N64 Kalimari Desert 2

Kalimari Desert 2 is a race course in Mario Kart Tour. It made its debut in the Wild West Tour, where it served as its signature course. It is the first course new to Mario Kart Tour that is not an RMX course or one that is themed around a real-life location. Despite being new, the course's name is stylized as N64 Kalimari Desert 2 in-game.

Kalimari Desert 2 is a favorite of Cat Peach, Pauline (Party Time), Mario (Sunshine), Peach (Explorer), Luigi (Lederhosen), Dry Bones (Gold), Wario (Cowboy), and Bowser Jr. (Pirate), and is also a favorite of Captain Toad, Toadette (Explorer), and Dixie Kong once they reach level 6. Kalimari Desert 2R is a favorite of Pink Gold Peach, Dixie Kong, Nabbit, Toadette (Explorer), Fire Rosalina, King Boo (Gold), and King Bob-omb (Gold), and is also a favorite of Peach (Explorer) once she reaches level 3 and Dry Bones (Gold), Pauline (Party Time), and Wario (Cowboy) once they reach level 6. Kalimari Desert 2T is a favorite of Birdo (Yellow), Nabbit, Captain Toad, Peach (Explorer), Wario (Cowboy), King Boo (Gold), and King Bob-omb (Gold), and is also a favorite of Mario (Sunshine) and Toad (Party Time) once they reach level 3 and level 6 respectively.

Course layout
The course is a reroute of the original Kalimari Desert course from Mario Kart 64. Unlike the original, the course is segmented into two sections (the other courses of this type in the game being 3DS Rainbow Road and Tokyo Blur 4, and similar to Wuhu Loop, Maka Wuhu, Mount Wario, N64 Rainbow Road in Mario Kart 8, and Big Blue) and utilizes the railroad loop in its layout.

The first section begins from the normal starting line, and the course starts out following the same path as the original, with even the first glider shortcut still being accessible. A wooden trick ramp was added shortly before the first railroad crossing, and ramps with dash panels appear on both sides of the first intersection so that racers jump over the railroad. Afterwards, the course continues and curves to the right towards the tracks, though the glider shortcut found in this area is blocked off to prevent racers from skipping the railroad section entirely. At the second railroad crossing, racers are rerouted onto the railroad. The course continues on the tracks, with the second section of the course beginning from the entrance of the railroad tunnel near the starting line, or from the other entrance to the tunnel in the Reverse variant. The train starts out right outside the tunnel near the first intersection in the normal and reverse variants. Upon reaching the second intersection again, racers are diverted back onto the normal course and continue on the original path. Wooden trick ramps were added onto the path shortly after this intersection and before the final turn that leads to the finish line.

The Trick variant varies from the original and the other variants in several significant ways. Along the stretch from the starting line to the first railroad crossing, several small metal trick ramps were added and the first glider shortcut is blocked off to prevent racers from skipping the railroad section entirely. Rather than jumping over the first intersection, this variant has a ramp bring racers onto the railroad tracks, dropping them onto the tracks a bit after the first crossing. A few ramps to trick off of (which include enough room for the train to move through) were added along the stretch from there until the entrance of the railroad tunnel located close to the starting line, where the second section still begins from. There are no trick ramps added inside the tunnel, which is likely due to its limited size not allowing for it. Upon leaving the tunnel, racers are almost immediately diverted back onto the main path either by going up a curved ramp and tricking off of it or by driving through an opening in the ramp (it is also big enough for the train to pass through it, even though it takes several minutes for the train to reach this point). The second glider shortcut is still blocked off in this variant, even though using it would not result in skipping large portions of the course. At the second intersection, a ramp similar to one found at the same location in Kalimari Desert T bridges over the tracks. Several small metal trick ramps appear along the long curve section, and a large ramp was added right before the final turn.

Only one train is present on the track in all variations, moving much slower than the original trains since it now shares the tracks with the racers. The train always moves around the tracks in the opposite direction the racers would, meaning that the train travels oppositely to it normal direction in the reverse variant. The train is unaffected by any barriers or ramps found at the crossings, though a player would have to wait a long time to ever see the train reach these points. Like in Mario Kart Tour's version of N64 Kalimari Desert, colliding into the train causes racers to trick over it unharmed since they are always moving forward. The train can also still be knocked into the air with a Super Horn, a Mega Mushroom, a Bowser's Shell, or a driver in an invincible state such as a frenzy or Super Star (in online matches where they appear).

Appearances
For this course's tour appearances, see List of N64 Kalimari Desert 2 tour appearances in Mario Kart Tour.

Sponsors

 * Mario Work Gear (Signs)
 * BaNaNa Boy (Signs)
 * Red Shell Strike Equipment (Signs)
 * Bullet Bill Speed Trial (Signs)
 * 1-Up Fuel (Signs)
 * Green Shell Taxi (Signs)

Mario Kart Tour

 * Mario Kart Tour Twitter: It's time for the Wild West Tour! What says "Wild West" more than the N64 Kalimari Desert 2 course? Trek through the tunnel or coast along train tracks. Just ensure the sandstorm doesn't choke your engine!