Mario Kart 64/Spiny Shell

From Meijin VS.
Jump to navigation Jump to search

Introduction

The Spiny Shell (also better known as the "Blue Shell" in popular circles) is a sandbag intelligent projectile that always tracks the leading player.

It is decently fast (though much slower when compared to its later appearances), only breaks when hitting a wall or its intended target, but is otherwise a somewhat ill-fitted tool for the position that can let it be rolled.

Nonetheless, it is a technically strong projectile that, while not as oppressive as it would eventually become in later instalments, still can make for an alright threat when used between opponents that are somewhat evenly matched.

Gameplay

Probabilities

Mode 1st 2nd 3rd 4th 5th 6th 7th 8th
2 Player GP /// /// /// 5% 5% 10% 10% 15%
3 Player VS /// /// 10% ///
4 Player VS /// /// 5% 10% ///
Battle ///

Overview

Strengths Weaknesses
  • Comeback Tracking: Unlike its red counterpart, the Spiny Shell tracks its intended target by following the track's path, which gives it an effective range that is theoretically infinite.
  • High Priority: It can easily break whatever defensive item 1st place may have in their hand, which effectively makes this projectile guaranteed to hit the leading player, assuming they have no Star or Boo in their hand.
  • Decent Damage: Hitting this item will cause the target to harshly bounce into the sky, which makes it harder to recoup through Triple Tapping as a result of it.
  • Anti-Shell Protection: It doesn't only reliably covers the user's back when out, but also beats out any projectile without breaking in the slightest, which makes it the perfect counter for Red Shells if they happen to be in range.
  • Inconsistent Pool: Spiny Shells can only be rolled from 4th place and below in GP, and only between 3rd and 4th in VS, all while having relatively low odds overall, which should in practice make this item a rare occurrence to have.
  • Inadequate Roll: Players in the back should benefit more from getting boost items or a Thunder Bolt, especially when this projectile takes significantly longer to hit its target than its later iterations would have.
  • No Backshot: Unlike its singular Green counterpart, Red Shells can't be fired backwards.
  • Battle Inexistence: This item can't be rolled in Battle Mode for both balancing and programming reasons.


Movelist

Shell Throw ● Intelligent projectile that automatically tracks the leading player by following the track's path.
● Must be spaced properly, as wall collisions will cause the Spiny Shell to break prematurely.
● Can hit a limitless amount of opponents, given that they get in the way.
● High travel speed. Can easily hit the user if they travel at a clashing trajectory, but otherwise should be safe to use.
Z
Shell Hold ● Surprisingly powerful defensive option since the user's back should be indefinitely protected as this item can't be broken with clashing projectiles. However...
● ...Its defensive potential will rarely come into play due to the expected positions at which you will receive this item.
● Likewise, thrown items that hit from either the front or the sides may circumvent its protection as well. This includes properly spaced Red Shells.
[Z]


Mario Kart 64
General FAQControlsHUDSystems
Characters
Mario Luigi Peach Toad Yoshi DK Wario Bowser
Items
Mushroom Triple
Mushroom
Super
Mushroom
Banana Banana
Bunch
Super
Star
Thunder
Bolt
Boo
Green
Shell
Triple
Greens
Red
Shell
Triple
Reds
Spiny
Shell
Fake
Item Box
Item
Box