mario Kart franchise since Mario Kart DS. The way we see many of those tracks certain defy the way that many have imagined them:
*SNES Ghost Valley 1: Has more details put into it like the addition of a roof somewhere, and part of the track is raised to the point of being anti-gravity.
*SNES Choco Island 1: A lot of ways there are on how much extra details could be added in, for instance with raised sections of elevation, stuff being made out of chocolate, and maybe even making the patches of mud into a chocolate river to drive through.
*SNES Donut Plains 2: Similar sorts of additions to what we saw with Donut Plains 3 in Mario Kart 8 such as underwater sections and Monty Moles not remaining stationary.
*SNES Vanilla Lake 1 and 2: Either one of the Vanilla Lake courses could use an underwater section once their time has come to be featured as Retro Track. With the first you'd dip into one section of ice whilst emerging out of the other, there could even be additional details added into what the racers drive around, and with the 2nd it could have stuff in the lake that you drive around as part of the extra details, in addition to some of the aspects that those like spaceshipmars imagines it having.
*SNES Bowser Castle 3: The only SNES Track featured with raised terrain, some areas may look as though they could use anti-gravity.
*GBA Riverside Park: As a retro track it should enable you to drive through the water, not to mention glide towards the finish line.
*GBA Boo Lake: The underwater section looks as though it could be in anti-gravity, luckily that was the case with the track's appearance in the Mario Kart 8 Booster Pack.
*GBA Cheep-Cheep Island: It as a Retro Track could of course use underwater sections, in addition to maybe even having one of the bridges be done away with entirely, and there could even be a gliding section somewhere.
*GBA Sunset Wilds: New aspects it could use as a retro track includes sections of elevation, tar pits, abandoned wagons that can be used for tricks, and even having tricks be done from the footprints in the ground. Pretty much the way @ spaceshipmars imagines it in fact.
*GBA Yoshi Desert: Not much I have to say about this track since it has you can drive through the oasis as a lot of people were expecting.
*GBA Lakeside Park: As a retro track there should be somewhere that lets you drive through a portion of water as a shortcut, and around the volcano looks as though it should be in anti-gravity.
*GBA Bowser Castle 4: Not much I have to say about this track other then that there are some areas that should be in anti-gravity.
*DS Mario Circuit: As a retro track it could use an offroad trick ramp or two and a gliding section, not to mention the dirt path around where you drive past the castle becoming a raised anti-gravity section.
*Wii DK Summit: Some of the downhill sections could certainly use anti-gravity, and it could use more gliding sections then at the cannon, for instance with when reaching the pile of deep snow. @ DispaceTroblex in fact seems to have some idea on how DK Summit from Mario Kart Wii could turn out as a Retro Track.
*Wii Daisy Circuit: That shortcut should be a gliding section that lets you glide around the fountains.
*Wii Dry Dry Ruins: As a retro track you should be able to drive through the oasis, the temple should be driven through in anti-gravity, and you should exit the temple by gliding.
*Wii Moonview Highway: A gliding ramp should be placed around a raised shortcut so that you can glide over the vehicles at the bridge portion.
*Wii Rainbow Road: Not much I have to say about this track other then there being parts of it that could use anti-gravity sections.
*The 3DS Tracks used in Mario Kart Tour: Especially with those can be imagined well with how anti-gravity sections could be made use of.
*Note that this excludes GBA Snow Land and DS Shroom Ridge, since they appeared in the Mario Kart 8 Booster Pack before Mario Kart Tour.
Mario Kart Tour not having anti-gravity and not putting in extra details into the Retro Tracks is one of the things that had me believing Mario Kart Tour to not be a main series game at first, as is the fact that there are no Wii U Retro Tracks and that it has Retro Tracks that've already been used: www.deviantart.com/curioususer…
But it proved it's point as a main game when the Mario Kart 8 Booster Pack come around by featuring tracks the way they do in Mario Kart Tour. To anyone that's interested in what Retro Tracks I personally believe should be in the Switch's Mario Kart game's Retro Grand Prix, I in 2018 started up a concept on how each of them should be handled with the additions of things like doing tricks, gliding sections, underwater sections and anti-gravity sections: www.deviantart.com/curioususer…