DS Waluigi Pinball: Difference between revisions
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The launch after the start/finish line now encompasses a gliding pad, although racers cannot move to the left or right while being launched, similar to [[Maple Treeway]] and [[Airship Fortress]]. The jumps after turn 1 and after turn 6 can be used to perform a trick and gain a boost. | The launch after the start/finish line now encompasses a gliding pad, although racers cannot move to the left or right while being launched, similar to [[Maple Treeway]] and [[Airship Fortress]]. The jumps after turn 1 and after turn 6 can be used to perform a trick and gain a boost. | ||
Racers are vulnerable to items, especially lightning. Players may fall to the color stripes, if they cancel the glider or if they are hit by the item at the glider pad or during the launch. If players do fall down, they will get picked up by [[ | Racers are vulnerable to items, especially lightning. Players may fall to the color stripes, if they cancel the glider or if they are hit by the item at the glider pad or during the launch. If players do fall down, they will get picked up by [[Lakitu]] and brought back to the end of the launch or the ramp that was very close to the beginning of the pinball shooter. | ||
If players failed to cross the gap after a boost panel, Lakitu will take the racers back to the end of the gap, instead of taking them back to the beginning of the ramp that was close to the boost panel. Instead if racers touched the flippers, it will trigger an electric effect causing the players to spun around without pushing them far away. | If players failed to cross the gap after a boost panel, Lakitu will take the racers back to the end of the gap, instead of taking them back to the beginning of the ramp that was close to the boost panel. Instead if racers touched the flippers, it will trigger an electric effect causing the players to spun around without pushing them far away. |
Revision as of 22:39, August 19, 2015
Template:Articleabout Template:Racecourse Waluigi Pinball is a race course in the game Mario Kart DS. It is the longest course in the game. This track is the third race in the Flower Cup in Mario Kart DS, and the fourth race in the Banana Cup in Mario Kart 7.
History
Mario Kart DS
Immediately after the countdown ends and the race begins, the kart drivers are launched into the pinball machine. After that, the racers start a descent down the machine, encountering numerous pinballs on the way. These pinballs may collide with a kart, causing the vehicle to be knocked backwards. Additionally, a racer will lose any items he or she may be carrying. While the racers are in the pinball shooter, they are unaffected by lightning and some other items. Other obstacles include flippers and bumpers.
This is the longest track in the game. Waluigi Pinball makes a cameo appearance in the Nintendo Monopoly board game. The music theme from the course is also featured in Super Smash Bros. Brawl and Super Smash Bros. for Wii U on the Mario Circuit stage arranged in a enhanced electronic rock style by Kentaro Ishizaka.
Missions
There are two missions involving this circuit: 3-1 and 4-7. In mission 3-1 the player must break 5 item boxes and in mission 4-7 they must drive through the 10 gates in any order.
Staff ghost
The staff ghost in this track is 2:23:288 using Waluigi in the Gold Mantis.
Mario Kart 7
The track returns in Mario Kart 7 as the fourth and final course in the Banana Cup. However, Waluigi himself does not appear in the game as a playable character, (though he was supposed to appear as a playable character in the game).
The launch after the start/finish line now encompasses a gliding pad, although racers cannot move to the left or right while being launched, similar to Maple Treeway and Airship Fortress. The jumps after turn 1 and after turn 6 can be used to perform a trick and gain a boost.
Racers are vulnerable to items, especially lightning. Players may fall to the color stripes, if they cancel the glider or if they are hit by the item at the glider pad or during the launch. If players do fall down, they will get picked up by Lakitu and brought back to the end of the launch or the ramp that was very close to the beginning of the pinball shooter.
If players failed to cross the gap after a boost panel, Lakitu will take the racers back to the end of the gap, instead of taking them back to the beginning of the ramp that was close to the boost panel. Instead if racers touched the flippers, it will trigger an electric effect causing the players to spun around without pushing them far away.
Official Descriptions
- Mario Kart DS European website: "Wario's weird sibling constructed this high-speed track inside a giant pinball table; complete with bumpers, flippers, ramps, and enormous steel spheres that bounce you around like - well, like a pinball. Make sure to bring plenty of aspirin for this race."
Names in other languages
Trivia
- The "Waluigi Pinball" music from Super Smash Bros. Brawl has a part where Wario's victory theme is played (from the same game).
- When the player runs through an Item Box, goes over a boost pad or completes the first lap, a different, more pinball machine-themed version of the normal sound made plays. This is retained for the Mario Kart 7 version of the track.
- This is one of three tracks in the Mario Kart series to have a sound of the roulette item that differs from other tracks of the original game. The others are Hyrule Circuit and Animal Crossing.
- In Mario Kart DS, Waluigi Pinball shares the same music with Wario Stadium.
- In Mario Kart DS, when pinballs hit off the flippers, their speed increases, then decreases to normal when they go back up to the 4 bumpers. However in Mario Kart 7, the pinball obstacle speed remains constant.
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