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DK's Jungle Parkway
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Updated - May 14, 2009
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DK's Jungle Parkway was the first track in the Special Cup of Mario Kart 64. DK's Jungle Parkway was the first jungle-themed or Donkey Kong-themed area presented in a Mario title. The parkway consists of multiple sections, including a riverside, a jungle, a suspension bridge, and a cave. Racers cross the river area by using a launching platform at one side, landing on the riverbed on the other side. During the 'Jungle' segments, if a character goes offroad 'Angry Natives' will begin throwing rocks at them, slowly knocking them back on-track while slowing them down overall. DK's Jungle Parkway returned as the third selectable course in Mario Kart Wii's Leaf Cup, with the angry natives removed and the 'cave' segment much harder to race through. Though almost never an obstacle, a steamboat that passes through the stage is considered to be its defining element, along with the suspension bridge.
Works:
Mario Kart 64 (Nintendo 64)
Mario Kart Wii (Nintendo Wii)
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General Information
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Origin:
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Mario Kart 64 |
Location:
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Kongo Jungle |
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Release Date:
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December 14, 1996 |
Home Stage of:
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Donkey Kong |
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Layout
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DK's Jungle Parkway takes place from a view of the bow of the steamboat. Players will fight on this boat for a majority of the stage. The boat is divided into three sections - a lower deck, an upper deck, and a smokestack. The boat is the length of Smashville's mail platform, and thus, so is the lower deck. About one Bowser's length in from each side of the boat is the upper deck, raised upward about the height of two Toon Links. Players are free to jump up to this deck from the lower deck and can drop through the upper deck in order to reach the lower deck. The smokestack, however, cannot be passed through, and is about the height of two Donkey Kongs from the upper deck. The smokestack can BARELY support two Bowsers, and is placed directly in the center of the stage. Toward the left and right extend two shores, which will either be covered in a jungle-esque foliage or a worn, dirt race track. DK's Jungle Parkway begins at one of these two areas and crosses over into the next about a minute through. This pattern will continue until four minutes have passed on the stage. Each of the banks of the river are about the length of the King of Red Lions from Brawl's Pirate Ship stage, separated from the ship by a river that is about the length of an enlarged Donkey Kong.
After four minutes, the steamboat will sound a rather loud horn. At that point, it will actually fall off of the massive waterfall seen in the Parkway. However, players will safely fall onto the main suspension bridge area. The suspension bridge area is about the size of the Brawl Mario Circuit stage in length, and features a mainly flat surface (with a slight dip in the center of the bridge). To the right of the bridge is the cave portion of the track, which extends to the upper blast zone. However, the entrance of the cave, which is about the size of an Ivysaur under the Super Mushroom's effects, does count as a blast zone. To the left is another jungle area and blast zone. After ninety seconds, the bridge will break, and players will immediately fall back onto the steamboat... somehow. There are no bottomless pits in this stage, the blast zones being to the sides of the jungle/track areas and well above the smokestack. However, it is possible for characters to drown in the river.
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Hazards
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Hazard #1:
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Smokestack |
Periodically, the steamboat will let out a notably quiet horn sound, followed by releasing a steady spray of smoke from the top of the smokestack. Anyone on top of the smokestack will take about 5% damage per second. The smoke extends to the height of the Pirate Ship's mast, and lasts for about four seconds. The smoke affects anyone within range of it, whether they are in the air or not. The smokestack deals no knockback and does not cause characters to flinch.
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Hazard #2:
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Angry Natives |
The moment a character sets foot on a designated "jungle" area of the stage, be it on the steamboat or suspension bridge areas, wild chanting will pick up. Angry Natives will then begin to throw large, jagged rocks with pinpoint accuracy at whoever sets foot onto their land. Each stone hits automatically and instantaneously, leaving no chance for recovery. A stone is thrown every one and a half seconds one is in the jungle grounds. The native's rocks deal around 7-10% damage. However, rather than traditional knockback, these stones simply push foes away, much like F.L.U.D.D. or Squirtle's Water Gun would. A rock is thrown the instant a character touches jungle grounds. If a character jumps, the rock throwing will subside, then immediately pick back up the instant that they touch the ground once again. If the scenery changes from the jungle area to the track area while the natives are throwing stones, they will immediately stop.
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Hazard #3:
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Hazard #4:
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Submitted By: Kamekguy
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