Wii Dry Dry Ruins: Difference between revisions

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This course takes place in a desert with [[Egypt]]ian-themed structures such as obelisks, temples and pyramids, and starts out under some ruins. Racers begin by taking a right turn where there is immediately a brief split path, as they must either go left or right around an area of sand and a pillar; both paths have a set of [[Item Box]]es. Where the paths join there is another right turn, where racers encounter the first of several [[Pokey]]s. Each Pokey moves left and right across the track, and if racers hit one they will spin out. The right turn brings racers to a small oasis where they must use a somewhat broken bridge to cross a pond, with a second Pokey at the end of the bridge. Afterwards there is a sharp left turn, a second item set, and a sharp right turn. Racers then take a slight left turn into a wide straightaway where there are three pillars on alternating sides of the track. They fall onto the track in order, with the first one falling about 15 seconds into the race, and become lodged in the sand. If racers hit a pillar that is still falling they will flip over, but they can use fallen pillars as ramps to perform [[Jump Boost|tricks]]. After this, the track narrows and racers enter the ruins as an alternate version of the course's music begins playing.
This course takes place in a desert with [[Egypt]]ian-themed structures such as obelisks, temples and pyramids, and starts out under some ruins. Racers begin by taking a right turn where there is immediately a brief split path, as they must either go left or right around an area of sand and a pillar; both paths have a set of [[Item Box]]es. Where the paths join there is another right turn, where racers encounter the first of several [[Pokey]]s. Each Pokey moves left and right across the track, and if racers hit one they will spin out. The right turn brings racers to a small oasis where they must use a somewhat broken bridge to cross a pond, with a second Pokey at the end of the bridge. Afterwards there is a sharp left turn, a second item set, and a sharp right turn. Racers then take a slight left turn into a wide straightaway where there are three pillars on alternating sides of the track. They fall onto the track in order, with the first one falling about 15 seconds into the race, and become lodged in the sand. If racers hit a pillar that is still falling they will flip over, but they can use fallen pillars as ramps to perform [[Jump Boost|tricks]]. After this, the track narrows and racers enter the ruins as an alternate version of the course's music begins playing.


As soon as racers enter the ruins, the track narrows once more, and there is a brief straight with abyss on both sides and [[Swoop]]s perpetually crossing the track perpendicular to it. There are then arrows decorating the walls indicating turns; some are flanked by artwork of Pokeys. The first of these is a turn to the right where racers must make use of the [[Half-pipe (object)|half-pipes]] on the sides of the track to cross a large area of sand without slowing down; atop the half-pipes on each side is another set of Item Boxes. This is quickly followed by a left turn where the half-pipes come to an end. Afterwards there are two more right turns followed by a very wide room. In the middle of this room is a circular area with two more Pokeys. Over time, this circular area will fill with sand, eventually preventing racers from crossing it without the use of speed items. At the other side of the room, racers go off a narrow ramp with two [[Dash Panel|dash panels]] while encountering swarms of Swoops traveling in the same direction. Atop the dash panel ramp is one last item set as racers exit the ruins and the course's music returns to normal.
As soon as racers enter the ruins, the track narrows once more, and there is a brief straight with abyss on both sides and [[Swoop]]s perpetually crossing the track perpendicular to it. There are then arrows decorating the walls indicating turns; some are flanked by artwork of Pokeys. The first of these is a turn to the right where racers must make use of the [[Half-pipe (object)|half-pipes]] on the sides of the track to cross a large area of sand without slowing down; atop the half-pipes on each side is another set of Item Boxes. This is quickly followed by a left turn where the half-pipes come to an end. Afterwards there are two more right turns followed by a very wide room. In the middle of this room is a circular area with two more Pokeys. Over time, this circular area will fill with sand, eventually preventing racers from crossing it without the use of speed items. At the other side of the room, racers go off a narrow ramp with two [[Dash Panel|dash panels]] while encountering swarms of Swoops traveling in the same direction. Atop the dash panel ramp is one last item set as racers exit the ruins and the course's music returns to its default version.


[[File:MKWii-DryDryRuins6.png|thumb|left|Yoshi reaching the finish line]]
[[File:MKWii-DryDryRuins6.png|thumb|left|Yoshi reaching the finish line]]