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Mine Carts in ''[[Donkey Kong Country Returns]]'' are rideable vehicles in six levels: [[Crazy Cart]], [[Rickety Rails]], [[Grip 'n' Trip]], [[Bombs Away (level)|Bombs Away]], [[Prehistoric Path]], and [[Roasting Rails]], most of them being in the [[Cave]] world. The concept of having mine carts the player jumps with and mine carts the player jumps out of have been retained. The latter has been differentiated by being filled with blue crystals.
Mine Carts in ''[[Donkey Kong Country Returns]]'' are rideable vehicles in six levels: [[Crazy Cart]], [[Rickety Rails]], [[Grip 'n' Trip]], [[Bombs Away (level)|Bombs Away]], [[Prehistoric Path]], and [[Roasting Rails]], most of them being in the [[Cave]] world. The concept of having mine carts the player jumps with and mine carts the player jumps out of have been retained. The latter has been differentiated by being filled with blue crystals.


The Kongs ride inside the cart and jump with the cart in the levels Crazy Cart, Bombs Away, and Prehistoric Path. The player can [[crouch]] while inside a minecart so that the Kongs avoid hazards just above the track. Mine Carts are able to run across non-rail terrain, taking after the Toboggan, though all applicable terrain is far into their level so there is no way to reach it without already riding a Mine Cart. Unlike the previous game, a Mine Cart hitting any obstacle or hazard is destroyed. This also happens if the player does not crouch below enemies, hazards, or solid objects. A Mine Cart being destroyed causes the Kongs lose a life immediately. At the end of these levels, damaged rails throw the Kongs off the cart and onto the concluding platforms.
The Kongs ride inside the cart and jump with the cart in the levels Crazy Cart, Bombs Away, and Prehistoric Path. The player can [[crouch]] while inside a minecart so that the Kongs avoid hazards just above the track. Unlike the previous game, a Mine Cart hitting any obstacle or hazard is destroyed. This also happens if the player does not crouch below enemies, hazards, or solid objects. A Mine Cart being destroyed causes the Kongs lose a life immediately. At the end of these levels, damaged rails throw the Kongs off the cart and onto the concluding platforms.


The levels Rickety Rails, Grip 'n' Trip, and Roasting Rails instead have the Kongs stand on top of crystal filled carts. They can crouch to evade certain hazards, but jumping off of the cart is more common. Sometimes this is to jump over something that would damage the Kongs or collect items, so they have to land back onto the cart. Other times they have to land on different carts or on nearby platforms to collect items and progress when the original cart is about to crash into something or fall down a pit. When jumping from these carts, the Kongs can be moved while airborne. As such, the player has to carefully move them back into a Mine Cart, as like in the prior game the track rails are not platforms for the Kongs. The player stays in alignment with the cart they jump from by default, and this is maintained when they [[stomp]] enemies, but moving left or activating Diddy's [[Barrel Jet]] reduces their speed and therefore unaligns them. [[Blast Barrel]]s that aim at moving Mine Carts of this type delay firing such that the player lands on the target. Similarly, if a non-Blast Barrel [[Barrel Cannon]] is shooting at a non moving Mine Cart and Diddy Kong is in the process of warping to Donkey Kong's back, the cannon does not fire until Diddy Kong arrives.
The levels Rickety Rails, Grip 'n' Trip, and Roasting Rails instead have the Kongs stand on top of and jump from crystal filled carts. Sometimes this is to jump over something that would damage the Kongs or collect items, so they have to land back onto the cart. Other times they have to land on different carts or on nearby platforms to collect items and progress when the original cart is about to crash into something or fall down a pit. When jumping from these carts, the Kongs can be moved while airborne. As such, the player has to carefully move them back into a Mine Cart, as like in the prior game the track rails are not platforms for the Kongs. The player stays in alignment with the cart they jump from by default, and this is maintained when they [[stomp]] enemies, but moving left or activating Diddy's [[Barrel Jet]] reduces their speed and therefore unaligns them. [[Blast Barrel]]s that aim at moving Mine Carts of this type delay firing such that the player lands on the target. Similarly, if a non-Blast Barrel [[Barrel Cannon]] is shooting at a non moving Mine Cart and Diddy Kong is in the process of warping to Donkey Kong's back, the cannon does not fire until Diddy Kong arrives.


Donkey Kong and Diddy Kong take normal damage while standing on a Mine Cart, though the stun animation in this case allows them to continue standing on the cart. Taking damage while jumping off a Mine Cart offers no such leniency and inevitably has the Mine Cart drive away without the Kongs. These Mine Carts also break when they collide with obstacles and enemies. Standing on top of a Mine Cart as this happens is an instant KO. In Roasting Rails, Mine Carts can drive through [[lava]] safely but they splash some of it upward so the player has to jump off or take damage.
Donkey Kong and Diddy Kong take normal damage while standing on a Mine Cart, though the stun animation in this case allows them to continue standing on the cart. Taking damage while jumping off a Mine Cart offers no such leniency and inevitably has the Mine Cart drive away without the Kongs. These Mine Carts also break when they collide with obstacles and enemies. Standing on top of a Mine Cart as this happens is an instant KO. In Roasting Rails, Mine Carts can drive through [[lava]] safely but they splash some of it upward so the player has to jump off or take damage.

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