N64 DK's Jungle Parkway: Difference between revisions

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===Course layout===
===Course layout===
[[File:DKs Jungle Parkway.png|thumb|left|The paddle steamer]]
[[File:DKs Jungle Parkway.png|thumb|left|The paddle steamer]]
When racers go off-course, unseen "restless natives," as the instruction booklet calls them, throw [[coconut]]s at them. A large paddle steamer with "[[Mario]]" written on it cruises around the river in the jungle. The race starts off along the shoreline of the river, which leads to a massive jump across the river. Players, while jumping, can aim their landing spot. The paddle steamer may be an obstacle during this jump, but players can pass through the paddle steamer most of the time. Players then follow the winding dirt path to a narrow wooden bridge at the edge of a waterfall. The bridge leads to a small cave, which ends at the start of the track.
The course begins on a dirt road with grass on both sides of the track; if racers go into the grass at any point along the course, unseen "restless natives," as the instruction booklet calls them, throw [[coconut]]s at them. There is first a right turn followed by another, far more gradual right turn. Along the gradual turn there is a large river to the left of the track, which has a large paddle steamer with "[[Mario]]" written on it cruising around. Here racers also encounter the first set of [[Item Box]]es. They then continue to turn right as they make a 270° loop up to a ramp with a large [[Dash Panel|Dash Zone]]. As racers go off the ramp they cross the river. When racers land, they take a sharp left turn; the turn can be cut off if racers aim to the left while going off the prior ramp, so long as they do not fall into the river. After the left turn there is a brief straight along the river with another item set, followed by a right turn and another left turn. There is then another brief straight followed by another left turn, another item set, and a U-turn to the right. Racers then take a gradual U-turn to the left and encounter another item set followed by a very narrow wooden bridge; the bridge takes them over the river from before but has ropes on both sides that prevent racers from falling off. After the bridge, racers enter a cave where there is a right turn followed by a left U-turn. There is then the cave exit immediately followed by the finish line.


The original version has a [[glitch]] where it is possible to jump through the corner in the cave, resulting in as little as a 20-second race if done three times. This was not fixed in the [[Virtual Console]] release.
===Shortcuts===
{{br|left}}
There is a notable shortcut at the end of the track. By driving through the off-road in the cave, the player can cut off the final turn. Additional Item Boxes can also be found in this off-road.
 
===Glitches===
The original version has a glitch where it is possible to jump through the corner in the cave, resulting in as little as a 20-second race if done three times. This was not fixed in the [[Virtual Console]] release of ''Mario Kart 64''.


==''Mario Kart Wii''==
==''Mario Kart Wii''==

Revision as of 01:26, November 11, 2023

DK's Jungle Parkway
D.K.'s Jungle Parkway MK64.png
Information
Appears in Mario Kart 64 (1996)
Mario Kart Wii (2008)
Cup(s) Special Cup (64)
Leaf Cup (Wii)
Based on Jungle Hijinxs (Donkey Kong Country)
Distance 893 m
Online play No longer available (Wii)
Music sample
Mario Kart 64

Mario Kart Wii
Course map
Mario Kart 64
An aerial view of D.K.'s Jungle ParkwayMini map of D.K.'s Jungle Parkway from Mario Kart 64

Mario Kart Wii
N64 DK's Jungle Parkway.png

Staff ghost(s)
Wii Nin★Matt
2:58.264 Donkey KongPhantom (bike)
Wii Expert Nin★Syun1
2:37.782 Donkey KongFlame Flyer

DK's Jungle Parkway (originally written as D.K.'s Jungle Parkway), also known as Donkey Jungle Park[1][2] or Donkey Kong Jungle,[3] is the first racecourse of the Special Cup in Mario Kart 64 and is Donkey Kong's home track in the game. It returns as a classic course in Mario Kart Wii as the third course of the Leaf Cup. The music for this course is the shortest of all Mario Kart courses in the series, with each loop being only about 15 seconds long.

Mario Kart 64

Course layout

D.K.'s Jungle Parkway
The paddle steamer

The course begins on a dirt road with grass on both sides of the track; if racers go into the grass at any point along the course, unseen "restless natives," as the instruction booklet calls them, throw coconuts at them. There is first a right turn followed by another, far more gradual right turn. Along the gradual turn there is a large river to the left of the track, which has a large paddle steamer with "Mario" written on it cruising around. Here racers also encounter the first set of Item Boxes. They then continue to turn right as they make a 270° loop up to a ramp with a large Dash Zone. As racers go off the ramp they cross the river. When racers land, they take a sharp left turn; the turn can be cut off if racers aim to the left while going off the prior ramp, so long as they do not fall into the river. After the left turn there is a brief straight along the river with another item set, followed by a right turn and another left turn. There is then another brief straight followed by another left turn, another item set, and a U-turn to the right. Racers then take a gradual U-turn to the left and encounter another item set followed by a very narrow wooden bridge; the bridge takes them over the river from before but has ropes on both sides that prevent racers from falling off. After the bridge, racers enter a cave where there is a right turn followed by a left U-turn. There is then the cave exit immediately followed by the finish line.

Shortcuts

There is a notable shortcut at the end of the track. By driving through the off-road in the cave, the player can cut off the final turn. Additional Item Boxes can also be found in this off-road.

Glitches

The original version has a glitch where it is possible to jump through the corner in the cave, resulting in as little as a 20-second race if done three times. This was not fixed in the Virtual Console release of Mario Kart 64.

Mario Kart Wii

Template:Right DK's Jungle Parkway makes its classic course debut in Mario Kart Wii as the third race of the Leaf Cup. In that version, the Hammer Bros., Toads, Goombas, and Shy Guys ride the paddle steamer (only in single-player mode), the water is yellowish-orange instead of blue (to reflect the color of the sunset sky), and the jungle has been pushed back, with the coconuts that usually hit the player being removed. Another change is that inside the cave is mud, which slows down racers that try to cross it, unless they use a Mushroom, Golden Mushroom, Star, or Mega Mushroom to cut ahead without slowing down. The Dash Panel at the jump has been modified. In the original N64 version, if the player is shrunk by Lightning when approaching the jump, it is possible for the player not to make it over the river. In this version, the Dash Panel acts similarly to the Barrel Cannon, where the player always makes it across, even when shrunk, and also forces the drivers to go straight and prevents them from cutting ahead and/or going anywhere else. Also, the Arrow Signs are now brown with blue arrows instead of cream with red arrows. The course map has been rotated 90° counterclockwise.

This is one of two tracks in Mario Kart Wii, the other being SNES Mario Circuit 3, where it is impossible to do a trick since there are no trick ramps.

Tournaments

August 2008's first tournament required players to complete a GP race on DK's Jungle Parkway against Donkey Kong and Diddy Kong, who ride on the Phantom and Sneakster respectively. Both opponents have access to infinite Bananas, but players can still make use of Item Boxes; the second and third sets will always contain Green Shells, and the first and last sets will always contain Triple Green Shells. This tournament was later repeated as the second tournament of December 2009.

Profiles

Mario Kart 64

  • Instruction manual: "The home of Donkey Kong, the Jungle Parkway was developed as a tourist facility and equipped with a racing ground for Karts. Carved out of the jungle, the road is mostly narrow. Be careful – should you leave the course, the restless natives will "voice" their complaints by throwing stones at you."
  • Website: "Donkey Kong's riverside course is a wild Kart safari!"

Mario Kart Wii

  • European website: "A paddle steamer slowly meanders its way round the muddy waters as you shift into a much higher gear and tear around dirt tracks, over shaky wooden bridges and through a gloomy cave illuminated by flame torches."

Gallery

Mario Kart 64

Mario Kart Wii

Media

Audio.svg D.K.'s Jungle Parkway - The music for D.K.'s Jungle Parkway
File infoMedia:MK64-Music-DK'sJungleParkway.oga
0:30
Video.svg Mario Kart 64 - D.K.'s Jungle Parkway playthrough.
File infoMedia:MK64 DKJP.ogv
3:03
Help:MediaHaving trouble playing?

Names in other languages

Language Name Meaning Notes
Japanese ドンキージャングルパーク
Donkī Janguru Pāku (Mario Kart 64)
DKジャングルパーク
[?]

DK Janguru Pāku (Mario Kart Wii)
Donkey Jungle Park

DK Jungle Park
Chinese 森喜剛丛林公园[?]
Dàjīn Gāng Cónglín Gōngyuán
Donkey Kong Jungle Park
German DKs Dschungelpark[?] DK's Jungle Park
Italian Viale Giungla DK[?] DK Jungle Parkway
Korean DK 정글 파크[?]
DK Jeonggeul Pakeu
DK Jungle Park
Spanish (NOA) Jungla de DK[?] DK's Jungle
Spanish (NOE) Pista de la Jungla DK[?] DK Jungle Track

Trivia

  • When played on the Nintendo 64, this course has a noticeable drop in framerate caused by the boat and waterfall. To counteract this, a code is enabled when split screen is in play which changes the amount of in-game time elapsed per input frame to prevent gameplay from moving much slower.[4]
    • This results in an unintended side effect when played on certain emulators (including the Wii Virtual Console and IQue releases), as the lag is not present due to improved hardware but the frame scaling code is still enabled, causing the game to run faster than normal when played in split screen mode. The Wii U Virtual Console release corrected this by removing the frame scaling code.
  • In Mario Kart Wii, if the player uses the rearview mirror to look back, the torches inside the cave can be seen lighting up again.

References

  1. ^ Nintendo Magazine System (UK) issue 51, page 28.
  2. ^ Nintendo Magazine System (Australia) issue 49, page 41.
  3. ^ Nintendo Magazine System (UK) issue 51, page 29.
  4. ^ https://tasvideos.org/GameResources/N64/MarioKart64/Patches