Booster Course Wave 3 for Mario Kart 8 Deluxe is here, and we’re checking out All Changes and
differences made for the returning courses. The second race of the Rock Cup is GBA Boo
Lake. Taking place during twilight in the middle of a lake haunted by Boos,
it features a collapsed pier with many lampposts, all leading into the aquatic abyss. So how does
the most recent update differ from past instalments? Let’s find out!
Presented much like Ghost Valley in Super Mario Kart, Boo Lake in Mario Kart: Super Circuit had a
pier over a bottomless pit with many gaps, ramps, and a couple of sneaky bridge shortcuts. Tour
transformed this flat track into full 3D, giving it various angled slopes and modified turns,
with half of the path being underwater. Now for the latest version based on the Tour model,
both the sloped portions and underwater section are in antigravity mode. But there are many
more little hidden details to find... Quite a few gameplay changes were made from
the transition to 3D. All along the sides of the path are block barriers. Like with classic Ghost
Valley courses, these could be destroyed in the original just by touching them. But since Tour,
they have been made indestructible, with many more of them added in spots with others removed
for deterioration aesthetics. And because of their placements, it’s now possible to
drive along them in some areas. Since Tour, lampposts replaced the candle-holding Boos,
with even more lampposts installed throughout. The two jumps after the first bend have much
narrower gaps, and all Dash Panels were removed. Nonetheless, all ramps were made to have gaps in
the planks after them, although falling in may be possible only in the Switch version. Can anyone
confirm? Either way, ramps now seem to be just a bit more level than in Tour, and some barrier
blocks adjacent to them have been adjusted for presentation. Immediately after the first ramp,
the path dipped into the lake up until the next ramp. This no longer happens in this revision,
and the barrier blocks accommodate this change. Just before the split path in the original was a
dark, narrow bridge that glowed every so many seconds, providing a shortcut across
the chasm. This was removed for Tour, and the path was readjusted to fill its place. That’s
disappointing. At the same time, the ramp that allowed leaping over the hole splitting
the path was removed, and the broken planks around it modified its shape. Furthermore,
the left side became wider than the right when compared to the equal width in Super Circuit. Now,
an arrow sign on blocks can be seen where the ramp used to be. Once the routes merge,
an Antigravity Panel marks the start of the first slope. Leading up to the corner in the original,
the path took several bends. This approach was simplified in Tour, just offering a straight
dash to the apex. Making a full U-turn, the pier took a full plunge into the lake after a new ramp,
marking the beginning the underwater section. Here, Fish Bones could be found, serving only as
mild obstructions. A wide ramp and little ramp on the right side were added at the start of this
section, whereas the GBA version was devoid of all ramps for this diagonal path, although it had a
narrow part in the middle that Tour removed. Now, the path extends to the right in the immediate
area around the small ramp, but it’s not really beneficial. What is beneficial is using a Mushroom
to cross the off-road shortcut at the simplified acute bend though the breakable cut-outs that were
barrels in Tour. This part used to be a lighter bridge originally. The ramp that came after and
the field of ramps that followed were taken out in Tour. However, the final set of ramps were
reduced and rearranged significantly: one long ramp, then two short ramps divided by new blocks,
and finally another long ramp to launch drivers out of the water just before the finish line. For
the latest revision, the first ramp was split into two, and an Antigravity Panel was placed at the
water’s edge. Because of the layout of the course and ramps, it’s very difficult to backtrack.
Next, let’s have a look at the visual changes. In the original, a dynamic skyline could be seen,
transitioning from night into a bluish twilight at the start, and then becoming night again during
the final lap, similar to Sunset Wilds in the same game. For Tour, this became a consistent orange,
but new billowy clouds were added. Along with a redesigned manor, abandoned fortresses could be
seen in the background amidst mountains where rocky spires used to be. With the addition of
actual lake water, rocky islets rested along the lakeside—with some having dead trees and grass
clumps—and on the lakebed. Also sticking out of the water were the tips of the lampposts—an
odd sight from the surface. Tour even introduced numerous Boos floating above, haunting the area.
Now, the muted cerulean sky is back, with a bright and eerie blue moon amidst different, moonlit
clouds. Swoops can be spotted flying out of a mansion window to hide behind a rock. What could
be back there? The Boos roaming the locale all became fully modelled. And since this whole region
is dark, we must use headlights at all times. Investigating the pole position, a new wooden sign
with hanging lanterns and the classic logo was added in Tour, but the starting grid markers that
were made brown are now white again. Still looking at the boards, the original pier had plank patches
and support posts underneath, but Tour removed the patches and included horizontal braces between the
posts. Now, wetness and either mineral deposits or white mould can be found all over the wood,
even underwater. Approaching the first bend, a red arrow was put here in Tour, but it has
since been yanked out. The ramp ahead and those throughout the track were the Tour standard,
but now the style is more suitable for the environment. Approaching the apex of the
initial slope in the DLC, we see a peg where a pumpkin used to be in Tour, but research seems
to indicate that this block was the same as any other. Could it be a reference to the Halloween
Tour? Mysterious... Taking a dive in Tour, shattered and unlit lamppost bulbs were found,
as well as broken glass on the pier beneath them. These lampposts all were altered to
having missing bulbs and all broken glass was washed away. At the last big turn in Tour is an
alternate path that other variants of the course used, but now, a lone arrow sign was installed,
pointing where to go, but also a bit towards the dilapidated support structure that remains as a
memorial to this route. We pay our respects. There are a couple of auditory changes. The
laughing from the candle-holding Boos when driving under them disappeared along with these ghosts in
Tour, but the Boos floating above now cackle every so often. Furthermore, the opening soundscape
seems unique now, with wind, the aforementioned Boos, and even a howling wolf in the distance.
How ominous. The music is delightfully
eerie with falling arpeggios, a dirge-like melody, wailing, and a bit of freestyle
drums and funky bass. Shared with Broken Pier, the original theme blended sampled
instruments with chiptune elements, common with Game Boy Advance soundtracks...
It’s pretty neat. But if it sounds familiar, that’s because it’s an arrangement of Ghost
Valley, using the same melody while modifying other parts enough to be distinct. This in
turn was inspired by Super Mario World’s Ghost House theme, Haunted House. Now that’s a spooky
reference! The remix for Tour was faithful to the original, utilising a vox melody,
swelling tremolo strings, more aggressive drums, and a menacing slap bass...
It’s good, even if a bit safe. But the latest take on the theme seems to master the presentation
of this, offering cleaner bells, swelling that alternates between higher and lower pitches, pipe
organ, and drums with atmospheric plate reverb, as well as both string bass and synth bass...
Stunning.
And yet this enhancement of a remix of an arrangement of an inspiration
goes to show that the original elegy of the Boos haunts us to this very day.
And that’s about it for All Changes we found in GBA Boo Lake! The course
provides a fairly well-balanced, dynamic experience of an otherwise simple course,
with well-placed ramps and antigravity, both inside the water and out. But what do you think?
Have you found any notable changes that we missed? Let us know in the comments below. And of course,
stay tuned to GameXplain for more on Booster Course Wave 3 for Mario Kart 8 Deluxe,
and other things Nintendo, too. Thanks for watching! Until next time, ciao!