

Shock boot? idk, it's the first course literally ever and it shows. Thematically kinda interesting but this is literally the same shape as luigi circuit from the same game lmao. This post has been edited by Clinty:, 02:20:35 PM Honestly a lot of these tracks could be in any order by idk this is how things vibe for me so ya! the controls are sill bothersome and the squares that block your path are a huge irritant. Same as vanilla lake before, but actually has a barrier surrounding the internal lake. snes ghost valley 3 has barely any initial wall barriers to begin with so this gimmick isn't much present, and again, touching a pixel off the track renders you as having fallen off and having to make up loads of time. The gimmick of ghost valley tracks is that when you hit a part of the wall barrier, it falls away, so that next time you hit that spot, you'd instead fall off the track entirely.

Snes physics + thin lanes and pipes makes for an annoying track. vanilla lake 2 is worse just because the actual lake in question doesn't have any barriers so if you touch a pixel of water you're considered to have fallen in! yay physics enstein must be so proud.
#EXCITEBIKE GIF PLUS#
More irritating snes controls PLUS weird ice cubs showing up in the middle of the track to be a hoe and disintegrate when you touch them but not before slowing you to a halt anyway. I commend you, but i suck at super mario kart so more snes deaths rip This post has been edited by Clinty:, 02:19:45 PM Honestly can't even remember if there's monty moles in this track (the map doesn't imply as such) but the fact that they're on other donut plains tracks has poisoned me against the whole concept. if i'm wrong and there's another way to get rid of them then lmk because i don't like hating things and i HATE this track. would be yellow otherwise but like the only way to get rid of monty moles is to drown in the water and either drive out enough in time or get fished out by lakitu. but kinda similar issues as before, with the sharpish turning around the rectangular holes at the end, followed by the split path/jumps just making things thinner and more awkward with the slippery snes controls.įuck monty moles. the dead end is kinda funny and i'd maybe possibly potentially like this more if it's able to be jumped with a feather but i haven't tried it hehe. Same snes controls that otherwise make any course twice as bad. i am fully willing to blame my poor driving skills on track design like i can clip a single pixel and get completely screwed over. the multitude of jumps and the track splitting into three corridors just adds to the number of walls this track has, and more walls = shitter racing experience in super mario kart.

it's also worth mentioning that i do not have the patience to properly learn the super mario kart physics, if that is even possible. no reverse or merry mountain shit here.Įxpect most snes tracks to do poorly, particularly those that have not returned in games that have better controls, because SERIOUSLY the snes driving mechanics are disgusting. only ranking tour tracks that debuted in tour that have since been added to mk8deluxe. BUT I AM NOT INCLUDING TRACKS THAT HAVE REUTRNED IN TOUR BECAUSE LMFAO no. I am ranking courses that have reappeared as retro tracks together with their originals.
