moodboard (mark wilson)
TRANSCRIPT
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Mark WilsonCE00014-1-030110-070410
Aim: Produce a 2D plan for a Mario Kart Track based on a Historic Event /
Era of History OR Geographic Area
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Pokey
Swooper
Influences and Research
Existing Mario Kart tracks
Dry Dry Ruins is the first racecourse of the Special Cup coming from Mario Kart Wii , based on an area of the same name
from Paper Mario. The course bears certain resemblances to the Dry Dry Desert racecourse from Mario Kart: Double
Dash!! and Yoshi Desert course from Mario Kart Super Circuit.
A few things that are used in multiple Egyptian-themed tracks are the Yoshi sphinx and structures such as obelisks,
temples and pyramids. The course's music is similar to Desert Hills. This course takes place in the desert, under a
midday sun. An oasis is found near the start of the course, with several trees and some water. Another part of the
course is the ruins, which has Swoopers, Pokeys, and some falling sand in it. Cacti are on the outer places on the course
and coming on contact with the cacti will spin the player out.
This track has both indoor and outdoor environments. The level features some outdoor obstacles but not very many.
This levels difficulty is based more on its sharp twists and the players driving skills rather than their ability to avoidenemies and obstacles. Some obstacles that are featured:
A Pokey acts as an obstacle and it will slow down the player and spin him/her out if the player makes contact with the
Pokey.
There are pillars that usually start falling as soon as the player gets there. If the pillar happens to fall on the player, the
player will flip over and lose his/her items. Then, the fallen down pillar gets available for use, for performing a trick to
gain speed.
The first part of the ruins is past a road that cuts through a dark abyss, with
Swoopers flying across to slow the player down.
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The race takes place in a mountain filled with snow and some skiing Shy Guys.
This course introduces the half-pipe ramps in this game. There is a canon that blasts the player to the top of the
mountain. Later on, the player will have to descend from the summit, using ramps and bumpy hills to gain speed.
After descending, the player will see Shy Guys skiing, which act like obstacles for the players, making any player
who hits them spin out.
This track has many interesting and fun environments for the player to navigate. The idea of a half pipewhere the player can drive on the side is an idea that I'd like to include into my track, I would use this to let
the player avoid obstacles and other players.
Bumpy hills are also something that I will include in my design, they shall allow players to shorten the distance
between them and the leading players by slowing them down. Although this may seem unfair to the leading
players, they should still however be in front only by less of a distance. This allows for more variety in the
gameplay as more moments are hectic and ultimately fun.
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Examples of re-use:
Airship Fortress in Mario Kart DS takes place in a crumbling castle and on a large, floating airship, similar to ones found in Super
Mario Bros. 3. The drivers are shot from the ship's cannons all the way to the castle.
Maple Treeway is set in a forest in autumn and also features a cannon similar to the ones used in DK Mountain
DK's Snowboard Cross is set in a ski resort. It features ramps, moguls, and a half pipe for racers to perform stunts, snowboarding Shy
Guys that the player must avoid, and a giant DK Barrel resembling DK Mountain's barrel-cannon from Mario Kart: Double Dash!!
DK Mountain
Dk Mountain is a racing course that first appeared in Mario Kart: Double Dash!! as the fourth and last stage
of the Star Cup. The course takes place in the middle of the jungle, though the track mostly runs along of
two volcanoes of the jungle. The centrepiece of the track is the giant Barrel Cannon that shoots all racers tothe upper part of an active volcano. The course reappears in Mario Kart Wii in the Lightning Cup. I have
found that this event in the tracks is widely remembered and easily recognisable, I would like to include this
into my tracks design.
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My Mario Kart Track:
My choice
I chose to do a Mario Kart track over the Super Smash Bros. as I feel that it is
more of a challenge. I will be able to use create interesting obstacles and
environments relative to the time period that I have chosen.
I have decided to produce a Egyptian period track for Mario Kart on the
Nintendo Wii.
My track will consist of the theme similar to the Dry Dry Ruins track in Mario
Kart Double Dash which is a sand/desert environment.
The reason I chose to design the track for the Wii version is because of the
reasons such as the latest graphics that Nintendo has to offer and players can
perform tricks on raised platforms and rubble which I have incorporated into
my track.
Here are some of the main ideas for the layout of the track that I have in mind.
The ideas I wish to include
My first idea came from the Mario Kart Double Dash game in the Course DK Mountain when players get
shot out of a cannon, which is the only way to progress through the track.
Dk Snowboard Cross also uses this cannon but this track has a few new features to Mario Kart Wii.
The level has raised bumps/mounds in the snow that produce a bumpy ride for the player although If
done at the right time can be used to boost off of. Another feature used in this map well is a
half pipe. The players are able to move vertically on the track to avoid
other players and items.
Waluigi stadium features a bog that slows the player down if caught in
it.
The map Dry Dry Ruins from Mario Kart Wii is the first to my knowledge
to use obstacles dynamically. Pillars are used for the player to avoid, if a
player ventures to
close to the pillars
they topple over,
once toppled they become ridges for players to boost
off of.
Further into Dry Dry Ruins there is a leak in the ceiling
that slowly flood the centre of the room with sand.
The player is only slowed down if they enter the
streams of sand falling from the ceiling but in the last
lap the fallen sand forms on the floor the hinder the
player further.
A track from Double Dash!! known as Wario Coliseum has a part of the track that spirals downward which I
will also be using.
Dino Dino Jungle (and some other tracks) have optional routes that the player can choose to take, some
have items where as the other route may be a shortcut, I like this because it can aid different players
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depending on their situation e.g. 1st place may want to gain extra distance rather than items as no player is
in front.
Drawn Idea for Track
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track in detail
Here is the final design for my map. Some parts of my track are inside and not viewable from this
viewpoint. This does however show the starting point/finish line, item box locations, corner
points, possible routes, enemies and some obstacles.
The track is divided into nine key areas. On the next few pages I will explain in-depth each of
those areas.
1: The start/finish line leading into Yoshi: Once the players start the race the path ahead seems
to be a solid block at the base of the Yoshi Sphinx. This however
opens up slowly as the players approach so that they almost clip
the bottom of the lifting block. Once inside the players are
faced against a leak in the ceiling similar to the one used in Dry Dry
ruins, this causes little problem through the first lap.
2: Spiral: Here the players spiral downwards in three circles
before reaching the bottom, this allows the players to perform
the "Mini-Turbo" boost which is performed when racers move
the control stick back and forth during a drift for a significant
boost in speed.
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3: Which path?: here is the first optional route, the player is thrust forward on a boost pad and
can either take the main route (3a) up and out of the roof landing on a similar opening or take the
small path to the side (3b) that propels the player into a bog. This bog like the one from Wario
Colosseum slows down the player. However the reason that this can be known as a short-cut is because if
the player has a mushroom held they will not be affected by the bog and
proceed through the path quickly.
At the end of path 3a is a bridge crossing over a river, above this is a small
ramp leading from 3b. If the player manages to perform a trick on this
ramp they get boosted into the pyramid ahead, if however they don't they
will fall and join the other players below on the bridge.
4: Inside the Pyramid: After making it across the bridge or taking
the ramp from 3b the players will find themselves inside the
pyramid. Similar to the picture to the right, the player will enter
near the back and can either take the longer, safe path that has
items or chance the jump and gain the lead.
5: Half-pipe: Here is a very basic half pipe tube that extends around
three corners.
6: Pillars: This part of the race track will affect the player differently depending on the lap. The
first lap the pillars act as obstacles for the players to navigate around to avoid hitting them, these
pillars also fall over leaning towards oncoming players if they get too close. This can be used as a
good tactic if a player can get an opponent to follow them into the pillar. On the second time
around you will notice that the fallen pillars are partly
submerged in the ground and now act as miniature ramps for
tricks to be performed.
7: Sand Waterfall and Giant Wigglers: After taking the corner
out of the pillars previously mentioned, you hit an edge which
plummets the players over like a waterfall. At the bottom the
players are dumped into a large desert like area with two giant
Wigglers which patrol from left to right like in Maple Treeway
from Mario Kart Wii. Also the ground here has large bumps
that shake the players screen as they drive over them.
8: Cannon: After escaping the Giant Wigglers you find yourself on the other side of the desert,
around one sharp corner is a large barrel cannon that will fire the players across the famous land
mark the River Nile. A large ramp is stood at the opposite side of the river, after landing the
players take a few corners onto a large straight road, this area allows players to pick their speed
back up after the cannon which returns them to 0mph when landing.
9: Final corner and Giant Pokey: Near the end of the straight path you can see a giant yellow
circle blocking a random part of the track, if you look up it is the base of a very big Pokey.
Avoiding this and carrying on round the tracks last corner the player will see the finish line in
view. However at random points the large Pokey may poke his head into view from above the
finishing line in an attempt to block the players view with the petals on its head. This however is a
visual impairment and doesn't physically hinder or affect the player.
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The Design Constraints
Here I will talk about the possible ideas for the tracks colour palette and temperature.
The colour ideas
http://www.colorhunter.com/
I took images from existing Mario Kart tracks of earlier games and put them into a website called
colorhunter which generates several colour swatches from a single image so I could get an idea of
what colours would be good to use. I also used real photographs from the Geographic area
(Egypt) that I chose.
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Colour Temperature
The colour range and temperature of my track can give different effects. Hot, bright colours may
make the player see that part of the level as a rush, where as other cold, light colours may set the
player into a relaxed nature. Knowing this I can utilize the colour temperature to help steer the
course of gameplay.
I chose to use very light and natural colours as my colour swatches suggest, I chose to use these
on the inside parts of the track as well as the outside sky as they are supposed to help keep a
clear and fast paced view. By using these colours in a built up
environment will allow the players to keep a cool head in
areas that are very small and brings players close to each
other.
Outside in more open environments I will incorporate the Hot
and bright colours. I will do this let the player know that the
spaces are quite open and that these are the places for
acceleration.
The Conclusion:
Creating my own Mario Kart track was a good process for joining several ideas together in a
imaginative way. Looking at existing Mario Kart games helped a lot to get the basic layout to work
from. By looking at lots of different tracks from several games in the series does set you in the
right mind for creating a SIMILAR track. However looking at these it is easy to see where the same
idea is used across several games with little creativity, but by using different geographic areas
they are able to avoid obvious repetition.
I overall enjoyed this assignment as I felt it was a good source for creativity. My favourite part of
the track is where I used giant creatures like the Pokey, seeing as my track is quite a long one
these helped to enhance its size.
What I feel that I could improve on is a more creative cannon that fitted in with the theme and
demonstrating the inner parts of my track better.