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Editing Frozen Hillside

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[[File:KAR Frozen Hillside HUD Map.png|thumb|left|The track display of Frozen Hillside.]]
[[File:KAR Frozen Hillside HUD Map.png|thumb|left|The track display of Frozen Hillside.]]
=== Track ===
=== Track ===
The track of Frozen Hillside features lots of hairpin turns and distended areas, and is anything but circular. The starting line is found near the top of the track on the left side, and the race proceeds in a counterclockwise manner from there. The track begins right away with a split path, where the racers can choose to take the upper path along an icy wavy road, or take a lower path through a boxy metal hall with lots of sharp turns. Which one gets taken is determined by pressing down on the ramps at the entrance to make them rise. From there, the path straightens out, with the lower one leading through a field of burning laser beams that can be turned off using a floor panel and the upper one consisting of fragile ice platforms that can be broken with a little pressure. From there, the path reconverges and leads to a series of four adjacent [[rail]]s that carry the racers a long distance up to the top of the course. As they are traveling on these rails, the racers can jump between them at will.
The track of Frozen Hillside features lots of hairpin turns and distended areas, and is anything but circular. The starting line is found near the top of the track on the left side, and the race proceeds in a counterclockwise manner from there. The begins right away with a split path, where the racers can choose to take the upper path along an icy wavy road, or take a lower path through a boxy metal hall with lots of sharp turns. Which one gets taken is determined by pressing down on the ramps at the entrance to make them rise. From there, the path straightens out, with the lower one leading through a field of burning laser beams that can be turned off using a floor panel and the upper one consisting of fragile ice platforms that can be broken with a little pressure. From there, the path reconverges and leads to a series of four adjacent [[rail]]s that carry the racers a long distance up to the top of the course. As they are traveling on these rails, the racers can jump between them at will.


After disembarking from the rails, the track continues down an icy slope. There are four hoops poking out of the road here that provide a speed boost if they are passed through. This then leads to a cave with walls made of fragile ice that can be broken using certain [[Copy Ability]] moves ([[Fire]] or [[Sword]] will work here). From there, the racers pass through a darker portion of the cave which can have a light switched on using a floor panel before exiting out the other side. After passing a swinging bridge, the racers must move down tightly-packed metal catwalks before reaching a winding bobsled channel. From here, the last obstacle is a passage through a tight icy corridor, but the walls can be pulled back by pressing floor panels along the way to reveal some [[Dash Panel]]s to hasten the ride to the finish line and complete a lap.
After disembarking from the rails, the track continues down an icy slope. There are four hoops poking out of the road here that provide a speed boost if they are passed through. This then leads to a cave with walls made of fragile ice that can be broken using certain [[Copy Ability]] moves ([[Fire]] or [[Sword]] will work here). From there, the racers pass through a darker portion of the cave which can have a light switched on using a floor panel before exiting out the other side. After passing a swinging bridge, the racers must move down tightly-packed metal catwalks before reaching a winding bobsled channel. From here, the last obstacle is a passage through a tight icy corridor, but the walls can be pulled back by pressing floor panels along the way to reveal some [[Dash Panel]]s to hasten the ride to the finish line and complete a lap.
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