GamingonPhone’s next instalment in the Mario Kart Tour coverage series is the Mario Kart Tour Items section. Tour gave us new items, returning items from older games, and ever present staple items across the Mario Kart series.
Basic Items in Mario Kart Tour
Let’s start with the basic items available to all characters.
Needs no explanation, a truly classic item since Mario Kart’s creation. In Tour, these are scaled rather large and make for a challenge to avoid.
2. Green Shell
Another memorable icon in the Mario Kart series, the green shell. Like the banana, this item has been slowly increasing in size over the past few Kart games and makes for a tricky manoeuvre to avoid.
3. Red Shell
On top of its increased size, the Red Shell has proven to be the most terrifying item in Tour, homing in on the driver in front of you, and flicking them into the air. It seems this item gets stronger every game.
4. Spiny Shell
The bane of every frontrunner’s existence. The Spiky (or more commonly known; Blue) Shell reappears in Mario Kart Tour. Since its mechanics change in Mario Kart 7, the Spiky Shell travels along the ground, interfering with other racers besides first place.
The bob-omb is still one of the most satisfying items to pull off successfully. On Tour’s smaller scaled tracks, this item is quite literally a ‘blast’ to use.
Mushrooms are another key factor to Mario Kart’s success, allowing creativity with shortcuts and a boost for the player in lower positions.
7. Mega Mushroom
Making its first appearance in Mario Kart Wii, the Mega Mushroom is a useful alternative to a Star or bullet bill. In Mario Kart Tour, this item is useful for rolling over your opponents and generating quick points.
The infamous blooper has a love/hate relationship with many players. However, in Tour, Nintendo incorporated the touch screen to rub the Blooper Ink off your screen – an interesting new mechanic.
9. Bullet Bill
The Bullet Bill is a fan favourite, and wouldn’t miss a single Kart title. Adjustments have been made for it to suit the style of Tour, with a shorter life span and speed.
Nobody is safe from the Lightning bolt. Zapping all players in the race, it turns them small, and makes them squishable by larger players!
The coin was reintroduced to the series in Mario Kart 7, and grants two coins in Tour.
12. Super Horn
The Spiny Shell’s worst enemy: The Super Horn makes its return. This item sends a shockwave to players or items inside the user’s immediate radius.
Read – Mario Kart Tour: The complete courses guide
Character-unique items in Mario Kart Tour
Next up, the character-unique items. These items belong to a limited amount of drivers and have a different effect on the racetrack.
1. Giant Banana
Characters: Donkey Kong, Morton Koopa Jr.
The Giant Banana, first seen in Double Dash, is a Banana with attitude. It is twice as big as a normal one, and causes a large spinout upon impact.
2. Triple Green Shell
Characters: Koopa Troopa, Dry Bones, Iggy Koopa, Lakitu
A regular occurrence in the Kart series, Triple Green Shells have now moved to the character-specific items. They rotate around your kart, and send off to hit other racers.
3. Bowser’s Shell
Characters: Bowser, Dry Bowser, Bowser Jr.
One of the most powerful and damaging items in Tour, is the Bowsers Shell. This giant shell rips through the track, taking out any player in its huge radius.
4. Double Bob-ombs
Characters: Mario (Musician), Shy Guy, Roy Koopa, Wario
A new item to Mario Kart, the Double Bob-omb, provides a simple and unique new item mechanic. Spreading the course with Bob-ombs, it raises the blast radius of a singular Bob-omb.
5. Triple Mushrooms
Characters: Toad, Toadette
Triple Mushrooms have also been moved to the character-specific section. Nothing new here, just the triple variety of the standard mushroom.
6. Fire Flower
Characters: Mario, Metal Mario
The Fire Flower item makes three fireballs revolve around your kart, then throws them all at once when the screen is tapped. This item works best on a narrow road with walls!
Characters: Baby Mario, Larry Koopa
The Boomerang flings out in front of you, hitting both players and coins, causing racers to spin out.
Characters: Peach, Daisy, Wendy O. Koopa
The Heart is a very powerful, defensive item that protects attacks against any other driver. That includes all of the powerful items like the Lightning. On top of that, you can stack up to 5 of them at once.
9. Yoshi’s Egg
This iconic item rolls around and homes in on the racer in front of you, before crashing into them and exploding into various items.
Characters: Baby Peach, Baby Daisy, Baby Rosalina, Lemmy Koopa
The bubble is an item with mixed opinions. It keeps your character above the ground, making in invincible from items with a small speed boost. However, you also miss out on boost panels, making it slightly detrimental.
11. Banana Barrels
Characters: Diddy Kong
This item requires some skill to use but creates some serious hazards for the other racers. It shoots regular bananas out in front of your kart.
12. Mushroom Cannon
The Mushroom Cannon is another item which has to be used carefully and with skill. Being the opposite of the Banana Cannon, it shoots out offensively-based Mushrooms. In order to best make use, you must collect all the Mushrooms that spit out to avoid other racers obtaining them.
Read – Mario Kart Tour: The complete characters guide
13. Lucky Seven
The Lucky Seven, first seen in Mario Kart Seven, rotates 7 different items around your kart. These items have changed since 7’s days, and are the Red Shell, Banana, Green Shell, Bob-omb, Super Horn, Mushroom, and Blooper in Tour.
Characters: Mario (Hakama)
The Coin Box is a powerful new item for extending your combos. It behaves similar to a coin frenzy by throwing out piles of coins in front of your kart for anyone to pick up. This may seem detrimental to your own race, but is definitely useful in gaining more overall race points.
Characters: Rosalina, Ludwig Von Koopa
The dash ring sets rings out on the track in front of you, granting a short boost when passed through. It rewards skill, and allows you to extend combos over potentially dead areas of the track.
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