PB, if you had a PC, you would pick up this netplay emulator with kaillera plugin, RIGHT NOW! >U< (http://www.zophar.net/n64/Project64k.html)
Any emulator with kaillera plugin is a online multiplayer experience~ 8D
Mario Kart 64 is perfect. We're done here.no it isn't
The game is still perfect. The system it was on was not.The mechanics and presentation were perfect. The cast was not. :P
The mechanics and presentation were perfect. The cast was not. :P
I may not share Neko's love of Snifits, but a Mario Kart without Daisy just isn't right. And don't you dare tell me that Rosalina and Dry Bowser mean nothing to you (even if MKWii is not the most impressive of Mario Kart titles).
The second are the karts. I'm not fond of the fact that they made the Karts more important than the actual driver. I didn't play Double Dash enough to see if this was a problem in that game, but it could be seen in MKDS. This fact is compounded in MKWii, because once you get 3-4 specific bikes, there is NO reason to ever go back to any other Kart/Bike. Say what you will about all the new cast, but I think it's part of the problem. In MK64, every player had a chance to win, and the characters were equally balanced with their individual strengths & weaknesses. In later Mario Kart games (again I won't say DD because I didn't play it enough to notice) the player is next to irrelevant and the Kart is the main factor, and the Bikes in MKWii make it absolutely unbalanced.
The third is Battle Mode. No need for a long description, just one real phrase... ABSOLUTELY [tornado fang]ing RUINED!
The second are the karts. I'm not fond of the fact that they made the Karts more important than the actual driver. I didn't play Double Dash enough to see if this was a problem in that gameKarts have stats in Double Dash but the individual kart doesn't have nearly as high an impact as it does in future titles. There was no sliding/off-road/item luck bull, just your basic acceleration/top speed/handling, and the weight class (determined by the heavier of your two characters) made infinitely more difference than the individual kart. It's like the difference between Mario and Dr. Mario in Melee. They're not the same, but if you want to base your decision on appearance, you can get away with it without too much trouble.
Battle Mode. No need for a long description, just one real phrase... ABSOLUTELY [tornado fang]ing RUINED!I don't think anyone in their right mind can play Wii and argue with that one. :|
See, in Double Dash, as many items as were gimped, the signatures made up for it (assuming you weren't playing as Toad/Toadette, anyway, 'cuz the Golden Mushroom blows). There's nothing quite as insane as a Bowser Shell or two flying through Baby Park. And the Yoshi Egg was another of my favorites, effectively a red shell that drops random items on the floor on impact (and you don't need to be in a low place to get one, either). With good timing and a little luck, you can nail someone, pick up a Star/Mushroom off the ground, and leave them pretty much screwed in your dust. I don't know if it's necessarily better balanced or not, but signature items do make the game a bit more character-based and less kart-based.
I do feel that the presentation has consistently suffered since 64, though. In 64, when you hit someone, you knocked the hell out of them. Loud SFX and they're sent flying through the air. The same applies to SNES's crazy spins. In Double Dash onward, that was pretty much deadened. It's like every impact is in slow motion, which in a race is all the more painful. Also, DS completely forgot how to animate shells, which is quite a huge WTF. I know a Nintendo fan isn't supposed to be a graphics whore, but a single static 2D frame for a shell? It makes the game look like a tech demo.
Karts have stats in Double Dash but the individual kart doesn't have nearly as high an impact as it does in future titles. There was no sliding/off-road/item luck bull, just your basic acceleration/top speed/handling, and the weight class (determined by the heavier of your two characters) made infinitely more difference than the individual kart. It's like the difference between Mario and Dr. Mario in Melee. They're not the same, but if you want to base your decision on appearance, you can get away with it without too much trouble.
I don't think anyone in their right mind can play Wii and argue with that one. :|
Oh, the DS version is god awful as well.I dunno, DS had plenty of options without axing the classic gameplay mode, which was nice. But I'll still agree that it lost something, mainly because for presentational issues I mentioned last time, it's just less fun to blast the hell out of someone in DS compared to blasting the hell out of them in 64 or SNES. That and I feel the track design, both battle and regular, was pretty lackluster.
I dunno, DS had plenty of options without axing the classic gameplay mode, which was nice. But I'll still agree that it lost something, mainly because for presentational issues I mentioned last time, it's just less fun to blast the hell out of someone in DS compared to blasting the hell out of them in 64 or SNES. That and I feel the track design, both battle and regular, was pretty lackluster.
Oh, I just meant the blowing into the Mic for Balloons bullshit. Awful, awful idea.You know you can just hold Select, right?
You know you can just hold Select, right?
Oh, I just meant the blowing into the Mic for Balloons bullshit. Awful, awful idea.Oh, that. I didn't see that as necessarily bad, but pretty darn pointless.
Oh, the DS version is god awful as well.
Mario Kart for me it is this!Agreed. It's why I always thoroughly enjoy it when the remixed version (http://www.youtube.com/watch?v=6NmzXq6Bme4&feature=related) comes up in Brawl. I have a lot of good memories of the first Mario Kart.
[youtube]http://www.youtube.com/watch?v=_J5CUcAKsGA[/youtube]
Is it alright if we talk a little more deeply about the courses, music and other features? :3
Basically, Mario Kart Wii was the perfect game
the best thing to do in any mario kart is use the lightning bolt right as people are going over a jump.
- Online mode has race breaking flaws. This is more due to issues with latencies, slight lag between players and a number of other things, but dammit, if I shoot a shell at you and can see it connect, your ass better not just drive away with a troll face on.
Wario Stadium is the ultimate test of friendships, siblings & general bonds just for this. XD
I would drop banana peels to make my sister fall down the pit in Wario Stadium.
I employ the same tactics in Mario Kart DS with trap blocks on the loop in Rainbow Road. Works pretty well!
Also, perhaps it's just me, but DS Desert Hills is the most boring track in the game.I'd give that one to DS Yoshi Falls.
I'd give that one to DS Yoshi Falls.
I hope that when you drive through the castle, you get to jump into a painting.Who DOESN'T hope for that? 8)
1. We have seen no bikes.
2. We have seen no snaking.
3. We love it.
TAKE NOTES, NINTENDO.
Seriously, Wii had an awesome character selection and a great online setup (besides TIMING YOUR MENUS BEFORE YOU EVEN JOINED A DAMN MATCH), but in terms of item selection, AI, and bump physics, it was a total bust. And wheelie boosts, no matter how cool they sound, are simply wrong.
Why is that a bad thing?
- TOO MANY [tornado fang]ing ITEMS. If I see any more new items, I'm not going to consider buying the 3DS for the next Mario Kart title. Get rid of some items, or, if not, at least enhance the quality of the items. *glares at Fake Item Box*
TOO MANY [tornado fang]ing ITEMS. If I see any more new items, I'm not going to consider buying the 3DS for the next Mario Kart title. Get rid of some items, or, if not, at least enhance the quality of the items. *glares at Fake Item Box*[/li]
[/list]
1. We have seen no bikes.
Okay, I need to draw the line here. Mario Kart Wii blew all kinds of chunks, and even though I would *NEVER* argue with a Hammer Bro., I can't fathom criticizing the cast selection. Dry Bowser ALONE outweighs most any suggestions that come to mind, nevermind the insane cuteness that is Baby Daisy.
- Missing characters: E. Gadd, Toadsworth, Petey Pirahna, Dixie Kong, the Paratroopa, and the Hammer Bro.
Well, there is DDR Mario Mix. I'd have appreciated an NSMB appearance myself, but oh well.
- And finally, off-topic: Toadette needs to make an appearance OUTSIDE of Mario Kart, Mario Party, etc.
I know for a fact there were previous games where the fake item did not function as a shield. You COULD drag it behind you to nail somebody on your tail, but you couldn't block other items with it.Actually, the Fake Item Box was improved, IMO. In previous games, it use to act like a shield, just like banana peels & dragging shells. With all the incredible unbalanced item issues, it's actually good that it can't do that anymore.
Why is that a bad thing?As I see it the main issue with items as they currently stand is that there are too many "hit everybody" things (lightning, blooper, and POW), coupled with items which specifically target the leaders (cloud, blue shell), and 12 racers meaning more crap is always flying around. It basically means that if you're any good at racing you WILL get the kitchen sink thrown at you, at all times.
I will admit, though, that the items we currently have need to be improved first. Bananas and fake item boxes, anyone?
Try playing NDS Delfino Plaza or NDS Yoshi Valley with a kart on wi-fi. The earlier especially is rather shamelessly spammed (though thankfully not as badly as Final Destination in Brawl).
I know for a fact there were previous games where the fake item did not function as a shield. You COULD drag it behind you to nail somebody on your tail, but you couldn't block other items with it.
As I see it the main issue with items as they currently stand is that there are too many "hit everybody" things (lightning, blooper, and POW), coupled with items which specifically target the leaders (cloud, blue shell), and 12 racers meaning more crap is always flying around. It basically means that if you're any good at racing you WILL get the kitchen sink thrown at you, at all times.
Lightning affected everyone equally and one could be squished. Now there's no squishy, plus 6th place shrinkage does not last as long as 1st place, which is stupid.THIS. VERY THIS. Also, didn't they add the Mega Mushroom to make up for the lack of being able to flatten your opponents?
THIS. VERY THIS. Also, didn't they add the Mega Mushroom to make up for the lack of being able to flatten your opponents?
This was my main problem with the Double Dash and onward games. They made a system where 2nd place has literally a 5% chance of catching up with 1st place without the help of the 5th-8th (now 12th) place racers.In Double Dash, I hadn't noticed, probably because of my constant use of Yoshi (eggs are basically red shells that spawn items, and they're plenty available in 2nd). In DS there is the slightest chance in hell of getting something good in 2nd, but nevertheless I believe your point stands. 99% of the time, you get crap.
Items to be brought back:If you want the Feather back, then more tracks with huge, gaping holes in them would be required, no?
Feather
If you want the Feather back, then more tracks with huge, gaping holes in them would be required, no?
-The Ice Flower would give you the ability to freeze opponents in front of you or behind you.
That's another thing I think MK has lost Post MK64, and that's level design.
- Character specific items should return. That one of the things that I felt made Double Dash unique, and the items themselves were pretty balanced, although the Heart Shield was pretty evil. The Fireball was my personal favorite, actually, effectively letting you toss out 5 green shells in a spread-like pattern. The items made character choices a lot more personal, and added some charm to the game.
I must disagree with you on that one, PB. I loved the signature items. It sucked when previously universal items went signature, this is true, but Koopa Troopa and Toad are the (very unfortunate for you) exceptions, not the rule. While their particular items blew, the rest of the cast got some overall strong stuff.
And you can't blame the signature mechanic for how the game handles triple ANYTHING. No getting around that.
However, I will say this: Signatures have better impact when you're building teams. I'm not sure how I'd feel about them in your traditional single-racer Mario Kart. In a double kart, you can pick one character you just love and one who has an awesome signature, creating a balanced duo. In a single kart it would be all-or-nothing, which would make balance concerns more severe.
Well, it's not like anyone had signatures that were absolutely BAD or anything. Yes, the triple shells could no longer orbit to protect the user, but three green/shells are still just as potent as ever. The super shroom wasn't the greatest, but it was still functional at the very least. The other signatures never really felt broken to me, especially with flying blue shells running amuck. Even the giant Bowser shell had a counter in the Giant Banana, and I never really saw the Chain Chomp as being that game-breaking as I've seen people get killed due to those things.
Koopa Troopa's special were either 3 Green Shells or 3 Red Shells, most of the time 3 Green Shells.
Like I mentioned earlier up above, Double Dash created a system where one could not get 1st place without the help from the last place racers shooting those flying Spiny Shells you mentioned.(http://home.comcast.net/~Anguirus/objection.gif)
Even if they were to give Koopa Troopa and Toad better signature moves, some characters would still have supers that were better, thus making the game unbalanced.What you're describing is inevitable with any degree of customization, though. And with kart stats having been established for the last three games, I don't think that's going anywhere. I'd rather see signature items with only minor kart stats as in DD than kart stats that turn the whole game upside-down as in DS and Wii.
a CHOSEN team modeI just want to say, we need this. I missed the classic mechanics while playing DD, I admit, but there is something to be said for your own custom character pairings. I really feel that both modes have enough merit that they should be able to co-exist.
People bitched about 64's AI, and frankly, they shouldn't have.I remember reading in an old issue of Tips & Tricks about someone bitching that it was impossible to play. Mainly because, as he claimed, the AI recovered from attacks faster than the player.
(http://home.comcast.net/~Anguirus/objection.gif)
The AI in Double Dash is a complete dumbass. You should frankly not need very much item help to get from 2nd to 1st at all, though I will admit the frequent Blue Shell does help if you got screwed over earlier. Nevertheless, I really do feel that such complaints are better directed at DS and Wii, which attempted to fix AI while still holding to the same broken item system.
Double Dash's item setup is, IMHO, the testament of gamers needing to be careful what they wish for in regards to rubber-band AI bitching. Because there are only so many ways you can go with racing AI. You can make it adapt to the player (MK64), you can make it really freaking hard regardless (F-Zero GX), or you can constantly nuke the leader (Double Dash). People bitched about 64's AI, and frankly, they shouldn't have.
What you're describing is inevitable with any degree of customization, though. And with kart stats having been established for the last three games, I don't think that's going anywhere. I'd rather see signature items with only minor kart stats as in DD than kart stats that turn the whole game upside-down as in DS and Wii.
I just want to say, we need this. I missed the classic mechanics while playing DD, I admit, but there is something to be said for your own custom character pairings. I really feel that both modes have enough merit that they should be able to co-exist.
What you're describing is not customization.Bad choice of words on my part, but you know what I mean. It adds an extra layer to player preference. It just happens to suck if that extra layer conflicts with your love of characters; as we already established, Toad fans got royally screwed in Double Dash (seriously, the Triple Mushroom was better).
Bad choice of words on my part, but you know what I mean. It adds an extra layer to player preference. It just happens to suck if that extra layer conflicts with your love of characters; as we already established, Toad fans got royally screwed in Double Dash (seriously, the Triple Mushroom was better).
As far as any non-gameplay-relevant personalization goes......I want icons back. I really do. Miis are fun, but not enough. Especially if you happen to, you know, like Mario characters.
Like I always tend to say, you can NEVER have enough options in a game.Very true.
Same with modes, as in YOU CHOOSE YOUR GODDAMN MIRROR MODE OR NOT WHEN RACING OTHER PEOPLE.Thank you. -AC
Of course, they're not going to want to reprogram physics for every game mode. The way I see it, though, a Classic Mode that bars kart selection is plenty feasible using a vehicle setup such as MKWii's; simply mandate that all must use their respective Standard kart (this is basically what MKDS does in Battle Mode).
Also, is it me or is the AI in Wii ass retarded?I believe that was discussed already, and that pretty much everybody in this thread agreed on that point.
Also: New engine class anyone?Why? I think Driving Miss Daisy cc, Off-Peak Driving cc, and Street Drag cc are enough. Must there be a Ludicrous cc?
Well in 64, the levels were so huge that 3 tracks could take a while. However, I can agree that you should be able to set laps to as high as 5 or as low as 1 when racing against friends. Again, options are never a bad thing.
As for engine classes, I'm game for a 200/250cc class. Mario Kart being crazy fast? Yes please! XDIf it were a "250cc Rainy Day/Slippery When Wet" class, I'd so totally play it.
You know what else I miss? The ability to brake and save yourself after hitting a banana or slippery terrain. I loved how the little musical note would appear when you pulled it off too. Wonder why they dropped it after 64 and SC; it shouldn't be the end of the world if you happen to hit a banana.
It was a good defense mechanism, like how doing a trick saved you from the full effect of the POW Block. It is curious as to why they removed that mechanism, especially now that the computer is pretty aggressive to pretty unfair.
I think it's because they gimped the weapon so much that it didn't really matter. Compare how much it slows you down in MK64 as oppose to afterwards.
It's because they use similar synths and that whistling sound a lot. Compare Mario Kart 64, which had a good variety of different styles (Toad's Turnpike, Frappe Snowland, Koopa Troopa Beach, Bowser's Castle, Rainbow Road)
I may be crazy to say this, but I'd like to see a hidden cup unlocked once you get Expert mode, containing the previous Rainbow Road tracks. (64's most definately, it is that epic) But I'm an RR fan.
My dear DW, I assure you that you are not only in your wish for a Rainbow Cup of sorts. 8)I actually kind of envisioned a single Rainbow-warping course, where at every lap a warp pipe takes you to another version of Rainbow Road, eventually crossing every one. It could be the final course of the highest Retro Cup.
Oh Jelly, it's easily yet another thing that makes MK64 that much more superior. The ability to completely [tornado fang] over your opponent on a Wario Stadium type jump is precisely what the new games are missing. That's what made the previous games so great.DAMN STRAIGHT!
DAMN STRAIGHT!
Unfortunately, I think that's one more side-effect of attempting to balance a broken item system. With so much out there now that targets the leaders, the likelihood of the player getting knocked off, say, the jump in Waluigi Stadium, is that much greater.
I actually kind of envisioned a single Rainbow-warping course, where at every lap a warp pipe takes you to another version of Rainbow Road, eventually crossing every one. It could be the final course of the highest Retro Cup.
DAMN STRAIGHT!
Unfortunately, I think that's one more side-effect of attempting to balance a broken item system. With so much out there now that targets the leaders, the likelihood of the player getting knocked off, say, the jump in Waluigi Stadium, is that much greater.
I remember that on Wario Stadium, when I get that string of bananas and I'm in the lead, I try to plant them all near the edge of the final jump in the chance that the AIs would drive into them and fall off the edge. XD It was hilarious when it happened to three of them at around the same time in one game I was playing. >0<
I do that with the fake item boxes for the most part. 8D Mostly I keep items stuck behind me as a safeguard against red shells, although MKWii, the fake box doesn't protect you like they used to. O.o
The biggest annoyance in those games, which still exists in the newer titles, is how 2nd and 3rd place will always rubber band up to you.
Oh I know this one, it's always the same two people for the whole cup too ^^;
Nothing like picking Toad and knowing that Yoshi & Peach would ALWAYS be tailing your ass. XD
Or Bowser and Toad chasing you when playing as Peach in Super Mario Kart. ^^;
Another thing I really liked about MK64 although I don't know anyone who really uses it a lot is the fact that when you are launched or smacked with any really potent item, you can tap A while in the air so that when you've recovered, you haven't lost all of your speed. In some occasions, doing this right actually nets you a start up at near top speed. My mind was blown years after the fact when I first discovered this and it still leads me to believe that the designers for MK64 knew what balancing was all about.
I liked 64's Bowser Castle but the other retro one they had... not so much. -_-Hey, don't be dissing my GBA Bowser Castle!
I think at this point, Sonic and Sega ASR was a much better party racer at least compared to Mario Kart DS and Wii. Everything there just felt right. Cars could snake, but with three levels of boosting, stringing level one boosts would slow you down heavily. Bikes had the speed up quality from doing wheelies and could string boosts faster, albeit not as potently.
I think the game's only flaw was that if first place gets too far ahead, items won't affect him or her anymore. This is only a problem in online mode where the great equalizer All Star Weapons aren't in effect.
It at least should have smacked Nintendo awake to actually put effort into the titles like Sumo Digital did.
If Sonic & Sega doesn't, then ModNation Racers hopefully has to, because it's insanely good.I've been meaning to pick that one up. It looks fantastic and I love the versatility of the level creator.
I've been meaning to pick that one up. It looks fantastic and I love the versatility of the level creator.
Gotta love dat Mario Kart 64/Super Circuit remix!Sweeeeeeet!
Sadly I don't see a PS3 in my near future, but any idea how the PSP version compares? If I check out another kart game it'll be either that or the Wii version of Sonic SAR.
There is no PSP version.
Sample music tracks from MK 3DS, Paper Mario (short gameplay clips for both) and Pilotwings. (http://www.nintendoworldreport.com/news/23500)
Gotta love dat Mario Kart 64/Super Circuit remix!
There's no snaking in Wii. That's why we have, and despise, bikes. -_-
Because snaking makes the game SO MUCH FUN.
Bikes rule.
I don't care about the other argument, but I'll just say this:Yep. Join us in the Sega All-Star Racing brotherhood! We lack blue shells! =P
Snaking wouldn't be a [tornado fang]ing problem if the items were balanced. Bikes would also not be a [tornado fang]ing problem if the items were balanced. It wasn't a problem in MK64, and if it was, you just plain sucked. This is why every Mario Kart after MK64 has progressively gotten worse, because of how poorly the items are balanced. This is why no Mario Kart game will ever be as good as MK64, because they'll never go back to that item system again.
Yep. Join us in the Sega All-Star Racing brotherhood! We lack blue shells! =P
LoL, Blue Shells aren't the problem at all. Granted, I so much prefer the original Spike Shell of MK64, but Spiny Shells aren't the main problem. The main problem is the fact that only 4th place or lower get them. This is where the primary primary problem of the game exists, in the sense that it is no longer a game meant for 1 on 1 racing, or even a 4 player free for all. It's only meant for a greater level of multiplayer, and it shows in the item balancing, and is so clearly evident in Mario Kart Wii. Essentially, they've made a game in which 2nd and 3rd place cannot get into 1st place without the item help of 4th place or higher, because 2nd & 3rd place no longer get the items to stop 1st place. The most powerful weapon it gets is primarily 3 spinning red shells, which wouldn't be a problem if the Red Shells weren't so gimped, but mainly if 1st place didn't get everything to stop it with, including the now bullshit 3 Banana Peel. The 5 Banana Peel in MK64 was much more fair because they would all drop if you hit them with a shell, whereas the 3 Banana Peel provided three shell blockers in a row, along with another Banana Peel/Green Shell to block another one.(Insert MK = Mortal Kombat joke here)
I could go into so many more items based reasons why the MK games after 64 pale in comparison to it. Hell, Cloud AIDS in itself is a prime example!
(Insert MK = Mortal Kombat joke here)
By the way, how do we stand on Double Dash?
Oh, I hate Double Dash with a passion. It's what started the downfall, IMO. Granted, I'm a bit biased because MK64 is my 2nd favorite game of all time, but even fairly reviewing that game, I hate it. It's where the item balancing issues I mentioned up above first started, I was not fond of the "specials" because it makes certain characters better than others (and made Koopa Troopa the worst character in the game), I thought the handling was absolute [parasitic bomb] (that could've been because of how extremely loose the GC Thumbstick was, but something was definitely off from MK64).I honestly just hated it because it touted cooperative play, and the guy in the back did absolutely nothing. I can't even make any sense of the "forcing two players into one cart" logic. It felt slower-paced, yeah. And heck, I could more than forgive that if they had something interesting, but it seemed to me like it was too few tracks, and you could only access them through Grand Prix. No free play, just tournament play. What the hell? I mean, even Super Circuit (one of the best out of the Mario Kart franchise, IMO) had more options. The graphics also felt short than they could be, and hell, it just wasn't any FUN. When Mario Kart games stop being fun, you know there's a problem.
To boil it all down, Double Dash was the start of the imbalance, both in terms of weapons & characters/karts. In Mario Kart 64 & even the original Super Mario Kart, every single character had an equal chance to win, both in terms of what items they got and how their characters handled. The handling, speed, and acceleration was different, but flawlessly balanced to a point of fairness in which no one character had an advantage over another. Double Dash changed all of that, with specials, with different stylized Karts, with how items were distributed as well as how some items were overpowered and others gimped. Plus, the overall racing also felt slower, as MK64 was very fast paced. I mean, if I were to get picky, even the music pales in comparison to MK64, and I thought the levels weren't as awesome either (the levels in Double Dash weren't bad though. That's probably just the MK64 bias talking). Double Dash essentially transformed Mario Kart from maintaining a fun & awesome level of racing skill, 4 player party awesomeness, and pure friend douchebaggery to being more and more about just having cool looking and unbalanced karts/bikes and how to punish a person for being in first place. Racing skill is almost gone, 1 vs 1 matches are completely lost, item balancing and distribution is awful, and we won't even get into how royally they [tornado fang]'d up Battle Mode in MKWii.
IMO, the best Mario Kart since 64 is MKDS. If Mario Kart 3DS is as good as MKDS, I'll be happy, especially if I can once again make 8-Bit Blues my avatar! XD
I honestly just hated it because it touted cooperative play, and the guy in the back did absolutely nothing. I can't even make any sense of the "forcing two players into one cart" logic. It felt slower-paced, yeah. And heck, I could more than forgive that if they had something interesting, but it seemed to me like it was too few tracks, and you could only access them through Grand Prix. No free play, just tournament play. What the hell? I mean, even Super Circuit (one of the best out of the Mario Kart franchise, IMO) had more options. The graphics also felt short than they could be, and hell, it just wasn't any FUN. When Mario Kart games stop being fun, you know there's a problem.
I'm honestly done with the Mario Kart franchise. I'll go back to MK64 anytime, but I seriously prefer stuff like Modnation Racers, Sega All-Star and Crash Team Racing. Hell, get Naughty Dog to make Mario Kart. They'll make it interesting again.
MKDS's battle mode would have been fine if not for the blowing into your mic to blow balloons thing.
The front guy was the driver while the back was weapons. One thing I'll say is that the idea of the Double Racer system was an interesting idea. It could've added a whole new strategic element to the game. But once again, the items unbalancing & distribution essentially made that possibility null and void. The main problem with it is that certain characters were better than others, especially when it came to the whole "specials" dealio.The theme of double-person racing was frankly stupid, because you don't get to use weapons all that much to necessitate a whole gameplay style versed on it, and the FUN part of Mario Kart is racing WITH weapons. You take away the weapons, and it's just racing. With a guy next to you asking when it can be his turn and pressing a button once in awhile when you get a shooteable weapon. It's the very same thing as having an FPS where one player plays as a monkey on your back who just throws grenades when you get them. It was possibly the worst move they could have done.
I didn't play enough of Double Dash to remember if you could have 4 players racing at once, each having 2 choices of characters, or if the game forced you to always play team mode, 2 vs 2. If there was no option for either or and was just the latter, then yeah it was a stupid idea, just like it is in MKWii's unplayable Battle Mode.
Overall though, I'll disagree with you on the fun part. Except for Double Dash, which again I hated, the Mario Kart games are still fun. I'll be the first to admit that the series is a spiky shell of its former self, as again I consider Mario Kart 64 to be the perfect kart-style racing game, but it is still fun. As I mentioned before, Mario Kart DS was actually a pretty decent karting game, and the best one that came after MK64. Sure, the problems I mentioned still do exist, but the items felt more powerful (especially Red Shells), the level designs are easily among the best in the series, the music was pretty solid, the handling was much better, the customizable icon thing for your kart was genius, and they got rid of the Double Kart system. Plus, even though the kart imbalance is still slightly there, there are still multiple multiple kart options which all have a pretty good chance to win. Sure, some karts are slightly better than others, but it is in NO WAY as blatantly unfair as the 3 Bikes are in MKWii. MKDS's battle mode would have been fine if not for the blowing into your mic to blow balloons thing.
Mario Kart Wii was definitely a step back from Mario Kart DS. The item imbalance is much more apparent, as well as the distribution and gimping of said items, and if you master one of the best 3 bikes, you never need to use another again. The level designs weren't as good as DS as well. It's still fun, but only if you are playing with multiple people who are your friends, and even then the problems of the game can be apparent.
With Mario Kart 3DS, I hope they at least go back to the Mario Kart DS engine, since I know they'll never go back to MK64 style.
By the way, what's people's general opinion on Super Circuit?
The theme of double-person racing was frankly stupid, because you don't get to use weapons all that much to necessitate a whole gameplay style versed on it, and the FUN part of Mario Kart is racing WITH weapons. You take away the weapons, and it's just racing. With a guy next to you asking when it can be his turn and pressing a button once in awhile when you get a shooteable weapon. It's the very same thing as having an FPS where one player plays as a monkey on your back who just throws grenades when you get them. It was possibly the worst move they could have done.
I remember when it was hacked to play online. Man, that was fun. The only fun times I've had with the game, honestly. This was already the time when my family considered I was too grown up to have friends come over to play all the time. =P
And yes. The games are pretty fun, but they just don't really appeal to me anymore. Seeing that I've played a superior incarnation of these games way back then, playing them currently among friends feels cheap and stale. I play it socially, but I got overdosed two summers ago when i went to spend a couple of weeks at a beach house and the only thing everyone wanted to play was Mario Kart Wii. Mario Kart DS felt like a sort of remake of Mario Kart 64, but not really as fun. A few new gimmicks, and it was widely superior to Double Dash, but I only bought it because back when the DS had no good games except Mario stuff, I had to get something to be distracted with. =P
By the way, what's people's general opinion on Super Circuit? I never hear much talk about it, and it was the first MK game I owned, and didn't just go to a friend's house to play. Aside from Rainbow Road not being the ALL TIME FABULOUSNESS that it is in every other Mario Kart game, I really like it. Felt like the first GBA game to use the power the machine had.
By the way, how does the original MK for the SNES stack up with the rest? I've admittedly played it once or twice, but don't really remember how it was. I've seen gameplay videos and such, but I remember some people saying that Super Circuit kinda brought back the original MK's style and level design (understandable, since Mode 7 all the way).
How is it nowadays?
I liked the idea behind it. Co-op racing had an appeal to it. The problem was it was executed poorly for reasons you just mentioned and without an option to not play that way. MKDS was not a MK64 remake, because the items are still MKDD based. It's more what Double Dash should've been with the option not to dual race.Still, I don't really see the logic behind co-op racing. Only in races when you use alot of items, but even so, it takes away from the actual gameplay. I could see it working if there was a gun in the car you had to aim, or if you were in another car, but otherwise, why even have it there? Like I said, it limits the gameplay of one person, while boring the hell out of another.
And Super Circuit was pretty good.
I still love the game. It plays differently and slower, but the gameplay was still fantastic. I think it's more challenging, just due to the shorter levels and such, plus no spinning green shell shield and everything. I can still play it with a friend 1 on 1 and have a lot of fun.
Still, I don't really see the logic behind co-op racing. Only in races when you use alot of items, but even so, it takes away from the actual gameplay. I could see it working if there was a gun in the car you had to aim, or if you were in another car, but otherwise, why even have it there? Like I said, it limits the gameplay of one person, while boring the hell out of another.
Having played 64 today, I can actually say that it's got bigger races than other MK games. Or at least they feel much bigger than others.
Okay, now that I'm home...I can understand the logic, but the item holding thing is purely a singleplayer gimmick for some gameplay strategy, while the "second player aiming" doesn't really work for races in which you don't really see the other characters all the time. In any game, you ideally never have the second player leave the action. It would make alot of sense if it was battle-only, but it was brought up as a full game mechanic. Which turned out really bad.
Like I said, the Double Dash system had potential. If I remember correctly, if a character held onto an item then switched, that character still got to keep that item, so it could've lead to a bit of strategy. Also, they could've added a few different modes like every lap you are forced to switch and stay that character, or make character switch points throughout the level, which could've made the party aspect of it a bit more chaotic & interesting. Or hell, like you mentioned, have the Weapons character have the ability to actually aim, which is a great idea. Since they are not driving, give them the ability to actually look around and aim their shells or peels. What they absolutely had to do was make a non co-op racing mode in which you can have a 4 way race. I feel that if you give people options, then it makes it more fun. Like with Smash Bros. Brawl and playing with or without items. Both methods are a lot of fun, but if one was prevalent over the other, that one mode might not be as fun anymore.
However, ultimately what we got wasn't all that well executed at all, and plus again, I hated the handling. Like Fxeni said, the item imbalance was still there and not as bad as in MKWii, but still there nonetheless. I think it had potential, but just did not deliver at all.
And MK64 definitely has bigger races. It's why I love the game so much. The tracks are long, big, and allow more room for success, failure, and pure MK douchebaggery.
I don't care about the other argument, but I'll just say this:To be fair, snaking in pre-DS games, while possible, was MUCH harder to pull off and generally less effective. In DS any idiot can snake, and everyone and their dog knows the ideal character/kart combinations for it (BALANCE FAILURE).
Snaking wouldn't be a [tornado fang]ing problem if the items were balanced. Bikes would also not be a [tornado fang]ing problem if the items were balanced. It wasn't a problem in MK64, and if it was, you just plain sucked. This is why every Mario Kart after MK64 has progressively gotten worse, because of how poorly the items are balanced. This is why no Mario Kart game will ever be as good as MK64, because they'll never go back to that item system again.
I can understand the logic, but the item holding thing is purely a singleplayer gimmick for some gameplay strategy, while the "second player aiming" doesn't really work for races in which you don't really see the other characters all the time. In any game, you ideally never have the second player leave the action. It would make alot of sense if it was battle-only, but it was brought up as a full game mechanic. Which turned out really bad.
Thing is, Flash, Double Dash presented that mode as an option, not as a multiplayer mandate. You can race in multiplayer with every player having their own kart (2 characters then to each player). Nothing wrong with options, and that kind of "1-1/2 player action" deal can help open up the game for people who just aren't good at gaming. So I won't say it's a bad thing. You're right in that it's no substitute for a full multiplayer, but it wasn't presented as such.
To be fair, snaking in pre-DS games, while possible, was MUCH harder to pull off and generally less effective. In DS any idiot can snake, and everyone and their dog knows the ideal character/kart combinations for it (BALANCE FAILURE).
But I'll agree on item balancing. I jump between 64, DD, and Wii a lot, and Wii has a unique way of generating extreme chaos while at the same time leaving you feeling relatively powerless. Banana peels are worthless, the 2nd place racer gets garbage, and near every new power-up in the game either hits groups or causes an item drop. My, how the mighty Triple Red Shell has fallen...
DoubleDash may not have item mechanics up to 64's level, but it was still decent, the game IMHO better than those MK's that followed (DS or Wii). Blue Shells were excusable due to the generally moronic AI, and those signature items which were NOT nerfed versions of 64's items (Triple Shells, or the COMPLETELY POINTLESS Golden Mushroom) actually worked quite well. It adds to the point of the 2-racers, mixing signature abilities and such. And yes, as PB said, you can hold any item in reserve with your driver. The idea was great, and I think had they taken the simple step of NOT having triple items juggled, and thus dropped on impact, it'd have worked even better.
The "disarm" mechanics are one of my biggest issues with recent kart games, really. If you're going to do it, do it with ONE all-powerful-with-some-practice-to-master item, like Starman, not half the damn arsenal.
Thing is, Flash, Double Dash presented that mode as an option, not as a multiplayer mandate. You can race in multiplayer with every player having their own kart (2 characters then to each player). Nothing wrong with options, and that kind of "1-1/2 player action" deal can help open up the game for people who just aren't good at gaming. So I won't say it's a bad thing. You're right in that it's no substitute for a full multiplayer, but it wasn't presented as such.I'm cool with options, really. But the double player mechanic crashed and burned in terms of giving the other player something to do. Present it with something like Mario Galaxy? Sure, some people like playing backseat and helping out in a few things. But it was done in Mario Kart, a game that doesn't really fit well with that mechanic, and I feel the overall game speed, fluidity and track design suffered because of it. Something like this shouldn't be touted as a fantastic multiplayer mechanic, and there should have been the option to race with classic karts, in adapted races.
To be fair, snaking in pre-DS games, while possible, was MUCH harder to pull off and generally less effective. In DS any idiot can snake, and everyone and their dog knows the ideal character/kart combinations for it (BALANCE FAILURE).
But I'll agree on item balancing. I jump between 64, DD, and Wii a lot, and Wii has a unique way of generating extreme chaos while at the same time leaving you feeling relatively powerless. Banana peels are worthless, the 2nd place racer gets garbage, and near every new power-up in the game either hits groups or causes an item drop. My, how the mighty Triple Red Shell has fallen...
DoubleDash may not have item mechanics up to 64's level, but it was still decent, the game IMHO better than those MK's that followed (DS or Wii). Blue Shells were excusable due to the generally moronic AI, and those signature items which were NOT nerfed versions of 64's items (Triple Shells, or the COMPLETELY POINTLESS Golden Mushroom) actually worked quite well. It adds to the point of the 2-racers, mixing signature abilities and such. And yes, as PB said, you can hold any item in reserve with your driver. The idea was great, and I think had they taken the simple step of NOT having triple items juggled, and thus dropped on impact, it'd have worked even better.
The "disarm" mechanics are one of my biggest issues with recent kart games, really. If you're going to do it, do it with ONE all-powerful-with-some-practice-to-master item, like Starman, not half the damn arsenal.
And yes, I'll agree with the item thing. The item balance was at its perfect in MK64. Perfect balance for both fun and competitivity What we got today is all over the place.
Hideki Konno's two cents on items in Mario Kart. (http://retro.nintendolife.com/news/2011/03/mario_kart_without_items_isnt_mario_kart_that_includes_the_blue_shell)
I think Mario Kart without items is a good idea... ;^;
Going back to the blue shell, it sounds like maybe [gamers] have some issues with it... I’m not trying to project or anything. I think in our next Mario Kart, we’ll be looking at the balance and I think we’ll come up with some answers and some solutions to make the game fresh and exciting as we move forward... I’m often asked, hey, in Mario Kart, could you please make a mode where there are no items. Let us race. But personally I think Mario Kart without items is not Mario Kart. Our goal, of course, is to keep the items in but just balance it well.
A Mario Kart without items is just... well, racing. The items are what makes the game.If so, then...
Which is exactly why they must be balanced. A game with Mario Kart 64's item balance, tracks as big as that but more full of obstacles, twists and turns, and exploitable shortcuts, and the options that Mario Kart DS offers. Join all of the perfect stuff together to make something great.
If so, then...
Nintendo should really consider putting in an option where you choose which items are to be used in a race or battle or which are not to be used. What do you think?
An ALL BANANA PEEL battle mode could be a lot of fun.That idea is so wicked that it made me lol a little. But yeah, now that I think about it, I don't think it could work in races.
Agreed.Those are interesting ideas. I'd LOVE IT if there was a Mario Kart mode in which there were green shells ALL AROUND, bouncing around, completely unpredictable.
The other thing I think they need to do is remove kart statistics. Have all the awesome looking carts & such, but keep the stats based on the character's weight class, essentially like SMK & MK64.
Also, as an added bonus, add in the same level of customization that ModNation Racers has. ModNation Racers' customization is excellent, both in terms of karts & tracks. There's NO reason why Mario Kart can't do the same thing and make it even better, due to having awesome Mario things, like pipes & rainbows and all that awesome Mario stuff!
That.......could be interesting. It would be fun, but I don't think they can do it for racing, because it would probably lead to unbalancing issues again. However, for Battle Mode, that could lead to some fun & silly battles. An ALL BANANA PEEL battle mode could be a lot of fun.
Also, don't you guys think that the tracks should have more Mario gimmicks? More pipes, more piranha plants all over, more traps and moving platforms, more constant dangers and rewards. Some tracks seem to be way too empty. I'm not saying to do this to all tracks, but have the game put you in constant danger in some of the tracks. And constant movement with other stuff.Oh yeah, I also think this should be a major factor in MK3DS. Make tracks challenging with all sorts of traps and gimmicks. Not too much to the point where it becomes overwhelmingly unplayable, but not too little to the point where the track you're racing on becomes a regular track like the Indy.
Those are interesting ideas. I'd LOVE IT if there was a Mario Kart mode in which there were green shells ALL AROUND, bouncing around, completely unpredictable.
Also, don't you guys think that the tracks should have more Mario gimmicks? More pipes, more piranha plants all over, more traps and moving platforms, more constant dangers and rewards. Some tracks seem to be way too empty. I'm not saying to do this to all tracks, but have the game put you in constant danger in some of the tracks. And constant movement with other stuff.
I miss the days where Boo and Starman were the only way to steal/erase items. I mean, some of the new items have a good concept on paper, but they really need tweaking. Except Cloud AIDS, [tornado fang] that item.
Oh yeah, I also think this should be a major factor in MK3DS. Make tracks challenging with all sorts of traps and gimmicks. Not too much to the point where it becomes overwhelmingly unplayable, but not too little to the point where the track you're racing on becomes a regular track like the Indy.
That was the beauty of MK64 Battle Mode on Block Fort. If you fell to the bottom, you ran the risk of constant green shells bouncing around! 8)Not just that, but sometimes, the worlds we go to could have some comebacks of lesser known Mario games. How about using stuff from Mario Land 1 and 2? Or hell, characters like E. Gadd or Captain Syrup.
As for the Mario gimmick tracks & more danger, that's one thing I thought MKDS really excelled at, in terms of their level designs, and kind of strayed away from in MKWii. I'd love to see more levels like that in MK3DS, as well as the ability to customize your own tracks.
As do we all. And yeah, Cloud AIDS needs to [tornado fang]ing go. It's AWFUL, ESPECIALLY IF 2ND & 3RD PLACE ARE THE ONLY ONES THAT GET IT. At the very very least, make the item where you can CHOOSE to activate it, but I'm in favor of removing it completely and bringing back the Boo.
Also, fix the goddamn lightning. If you can't run the tiny people over after shrinking them, then there's no point.
Not just that, but sometimes, the worlds we go to could have some comebacks of lesser known Mario games. How about using stuff from Mario Land 1 and 2? Or hell, characters like E. Gadd or Captain Syrup.
Other games with similar cool gimmicks came along. Split/Second has really good scenario destruction capabilities for stopping upcoming racers, something that could be used in MK. As well as Blur, that features both the offensive and defensive half of the star split. Not saying it's a good idea in the Mario Kart context, but maybe it should happen for certain items and effects.
Also, I still say we need more tracks like 64's Yoshi's Valley but ones that have more than one actual viable road (was there more than one in Yoshi's Valley? Because I definitely can't think of more than one).
We also need shortcuts being brought back. Stuff like the hard-to-reach hole in the wall through the ramp in the beach track in Mario 64.
Man, Waluigi's Stadium was such a disappointment when compared to it...
My personal favorite track from MK64 is probably Toad's Turnpike.
Mirror Mode Toad's Turnpike separated the Champs from the Chumps! 8D
I still think that there should be an option to turn off losing items after getting hit by a strong attack.
Oh, that shouldn't even be an option. They need to immediately get rid of losing items all together. It's awful.
Or just save that "feature" for one or two items, like, I dunno, the Bullet Bill or something specifically designed for that. Stealing items by crashing into someone at max speed with a mushroom though? That has to stay.
As far as the whole co-op thing goes, I actually liked being the backseat driver! At first glance you'd think that the only job was to toss items, but there's so much more strategy involved in that position. You actually had the ability to sway the kart left or right using L or R, and this could do anything from help them dodge a Green Shell/Banana to avoiding falling into a pit for P1 making a driving mistake. Swaying into a kart adjacent to you would cause you to punch them, which not only hit them but would steal their item if they were carrying once. The backseat position is actually pretty important in its own right and serves to complement or correct the playing style of the driver. I think the one thing that would've been nice was some kind of rear-view cam; since you're back there you should actually be able to see who's behind you and what's coming at you. Would be nice as you could in theory prepare for what's coming and try to intercept it. I do agree with PB's complaints about Double Dash as a whole, but I thought that the co-op mechanic was interesting and maybe could be revisited in a game that's more balanced as an optional mode of play.I understand that the backseat position felt cool and it felt like you could influence some stuff, but it was ultimately completely useless as a Mario Kart mode, man. It's just not fun to play that way. If you were constantly doing stuff, then yes. But any game that has you wait for anything to happen while the other player plays happily while you do nothing most of the time, is just not a good one.
I do think that Super Circuit is a very underrated game, though. It doesn't suffer from a lot of the balance problems that are discussed in the newer titles, and plays like a neat fusion of SMK and MK64. It did have a very interesting gimmick for its Rainbow Road, in that the majority of the walls were jump panels and could do anything from creating a shortcut to careening you off of the edge of the stage. A lot of the tracks and music were nice too, such as Snow Land, Cheese Land, Boo Lake, Sky Garden, and the Bowser tracks.
I understand that the backseat position felt cool and it felt like you could influence some stuff, but it was ultimately completely useless as a Mario Kart mode, man. It's just not fun to play that way. If you were constantly doing stuff, then yes. But any game that has you wait for anything to happen while the other player plays happily while you do nothing most of the time, is just not a good one.
And I liked that gimmick, but I thought Rainbow Road in Super Circuit was needlessly hard compared to other games, not to mention a bit underwhelming when compared to 64's version. By the way, I just played the game just now. Just for curiosity. And amazingly... I think it feels like the most responsive of Mario Karts to me. It's probably because I spent so many years with it, but I haven't played it in a long, looooong time. But it feels like the best out of all the gameplays.
Thing is, I never really viewed it that way. I personally enjoy doing tactical stuff, so the backseat position kind of fit me like a glove. Really, in the crazy world of Mario Kart you're never really sitting there and doing nothing. You're either watching for karts to punch/steal from, being aware of collected items, and watching the road so that you can correct a mistake if/when the driver makes one. "Constantly doing stuff" doesn't exactly have to constitute of something that's more 'action-packed', as the backseat driver carries an equal importance to the driver, it's just a different style of play altogether. Quick reaction and a sharp eye both go along way in either position, and one can't really function without the other. I personally had fun being the backseat driver, and certainly wouldn't call it a useless mode. If it ever comes back it'd be neat as an optional mode or something. More options are never a bad thing when it comes to games, I'd say.No, it doesn't carry an equal importance to the driver. It's simply the item guy, as I said. You can't look back or aim, so no extra functionality other than that leaning thing. And all you do is take out the fun mechanic of the race from the driver. The item-throwing mechanic. You literally do less than you'd do in Mario Galaxy if you picked the optional helper. A game does not need someone extra to be "aware of items" or "watch out for driver mistakes to correct". This isn't Colin McRae, it's Mario Kart. Those things are what the driver should be doing in the first place. If you like it, then sure, I got nothing against it. But it's a useless mechanic from a second player's point of view. A Mario Kart game doesn't require those incredibly detailed things. You just race and have fun.
Yeah, I loved the way the karts 'felt' in SC, even moreso than 64. Also, SC has the unique distinction of being the only game where Red Shells have an effect when tossed backwards. It would just lie there motionless until someone got into the vicinity of it, in which case it would lock-on to the person who "woke it up" and hit them. It was a neat concept, and it kinda stinks that they just up and scrapped it like that.
On the other hand, the coin-collecting never really sat well with me. With so many carts in close proximity, you were bound to bump into people quite a bit. Considering the fact that you lost a coin every time someone bumped you, and you automatically spun out after losing all of them...yeah. That got annoying really quickly. Thankfully you could turn them off in VS mode, and there were plenty of courses where you could collect a bundle of them so you could unlock the SNES courses.
Yeah, i heard about the new name. I wonder why it's numbered this time as opposed to the other games.
Super Mario 3D is now called "Super Mario 3D Land" apparently.
Posted on: July 28, 2011, 07:00:24 PM
(http://nintendo3ds.davidturnbull.netdna-cdn.com/wp-content/uploads/2011/08/Mario-Kart-7-Logo.jpg)
So you kno which one it is?
So you know how awesomely large the series is.
As a huge joke to people who know MKSC was just a renamed port of SMK.
So you kno which one it is?Actually the "port" part was unlockable.
So you know how awesomely large the series is.
As a huge joke to people who know MKSC was just a renamed port of SMK.
Actually the "port" part was unlockable.
Also Time Attack~ <3 (http://lol.rockmanpm.com/mariokartadvance/)A Bowser girl, are ya? Can't say I blame you.
A Bowser girl, are ya?
I like to play as Peach more tho, but Bowser has the Max Speed, and that's important for faster times.Bowser's my guy on SMK. I remember calling up Nintendo to ask what the blue lap/race time means. They didn't seem to know. I think I found out eventually, but I forget now. Koopa Beach 1 was my best track.
It also shows in Super Mario Kart on SNES how important Max Speed is.
-The Blue Shell has no wings. Have they reverted back to the MK64 Spike Shell? Oh man, do I hope so.F*@#! YEAH!!!
-Fire Flower. Fire. Flower. It kinda makes you wonder why this wasn't a weapon long ago.
-Brown Leaf. I'm guessing this is the glider option, but who knows.My impression was that the glider was situational, like the propeller underwater. Note that Daisy uses it while she has Mushrooms in her item box at 0:26.
F*@#! YEAH!!!
My impression was that the glider was situational, like the propeller underwater. Note that Daisy uses it while she has Mushrooms in her item box at 0:26.
I dunno, I think a kart with a raccoon tail to spin-attack other racers would be pretty darn awesome. But we'll see.
I found it funny that having gone with "plumber, reptile, princess" for the video, they shafted Peach in favor of Daisy. Maybe they're trying to tell Miyamoto something? 8D
Whatever, I'm not complaining. <3
Only thing that could make this better would be Super Circuit Red Shells. You know, the ones that act like stationary homing missiles when you toss them backward? 8DWhy'd they remove that? That was brilliant.
Why'd they remove that? That was brilliant.
Also, am I the only one who'd love to see some kinda vehicle-stealing mechanic mid-track? To steal some poor NPC's wheels or propelling item, of course, and then let go when it runs out in a few seconds.
That'd be pretty cool. Hmmmm, but what would do that as a Mario Item? Maybe a pipe!Pipes, Piantas throwing your kart forward into either shortcuts or the water, that boot thing, launch stars, skateable koopa shells like in Mario 64... It could even be Mario using the fire flower as a fire propelling way to move the kart forward if you use the item backwards.
Pipes, Piantas throwing your kart forward into either shortcuts or the water, that boot thing, launch stars, skateable koopa shells like in Mario 64... It could even be Mario using the fire flower as a fire propelling way to move the kart forward if you use the item backwards.
Not only that, why not have actual Koopa Troopas walk around the stage and if you run into them, you kick their shells forward like an item? Or hell, have item blocks around too, instead of just items. Imagine drifting close to a row of them could earn you a few coins/items.
Not only that, why not have actual Koopa Troopas walk around the stage and if you run into them, you kick their shells forward like an item?
I just noticed something really bizarre. Rapid-pausing when Mario hits the item box in the beginning, one of the items is a red "7", as in the logo.
So...what in the crap does that do? Coin jackpot?
Or maybe a replacement for the Gold Mushroom? But Coin jackpot does make the most sense.
Also, am I the only one who thinks a story mode in this game, or any Mario Kart game, would be interesting? Just a little fun, wacky plotline with a one-on-one race with Bowser at the end (or a really hard 8-player 150cc race?)
Or maybe a replacement for the Gold Mushroom? But Coin jackpot does make the most sense.Story, event mode, challenge mode, story quest with field (like in CTR), anything. Just as long as they make the single player mode worth it.
Also, am I the only one who thinks a story mode in this game, or any Mario Kart game, would be interesting? Just a little fun, wacky plotline with a one-on-one race with Bowser at the end (or a really hard 8-player 150cc race?)
[youtube]http://www.youtube.com/watch?v=88OsV_NI_rE[/youtube]
So as I've been watching this trailer over and over again, I've been looking at the item box. Some things caught my interest..
-No CLOUD AIDS in sight thus far. Bravo, Nintendo. BRAVO!
-The Blue Shell has no wings. Have they reverted back to the MK64 Spike Shell? Oh man, do I hope so.
-Fire Flower. Fire. Flower. It kinda makes you wonder why this wasn't a weapon long ago.
-No Golden Mushroom.
-Brown Leaf. I'm guessing this is the glider option, but who knows.
Anyway, color me excited.
- Lakitu as a racer. FUUUUUUWho's gonna fish people out now?
- Anyone else miss long racetracks like in MK64?I do. I hate this "instant track" thing which takes less than two minutes to go through. Huge tracks would be beautiful nowadays, and it's one of the main reasons why there is still no Mario Kart as good as 64.
I do. I hate this "instant track" thing which takes less than two minutes to go through. Huge tracks would be beautiful nowadays, and it's one of the main reasons why there is still no Mario Kart as good as 64.
No fishing people out anymore, Flash. There's UNDERWATER SECTIONS now.Yeah, but there's probably track limits and people to pull out of lava or bottomless pits, right?
Also, long tracks are fun.
Finally, Super Circuit is underrated as all [tornado fang].
Well, we do have Wuhu Island which is supposed to be so long that it'll have to be only one lap.Hahahaha, that's awesome. Nintendo's saving so much money in assets by just reusing that one island in several games.
Tracks also need more shortcuts, more cheap move lanes, more crazy havok areas and more action overall.
Man, you are speaking my language. I can't tell you how long I've wanted to see Mario Kart courses have Sonic R type shortcuts and alternate routes.What I felt that Sonic & Sega All-Stars Racing did, was put itself miles above Mario Kart by simply making the drifting manuever fun, introducing tons of cheapo moves and 3-part boosts, and making stuff like red shells (missiles) lock-on based and making people able to join several items into combo moves. I'd like to see variety like that in Mario Kart, but also with the kind of different routes and shortcuts available for different-styled characters, and tons of cheap moves like dropping out of floating tracks onto a lower level, being incredibly difficult to do but really satisfying to pull off.
I thought I heard the MK7 (heh, just got the 7 addition to the items) is suppose to have one lap SUPER long tracks.
Seriously. I need more Royal Raceways, Wario Stadiums, Toad's Turnpikes (medium sized in MK64, but still longer than) and of course the Rainbow Road. I don't mind the quick fix stuff, but longer raceways always made comebacks that much more hype. Also funnily enough, this might sound silly but that game has an atmosphere that I didn't see in any Mario kart after it. DS came closest. Finally, Super Circuit is underrated as all [tornado fang].Oh, how I miss Royal Raceway and Wario Stadium. I have no damn clue how neither saw the light of day between the 32 retro tracks of DS and Wii.
and tons of cheap moves like dropping out of floating tracks onto a lower level, being incredibly difficult to do but really satisfying to pull off.
Oh, how I miss Royal Raceway and Wario Stadium. I have no damn clue how neither saw the light of day between the 32 retro tracks of DS and Wii.
And I must whole-heartedly agree on atmosphere. If there is one thing I miss about oldschool Mario Kart, it's that Super and 64 generally felt more high-energy than their successors. In either game, when you were hit with a shell, you hear a "BOOM!" as if your tail-pipe just exploded, while your kart careens wildly out of control. Then in Double Dash, we switch to a sound effect something like a pot breaking, and your kart slow-tumbles like a cement mixer, and that's about where we've been left ever since. What the heck happened?
Heck, I even liked Yoshi's Valley because you never knew who was leading until someone passes the finish on the final lap and there were so many routes you can go in the track so you can easily change things up.
For the record, I am still 95% undefeatable on Banshee Boardwalk
I fully agree with you. I thought a lot of people loved the Royal Raceway, Rainbow Road and Toad's Turnpike (Which was difficult in itself and a nightmare in mirror for me ) in 64 so I don't understand why they never brought them back in the retro tracks for the newer games. Heck, I even liked Yoshi's Valley because you never knew who was leading until someone passes the finish on the final lap and there were so many routes you can go in the track so you can easily change things up.It's easy to say why they never brought Rainbow Road back. That's the one track that's gotta be brand new and the final track in every game. I guess it's kinda like a tradition. It's always my favorite track, except for in Super Circuit, where they screwed it up good.
But in Super Circuit, they brought back all the SNES tracks. And with it, Rainbow Road. Why not do it again with a different Rainbow Road?Everything alright, as long as they make a new Rainbow Road too, or an entirely new finishing track.
I mean, we do have the Retro Cups now...
(what if there was a secret Rainbow Cup that was made up entirely of old Rainbow Roads? >0< )
If it had online, there would be no reason for a new game, unless the new games were new track packs using the same engine/physics at that game.I dunno, Daisy keeps me coming back to Double Dash.
It was always kind of a dream for me that the final Retro course in a Mario Kart game be a course that warps between all the past Rainbow Roads every lap.
It was always kind of a dream for me that the final Retro course in a Mario Kart game be a course that warps between all the past Rainbow Roads every lap.
Nintendo should honestly learn the value of expansion packs, and give us more tracks that way other than generational games.Not a bad idea, but I don't think there's much of a financial incentive for them. So far they've been content to only release one Mario Kart per generation anyway.
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_3ds_mariokart7_oct6_06.jpg)The kart. It's pooping a raccoon.
Well, I'm really happy right now! 8D
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_3ds_mariokart7_oct6_06.jpg)
Well, I'm really happy right now! 8D
[spoiler=IMAGE DUMP](http://cache.kotaku.com/assets/images/9/2011/10/xlarge_3ds_mariokart7_oct6_03.jpg)Koopa Clown Car is back, whoo! The bee kart that Yoshi is driving is pretty nifty, as well.
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_3ds_mariokart7_oct6_01.jpg)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_3ds_mariokart7_oct6_02.jpg)
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(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_3ds_mariokart7_oct6_07.jpg)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_3ds_mariokart7_oct6_08.jpg)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_3ds_mariokart7_oct6_09.jpg)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_i_30821.jpg)
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(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_i_30829.jpg)[/spoiler]
Also, I'd rather the Metal Block be an item rather than JUST Metal Mario. And that's solely cause I want to hear this power up song in the game!Can't argue with the music. 8) Another way to get it in would be if each character had their own victory theme, the way they used to do it in Super Mario Kart.
[youtube]http://www.youtube.com/watch?v=2wefgiEphiE[/youtube]
"Hi I'm Daisy~!"Okay, now it's perfect. 8)
Okay, now it's perfect. 8)
We've seen the screens but we haven't gotten an official explanation of just what the '7' power-up does. Now we know, thanks to another preview. If you do happen to grab a '7' power-up item, your kart will be outfitted with 7 items, as seen above (minus 1). Yes, you'll be able to do some serious damage with those!
The blue shell, it's flying without wings! 8D
Unless it just does that for the final hit, I'm going to be upset about that! B(
but the nice amount of DS tracks is pleasant seeing as I never got Mario Kart DS when it came out.
no SNES Battle Mode Music makes me sad.Aw, dammit, I knew something was missing...
One of the most exciting features of Mario Kart 7 for the Nintendo 3DS is its online communities. These allow you to customize your own set of rules, then invite friends and strangers to join in the racing fun whenever they're online. You can have a No Items Grand Prix run or a Mushrooms-Only Coin Runner or an All Items Balloon Battle - or all of the above!
-Why the [tornado fang] were customizable icons from the DS version NOT included in this game as well?
[ray splasher]s.
[ray splasher]s, everywhere.
And even so, who cares?
-Why the [tornado fang] were customizable icons from the DS version NOT included in this game as well? Especially when we can use our Mii's? Boooooooooo!Those are pretty much the only "flaws" that I can possibly find with this game.
-Great choice of Retro Tracks, but come on Ninty.... three games and no N64 Wario Stadium? You're killing me
I still don't think it's as balanced or as well fleshed out as MK64, however it's most certainly the closest second to it in terms of balance and fairness. The levels are great, the music is excellent (<3 the Toad's Turnpike song mixed into Neo Bowser City briefly), and the kart design is fun, balanced, and there is no overwhelming favorite like in MKWii.The items themselves are balanced just fine, I'd say. The hit-all/drop-your-[parasitic bomb] orgy from MKWii is no more and the Blue Shell is once again actually useful to the people who launch it instead of just trolling the leader. The only thing left to tinker with is distribution: Blue shells and lightning bolts still wind up in the CPU's hands a bit too often for my liking (then again, I STARTED on 150cc for the sake of unlocking characters; I still have to see how the other levels compare).
The items themselves are balanced just fine, I'd say. The hit-all/drop-your-[parasitic bomb] orgy from MKWii is no more and the Blue Shell is once again actually useful to the people who launch it instead of just trolling the leader. The only thing left to tinker with is distribution: Blue shells and lightning bolts still wind up in the CPU's hands a bit too often for my liking (then again, I STARTED on 150cc for the sake of unlocking characters; I still have to see how the other levels compare).
Yeah, the items are balanced quite fine. I usually throw items into "distribution" status, as well as fairness. By balance, I primarily mean the karts and such. Thus far, there is no overwhelmingly all powerful vehicle or combination, like in MK:Wii. Only the lightning bolt & bomb get rid of all items, as well as falling off, and that's perfectly fair. And yeah, Blue Shells & Lightning are still going to make 3 Star-ing Cups a pain.
Another thing I love about this game is that they've brought back douchebaggery! XD
3-Star cups don't seem nearly as tough as they were in MKWii, as its only related to how many points you get in the end, that being said, getting to the end in first place can be tougher in the 150cc.
So, like, does anyone actually use the RPM community? It's always empty whenever I go to it.
In fact, Hypershell seems to be the only other member I see playing this game online.
Well, I can understand it when I'm playing with Humans, since that's part of the challenge.The thing with the CPU is that while you are sometimes subject to lousy timing/luck, you will nowhere NEARLY be as frequently gang-banged.
When its the CPU it just feels like the game is being an [dark hold].
Mario Kart™ 7
Update Ver. 1.1
This is an update for the Mario Kart™ 7 game. This download does not contain the full version of the title. In order to use this update, you must have the full version of Mario Kart 7, which is sold separately.
Downloading this update will resolve shortcut exploits in the following online multiplayer mode courses:
- Wuhu Loop
- Maka Wuhu
- Bowser Castle 1
Starting 5/16/12, this update will be required for online multiplayer mode. You can still playing single-player or local multiplayer without installing the update.
Once the download is complete, the update will be installed automatically. The update will be visible under System Settings > Data Management > Nintendo 3DS > Add-On Content. There will be no gift icon displayed on the HOME Menu after the download is complete. When Mario Kart 7 is launched, "Ver. 1.1" will appear above the Online Multiplayer icon if the update was successful. Deleting the update will require you to download it again to play multiplayer online.
Publisher
Nintendo
Genre
Updates
Related Genres[Updates]
Important Information
This is an update for Mario Kart™ 7 to resolve shortcut exploits in online multiplayer mode. After downloading, confirmation of the update will be visible under System Settings > Data Management > Nintendo 3DS > Add-On Content. This update is required for online multiplayer mode. Deleting the update will require you to download it again to play multiplayer online. You can still play single-player or local multiplayer without installing the update.
ESRB Rating
E for Everyone - Comic Mischief
11-8755-8490-3348I have a decent connection now.
RockmanPM community: For MegaMan Fans
I have a decent connection now.
I demand the RockmanPM community come play Mario Kart 7 with me.
What would be a good time for that to happen? :P
The first ever downloadable content for a game and it is used to patch glitches in a game. That sucks, but at least I don't have to feel bad cheating in that course.
I just came in here to say Sonic All Stars Racing Transformed is superior.
I have a decent connection now.
I demand the RockmanPM community come play Mario Kart 7 with me.
What would be a good time for that to happen? :P
* chases Tron out of the forum *
I can agree with this to some extent~ (http://www.trueachievements.com/Sonic--AllStars-Racing-Transformed/achievements.htm?gamerid=284902)
The following comes from a GameKult interview with Konno and Yabuki. Information has been translated via Google.
- MK8 development began just more than a year ago.
- No others studio involved, 100% EAD Kyoto.
- About the Gamepad use: "Our priority is to provide the remote display on the GamePad only. We have other ideas, but that's all we can tell you for now."
- Why no F-Zero instead ?: "H. Konno: It has always been a Mario Kart per console, so we wanted to get a new one to have more people interested by our new system. But I also hope that there will be an F-Zero.
"
- About tracks size: "In Mario Kart 8 tracks have also been narrowed compared to Mario Kart Wii and reflects more the size of the road. "
- About customization: " Like Mario Kart 7 (but) with a little more choice"
- No editor even if they talk about it.
- About a Double Dash mode using the Gamepad: "H. Konno: For Mario Kart Wii, 7 and 8, we decided not to use it. But this is a request that is often heard, so maybe we can meet this desire.
Double Dash mode using the Game Pad...
Not all characters have been announced yet, Clefant. It says right above the list of announced characters "with more to be revealed"Yeah, I know. It was mostly a joke since DK Jr.'s never coming back.
Ugh.. They brought all the babies back? Yet I don't see Diddy, or those guys they removed after Double Dash (was it Petey Pirahna and King Boo?)
AND ROYAL RACEWAY?!?! 0v0Damn, they've got one hell of a Retro list this time. 8) I think you and I will be enjoying some insane jumps when that game comes out.
SOOOOOOOOOOOOOO HAPPY!
Bolded a few of the more noteworthy things, like how the Blue Shell no longer flies to murder you, but goes on the ground once again.Pretty sure the Blue Shell traveled along the ground to kill others in MK7, it just "hopped" into the air before it found the first player.
Wii Party U is also the only one of the four I don't have. And I don't really want it at all.
That review counted Toad and Toadette as humans. That's way more racist. It also only counted 29 characters. Which I guess omitted Miis, which could be any color you want.My thing is, the game is JAPANESE, and none of the human characters are of Asian descent, either. If you honestly need to be told that they're not trying to match ethnicities with their audience, then nobody ever should be paying you to write.
Coins were really easy to get in MK7, as well.No, she means as an item since its back in the item rotation.
MK8 is my favorite in terms of its track design, and its part selection I'd say is...probably on par with MK7. I think there are more actual parts, but a lot of them appear to be clones of each other. Literally every one of the four sports bikes has the same stats. It's nice in that it helps you choose a more personal aesthetic even when you're looking for a specific set of stats, but it also yields less variety in terms of performance. Also I really wish there were more than three ATVs, or at least more than one that ISN'T modeled after an animal.
Speaking of which, if there is a "best" part, it probably is the Sports Bike (and its variants). But there is a learning curve to it since it screws with the traditional drifting, so I'd still say they did a better job of getting bikes and karts to coexist than in Wii. The "standard" bikes definitely don't feel any better or worse than karts and ATVs.
I don't really feel that traction is as important in MK8 as it was in 7, so the "monster" wheels come off as being useless. Maybe that's just me, but it seems as if MK7 gave you more reasons to try and get away with pushing through a few moments of off-road. By the same token, handling seems a bit more vital. In MK7 you could deal with some pretty stiff handling as long as you had decent foresight of the track, but in MK8 I found it more common to have a part combination that simply could not handle the curves that I needed it to once the competition got tough.
Items are in and of themselves well balanced (even if Starman was nerfed), but I think the distribution needs a serious look. Even beyond coins, which trip things up enough, the next most common thing you see is Mushrooms. The two in tandem make it very rare and difficult to be able to go on the offensive even when you do fall behind, which makes the "only one item" thing a lot more frustrating than it really should be. I agree it's a good format, but it could use some tweaking. The overall balance leads to many of the good items being more situational than before; Triple Red is GODLIKE in the ideal circumstances, but will do you little good if a Boomerang is thrown your way. Boomerang and Pirahna Plant are both incredible in the fray, but get substantially less useful if there's a distance between you and the guy in front of you.
And yes, N64 Rainbow Road needs to be 3 full laps again. Otherwise it's a fantastic course; I wonder who thought up the coin-spewing steam engine running along the track? I love that they picked four N64 courses, I love that ROYAL RACEWAY is finally among them. Now we just gotta work on N64's Wario Stadium...
The A.I. is frighteningly accurate with those aren't they? Anyone else miss the days where DK span out on his own banana peels? XD
It wouldn't surprise me if DK is a masochist for bananas. 8D
The A.I. is frighteningly accurate with those aren't they? Anyone else miss the days where DK span out on his own banana peels? XD
What made it unbalanced in Mario Kart Wii is that once you knew how to use the 3-4 best bikes in that game, there was no reason to pick the other bikes or karts, because you'd lose. But yeah, they're fine now.Eh...it may not be as obvious/drastic as the "pick this bike to win" of MKWii, but there's still an imbalance. The high-acceleration parts are favorable, which creates a HUGE discrepancy between attaching high-acceleration parts to a heavyweight and high-speed parts to a lightweight, the latter being a good way to screw yourself. Play online often enough and you'll start to take notice that very rarely do you see the Toads/Babies in the lead, and there is a reason for that.
If only I had a Wii U.
So, Blue & I are gonna play some Mario Kart sometime tonight, hopefully around 10PM EST.Well, work and all, I usually crash around 10. Maybe I can push it for a round or two, though.
Anyone else wanna join in?
At least in this game, the item distribution isn't so butchered to add to said imbalance.I sense this will become one of my "broken record" issues, but I feel that 8's distribution is among the worst of any online kart. The part imbalance is noticeable but not overwhelming, but the item distribution is absolutely horrid when playing online. You can get something as deadly as a triple red shell in second, but most of the time, just coins and mushrooms regardless of your place. And ENTIRELY too often one gets a single mushroom in a low place while people ahead of you get triples. The lean to coins and mushrooms both makes it difficult to use items in any satisfying/offensive way, and also makes it a little too noticeable what tracks are and aren't designed to exploit mushrooms.
They're literally just sitting on store shelves, waiting for people to buy them. At this point I'd just buy the games for when you actually do get the console so you don't have a backlog or anything.
I sense this will become one of my "broken record" issues, but I feel that 8's distribution is among the worst of any online kart. The part imbalance is noticeable but not overwhelming, but the item distribution is absolutely horrid when playing online. You can get something as deadly as a triple red shell in second, but most of the time, just coins and mushrooms regardless of your place. And ENTIRELY too often one gets a single mushroom in a low place while people ahead of you get triples. The lean to coins and mushrooms both makes it difficult to use items in any satisfying/offensive way, and also makes it a little too noticeable what tracks are and aren't designed to exploit mushrooms.
I understand that conceptually, they were trying to base the items off of distance rather than ranking, and that is a good idea, but there's a LOT of fine tuning needed. Many of the "better" items are situational and border on useless at long distances (Fire Flower, Boomerang, Piranha Plant, Starman), meaning you are more likely to get them at exactly the worst times.
If you have already started your power slide on a bike the mushroom doesn't mess it up too much, but doing it before you get your momentum can be disastrous, might depend on the bike though?Sports Bike and its clones (Comet, Jet Bike, Yoshi Bike) have different drift mechanics than all other vehicles. Their power sliding is much sharper. You can spot them easily: Their icon on the menu is different from other bikes, and the rider leans further forward on them instead of sitting upright.
Completed all the cups for 100cc. Far from done, obviously, as I need to 3-star everything, unlock parts, etc.
I love the game, but I have to say, I think I prefer MK7 a bit more. Especially when it came to Rainbow Road; 7 had the best [tornado fang]ing Rainbow Road.
My question is why is there such a huge time gap between the first and second pack's release? Is this still work-in-progress?They're actually making it at a later date based on the success of the base game, rather than assuming it'll be a success in advance and working on the DLC during the time they should be working on the main game itself.
Check the lower-left of that collage. That's Excitebike.
We're getting an Excitebike track. SO EXCITEBIKE FOR EXCITEBIKE <3
Also Wario's Gold Mine, so retro courses are part of the DLC. Presumably the 8 new tracks in each pack consist of 4 new tracks and 4 retro ones.
edit:
(https://dl.dropboxusercontent.com/u/64835841/secret/mk8eb.png)
EXCITEBIIIIIIIIIIIKE <3 <3 <3
(http://i.minus.com/ibfiFL6UMLCmh2.gif)
Mute City track in Mario Kart will be all kinds of awesome.
I was surprised to see SNES Rainbow Road in there again since 7 just did it, but I guess a classic is a classic. Still, I REALLY wish somebody would come to their senses and do N64 Wario Stadium. But I guess since we already got Royal Raceway I can't complain too much.
THE F-ZERO TRACK IS WHAT DREAMS ARE MADE OF!!!!!! 0v0Indeed it is. 8) Also loving the Exitebike track, those are easily my two favorites.
200cc is the stuff dreams are made out of.
Jelly!!!
マリオカート8 è¿½åŠ ã‚³ãƒ³ãƒ†ãƒ³ãƒ„ç¬¬2å¼¾ ビッグブルーBGM (http://www.youtube.com/watch?v=Sfo2VNqxX3Y#ws)This is more than enough to make me wish MK8 allowed you to create a "custom" cup in the same manner as 7.
OH. MY. [tornado fang]ing. GOD!!!!! 0v0 0v0 0v0
THERE ARE NO WORDS TO DESCRIBE MY JOY!!!!