The Game II wrote on 05/10/08 at 06:23:48:Dry Dry Ruins and Desert Hills; both stages I think have too many shortcut capabilities to where someone could just hold 3 mushrooms and boost on by for a big lead.
Mario Circuit 3; not as rough as the desert stages, but to me it almost plays like MC1 on MKDS, if you get 3 mushrooms early, you can item farm and grab a huge lead.
Shy Guy Beach; when and where the bombs drop are too inconsistent. And the crabs don't have a set movement; they intentionally try to stop you.
Yoshi Falls; I find that this course is built on having the pole position and navigating the first waterfall. That's it. If someone can avoid being slipstreamed, it's a win. It's almost like FC8 on MKDS; you can't allow that because it's all about who can mt more than the other person.
I would allow Wario's Goldmine because the hazards aren't random. The bats in the beginning go left side, then right side, and you can see the train cars and their route before you reach that track.
Yeah, and I would ban Moonview Highway because of the cars.
What shortcut are you talking about on DDR? The only real spots for shroom usage are through the sand in the tunnel, over the sand in the big chamber on laps 2 and 3 and through the rocky area before the finish line. Those each only save about .5-1 at most and can be easily countered with another item.
DH has more area from shroom usage (especially the end of the track) but I still don't see why you would disallow this track.
MC3 again, this has been one of my favorite tracks to play on WiFi. There is a lot of strategic elements to MC3 and I would strongly suggest keeping it.
SGB I am with you. But not for the reasons you listed. The track is boring and gives too much of an advantage to those players using the magikruser. On almost every other track the Mach Bike will kill the magikruser. However, on this track and N64 SL, the strategic advantage of using the Magikruser almost makes it unfair. Besides, SGB and SL are really boring tracks.
You've obviously not raced much WiFi on YF then. On most tracks I can almost lap people (I actually lapped someon on CM on WiFi - think of the length of CM) but since YF is such a short track and because there is not much to hide behind in terms of avoiding offensive weapons this track is again very strategic. With that being said, I really dislike this course and I think it's uninteresting and rivals DKM in terms of being borderline undrive-able.
With MH, you have to be kidding me. I rarely ever get hit by cars (ask Tanzer

) and if you can't avoid the cars (which move in set patterns) you have no business winning a tournament. MH is a GREAT track, one of my favorites.
Instead of banning tracks I would just look for a subset of tracks that are fun to race and have great strategic elements to them.
If I were to choose 20 tracks it would be:
MMM
TF
MC
CM
DKS
DC
KC
DDR
MH
BC
RR
RMR
RDS
RWS
RDH
RDKJP
RMC
RMC3
RPG
RBC