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With this episode of ours guidewe will have analyzed all the 48 tracks on 96 tracks which will make up, by the end of next year, the contents of Mario Kart 8 Deluxe. What we will see in this part will cover the Campanella Trophy, which means that if you are following us regarding the Wii U edition of the game, the project for you stops after this episode. From the next onwards we will enter the uncharted terrain exclusive to Nintendo Switch, but for today we await 3DS Koopa City, GBA Strada del Fiocco, Mariopolitan and Big Blue. Fire to the powders!
3DS Koopa City
The first of today’s pistes is also one of the most unique tracks of our guide to Mario Kart 8 Deluxe for a detail. The inspiration behind 3DS Koopa City eludes most plumber fans, as the neon aesthetic is only associated with Bowser in the animated series of Super Mario World. Technically, Bowser’s castle in that series also harks back to the icon of its gaming counterpart, although the latter only has a neon sign in the overworld. There are no other trails associated with the Koopa King than his castle. For now, of course.

- Layout: The first few turns will simply lead you to the underground section, where you can cut a bit of a road with a mushroom if you have one. The curves outside are on an uphill path – it’s not wide at all, so be careful if you use green shells or other power-ups that can do you harm too. The three hairpin bends that follow are the most unpleasant part of the track: the first two are uncovered on one side, while the third is entirely devoid of guardrails. They are also tight, so be careful. The final parabolic curve is located in a much safer area, after which the final glide will lead you to the finish.
- Assessment: The cyberpunk aesthetic has very little to do with the Mariesque universe, and this can make the track more sympathetic to some as much as less pleasant to others. Undoubtedly, however, this route is not for everyone. For better or for worse. 7.5 / 10.
GBA Strada del Fiocco – Mario Kart 8 Deluxe track and track guide
A great return to another setting that is too neglected Super Circuit, as well as the second track recontextualized by that game. From an abstract track amidst gigantic gift boxes, GBA Strada del Fiocco has become a Mariesque reinterpretation of the imagination of Toy Story. And as Minitoads remind us from Mario Vs. Donkey Kongthe basics were already there!

- Layout: The first three right turns precede a jump from a turbo ramp, then move on to a series of left turns where you will have to avoid the Koopasapiens. The next ramp will lead you to the rickety anti-gravity section, from which you should soon be able to see a shortcut to the right. The glide that awaits you after a few turns will lead you to the last parabolic of the track: if you have a mushroom, you can end the lap (or the race) with a scandalous cut.
- Assessment: An abstract track to the point of becoming almost anonymous, reinterpreted enough to do justice to the most unfairly mistreated episode of the series. The Toy Story in sauce Mario it will hardly bore us. 9/10.
Mariopolitan – Mario Kart 8 Deluxe track and track guide
If in Mario Kart: Double Dash !! you loved the sense of interconnection between the various tracks, the idea of a public transport capable of connecting them will send you in solace. In fact, the English name of the Mariopolitan (Super Bell Subway) harks back to the symbolic power-up of Super Mario 3D Worldbut we only care about one thing: the fun of driving in the immediate vicinity of a railway system, perhaps even trying to avoid trains!

- Layout: Traditionalists, rejoice. No antigravity sections on this path! You will start with a left hairpin bend, and then end up on the tracks. The trains are headed towards you, but there is no shortage of space to avoid them (unless others are pushing you). You will find alternative streets on both the left and right, before returning by force to the main one. After a right turn, the risk of a front end will cease. Standing on the sides you can take advantage of two turbo footboards. The last left turn can be cut with a mushroom.
- Assessment: The track is certainly not one of the least inspired, but it gets better. It will be up to you and your friends to decide how often to hang out on the track, with its pros and its (painful) cons. 7.5 / 10.
Big Blue
Also for the blue planet of F-Zero we got to talk in the course of our guide to Smash, so there is hardly much left to add. Contrary to what we have said about Mute City, the Mariesque version of Big Blue it is a single-goal path. Reaching the third “round” will bring a familiar voice to the ears of anyone who has played F-Zero X…

- Layout: Antigravity, in case you were wondering, reigns supreme here. The first, long left-necking curve includes more turbo pads, a surface on which to earn coins on the right, and a split between a raised and a lower part. After the turbo ramp, but before the right turn, you will find two lanes: one will push you forward and the other will slow you down. The same goes for the three curves to follow: the one already mentioned on the right, the one after it on the left and the last one on the right. The glide will take you to the second “lap”, or the water slide. After the curve to the right you can choose which lane to follow. The curves will follow one another until the glide that leads to the final part. In order not to go into too much detail, it is enough to know that after several lanes at alternating speeds (all full of turbo platforms) the road will divide and then reunite before the finish line.
- Assessment: Pure adrenaline from start to finish, accompanied by a masterful arrangement of what is already one of the Great N’s best tunes. A bang for the DLC on Wii U and the base game on Nintendo Switch. 10/10.
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