Sonic the Hedgehog: South Island Ruins

John Coulter
Art & Games University
Sonic the Hedgehog 1
January 2026

Sonic the Hedgehog: South Island Ruins


   Video games are a form of art. Like books, they tell stories, and like movies, sculptures, and paintings, they depict stylized subjects and worlds. Every game element—from a simple tree branch to a complex character—is thoughtfully crafted by artists and designers. Art and Games University catalogs and analyzes these in-game art pieces, studying their in-game roles, cultural significance, and connections to real-world art history. 


   Data was collected from a diverse pool of games with many systems sampled and decades of content researched. To complete this analysis, over three hundred games have been documented through one hundred percent exploration and completion, and then the data was carefully compiled for fifty of these; with the list of documented and dissected games growing regularly. Art and Games University’s research found that the data and evaluation of art objects in games are under-studied. This research is important to document. 


   One of the games studied for this research was Sonic the Hedgehog 1 (1991) for Sega Genesis. In Sonic’s first game, a high-speed 2D side-scrolling action platformer, the evil Dr. Robotnik has invaded the South Island in search of the chaos emeralds. Robotnik has captured Sonic’s animal pals and placed them inside enemy robots, known as Badniks. Sonic must use his super speed to save South Island. 


   This fast-paced game was developed by Sonic Team and published by SEGA in 1991. The early 90’s saw Sonic rolling onto the scene with fast sales and popularity. Large stages, detailed graphics boasting parallax layered backgrounds and smooth high-speed frame rates, helped Sonic leap into an early lead. In the nineties Mario (Super Mario World, 1990) had stomped the competition and SEGA was ultimately losing the console wars. The aesthetic reflects Sonic’s 1990’s development. Sonic is fast, has edgy blue spikes, and a thematic 1990’s environmental spin. The visuals are colorfully detailed 16-bit pixel sprites, and as 3D games were gaining popularity, utilize geometric patterns to simulate depth, in a manner similar to the pre-rendered 3D/2D hybrid graphics of Donkey Kong Country (1994) on the SNES. In contrast to Dr. Robotnik’s futuristic mechanical designs, Green Hill Zone’s totems, Marble Hill Zone’s stone ruins, and Labyrinth Zone’s aqueducts all give a sense of a mysterious lost culture on South Island. So, with Super Sonic speed, let’s roll! 


   Sonic 1 (1991) was created by an incredibly small and resolute development team under the direction of Hirokazu Yasuhara. Naoto Oshima is the creator of the character Sonic, as well as coding Sonic’s unique speedy roll. Additional character designs were created by the talented Jina Ishiwatari. Of note is the work of background and zone artist Rieko Kodama. Kodama was a pioneer in the early home console gaming field as a female designer with prominent rolls on iconic SEGA projects. They designed the look and feel of the worlds on prominent Sonic and Phantasy Star (1987) games. Kodama studied both archaeology and graphic design before working for SEGA. Kodama’s background assured that the cultural objects and ancient ruins found in Sonic 1 (1991) have acute real-world art historical references. 


   A statistical breakdown of the art found throughout South Island in Sonic 1 (1991) has a total of two hundred and ten art items documented. Sonic 1 has the thirteenth most art from our season one data, coming in behind Real Myst (2000), and ahead of Konami Krazy Racers (2001) for the GBA, and slightly above the average amount of art in a game, of 188.8.  The average art objects per stage in Sonic 1’s twenty stages are 10.5. Greco-Roman inspired architectural ruins and stone sculptures make up the majority of the one hundred and eighty-seven art and media objects found in the settings and backgrounds of Sonic 1 with Robotnik’s designs also contributing to the total. 


   The first stage in Sonic 1 (1991) is Green Hill Zone. While not the stage with most art, the tropical landscape has a unique subject not found in other Zones. The Green Hill Zone of South Island has wooden totem poles throughout. These have green paint, wings extending from the pole on some, and simple face motifs. 



   Northwest Native American tribes such as the Haida, Nuxalt, Kwakwaka’wakw, Tlingit, Tsimshian, and Coast Salish all practice totem building. A totem serves several functions including welcoming visitors, memorializing those that have passed on or family stories, recording myths and tales, and shaming people. The colors and animals represented on the pole have symbolic meanings. 


   The type, faces chosen, and colors for the Green Hill Zone totems are all likely created just for the Sonic (1991) game and do not have a specific cultural meaning or interpretation. As totems are made of wood, they often last a maximum of five hundred years, while the other ruins and archeological sites on South Island appear to be at least two thousand years old. The Green Hill Zone totem is certainly a unique subject within Sonic, and a distinct cultural artifact. There are no clues to whether the animals of South Island or past human inhabitants left these totems, as well as the stone ruins included in Sonic 1 (1991). Removed from the final edition of the game, gray stone sculptures appear in the Green Hill Zone. However, these stone faces are only accessible via cheats. 


   Marble Zone is named for the many hilltop and subterranean marble ruins found throughout the game. With twenty-one art examples, Marble Zone: Act 3 has the most art of any single stage or zone in Sonic 1 (1991). The hilltops in the Marble Zone have three types of columns. First, a freestanding smooth gray marble column with a simple cylinder shaft, stair-step base, and layered capital, or top; this pillar has similarities to Tuscan, Dorian, and Ionic pillars. The second style is a freestanding blue stone column with a square shaft and a decorated base and capital. Though not exclusively used as such, Greco-Roman square columns were usually placed at the corners of buildings and were known as anta, or antae. They were frequently used in conjunction with round columns. A non-load bearing, decorative antae such as this, is known as a pilaster. The third style of column found in Sonic 1 (1991) are square shafted, ornate gray marble columns that support a gray marble building. These have a geometric diamond motif pattern in bas-relief, and the antae support a ruined marble structure. 



   The ruined marble structures in Sonic 1 (1991) exhibit many Classical Greek traits, including the decorative Ionic antae supporting adorning entablature and pediment on top. A pediment is traditionally a triangular element atop an entablature, atop a row of columns; however, the Marble Zone ruins are a uniquely trapezoidal form not found in many ancient ruins. These trapezoid forms are known as “Á pans pediment.” In addition to decorative relief, the pediment has red stained glass, or possibly red stone tiles. 


   The horizontal, rectangular strip of marble bas-relief carving atop the antae and below the pediment is called an entablature. The carved patterns are known as “Frieze,” and the vertical striped motif is known as “Triglyph.” These are one hundred percent in alignment with the Classical Greek style. The ruins most closely resemble the iconic Parthenon, from 400BC ancient Greece. Like the Marble Zone ruins, The Parthenon also has Triglyphs and decorated Frieze on the entablature. The ruins, shrouded in trees in the distant background, are consistent with those found in the foreground. There are round, Tuscan, or Doric free-standing pillars, as well as marble buildings with entablatures and pediments. Notably, there is one building with no pediment in the background. 


   Digging deeper, the next art subjects are the subterranean stone reliefs found below the Marble Zone. The lava-filled, purple stone, and white metal dungeon maze beneath the hills of the Marble Zone, has four different framed stone patterns. Displayed in four sizes of green frames, the floral pattern’s color is the same as the dark purple stones throughout the subterranean dungeon, and could be stone relief, painting, or textile; however, the lava would likely destroy anything not stone or metal faster than a Sonic speed runner. Mythological beings such as centaurs, flora, and fauna imagery are common motifs on ancient Greek reliefs. The floral patterns framed in the dungeons are in stylistic alignment with the rest of the ruins in the Marble Zone. 



   Additional ruins can be found in both the Labyrinth Zone as well as Scrap Brain Zone 3, and contain more examples of art inspired by history. The subterranean stone aqueducts are also inspired by ancient Greek culture; however, the columns and relief sculptures are all different than the ruins found in the Marble Zone. The monstrous polluting machines of Robotnik’s factory in Scrap Brain Zone appear to be built directly on top of South Island’s ruins, as demonstrated when Sonic falls below the Scrap Brain Zone at the end of Act 2.


   The columns found in the Labyrinth Zone are freestanding pillars that are thin and fluted with simple bases and capitals, similar to Classical Greek Doric columns. While round, stone-brick columns supporting a crumbling stone-brick bridge are found in Scrap Brain Zone 3. These columns feature no reliefs, decorations, or details. This suggests they were built at an earlier time than the other ruins. These are cut from large stones instead of a solid piece of marble like those previously examined. They are also crumbling and sliding down a cliff. Most of the background sprites are a palette swap from Labyrinth Zone’s yellow stonework, to a light gray. There is however an additional unique colonnade in this Zone. 


   The Labyrinth Zone features four animal motif stone relief blocks, as well as several abstract floral patterns resembling those in the Marble Zone found on doors, small bricks, and movable cylindrical stones. Imagery of a stylized fish and a hog, with the hog only in the Game Gear Version (1991) appear as large stone reliefs in the background as well as smaller stone reliefs in the foreground. As representational images of animals, the artistry is more detailed than those in the Marble Zone, but they could easily have been constructed before, congruently, or after the ancient Greek inspired ruins elsewhere on South Island. Pigs such as Picky Pig, (Porker in the English translation) are native to South Island, though no living fish are shown in Sonic 1 (1991). As with all of the art on South Island; their creators, whether animal or human, are unknown. 


   The next subject has a unique style for Sonic 1 (1991). While the ancient Greeks did carve stone gryphons, centaurs, and other monsters, the stone sculptures of a horned creature from Sonic 1 appear most like a Gothic gargoyle. Some are fountains, whereas others shoot fireballs. The sculpture could be inspired by ancient Greek art but is likely Medieval or Gothic in inspiration. 




   Many of the gargoyle fountains pour water into the tunnels below. The entire Zone functions as canals and aqueducts, with changing water levels. While the Roman Aqueducts are the most famous, aqueducts have been traced back to Crete and the Minoans around 2000 BC. The Tunnel of Eupalinos is an ancient Greek underground aqueduct from 400 BC. 


   Shifting gears from ancient ruins to the maniacal mechanical designs of everyone’s favorite “Eggman,” Dr. Robotnik’s mechanical designs are in stark contrast to the natural world and ancient ruins found on South Island. As an invading force they are the stylistic antithesis to the rest of the setting.  His Badnik’s, or robot creations have fierce metal forms meant for destruction. The futuristic industrial architecture in Scrap Brain Zone looks like a smog filled landscape from Blade Runner (1982). 


   Some elements of design allude time travel throughout the Zones of South Island. Sonic 1’s (1991) stages are set in distinctly past and future settings. The Spring Yard Zone, an urban pinball themed amusement park, was originally the fifth stage, which would have placed the stages in chronological order by technological era. Director Hirokazu Yasuhara revealed that time travel was originally a planned gameplay element of Sonic 2 (1992). Extra evidence supporting the theory includes a four episode time traveling story arc in the 1993 animated series (Sonic the Hedgehog Cartoon, 1993), a prehistoric romp in the Sonic 2 Manga (Terada, 1992), and the Badniks, Redz and Rexon, from Sonic 2 (Sega Genesis, 1992). 


   The artwork of South Island in Sonic 1 (1991) is heavily inspired by ancient Greek marble ruins as well as Northwestern Native American totems. As an NPC Dr. Robotnik is an avid creator of artistic mechanical menaces, and his list of creations only grows with each game he makes an appearance. Saving the local animals, collecting the chaos emeralds and stopping the menacing Doctor in Sonic 1 (1991) for Sega Genesis provides ample views of multiple cultural sites that are historically significant and iconic to gaming.


Works Cited


Blade Runner. Directed by Ridley Scott. Performances by Harrison Ford, Rutger Hauer, Sean Young and Edward James Olmos. Written by Hampton Fancher and David Peoples, Warner Bros., 1982. Film.


Donkey Kong Country. Directed by Tim Stamper, Rare/Nintendo, 1994. Super Nintendo game.


Konami Krazy Racers. Directed by Toyokazu Nonaka, Konami Computer Entertainment, 2001. Game Boy Advance game.


Phantasy Star. Directed by Kotaro Hayashida, Sega R&D 2, Sega, 1987. Sega Master System game.


Real Myst, Directed by Rand Miller and Robyn Charles Miller, Cyan Worlds, Inc, 2000. iOS game.


Sonic the Hedgehog Television Series Cartoon. Directed by Dick Sebath, Ron Myrick and/or John Grusd. Produced by DIC Productions, L.P. and Sega of America. 1993.


Sonic the Hedgehog 1. Produced by Yuji Naka, Sonic Team, 1991. SEGA Genesis game.


Sonic the Hedgehog 1(8-bit video game). Directed by Ayano Koshiro, Ancient/Sega, 1991. Game Gear Master System game. 


Sonic the Hedgehog 2. Directed Masaharu Yoshii, Sega Technical Institute, 1992. SEGA Genesis game. 


Terada, Kenji. Sonic the Hedgehog Manga series. Japan: Shogakukan. 1992. Print. 


Super Mario World. Directed by Takashi Tezuka, Nintendo EAD and Nintendo, 1990. Super Nintendo Entertainment System game. 


Mario Kart DS: Art Analysis

John Coulter 
Art & Games University 
Mario Kart DS  
January 2026 

Mario Kart DS: Art Analysis  


   Video Games are an art form. They have stories, just like books, and stylized representational subjects and settings just like films, sculptures, or paintings. While every single element of a game, such as a tree branch in the background is carefully crafted art, made by creative developers and designers; Art and Games University catalogues and analyzes the quantity, type, in-game meaning, and real-world art historical references of all art objects and cultural content found within the virtual worlds of video games.  


   Art and Games University explores the art and cultural content found in video games and has collected data from a diverse pool of games, from AAA to indie, with many systems sampled and decades of content scoured. To do so, over three hundred games have been documented through one hundred percent exploration and completion, and then the data was carefully compiled for fifty of these: with the list of documented and dissected games growing regularly. The research found the data and evaluation of art objects in games are under-studied. This research is important to document. 


   Mario Kart DS is a fine example of art prominently included in a gaming virtual world. This entertaining game was released in 2005 from developer Nintendo EAD and publisher Nintendo. Mario Kart DS is the product of the hard work and talents of many artists. Producers Shigeru Miyamoto, and Hideki Konno oversaw course designers Hiromu Takemura, Hirotake Ōtsubo, Yoshihisa Morimoto, and Taeko Sugawara; just to highlight a few that had a crucial role in bringing the style, visuals, and worlds to life. Many of which have experience with map and course design on iconic games such as Zeldas (1986-2026) and other Mario Karts (1996-2005)


   Mario Kart DS (2005) features thirty-two courses in the Mushroom Kingdom and beyond with sites boasting collections of architecture, sculptures, modern media, paintings, stained glass, and gardens. In an overview of the statistical makeup of the media in Mario Kart DS, there was found a whomping four hundred and sixty-four art subjects. For some perspective, out of fifty games catalogued, the average amount of art per game is 188.8.  Mario Kart DS has the fifth most art this season, behind Duke Nukem 3D (1996), and ahead of F-Zero GX (2003). 


   The majority of Mario Kart DS’s (2005) content is contemporary mass media and mechanical designs, with frequent appearances of architecture, sculptures, and paintings as well. Mario Kart DS has the third most contemporary media objects, behind Horizon Chase 1 (2015), and GoldenEye 007 (1997). With thirty-three art objects, Delfino Square has the ninth most art in a single stage from our data set sampled in season one. The courses and settings alone have three hundred and seventy-three art objects, with concentrations of art found in Bowser’s and Peach’s Castles, Luigi’s Mansion, the Desert Hill Pyramids, and Delfino Square (Mario Kart DS, 2005). 



   Bowser Castle is an iconic location throughout the Mario franchise and while King Koopa has presided over many castles over the years, they are almost always, Medieval Gothic stone brick fortresses (Super Mario Bros.1, 1985). Bowser Castle makes two separate appearances in Mario Kart DS (2005), one brand new course, and the second, a remake from the GBA course of the same name. 


   Bowser’s DS course features a Gothic or Medieval gray stone brick fortress with round towers, simple square brick stone columns, a lava moat, drawbridge, interior garden, and sculptural facade. Many of these elements are common on castles built in the 1300’s. The monolithic stone portrait sculpture of Bowser’s face on the facade door is similar to Gothic gargoyles. Several of Bowser’s castles (Mario Kart 64, 1996) feature a green garden area, a strange feature for a wartime fortress. Other than the garden, the fortress is not decorated as a palace, and is more of a military fortress. While no castles have been built with a lava moat, Riegersburg Castle is a medieval castle, from 1100 AD, built atop a dormant volcano in Austria. The pointed red orange roofs resemble Peach’s castle more than Bowsers. 


   The GBA Bowser Castle (Mario Kart Game Boy Advance, 2001) is a lava-filled dungeon. The interior is surrounded by a stone arcade, stone-brick Tuscan, Dorian, and Ionic columns, stone arch windows and four stone sculptures of Bowser. While the arches are smooth and not pointed, the stonework architecture is cartoonishly Gothic. The sprites are slightly altered but still faithful to the GBA version (2001). The variety of columns in the arcade is noteworthy. Tuscan columns are smooth and un-detailed round poles, often with no base or foot. Doric and Ionic columns are more decorative and include a foot, and have fluted or ribbed poles, and more decorative tops or capitals. These stone Tuscan style columns are functional for a Gothic dungeon or fortress, however the more ornate capital supporting the arches would likely be classified as Doric. The Gothic and Medieval eras were characterized by constant war, disease, and death. The gargoyles and militaristic stone fortress make perfect aesthetic sense for Bowser’s style. 



   Peach’s Castle makes three appearances in Mario Kart DS (2005), each showing a slightly altered version or different area of her properties. In Mario Circuit, a paved racetrack circles a decorative Victorian castle. The castle’s form most closely resembles those from Super Mario 64 (1996) and Mario Kart 64’s (2005) Royal Raceway, with a few notable differences. The castle features white stone, a red tile roof, four towers, and prominent stained-glass window of Princess Peach, however the moat and gardens surrounding the castle are quite different than their presentation in either N64 game. The pointed towers and stained glass indicate Peach’s Castle is a Victorian palace, and not a Gothic fortress such as Bowser Castle. Despite this, Peach’s castle does contain defensive features including a moat, and four lookout towers. 


   Peach’s Castle is regularly shown with a prominent stained-glass portrait of the Princess on the facade. Simple stained glass has existed since ancient Greek and Egyptian times, but large vertical High Gothic Cathedral style windows are more commonly known in pop culture. Few private patrons outside the Church could afford such stained glass. Peach’s round-stained glass is likely Victorian, along with the rest of the castle’s architecture. As an iconic artistic expression that transcends the boundaries of gaming, Peach’s Stained Glass is a beloved art treasure. 



   Peach Gardens is an ornate botanical park with flower collections, artful hedge sculptures, hedge mazes, fountains, and a small section of architectural facade in the same style as Peach’s Castle. The facade has white or light gray stone brick and a red tile roof. The windows are both square and arched, and the two columns in front are simple square stone brick pylons, with no frills. 


   Hedge mazes are an evolution of the knot garden from the Renaissance and similar in concept to ancient Labyrinths. They were popular during the Renaissance, Baroque, and Victorian eras and continue to be popular attractions today. The hedge sculpture of Mario reflects a long history of topiary arts. Horticultural arts involve trimming or guiding a plant to grow in a new form or sculptural shape. The practice dates back approximately two thousand years in several cultures. Gaius Matius Calvinus is credited with introducing the art to ancient Romans, making elaborate animal figures around 50 - 0 BC as described by both Martial and Pliny the Younger. Around the same time, the art of Penjing was developed in China. Similar to the Japanese Bonsai, which evolved from Penjing some seven hundred years later, Penjing are small “living sculptures” of plants in small pots or displays. Myth states that powerful monks were able to shrink whole forests. 


   The GBA Peach’s Cup course shows Peach’s Castle on the distant horizon of the stages background (Mario Kart: Super Circuit GBA, 2001). Though stylized, the castle resembles the N64 (1996) version, appearing as a large stone Victorian palace with red pointed towers on each corner, and a prominent round, stained-glass window on the facade. Highlights of Peach’s art collection include her Victorian style palace, stained-glass portrait, and botanical gardens. As an NPC she has an ample collection of art across many games. 


   The haunted property in Luigi’s Mansion first appears in the GameCube game by the same name (Luigi’s Mansion: GameCube, 2001). Luigi’s Mansion is a Ghost House in a forest near Professor E. Gadd’s Lab located in Boo Woods. Gadd is an inventor who hunts ghosts to capture them inside haunted paintings. The Mansion is a creation of two ghosts, Boolossus and King Boo. The style is like iconic mansions in the American South, with Antebellum and Victorian features. Luigi’s Mansion exterior does not have a porch or columns as most Antebellum properties do. The windows are arched, and there are cupolas, (Koopa-la’s) or small domes, on the roof. The front stairs have ornate carved reliefs, with curved organic motifs like a seashell. The upper windows have frilly frames and moulding resembling leaves. 


   The gravestones surrounding Luigi’s Mansion are of two varieties. One is a small flat rectangle, or possibly fallen stone. The other has a curved “Ogee” style top, and decorative motifs depicting a column or archway, which are sometimes symbolic of the passage to the next life. Gravestones such as these were common during the Antebellum and Victorian eras. 



   There are twenty-three magical ghost containing paintings with varying ornate frames in the original Luigi’s Mansion (2001). Four of these make an appearance in the DS course (2005), those being: Boo (white round ghost,) King Boo’s Bowser Costume, Madame Clairvoya (a fortune teller) and Chauncey (a baby ghost with a rattle.) Stylistically the paintings in the GameCube (Luigi’s Mansion, 2001 and Mario Kart Double Dash, 2003) versions have canvas texture and brushstrokes showing. The texture is not visible on the DS. They are accurate to the surreal world Mario exists in and take no stylistic liberties. 


   Victorian and Antebellum ghost houses have appeared in Boo Woods since SNES’s Super Mario World (1990), throughout all of Dinosaur Land. While simplistic, Luigi’s Mansion has continuously been stylistically presented as a decrepit Antebellum wooden manor. 



   Delfino Plaza is a location originally from Super Mario Sunshine (2002) and is a tropical vacation port town on the dolphin shaped Delfino Isle, home to the Pianta people, colorful humanoid palm creatures. Mario Kart DS’s (2005) Delfino Square features parts of the Plaza and the pier. The course is inspired by the world-famous Monaco Grand Prix, founded in 1929, which races through the real city streets and harbors of Monaco, Monte Carlo, and La Condamine. The virtual city is known for a Clock Tower and Grand Pianta Statue. 


   Variations of the Grand (or Great) Pianta Statue appear in several Mario games after first appearing in Bianco Square in Super Mario Sunshine (2002). The statue’s appearance alters slightly, from being on a stone pedestal, to being in a fountain. However, the Grand Pianta is consistently depicted as a gray stone Pianta figure with a fist raised triumphantly upward. 


   Delfino Square oozes with inspiration of Monaco’s sunny seaside harbors and is one of the courses with the most art within Mario Kart DS (2005). As an exotic vacation destination, the design’s inspiration is in stark stylistic contrast to much of the Surreal, Gothic, and Victorian architecture found in the Mushroom Kingdom. 


   Examining the Desert Hills course next, based on Desert Land (or Koopahari Desert) originally from Super Mario Bros. 3 (1988). The pyramids in Desert Hill are blocky step pyramids made of stone, possibly Shroom-stone or Thwomp-stone. They are similar to the Pyramid of Djoser in the Saqqara Necropolis. The castle fort towers and walls are like those of the Cairo Citadel’s and the Qaitbay Citadel’s towers. The architectural style of the fortress walls is likely much newer than the ancient pyramids. Koopas may have contemporaneously built these desert pyramids, or they could be ancient ruins like the real-world pyramids that inspired them. The Desert Hills pyramids might be related to the Shifting Sand Land or Sarasaland pyramids.



   Next to analyze is the Frappe Snowland course, featuring frosty hills dotted with snowmen and an icy canyon. Frappe Snowland originally appeared in the N64 Mario Kart Flower Cup (1996). In addition to the many small round snowmen, the course has two monumental ice sculptures, one of Mario and one of Yoshi. Ice sculptures predate refrigeration and can be traced back to several past cultures. 


   Early Inuit cultures in Alaska and Canada utilized ice for shelters and decorative purposes, possibly as early as four thousand years ago. In 1600’s China, ice was used to create shelters and functional glass like objects, as well as decorative sculptures. Today ice sculptures are often part of public festivals or events including the popular Harbin International Ice and Snow Festival in China and the Sapporo Snow Festival in Japan. 



   In a manner akin to Delfino Isle’s dolphin form, the entirety of Yoshi’s Circuit Island is in the shape of a Yoshi. Earthwork or land art is a form of sculpture that uses natural elements, placed in nature, to form an artistic relationship that changes the space. The 1970 Spiral Jetty by Robert Smithson and Dubai’s palm shaped islands are a few examples. How Yoshi’s Circuit Island was created is unclear. Searching for these collections throughout the different areas of Mario Kart DS (2005) can be tricky. To expand your knowledge of Mario Kart-ography, visiting noclip.website for gaming maps is recommended. 


   Without going in detail about these subjects, they are worth briefly mentioning:  The GC Mushroom Bridge, inspired by San Francisco’s Golden Gate Bridge, the Lighthouse on Cheep Beach, which features a tall white beacon with no keep or quarters to live in at the bottom, and the Twilight House has red and green Piranha Plant wallpaper. 

There are forty-eight sculptural trophy cups made of varying precious metals available during the cutscenes after winning a Circuit, or cup. Who crafted or forged these metal works is unknown, however there is no shortage of gold in the Mushroom Kingdom. 


   Though the realms of the Mushroom Kingdom are often surreal fantasy worlds, contemporary media, signs, advertisements, and mechanical designs make up an overwhelming majority of art and media content in Mario Kart DS (2005). 


   Mechanical designs and creations such as thirty-six playable Karts, Luigi’s blimp, and larger automobiles such as the “Fresh Cheep-Cheep” delivery truck are regular sights on screen. Several stages are entirely mechanical designs such as Tick Tock Clock, Walugi Pinball, and the DS battle course. 


   Mario Kart DS (2005) includes an Emblem Editor to decorate Karts with custom decals and designs. This creative gameplay mechanic lets players personalize their experience by drawing on and decorating Karts. There are alternate colors found in Japan (Mario Kart DS, Japan, December 2005). The ROB-LGS and ROB-BLS appear with gray NES colors in the North American version, and red and cream Famicom colors in the Japanese version. 


   Colorful starting line banners, racing signs, ads for racing products and services such as “Luigi Tires” and “Luigi Oil,” tourism ads including one for Sherbert Land on DK Pass, shop advertisements in Delfino Square all use common graphic design elements such as bold fonts and simple colors similar to those of real-world auto race sponsors Shell and Phillips 66, of which some ads are parodies of.  Other Mario Kart sponsors include “Delfino Fruits” and “Ribbon 86 Birdo Watching.” 


   Finally, several NPC characters create or collect art in Mario Kart DS. Peach, Bowser, Luigi and Wario are all known to have large collections of artwork, however, only parts of Peach’s, Bowser’s and Luigi’s collections are shown. Additionally, kart racing enthusiast Lakitu has provided referee and race hosting duties throughout the Mario Kart franchise and appeared as a reoccurring enemy and esteemed journalist in other games. 


   To review, Mario Kart DS (2005) is full of art inspiration from our own world including the Gothic and Victorian eras, ancient Egypt, and contemporary graphic design and media. Mario Kart DS (2005) has some of the densest areas of art from Art and Games University’s data collected for season one. Peach, Bowser and Luigi’s art collections shine, and Delfino Square is a major cultural hub. 

 


Works Cited


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