I played two rounds of 150 cc on each of the new courses. Just needed some time to sit down to share my early thoughts:
Paris Promenade: I was worried about the Tour courses because they were new to me, but Paris is great! It immediately hit me how surreal it was to be playing new courses for this game seven years later. Flying through the base of the Eifel Tower is cool and I loved seeing the big circular area I can't remember the name of that you drive through at the start (I took French for three years in high school, but I sadly remember none of it). My favorite part is definitely driving into oncoming traffic on the final lap. While there are plenty of console retro courses I want back, I'm also now looking more forward to more Tour city tracks now as each lap is different in some way and again they are all new to me.
Toad Circuit: I would have picked any other Mario Kart 7 track over this, but it's not bad at all! In fact, it's probably better here than it was in 7. I do think we need a few more beginner friendly courses in this game in general, so this is a welcome addition. I like how the hang glider ramp appears on lap 2. Also the music is incredible. Super glad to have the Mario band back in action.
Choco Mountain: This was one of my favorite courses on the N64 so while I'm very happy its in overall, I do have mixed feelings here. The view isn't amazing or anything, but having an outdoor view at the start is nice. The approach to the mountain's face is way too short, but the inside being more detailed / mining themed is very cool. Losing the jumps in the next section hurts, but the turn around the lake is still good. I get why they did it, but adding a guard rail makes me sad. You haven't lived until you tumbled off Choco Mountain and promptly lose the whole race. The ending hills are fine, sadly less chaotic, but fine. So yeah pros and cons here, but again very happy it's mostly in.
Coconut Mall: This was one of my favorite Wii courses and it's 95% there for me. They made it more compact for better and for worse. For the mall itself, I'll call it better, as heading up and down staircases, visiting multiple floors, the shortcut at the start, the mall is all there and a dash more hectic. I've been playing a lot of Chocobo GP lately, and the more tacky green and red stair cases remind me of tracks in that game lol. (Incidentally, tacky ramps aside, Chocobo GP is very good and different in cool ways. I'd recommend everyone here give it a try). Flying out of the mall is a cool addition, but the big gutting of the track is the last turn. Moving cars with Mii drivers and all the boost pads are out. They didn't have to be Mii drivers, but moving cars and the boost pads offered an awesome risk / reward element and makes me very worried they'll gut Koopa Cape similarly.
Tokyo Blur: While it lacks the showstopper moment of Paris, Tokyo is another great city track with fun scenery. Like the Piranha plants in Paris, adding in the Thwomps is a fun a contrast to the modern town. I love riding on the highway for the final lap. This course is really quietly great.
Shroom Ridge: I haven't mentioned it yet, I'm mostly fine with the new art style, but there are certain moments that just feel blah, like they needed just a little more attention. The opening pan of Shroom Ridge, where it flies by that super flat patch of grass is the one that hurts the most. That said, I think Shroom Ridge got the biggest upgrade in all of the retro courses. The layout feels tight and the traffic doesn't feel just kind of there like on Toad's Turnpike. I loved seeing the new shortcut with the gust of wind near the end. I also love seeing the item boxes and coins traveling the track with you. IIRC, the second turn where you can pick up like five/six coins on the side just has so much cool attitude. I didn't remember this course really existed until the Booster Pass brought it back and now I'm happy to have it.
Sky Garden: The biggest missed opportunity is Sky Garden by far. It's so different from the original track, that aside from background theming, it might as well be a different track entirely (incidentally, the graphics look good here). This different track is fine and simple and I love the steep angling on the ascents and descents. I said earlier we need more beginner friendly tracks, so this being one isn't a bad thing in that sense, but as one of the fairly memorable tracks from Super Circuit, it's a bummer seeing this one so gutted. The tight turns are gone and hopping over the track at key moments is basically all gone aside from the weak version at the start. When they brought this track to Tour and now here, they really should have renamed it as Sky Garden 2 or something.
Ninja Hideaway: Tour fans were hyping this one up and I 100% agree. I was blown away by Ninja Hideaway. The ninja theming is excellent and has so much personality packed into it. I love the entrance with the cherry blossom trees, the stair case you climb up, the shy guys that block your path both before and hanging above the pond, and that final roof top ride with the fire works blasting off. But what really does it are the multiple and shifting routes through it. We've just never had anything on this level before in Mario Kart. I mentioned I've wanted more beginner friendly courses here, but I also want some expert level tracks for me, someone whose loved Mario Kart ever since the SNES game. Ninja Hideaway is going to be so fun to master. You have to adapt on the fly a bunch and remember which turns are tight or not. I happily bonked against the wall a few times because I know I'm eventually going to learn to tear through it no matter what it throws at me and that's so exciting. That we already got a course from Wave 1 that's entering the conversation of the best tracks in the game is amazing. I can't wait to spend more time with this one and it makes me so excited for future waves especially seeing that datamined list of the various other unmarked tracks. What else are we going to get?