Aug 11 '09
by Blueshell Magnet

On Stars

Experiment: Discover how long a star lasts in each of the Mario Kart games. Take five sample star times and find their average. What conclusions can you draw?

Procedure: Play Mario Kart with brother. I drive, brother times star lengths and records data. (We switch near the end as we both tired from data gathering.)

Here’s the data:

Chart

And a bar graph of the average star times:

graph

For each game I started up 50cc Grand Prix, played as Mario in the default kart. I typically hung around 8th place, and sometimes very far behind. On some games it was hard to get a star on others it was ridiculously easy.*

It would appear that the average star length is about the same for all the games, but is longer for the N64. That doesn’t surprise me, because it feels longer. What does surprise me is that the Wii is so close to Double Dash.

Now, all of the data is taken from remaining in last or close to last place. I am under the assumption that a star in first place on Mario Kart Wii will not last as long as one in last. I was unable to test this theory, however. I got a few stars and was able to make my way towards first place to use it, but failed when I was hit by items that took the star away. I hope to carry out this test later, if I ever find time.

It is interesting that Super Mario Kart had the largest variation in star time. I really expected Mario Kart Wii to be more fickle with star time. I didn’t keep track of my placement when getting or using the stars, but we did note in Super Mario Kart the longest star was spent entirely in 8th place.

If I was going to make a star it would be far better than anything Nintendo could dream up. To start a star would have a set time limit of say, eight or ten seconds. But you could gain star time by running into other players. For example, for every player you hit (or for every time you hit a player) you would gain two seconds. This means that people who are in the middle of a large crowd would be able to gain some. People in first, however, usually don’t have a whole lot of people around them or in front of them, so the star wouldn’t last as long. Oh, did I mention that *anyone* could get a star?

What do you think?

* On games like Mario Kart 64, all you had to do was get an item box while in last place and more than a half lap behind everyone. On the Wii, the process is a bit more difficult. First you must fill out a ‘Star Application’ form and submit it to the local governing authority for approval. (This takes three to six weeks.) After you have submitted your application (along with no less than five character references) you must meet with a ‘Item Box Professional’ to go over star alternatives. In a one or two hour interview you will be guided through a series of alternative items that might be more appropriate to your situation, such as a bullet bill, a super mushroom or a giant mushroom. If after the interview a star is still your best option, you will be asked to take the ‘Star Evaluation Test’ to signify that you understand how to properly care for and use a star. Upon completion of the test you must wait two weeks for the results. If you pass, you receive a ‘Star Working Permit’ which allows you to handle and work with stars. Then you need to spend a month working and caring for stars under someone who already has their ‘Star Permit’. After that month you are then promoted to a ‘Star Permit’ provided everything went well for that month. After which time you may now have, own and use a star. You are not allowed to buy a star, though. You need to catch one in the wild and have it tagged by the star licensing bureau. It usually takes five to seven business days to get your tags in. Finally you now have a star that is your very own and you may use as you like. Permits must be renewed every six months.

Aug 10 '09
by Blueshell Magnet

50cc

50cc is basically a quick time event: “Hold A for first place.”

Aug 5 '09
by Blueshell Magnet

On Snaking

I’m not always big on the gamer lingo that goes on, so the term “snaking” is fairly new to me. I had always referred to it as “doing r-turns on the straightaway.”

I have been told that this concept is rather annoying to people who play on the internet with Mario Kart Wii. I’ve been “snaking” ever since Mario Kart Double Dash, when I learned to use drifting at every possible moment. With two people in the kart it was even easier.

Now, I understand the frustration that people have when you play against someone that seems to be untouchable. It’s more than annoying when you are so far behind that you don’t stand a chance to catch up.

I think what most people forget is ‘snaking’ is hard. The drifting technique was designed to help power-slide around corners. To use this maneuver on a straight path takes time and effort to practice. I mean, if it was easy everyone would do it, right?

I’ve heard people argue on whether ‘snaking’ should be allowed or not. Whether it’s ethical or not. I don’t think that’s the issue that needs to be discussed. The fact is, r-turns are built into the game to help characters boost. It’s specifically designed to help on corners, but it turns out to be more versatile than that.

I think the problem is that people who either don’t ‘snake’ or don’t know how to ‘snake’ are racing against people who do.

Don’t forget, Mario Kart is racing game. The goal of a racing game is to go as fast as you can at all times. If you can go faster by ‘snaking’, then by all means, do it!

I think if you argue against ‘snaking’, then you also have to argue against wheelies. The only difference is that wheelies are a piece of cake to pull off. Wheelies make you drive faster (though, I have no idea why…), but only bikes can get wheelies. So anyone on a bike automatically gets an advantage over someone in a kart right?

What do you think? Is my argument fair? How would you solve this ‘problem’?

Jul 31 '09
by Blueshell Magnet

On Blueshells

I find that I am a blueshell magnet. Maybe you are too. Usually, I know when one is coming too, especially on multiplayer. My peripheral vision is really good at picking up blueshells on other peoples’ screens and more often then not, I am the recipient.

The original Mario Kart did not have blueshells. Blueshells were introduced in Mario Kart 64. The concept of a blue shell was that it would race ahead of you and attack the person in first. If there were other racers in the way, it would bowl them over in the process.

This was a great item for people who were in 7 or 8 place. It nailed the person in first but did a bunch of damage along the way. By hitting other racers it gave the last player a chance to catch up and get back in the game.

With Mario Kart Double Dash All that changed.

Now the blue shell had wings and flew along the track till it reached the person in first. Presumably this is because the tracks began to become more complex and had jumps and rockets and tunnels which didn’t allow for shells to follow the path easily.

This wouldn’t necessarily be bad, but what didn’t change were the requirements to get a blueshell. To get a blueshell you had to be fairly far behind, usually in 7 or 8th place. Consequently this weakened the usefulness of a blueshell.

No longer was a blueshell a helpful means of gaining ground, now it was an item of spite. Knocking out the person in first rarely helps the person in 8 or for that matter 12 place (I’m looking at you Mario Kart Wii). A blueshell tossed by someone who can’t possibly win is almost like making an obscene gesture. “I can’t win so screw you!”

A blueshell thrown by someone in last is more of a help to anyone in 2 or 3 place than anything else. A well timed/placed blueshell can determine who wins the race, but it gives the decision to the person in last.

It’s worth nothing that it is possible to receive a blueshell while not in last or second to last place, but it’s typically rather rare.

The blueshells themselves have different quirks, depending on which Mario Kart you are playing. It’s interesting to note their lock-on time. In some games it’s entirely possible to get hit with a blueshell while in second place if you are passed at just the right time.

Another quirk of note is the frequency of blueshells based on the mode played. I haven’t done as much ‘research’ as I would like, but with. Mario Kart Double Dash, in mirror mode, I can see 7 blueshells in one 4 race grand prix. On the other hand I can play through all 4 cups on 50cc and only see one blueshell.

Obviously, I would expect mirror mode to be harder, but a blueshell is the one item which only hurts one person. Every other item is capable of injuring anyone on the track. A blueshell is only guaranteed to take out one person. Frequent appearances of thus blue item is just punishment for the best racers.

So let’s think about this. If I’m a good racer, and good enough to get a half or a quarter of a lap ahead of my opponents, what good will a blueshell do? If I’m far enough ahead, I’ll stay ahead of everyone else, and if I’m good enough to get that far ahead, I’m good enough to get that far ahead again.

Now in Mario Kart Wii, it’s even less likely to get a blueshell if your in the top half of racers which I think is silly because there are 12 racers rather than 8. The proper place for a flying blue shell should be 2-5th place.

I can’t prove this, but it always feels like I get hit with more blueshells than anyone else. Granted, I tend to spend more time in first, especially against the computer players, but when other people are in first I don’t see as many blueshells as when I’m in first. Again, it’s hard to see blueshells if you are not in first or somewhere close, but I just can’t shake the suspicion that the computer hates me.

Only recently have I learned (about) a technique to dodge blueshells. It’s possible, but takes quite a bit of practice. Honestly, this just makes the blueshell even more useless, since it now neither helps any nor provides cathartic pleasure.

So what is the point of the blueshell? Items like the green shell or banana have had a constant mission throughout the years, but it seems to me that the blueshell doesn’t know what it wants to be. Some of this is Nintendo being stupid with their item choosing algorithms (but that’s a whole different blog post.)

What do you think about blueshells?

Jul 23 '09
by Blueshell Magnet

Screen Peeking

I am an avid screen peeker. More than once I have run into trouble because I was watching someone else’s screen instead of mine.

Some people are annoyed that other people are watching their screen, but often two experienced players will be able to counter act each other because they are both watching the other persons screen. (I do this with my friends all the time.)

Turns out screen peeking is (or at least *was*) endorsed by Nintendo as both a legitimate strategy and a key for winning.

Super Mario Kart Manual, page 17, gives tips for playing Battle Mode with a friend.

Look at the color of the barriers on your opponents screen to determine where they are.

and

Always keep an eye on your opponent’s screen.

The Mario Kart 64 manual has more to say on the matter.

Players have their own screen to watch, but to make the most strategic use of their items, players should check the other players’ screens and pay attention to their opponents’ movements. (p12)

Before using a Thunder Bolt, check to make sure what the other players are doing. (p13)

To be fair though Nintendo does begin to soften their approach to screen peeking two pages later. Rather than telling players to watch their opponents screens they are told to watch the radar.

Be aware of the other players’ positions. Check the course radar constantly, making not of your position in relation to your opponents. (p15)

Watching other people’s screens is not mentioned in any of the other manuals. However, the Mario Kart Super Circuit manual does indicate that it is important to keep an eye on the other racers.

Racers who have become invulnerable after using a Star aren’t affected by lightning, so watch what’s going on before unleashing your bolt from the blue. (p21)

I find it interesting that a GameBoy Advance game would mention this, as typically the player would only play against computers.

Perhaps what is even more confusing is the fact that the Mario Kart Double Dash manual has no mention of screen peeking. One would think that with two players to one kart, the player in back would have plenty of “down time” or “strategic planning time” since they don’t have to worry about where the car is headed. Once freed from driving a second player would be able to watch all the other screens easily, offering a competitive advantage to his team.

I am curious to know if other games offer similar advice in their manuals. I wonder if this type of advice would be limited to a brand name (ie Nintendo Manuals) or if they are found in a certain genre of games (ie racing games) or if I could find advice like that in, say, a first person shooter. If anyone knows something about this, let me know.

Do you screen peek? What do you think?