I Made a Remix!

Hello guys! I usually do track reviews and all but over the course of my break I decided to mess around with MIDI music files and made a remix of DS Rainbow Road! It was actually quite a fun little process messing around and setting instruments to notes and whatnot! Down below it will be linked, but remember using headphones will net you the best experience!

Firstly, I will link the original song, for reference/comparison reasons:

And here is the remix I made!

Let me know your thoughts on this remix I made! I myself am actually quite satisfied with the results and can’t wait to make another!

MKDS GCN Mushroom Bridge World Record

This video shows the current world record for MB. This video goes to show the crazy amounts of skill some people can get just on these tracks. When you watch this video, please keep in mind this time was indeed done by a human, and was replayed using an emulator with action replay codes to replay the time for video purposes. My current time for this track stands nowhere near the WR, which is stands as a sub 1:21. I have a lot of practice to do before I can get close to beating the WR

Breaking Away

Many of you who have a license should know what breaking away means, but in case you don’t, or if you don’t have one yet because you’re lazy like me or can’t pass the test, it means to get further ahead of the person behind you.

In Mario Kart, you think breaking away is good and all, but in 8 its the complete opposite. Due to how the items system in the game works, the further ahead you get, the more powerful items the people behind get, to the point of being able to get stars in second place. The chances of someone getting a blue shell, the meme I’m sure you all know about, increases.

Front running is normal, and its common to hop online and find someone whos just so good they front run the entire race. However, that comes with a risk. 9 times out of 10, their second or third race in they will be beaten, and that I can personally confirm myself. After so many times of winning, the game just goes after you, and it isn’t actually proven yet if this is an intentional design choice or if it is just pure luck that it plays out like that.

Breaking away, or even front running isn’t bad by no means, but it comes with risks in Mario Kart, much like real life. Though lets be honest, its a tad less harsh in the real world than it is in game!😂

CTGP-U

https://www.youtube.com/watch?v=KTiLERVZHDM

This video is Mankalor showing off the latest modding community for Mario Kart 8!

The video I linked showcases just a few of the custom tracks that are made, and some may be in early beta stages. There isn’t much to talk about, so the video essentially explains itself. A bit of a lazy post, but I don’t have my own video project under work right now and can’t really post it.

Track Review: N64 Moo Moo Farm

Many nostalgia hidden players say this is the best farm track. I didn’t grow up with MK64, so when I say that it is fun I mean it with no nostalgia!

This track, along with Wii’s Moo Moo Meadows, is farm themed, and has a catchy redneck like theme to play in the background, but we are here for the track, not the music, so lets dive in.

This week, I’m gonna change this up as the track has a remake in MKDS, but I’m going to rate both tracks as they are largely the same with near no differences.

Moo Moo Farm was the first ever farm track, and it’s held in high regard by many MK64 veterans. The tracks layout is simple, which makes sense as its one of the very first tracks in MK64. The track however suffers the same thing as all other MK64 tracks did, and that’s the fact that the track is super bland to look at. Due to constraints with the N64 processing power, and the fact that 4 player split screen had to be considered, the track was made super basic looking to save the console from struggling. The actual model of the track is extremely low poly. Other than that, this tracks just good, and theres no really defining reason to say that, it just is.

 

My rating, for both the DS and the Original are

7.4/10

https://youtu.be/r3fMN0CXojo

Track Review: Moonview Highway

Hello feller peeps, I’m back with another review over a Wii track. This track has no remakes to date, so it will be a short review.

 

My honest thoughts on this track is it’s nothing special. It’s basically Mushroom Bridge and Mushroom City from Mario Kart Double Dash, just shortened, and at night. The track has a pretty basic layout, with a basic city theme. The track still poses a very decent challenge as there are cars that will knock you over or crush you.

My rating for this track is as follows-

6/10

Track Review: N64 Wario Stadium

Wario tracks have always been interesting and fun. They have a interesting charm, layout, and music. However, this track suffered greatly and it brings shame to the Wario themed tracks.

 

This track is nothing like the others in the series, and they are all good. From DS Wario Stadium to Wii Wario’s Gold Mine, all the tracks in the series are just good but this one.

 

The Nintendo 64 was a very weak console and had to be able to process Mario Kart 64 with 4 player split screen. This meant that the console had to process 4 separate images at a time, so in order to do this track models were extremely basic and graphics were ugly. The extremely low detail texture work is hideously dark brown, with the wall being a not-so-pretty blue color with more copy and paste of Wario’s face than in some of my past assignments (obviously a joke XD)

This track is the only track from Mario Kart 64 that hasn’t been remade, so this track only has one rating this week, and it isn’t a good one.

 

My rating for the track is respectively,

4/10

My New Music Pack Mod!

This is my first ever mod for Mario Kart Wii!

If you read some of my older posts, you would know I mentioned CTGP, a popular mod of Mario Kart Wii!

Well, after finally learning how to covert and encode the music, I hack started work on my own project to replace the music on every single track! I’m super excited to finish this music pack and can’t wait to release the full version to the public!

Track Review: DS Luigi’s Mansion

Hello and welcome to my next track review, DS Luigi’s Mansion. This is a personal favorite of mine and the theme of this track is amazing. Lets get into the review!

 

First, lets cover the original, which will be my first ever track review from my childhood game, Mario Kart DS. If any of you played download play with a cousin or friend, then you have more than likely played this course before because its one of the 8 playable tracks in the download play demo. This track is inspired by the Nintendo GameCube launch title, Luigi’s Mansion. The tracks overall theme is spoopy, and the colors are a tad on the green side. There may have been an over-killing on the color green, but that made the track a tad more spooky and made it feel more like Luigi’s Mansion. The track allows you to drive through the mansion, then through the graveyard, then the final section you drive through mud that features walking trees as an obstacle. The graphics of the track are actually pretty good for the amount of resources the DS could handle, and the track was actually extremely basic in terms of model polygon counts, which were extremely low by todays standards. The mud section really killed time trials and took extreme skill to power through perfectly three times.

 

The Mario Kart 7 remake is actually a really good PORT. I say its a port because the track once again suffered the limitations of an extremely weak handheld system. There wasn’t really much added to make things look more lively. The green is really toned down and made darker to make it more subtle and easier on the eyes. The actual model file is a huge leap in poly counts, far surpassing the amount in the original. The track looks really nice in this version, and the track looks really nice and clean even if it only is in 240p. This version has a few neat additions such as a glider ramp over the mud section, and a new shortcut through a hole in the wall in the graveyard part. My only complaint is that the mud section isn’t as effective as it once was, which I found fun in the original. Another complaint, though not the tracks fault, is how the games engine runs, and the speed of the game which is really slow.

 

My ratings, for both the remake and the original respectively are:

 

Original: 7.5/10

 

Remake: 7/10

Track Review: Koopa Cape

This is yet again another Wii track, with two versions, the original and the remake for Mario Kart 7.

 

If I’m being fully honest, this track isn’t very interesting, however it’s quite popular with many fans of Mario Kart Wii. Today l’ll be reviewing it from my own perspective, and I’ll be taking a look at both versions.

 

The Mario Kart Wii version is probably the most underwhelming track, which there isn’t much to write home about here. The track looks decent enough to get a pass, but the layout is pretty bland. The Koopa Beach nostalgia is obviously the target audience that this track was aimed for, but I’m not real fond of that track either so it would make sense as to why I don’t really like it. The one main aspect of this track is the water aspect, and there is an entire section where you go through a pipe and the interior is glass, so you can look out into the ocean and gaze at the ocean. Other than that, not much left to talk about.

 

The Mario Kart 7 version is almost the exact same, just emptier due to the 3DS’ weak processor. The only real update this version of the track got was the pipe section which now actually is filled with water and you have to actually drive in the water this time. Other than that, its nothing else to talk about here.

 

My Rating, respectively for each version are-

Original: 6.5/10

MK7 Remake: 6.5/10