Mario Kart - The favorite tracks of the GR editors
Out of 20 years of karting history, what are our Mario favorites?
In anticipation of its 20th anniversary, the GamesRadar editors have chosen one track from Mario Kart history and explained why it's their favorite. We start with...
Henry Gilbert, Senior Associate Editor - Rainbow Road
After all the fast paced, flashier courses, Rainbow Road was such a different type of race, more of a marathon than a sprint. Each lap lasted over two minutes, giving you tons of time to soak in the constellations in the sky and the breezy music. Mario Kart traditionally ends with a Rainbow Road track, but none could top the feeling of 64s for me.
Sophia Tong, Managing Editor - Choco Mountain (Mario Kart 64)
Dodging boulders and getting some air over the hills are just some of the thrills that are in this level. Certain sections with high walls will also ensure that well-placed Koopa shells make their mark. This may not be an overly glitzy or glamorous level, but its definitely a track that Ive had many good (and bad) experiences with friends.
Lucas Sullivan, Associate Editor - Waluigis Pinball (Mario Kart DS)
But what really stands out in my mind is the final leg of the race, as you plummet towards the tables flippers. Each bumper bounced the pinballs in every direction, and if you werent careful, the green-electricity flippers could send you flying back through the pack, effectively ruining your time. The best touch? The ball lost draining sound that plays when you successfully pass through the flippers, as if you were an errant pinball that Waluigi couldnt keep in play.
Alex Roth, Associate Editor - Coconut Mall (Mario Kart Wii)
Thats easy for me, gotta be Coconut Mall on Mario Kart Wii. I like that its brighter and more candy colored than most indoor tracks. I also love the courtyard with all the little jumps to hit - you can earn one hell of a boost if you shake the remote while nailing all those ramps. Overall, its a pleasant course, but with a few totally obnoxious elements that make for the perfect balance of fair play and total Mario Kart mayhem. Im speaking, of course, of the home stretch, where Mii-driven cars pull out right in front of you. Its completely aggravating, just like a real mall parking lot. Its even better that it uses your friends Miis - youll be cursing people who arent even playing. Lastly, the up and down escalators are a nice touch and the fact that the Wiis limited draw distance makes it into a split second decision is all the better.
Clint Demeritt, Guides Editor - Wario's Stadium (Mario Kart 64)
Warios Stadium is a perfect mixture of easy and hard difficulty. You dont have to worry about falling off the track, but the many sharp turns can really slow inexperienced racers down. The fun really gets going during the last lap of the track, when you have to dodge all the shells that have built up.
Lorenzo Veloria, Associate Editor - Rainbow Road (Mario Kart 64)
Just before youd drop down the first steep incline, you could do a power-slide jump off the track, skydive toward the bright colored road and cut your entire lap in half if you were lucky enough not to bounce on the landing. I would spend hours trying to perfect the jump, but nothing was more satisfying than sticking the landing while in a legit four-player race.
"I'm-a gonna win!"
Looking for more info on karts that Mario rides, be sure to read our Mario Kart 7 review and see where it ranks in our list of best 3DS games.
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