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Other Things => Gaming => Topic started by: VixyNyan on January 13, 2010, 02:41:05 AM

Title: The Mario Kart Thread
Post by: VixyNyan on January 13, 2010, 02:41:05 AM
This is the Mario Kart Thread~



(http://lol.rockmanpm.com/mariokart_sfc_supermariokart.png)

Super Mario Kart (Super Famicom / Super Nintendo)
flagjp 1992.08.27
flagus 1992.09
flageu 1993.01.21
flagus 1996.05.20 (Player's Choice)
flagjp 2009.06.09 (Virtual Console)
flagus 2009.11.23 (Virtual Console)

Cups & Courses
» Mushroom: Mario Circuit 1, Donut Plains 1, Ghost Valley 1, Bowser Castle 1, Mario Circuit 2
» Flower: Choco Island 1, Ghost Valley 2, Donut Plains 2, Bowser Castle 2, Mario Circuit 3
» Star: Koopa Beach 1, Choco Island 2, Vanilla Lake 1, Bowser Castle 3, Mario Circuit 4
» Special: Donut Plains 3, Koopa Beach 2, Ghost Valley 3, Vanilla Lake 2, Rainbow Road



(http://lol.rockmanpm.com/mariokart_n64_mariokart64.png)

Mario Kart 64 (Nintendo 64)
flagjp 1996.12.14 (with or without Controller)
flagus 1997.02.10
flageu 1997.06.24
flagus flageu 1999 (Player's Choice)
flageu 2007.01.25 (Virtual Console)
flagus 2007.01.29 (Virtual Console)
flagjp 2007.01.30 (Virtual Console)

Cups & Courses
» Mushroom: Luigi Raceway, Moo Moo Farm, Koopa Troopa Beach, Kalimari Desert
» Flower: Toad's Turnpike, Frappe Snowland, Choco Mountain, Mario Raceway
» Star: Wario Stadium, Sherbet Land, Royal Raceway, Bowser's Castle
» Special: DK's Jungle Parkway, Yoshi Valley, Banshee Boardwalk, Rainbow Road



(http://lol.rockmanpm.com/mariokart_gba_mariokartadvance.png)

Mario Kart Advance / Mario Kart Super Circuit (Game Boy Advance)
flagjp 2001.07.21
flagus 2001.08.26
flageu 2001.09.14
flagus 2006.09.25 (Player's Choice)

Cups & Courses
» Mushroom: Peach Circuit, Shy Guy Beach, Riverside Park, Bowser Castle 1
» Flower: Mario Circuit, Boo Lake, Cheese Land, Bowser Castle 2
» Lightning: Luigi Circuit, Sky Garden, Cheep Cheep Island, Sunset Wilds
» Star: Snow Land, Ribbon Road, Yoshi Desert, Bowser Castle 3
» Special: Lakeside Park, Broken Pier, Bowser Castle 4, Rainbow Road
» Extra Mushroom: Mario Circuit 1, Donut Plains 1, Ghost Valley 1, Bowser Castle 1
» Extra Flower: Mario Circuit 2, Choco Island 1, Ghost Valley 2, Donut Plains 2
» Extra Lightning: Bowser Castle 2, Mario Circuit 3, Koopa Beach 1, Choco Island 2
» Extra Star: Vanilla Lake 1, Bowser Castle 3, Mario Circuit 4, Donut Plains 3
» Extra Special: Koopa Beach 2, Ghost Valley 3, Vanilla Lake 2, Rainbow Road



(http://lol.rockmanpm.com/mariokart_gcn_mariokartdoubledash.png)

Mario Kart: Double Dash!! (Nintendo Gamecube)
flagjp 2003.11.07
flageu 2003.11.14
flagus 2003.11.17 (Normal & Special Edition)
flageu 2004.11.05 (Platinum Pak)

Cups & Courses
» Mushroom: Luigi Circuit, Peach Beach, Baby Park, Dry Dry Desert
» Flower: Mushroom Bridge, Mario Circuit, Daisy Cruiser, Waluigi Stadium
» Star: Sherbet Land, Mushroom City, Yoshi Circuit, DK Mountain
» Special: Wario Colosseum, Dino Dino Jungle, Bowser Castle, Rainbow Road



Mario Kart Arcade GP (Arcade)
flagus 2005.10
flagjp 2005.Q4

Cups & Courses
» Mario: Mario Highway, Mario Beach
» DK: Donkey Kong Jungle, Bananan Ruins
» Wario: Diamond City, Snow Panic
» Pac-Man: Pac-Mountain, Pac-Labyrinth
» Bowser: Bowser's Castle, Castle Wall
» Rainbow: Rainbow Coaster, Rainbow Downhill



(http://lol.rockmanpm.com/mariokart_nds_mariokartds.png)

Mario Kart DS (Nintendo DS)
flagus 2005.11.14
flageu 2005.11.25
flagjp 2005.12.08
flagus 2006 (DS Bundle)

Cups & Courses
» (Nitro) Mushroom: Figure-8 Circuit, Yoshi Falls, Cheep Cheep Beach, Luigi's Mansion
» (Nitro) Flower: Desert Hills, Delfino Square, Waluigi Pinball, Shroom Ridge
» (Nitro) Star: DK Pass, Tick-Tock Clock, Mario Circuit, Airship Fortress
» (Nitro) Special: Wario Stadium, Peach Gardens, Bowser Castle, Rainbow Road
» (Retro) Shell: Mario Circuit 1 SNES, Moo Moo Farm N64, Peach Circuit GBA, Luigi Circuit GCN
» (Retro) Banana: Donut Plains 1 SNES, Frappe Snowland N64, Bowser Castle 2 GBA, Baby Park GCN
» (Retro) Leaf: Koopa Beach 2 SNES, Choco Mountain N64, Luigi Circuit GBA, Mushroom Bridge GCN
» (Retro) Lightning: Choco Island 2 SNES, Banshee Boardwalk N64, Sky Garden GBA, Yoshi Circuit GCN



Mario Kart Arcade GP 2 (Arcade)
flagjp 2007.03

Cups & Courses
» Mario: Mario Highway, Mario Beach
» DK: Donkey Kong Jungle, Banana Ruins
» Wario: Diamond City, Snow Panic
» Pac-Man: Pac-Mountain, Pac-Labyrinth
» Bowser: Bowser's Castle, Castle Wall
» Rainbow: Rainbow Coaster, Rainbow Downhill
» Yoshi: Yoshi Park 1, Yoshi Park 2
» Waluigi: Stadium Arena, Waluigi Stadium



Mario Kart Wii (Nintendo Wii)
flagjp 2008.04.10
flageu 2008.04.11
flagus 2008.04.27

Cups & Courses
» Mushroom: Luigi Circuit, Moo Moo Meadows, Mushroom Gorge, Toad's Factory
» Flower: Mario Circuit, Coconut Mall, DK's Snowboard Cross, Wario's Gold Mine
» Star: Daisy Circuit, Koopa Cape, Maple Treeway, Grumble Volcano
» Special: Dry Dry Ruins, Moonview Highway, Bowser's Castle, Rainbow Road
» Shell: Peach Beach GCN, Yoshi Falls NDS, Ghost Valley 2 SNES, Mario Raceway N64
» Banana: Sherbet Land N64, Shy Guy Beach GBA, Delfino Square NDS, Waluigi Stadium GCN
» Leaf: Desert Hills NDS, Bowser Castle 3 GBA, D.K.'s Jungle Parkway N64, Mario Circuit GCN
» Lightning: Mario Circuit 3 SNES, Peach Gardens NDS, DK Mountain GCN, Bowser's Castle N64



Mario Kart 7 (Nintendo 3DS)
flagjp 2011.12
flagus 2011.12
flageu 2011.12

(http://lol.rockmanpm.com/MarioKart3DS/3DS_MarioKart_01ss01_E3.png) (http://lol.rockmanpm.com/MarioKart3DS/3DS_MarioKart_02ss02_E3.png) (http://lol.rockmanpm.com/MarioKart3DS/3DS_MarioKart_03ss03_E3.png) (http://lol.rockmanpm.com/MarioKart3DS/3DS_MarioKart_04ss04_E3.png) (http://lol.rockmanpm.com/MarioKart3DS/3DS_MarioKart_05ss05_E3.png) (http://lol.rockmanpm.com/MarioKart3DS/3DS_MarioKart_06ss06_E3.png) (http://lol.rockmanpm.com/MarioKart3DS/3DS_MarioKart_07ss07_E3.png)



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
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on January 13, 2010, 02:44:59 AM
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

I don't know.  Unless I can find a way to plug in my N64 controller to the PC.
Title: Re: The Mario Kart Thread
Post by: Solar on January 13, 2010, 04:04:19 AM
Nothing the internet can't solve though.

http://www.raphnet-tech.com/products/gc_n64_usb_adapters/index.php

Title: Re: The Mario Kart Thread
Post by: Nekomata on January 13, 2010, 05:32:00 AM
Mario Kart 64 is perfect.  We're done here.
no it isn't
it doesn't have a playable Snifit.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on January 13, 2010, 05:56:54 AM
It's all about the Snifits with you, isn't it?
Title: Re: The Mario Kart Thread
Post by: Hypershell on January 16, 2010, 05:39:40 PM
The game is still perfect.  The system it was on was not.
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).
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on January 16, 2010, 08:22:48 PM
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).

Horrible, HORRIBLE example of why Mario Kart 64 wasn't perfect, due to the fact that #1, Daisy wasn't popular nor did she serve much of a purpose in Mario games previous to Mario Kart 64 and #2, no matter how awesome "HI, I'M DAISY" might be. the game in which Daisy made her Mario Kart debut is my most hated Mario Kart game and is also the Mario Kart game that started the ruining of the franchise.  Daisy, Rosalina, and Dry Bowser do NOT make up for shoddier controls and massive item gimping.
Title: Re: The Mario Kart Thread
Post by: Hypershell on January 17, 2010, 09:50:57 PM
Controls are fine, it's the CPU that got shot to hell.  Starting with GCN they were seemingly trying to axe the rubber-band driving, which means you either make the game really freaking hard (F-Zero GX) or have dumbass drivers that a granny could outrun throw a seeker missile at the leader every five seconds (MK:DD).  You'd think somebody would have learned to be careful what they wish for.

The thing is, you can say that Double Dash was the start of Mario Kart's downfall, but future titles fell for completely different reasons than Double Dash.  Double Dash fell because they tried something new and the transition was far from seamless.  I may miss item-dragging, triple shell barriers, and such, but customizable team-ups, signature items, All-Cup Tour, and the best damn Rainbow Road theme on the face of the Earth offer some saving grace.  DS and Wii both discarded Double Dash's direction completely, axing every single thing that it introduced save for cast and Bob-ombs, and yet they still found their own ways to screw things up.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on January 17, 2010, 10:20:34 PM
There are quite a few things I think lead to the downfall of Mario Kart since 64.  The first, and absolute main problem, is Item Gimping.  I'm not just talking about the lack of the shell barrier, or my hatred of the Spiny Shell as oppose to the Spike Shell.  Removing the Lightning Bolt's ability to not only shrink someone down but flatten them was god awful.  The triple banana's allowing for almost unfair blocking capability in first.  Due to this, 2nd and 3rd place cannot hope to catch up with 1st place, if they have a decent lead, without help from 4th-8th or now 12th place, which is awful.  Again, people bitched about snaking in the DS game, but if the items hadn't been so royally gimped, snaking wouldn't be an issue.  Removing the power of the items also removed how much of a total douche you could be to your fellow karters, which makes the game less fun.  Also, we won't even get started on Cloud AIDS...

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.  And yet, it wouldn't be all that unbalanced if the items weren't so god awfully gimped.

The third is Battle Mode.  No need for a long description, just one real phrase... ABSOLUTELY [tornado fang]ing RUINED!

That is all! XD
Title: Re: The Mario Kart Thread
Post by: Solar on January 17, 2010, 10:36:51 PM
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.

Yeah, they should just remove all the extra karts crap and add more characters that are actually different.

The third is Battle Mode.  No need for a long description, just one real phrase... ABSOLUTELY [tornado fang]ing RUINED!

This man speaks the truth.
Title: Re: The Mario Kart Thread
Post by: Gaia on January 17, 2010, 11:54:46 PM
I have no problem with triple banana threats, I can Green Shell 'em if you have perfect aim if I had said item. Another factor about characters is the unexpected addition of Baby Daisy, seeing Baby Donkey Kong or Baby Bowser would have made sense that if A: They played a major role in the last main or side mario game, such as Rosalina. which makes sense, since Waluigi before her just came out of nowhere from the 64 era (adds the fact that Daisy is a regular tomboy, as stated in her profile).

Yes, having extra karts does make your racer stand out like a sore thumb a bit more, but that was an unecessary factor. As the roster grows, sacrifices are to be made in general, I thought a few stages were eyesores coupled to certain character renders. Keeping the origional render for Mario Kart SNES did not help (if anyone notices the re-use of certain stage renders in each passing Mario Kart).
Title: Re: The Mario Kart Thread
Post by: Hypershell on January 18, 2010, 12:00:32 AM
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.

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
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.

Quote
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. :|
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on January 18, 2010, 12:18:35 AM
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.

Oh, it's in NO way balanced, and you gave one of two perfect examples.  Toad's signature sucked in that game, and my friend was always Toad.  Also, I was always Koopa Troopa, and his signature also sucked AND was random.  It wouldn't be too bad of a signature if they actually circled around you, like their suppose too!

Quote
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.

Pretty much goes back to my point of item gimping.  Items were not only better in 64, but had so much more power to them.

Quote
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.

Fair enough.  As I said, I didn't play Double Dash enough to notice.

Quote
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.
Title: Re: The Mario Kart Thread
Post by: Fxeni on January 18, 2010, 01:05:36 AM
*walks in*

Mario Kart Wii is terrible. While Double Dash had it's issues, I find it to be far better than MKW. That is all I'll say here.

*walks out*
Title: Re: The Mario Kart Thread
Post by: Hypershell on January 18, 2010, 02:49:47 AM
Very much agreed.  Unless you're a fan of the new cast members (and even if you are it's still a big tradeoff), Mario Kart Wii is simply a game that you buy to enjoy an unusually competent online setup by Nintendo.  The game itself is easily the worst CPU of the series, the most severely gimped Battle Mode, and overall the most over-item-saturated-blinside-hits-plus-some-schmuck-will-run-you-off-the-road-while-you're-recovering-just-to-[acid burst]-you-off experience.  12 racers really does over-crowd the track.

Also the most senseless unlock requirements, because if by some miracle you put up with all of that long enough to get a [tornado fang]ing PERFECT SCORE IN 150CC, the game will STILL very likely deny you that 1-Star Rank.  That's an invitation to whip the CPU's asses with WiiRD-coded infinite Starmans if there ever was one.

Double Dash is probably my favorite due to the balance between cast and play mechanics.  It doesn't handle as good as 64, but you get to enjoy the more modern characters in a more unique title that is definitely better thought out than MKWii.

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.

On the other hand, it's very satisfying to hack an online battle course just to [acid burst] off a snaker and wait for them to crash their game, thus taking the Disconnect Loss. 8)



...you know, all this talk of the oldies makes me think I should download SMK on the VC.  I was hesitant at first because all the tracks are in Super Circuit, but there really is nothing like the original original.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on January 18, 2010, 02:56:42 AM
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.
Title: Re: The Mario Kart Thread
Post by: Irgendein on January 18, 2010, 02:58:26 AM
I'm not going to get into this argument (since I've never player MKWii), so I'm here to just ask one question: Has anyone (besides myself) ever actually played Super Circuit? I see no mention of it in here except the start of the topic.

Oh, I just meant the blowing into the Mic for Balloons bullshit.  Awful, awful idea.
You know you can just hold Select, right?
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on January 18, 2010, 03:00:51 AM
You know you can just hold Select, right?

Honestly, I forget.  I didn't play the Battle Mode that often enough to remember if I did or not.  Overall in terms of racing, I'd say DS was 2nd favorite.  My problem is that I have MK64 on such a high, high pedestal that I know any other Mario Kart is inferior to it in every way.
Title: Re: The Mario Kart Thread
Post by: Hypershell on January 18, 2010, 03:04:13 AM
I've played Super Circuit to 100% completion.  It basically plays like the SNES, just with "shaded" visuals and some of the 64 items.  Handling is very, very loose.

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.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on January 18, 2010, 03:09:09 AM
All I know is that the SNES Mario Kart had the best battle mode theme EVER. 
Title: Re: The Mario Kart Thread
Post by: Hypershell on January 18, 2010, 03:13:20 AM
Can't argue with that one. (http://www.youtube.com/watch?v=0_yUrcfdwbk)

Ah, the memories of me power-sliding like a mad man to tick off my brother... 8)

A shame that Wii finally remembered the darn thing (http://www.youtube.com/watch?v=BKgJchn6Zlw&feature=related), and yet its Battle Mode sucks incredibly.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on January 18, 2010, 05:56:08 AM
That song is nowhere as good as the original.
Title: Re: The Mario Kart Thread
Post by: Solar on January 18, 2010, 06:01:51 AM
Oh, the DS version is god awful as well.

I'll never agree to this idea, if only because I find ramming someone from behind with a mushroom and then stealing their balloons in the process so damn satisfying and fun.
Title: Re: The Mario Kart Thread
Post by: AquaTeamV3 on January 18, 2010, 07:00:09 AM
Wow, lots of interesting stuff said here.  In my opinion, I loved Double Dash, especially the 2 player co-op mode.  I let my buddy do all of the driving, while I get to be strategic with items and such.  The rear player even has the nifty ability to punch other karts that are adjacent to it, often stealing an item in the process.  You could even use it to save the driver from running off the road in some cases!  I agree that the signature items were pretty nice, and it seriously blew me that my best friend insists on maining Toadette; the Golden Shroom is really pointless IMO.  I'm quite partial to Mario's fireball myself; it's like throwing a 5-way Green Shell in a sense, and often hits multiple racers to boot.  The Hearts and the Yoshi Egg were pretty nice, although the only problem I have with the latter is the fact that it's often easy for someone behind you to pick up said dropped items as well, but it's not a bad item overall.

I have MKDS, and I honestly don't enjoy it as much as DD.  It has it's good points (like drafting), but it doesn't have much else in the way of presentation.  That and the online is annoying, as most people DC before the races are even over.  X(

The only other game I have a lot of experience with is Super Circuit, and I enjoyed it quite a bit.  The one thing I don't like is the coin system, because once you run out (not hard when you're getting constantly rammed), you're pretty much a target, and every hit you take from then on spins you out.  Not to mention it makes getting good rankings annoying to get.
Title: Re: The Mario Kart Thread
Post by: Hypershell on January 19, 2010, 01:31:51 AM
Rankings shouldn't even exist in Mario Kart, but they're easily ignored in all games save for Wii.  A perfect score is a perfect score, dammit.
Title: Re: The Mario Kart Thread
Post by: Police Girl on January 19, 2010, 02:38:57 AM
I'm happy because I own SNES Mario Kart and VC Mario Kart 64, I'm sad because playing Wii on 100cc on Lightning Cup is hell, I can stay in first place for 5 seconds tops, getting little banana peels to hold me up. Then BAM! Blue Shell, Red Shell, Red Shell, Stray Green Shell, Pow Brick, AND to make it even worse Blooper Oil. By that time i'm in 10th place on the third lap. So I just [tornado fang]ing give up and Restart.
Title: Re: The Mario Kart Thread
Post by: VixyNyan on January 19, 2010, 08:40:54 PM
I made the topic a little more awesome than before, and I'll make it even more awesome soon.

Is it alright if we talk a little more deeply about the courses, music and other features? :3
Title: Re: The Mario Kart Thread
Post by: Akira on January 19, 2010, 08:41:52 PM
Mario Kart for me it is this!

[youtube]http://www.youtube.com/watch?v=_J5CUcAKsGA[/youtube]
Title: Re: The Mario Kart Thread
Post by: Fxeni on January 19, 2010, 11:09:07 PM
Mario Kart for me it is this!

[youtube]http://www.youtube.com/watch?v=_J5CUcAKsGA[/youtube]
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.
Title: Re: The Mario Kart Thread
Post by: Tickle Buffalo on January 19, 2010, 11:17:34 PM
it's called a road it's called a rainbow road
it is a road that you go
it's called a road it's called a rainbow road
and you will know when you get there
it's called a road it's called a rainbow road
it is a road that you go
it's a road that you go
when you diiiiiiiie
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on January 20, 2010, 12:01:31 AM
Is it alright if we talk a little more deeply about the courses, music and other features? :3

Give me a moment, and I'll go deeper and deeper into this.   [eyebrow]
Title: Re: The Mario Kart Thread
Post by: HyperSonicEXE on January 20, 2010, 12:29:38 AM
Basically, Mario Kart Wii was the perfect game except for a few things:
-Forced teams in battle
-Bikes? Bikes why?
-Kart stats, again
-Ridiculous items, again (actually, it was made even worse; lots of all-hitters, far too many item boxes, and nerfed some items, too)
-Ranking, again
-Backdraft/tail another driver long enough and you get a boost, again (you should only get a minor increase to your max speed and acceleration, and only as long as you're behind someone)

Other than that, shortcuts could typically be taken without a Mushroom and Drift Boosts were based on time spent Drifting.
Title: Re: The Mario Kart Thread
Post by: Jericho on January 20, 2010, 01:38:12 AM
Basically, Mario Kart Wii was the perfect game

Sorry but no, and just to illustrate this point, I'll actually build off of the things you mentioned so far:

- Kart momentum is horribly gimped. As much as you can say that it's more realistic for a car to bank a wall and lose most if not all forward momentum. I don't think one should strive for realism in a game where we blast things with lighting bolts at will. On top of this, the game feels slow for some weird reason. (Unless of course you're [tornado fang]ing Baby Luigi in a Bubble Bike. XD)
- Player AI takes a level in mind racking after 100cc. (It's funny because this used to be an issue I heard a lot of back in the MK64 days, but it's actually only true in the case of MKWii)
- 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. This issue also extends to massively cheap tactics like insane Bullet Bill spam by multiple characters in the third lap.
- Speaking of issues with items... CLOUD AIDS, CLOUD AIDS, CLOUD AIDS, on top of mini nuke Blue Shells. (Bring back the Spiked Shell turf cruisers!) There's also a massive discrepancy between offensive items. Seriously, people can shrug of banana peels so effortlessly, there's no point to them. Fake item blocks got gimped in an interesting way by having their colorscheme changed. Seriously, everyone can tell what they are now. Also, I'm still insanely PO'd that they kept the "you can't hold onto your items once knocked out" thing that DD & DS introduced.
- Several levels in the cups for past games are tweaked to the point of being unnecessary.

And yet for all the bitching it sounds like this post is, I still enjoy MKWii a lot. I haven't played it as much as I thought I would, but it's still pretty good for racing every now and again.
Title: Re: The Mario Kart Thread
Post by: Nekomata on January 20, 2010, 04:30:33 AM
the best thing to do in any mario kart is use the lightning bolt right as people are going over a jump.
Title: Re: The Mario Kart Thread
Post by: Black Mage J on January 20, 2010, 04:38:43 AM
Amen.
And never use Big mushroom, its annoying how I cannot hit anyone with it, yet I destroy with gold star. Just try and not ever get it. Or try and use it when your going to hit an item block.
Title: Re: The Mario Kart Thread
Post by: Jericho on January 20, 2010, 05:59:21 AM
the best thing to do in any mario kart is use the lightning bolt right as people are going over a jump.

Wario Stadium is the ultimate test of friendships, siblings & general bonds just for this. XD
Title: Re: The Mario Kart Thread
Post by: Solar on January 20, 2010, 06:02:12 AM
I HATE when that happens to me, when it happens to someone else I imagine it's hilarious (never seen it happen to anyone other than me >_>)
Title: Re: The Mario Kart Thread
Post by: Tickle Buffalo on January 20, 2010, 07:05:17 AM
- 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.

You ever play a game with clientside hit detection? [parasitic bomb] gets old fast. Getting hit by people who aren't even in the same room, oh man.

On the other hand when your router's acting up so you kinda lag out for a few seconds and end up charging someone who's jumped off a balcony and entered a building to get away from you and you can't even see them anymore but suddenly they start swearing it's just yeeeeeeeeeah.
Title: Re: The Mario Kart Thread
Post by: AquaTeamV3 on January 20, 2010, 07:54:26 AM
I really miss the old spiny shell that they used to have.  It was a bit more balanced as it couldn't fly, and it had the nice effect of plowing through other racers who were in it's way as it headed for it's first-place target.  This new one is just plain annoying; if I see one headed towards me, I usually either slow down and/or try to get really close to someone else so that the explosion hits someone else.  I know that they're dodgeable in some games, although it's easier said than done (I pulled it off only once in MKDS).
Title: Re: The Mario Kart Thread
Post by: STM on January 20, 2010, 11:12:10 AM
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!
Title: Re: The Mario Kart Thread
Post by: Jericho on January 20, 2010, 02:50:07 PM
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!

My personal favorite tactic usually doesn't involve lightning over that jump actually. I loved setting a fake item block in the air right at the very tip so when a kart took of, all the momentum's canceled as they fall. Either that or sharpshooting them with a green shell. On another note, I only just recently perfected a way to do the same thing with banana peels on Royal Raceway. XD
Title: Re: The Mario Kart Thread
Post by: Fxeni on January 20, 2010, 05:33:29 PM
I always lay traps on the jumps when I get the chance. I try to spread it out on each lap, hoping that eventually someone will fall prey to it.
Title: Re: The Mario Kart Thread
Post by: Strider Xhaiden on January 21, 2010, 03:35:09 PM
I've been getting back into Mario Kart recently, still some stuff on the Wii version I need to do.

Also, perhaps it's just me, but DS Desert Hills is the most boring track in the game. I hate it. Why couldn't they have brought Waluigi Pinball or the Clock track back instead?
Title: Re: The Mario Kart Thread
Post by: STM on January 21, 2010, 05:06:47 PM
They can't burn through the good tracks for future titles, so they usually slap in some of the shitty ones.
Title: Re: The Mario Kart Thread
Post by: Hypershell on January 22, 2010, 06:22:43 PM
I wonder sometimes if they just decide that by a random number generator in the office somewhere.  I simply cannot fathom why in two titles N64 Wario Stadium hasn't appeared.

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.
Title: Re: The Mario Kart Thread
Post by: Jericho on January 22, 2010, 06:31:05 PM
I'd give that one to DS Yoshi Falls.

To this day, I still don't know how to properly place higher than 3/4th on this course. This level is insane, more so in MKWii. XD
Title: Re: The Mario Kart Thread
Post by: Hypershell on January 25, 2010, 02:14:31 AM
Simple.

DS: Snake
Wii: Bike

Posted on: January 22, 2010, 12:46:23 PM
You know, I will say, there are two things that MKDS did right.

1. The fact that you're automatically "paged" with a little icon in the corner if a Friend is looking for a match while you're in Random.  I don't think any other Nintendo games do that anymore, but it was a great convenience.

2. Emblems.  Seriously, why give that up?  I can only guess that Mii usage in MKWii was supposed to replace it, but between you and me, I prefer something drawn (even if with only 15 colors) to a limited caricature.  Case in point, a little pixiv fanart conversion:

(http://img717.imageshack.us/img717/8515/mkdsdaisy.gif)
Title: Re: The Mario Kart Thread
Post by: VixyNyan on January 25, 2010, 02:22:18 AM
(http://lol.rockmanpm.com/mkds.gif) <3 U Headdy (http://forum.rockmanpm.com/index.php?action=profile;u=761)~

I should design a new icon later too! ^.^
Title: Re: The Mario Kart Thread
Post by: Irgendein on January 25, 2010, 02:28:29 AM
Hmm, posting our MKDS emblems, eh? Sounds fun. Currently I'm unable to post mine though, but it's not that interesting anyways: It's some sort of Transmutation Circle I made years ago. Haven't bothered to change it since.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on January 25, 2010, 04:38:05 AM
If no one here can guess what my Emblem was for MKDS, you should be ashamed.
Title: Re: The Mario Kart Thread
Post by: VixyNyan on June 17, 2010, 08:25:29 PM
I update the first post with Mario Kart 3DS~ ^^
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 17, 2010, 08:27:42 PM
I hope that when you drive through the castle, you get to jump into a painting.
Title: Re: The Mario Kart Thread
Post by: VixyNyan on June 17, 2010, 08:29:20 PM
BopBop-Bop-BopBop-Bop!

Mexico~! (Let's-a Go~!) XD
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 17, 2010, 08:30:35 PM
I wanna jump right into Bob-Omb Battlefield.  XD
Title: Re: The Mario Kart Thread
Post by: Hypershell on June 18, 2010, 03:29:59 AM
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.

I hope that when you drive through the castle, you get to jump into a painting.
Who DOESN'T hope for that? 8)
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 18, 2010, 03:32:22 AM
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.

They also need to revamp the weapons too.
Title: Re: The Mario Kart Thread
Post by: Hypershell on June 18, 2010, 03:38:30 AM
I believe I said "item selection", didn't I?

Speaking of "weapons", though, there is one thing beyond the pure gameplay of it all.  Presentation-wise, every game since Double Dash has failed on the same point: Shell impacts.  Nintendo, if you want to get serious about the next Mario Kart, I DAMN WELL expect to hear something akin to a frikkin' cannon going off whenever I am hit with a shell, along with my character spinning/flying wildly through the air in the fastest most completely disorienting way possible.  THAT, my friends, is how you do Mario Kart, and it's what made the SNES/N64 games so damn awesome.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 18, 2010, 03:43:59 AM
Not just item selection, but item strength as well.  Like you just said, the shells use to hurt, and now they do nothing.  The Red Shell was gimped beyond belief, as was the lightning, etc.  But, I'm convinced that's not going to happen.
Title: Re: The Mario Kart Thread
Post by: Dexter Dexter on June 18, 2010, 04:16:38 AM
Okay, I'll just take some time to put my two cents in here.

My main gripe with Mario Kart Wii is:

That is all.
Title: Re: The Mario Kart Thread
Post by: Dantonumanoa Ongdolota Amycronicon on June 18, 2010, 04:20:16 AM
  • 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*
Why is that a bad thing?
I will admit, though, that the items we currently have need to be improved first. Bananas and fake item boxes, anyone?
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 18, 2010, 05:33:58 AM
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]

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.  What they need to do is put the items back to MK64 standards.

Sadly, they're not going to though.
Title: Re: The Mario Kart Thread
Post by: OBJECTION MAN on June 18, 2010, 05:59:56 AM
1. We have seen no bikes.

How am I suppose to have Wario and his awesome hog then? Pass on this game.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 18, 2010, 06:04:19 AM
Again, I don't feel that bikes are the problem, as much as item balancing.
Title: Re: The Mario Kart Thread
Post by: Hypershell on June 18, 2010, 09:35:58 PM
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).

  • Missing characters: E. Gadd, Toadsworth, Petey Pirahna, Dixie Kong, the Paratroopa, and the Hammer Bro.
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.

Quote
  • And finally, off-topic: Toadette needs to make an appearance OUTSIDE of Mario Kart, Mario Party, etc.
Well, there is DDR Mario Mix.  I'd have appreciated an NSMB appearance myself, but oh well.

Seriously, though, the Blue/Yellow Toad stunt was not only cheap but was also completely unnecessary.  They could have just had "the" Toad and Toadette, with Toadsworth playing the support role.  And what the heck would be wrong with that?

    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.
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.

Why is that a bad thing?
I will admit, though, that the items we currently have need to be improved first. Bananas and fake item boxes, anyone?
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.

What made this even worse in Wii, though, was the bump physics.  Running into a stopped kart typically causes you yourself to lose speed and direction, unless you're a heavyweight.  Not so in Wii, which means that every time you're struck by an item, EVERYBODY is free to knock you off the track.  And that's how we get 1st-to-9th drops.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 18, 2010, 09:51:36 PM
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).

My point is that if the items were as fantastic and powerful as they were in MK64, the bikes wouldn't have the chance to get that far ahead.  Granted, I agree that once you get 3 or 4 specific bikes, there's no reason to use any other kart/bike in the game.

Quote
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.

I know you could in MK64, and I pretty much base MK perfection on that.  I think you could in DS, but I'd have to play it again to be sure.  No idea on DD though, cause I didn't play it much.

Quote
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.

That's not the only problem.  The problem is also that certain places get certain items.  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 MK64, 2nd place still had a viable chance to catch up to 1st place (cept maybe on Rainbow Road), because they would still give 2nd place the stronger items, not to mention 1st place didn't have an unfair blocking advantage, with the 3 Banana Peels, Item Box, Shells, etc.  Plus, again items were stronger in the previous MK64 & SNES games.  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.

Title: Re: The Mario Kart Thread
Post by: Dexter Dexter on June 18, 2010, 09:57:45 PM
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?
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 18, 2010, 10:00:14 PM
THIS. VERY THIS. Also, didn't they add the Mega Mushroom to make up for the lack of being able to flatten your opponents?

They did, but it still doesn't make it okay.
Title: Re: The Mario Kart Thread
Post by: Hypershell on June 18, 2010, 10:15:09 PM
I have to agree.  Mega Mushroom is nice, but lightning shrinkage should always allow flattening.

More and more I'm seeing the point of your item gimping discussions.  The time that any given item takes away from you has been largely scaled back.  Thus shrinking is no longer permissible as it'd be overpowered, and knocking someone off the track *IS* very overpowered.

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.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 18, 2010, 10:25:26 PM
One thing I forgot to mention, that ABSOLUTELY has to go as well, besides Cloud AIDS.  That is losing items.  This was also brought in with Double Dash, and I. HATE. IT.  Not only are items now gimped, as well as placement of items being stupid (I.E. Cloud AIDS as a 2nd or 3rd place item), but on that rare, RARE occasion you actually do get something decent in that place, you can LOSE IT.  It's absolutely [tornado fang]ing absurd.  Even with how powerful the items were in MK64, you never lost your items when you got shrunk by lightning, thus once again making it fair.  Yeah, you could run someone over and squish them, but you still ran the risk of getting hit by shells, or slipping on a banana peel, or getting fake item box'd.  Again, losing items is another aspect of Post 64 MK that ruins the game, as it gets rid of item strategy, plus further makes a system where 5th - 8th/12th place determine how the race is going to wind up.  In my opinion, the ONLY item that should be able to knock items off of players would be the POW block. 
Title: Re: The Mario Kart Thread
Post by: Hypershell on June 18, 2010, 10:29:36 PM
Frankly I don't think the POW block even belongs in Mario Kart...

I'd go with the Starman for knocking items off.  You're invincible, supreme, and you attack only one player at a time.  If that mechanic is to be preserved it should be limited there.  Item knock-off should *NEVER* be a blanket effect.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 18, 2010, 10:49:12 PM
There are quite a few items I don't think belong in Mario Kart, and some I think need to be brought back. 

Items to get rid off:
Cloud AIDS (in it's current form)
Blooper
Bullet Bill
3 Banana Peel
Spiny Shell

Items to be brought back:
Feather
Ghost
5 Banana Peel
Spike Shell

Cloud AIDS wouldn't be all that term if you could actually control it's activation, or drop it behind you for someone else to hit. Also, just like regular shrinkage, you should be able to be squished. Bullet Bill needs to go, because again it's only useful for 11th - 12th place, thus making it unfair.  The 3 Banana Peel system needs to be replaced with the 5 Banana Peel system, because when the 5 Banana Peels got hit, they ALL dropped, not just one.  This way, it makes the defense fair.  The Spiny Shell has to be the MK64 Spike Shell again, because it can screw over more people than 1st place, thus making it fair.  The fact that the Ghost was removed sickens me, so bring it back.  Also, the feather was awesome, and again needs to be back again.  Now, for some items I'd like to see...

New Items I might add:
SMB2 Potion
SMB3 Raccoon Leaf
Metal Block
Ice Flower

-The SMB2 Potion would be thrown in front of you and a door would open, warping you ahead of other players.  The door would remain open just long enough for other racers to enter it as well. 
-The Raccoon Leaf would give players the Raccoon Tail, which would allow players to sideswipe their opponents by spinning next to them. 
-The Metal Block would make the player Metal & invincible, but would weigh the Kart down.  To activate it over a jump would be costly.  This item could be dropped behind you.
-The Ice Flower would give you the ability to freeze opponents in front of you or behind you.

These are just some ways I can think of to improve the game.
Title: Re: The Mario Kart Thread
Post by: Mirby on June 18, 2010, 10:53:06 PM
These are all very good points. The original and MK64 were excellent (as was Super Circuit, in my opinion), but the items have been weakened, and some of them are cool but not really useful. Personally, the Blooper never screwed me up in the slightest, in DS nor in Wii. As for Lightning, it should regain it's former glory. And the bump mechanics sucked in Wii; I hated that the most.

Yeah, I agree on all counts here.

Especially with the post PB just made while I was making this. I think the main reason the Blooper was added was to compensate for the increasing suckiness of mechanics. It's useful in Wii, but only because you regularly get unfairly dropped to 7th or below. Which means you might get back. But that situation should never come up. There should be no need for an item to counterbalance poor mechanics. They should fix the mechanics.
Title: Re: The Mario Kart Thread
Post by: Dexter Dexter on June 18, 2010, 10:59:23 PM
Items to be brought back:
Feather
If you want the Feather back, then more tracks with huge, gaping holes in them would be required, no?

Also: The "loss of items from other items" [parasitic bomb] pisses me off too.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 18, 2010, 11:00:32 PM
If you want the Feather back, then more tracks with huge, gaping holes in them would be required, no?

Totally.  Make some parts of the track accessible only with the feather, just like how some parts are only accessible with the boost and such.
Title: Re: The Mario Kart Thread
Post by: Mirby on June 18, 2010, 11:00:37 PM
That Yoshi stage in DD has one.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 18, 2010, 11:14:37 PM
That's another thing I think MK has lost Post MK64, and that's level design.
Title: Re: The Mario Kart Thread
Post by: Mirby on June 18, 2010, 11:21:20 PM
Yeah... Baby Park is good, but only for the reason that it's supposed to be a quick track. Other ones... not so much.
Title: Re: The Mario Kart Thread
Post by: AquaTeamV3 on June 19, 2010, 05:28:32 AM
Hm, pretty interesting discussion going on here.  Here's some of my own thoughts regarding items:


-The Ice Flower would give you the ability to freeze opponents in front of you or behind you.

Kind of reminds me of how the Ice Slasher worked in Battle & Chase, where you'd effectively nullify the steering of your opponent's car until they smacked a wall or another driver.  You can imagine what something like this would do to people on Rainbow Road...  (http://forum.rockmanpm.com/Smileys/default/dreamworks.gif)
Title: Re: The Mario Kart Thread
Post by: Police Girl on June 19, 2010, 05:57:11 AM
That's another thing I think MK has lost Post MK64, and that's level design.

Yoshi Falls. Its good proof.
Title: Re: The Mario Kart Thread
Post by: Hypershell on June 19, 2010, 06:30:05 AM
Double Dash had a few good ones (including my personal favorite Rainbow Road), but yeah, the track design has been a bit boring.  I especially feel this was the case in DS, and the few awesome tracks (Bowser Castle, Airship Fortress) were generally not permitted in online play.

And I will *NEVER* understand why in 2 games of retro titles, Wario Stadium and Royal Raceway have not reappeared.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 19, 2010, 06:47:38 AM
  • 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.

BULL. [parasitic bomb].

In no way whatsoever should that travesty be allowed to occur yet again.  The character special supers were NOT balanced at all.  I know this for a fact because using my favorite character in all of Mario Kart was literally akin to me losing the race.  Koopa Troopa's special were either 3 Green Shells or 3 Red Shells, most of the time 3 Green Shells.  Never mind the fact that they didn't spin around you like a shield, another negative to Double Dash, but his special was literally a basic item choice.  Meanwhile, you've got characters with chain chomps, or giant shells, or fireballs, supers that were literally game changers.

The problem with the supers is the exact same problem with the bikes, in that it takes away skill for specialty, and thus ruins any semblance of balance.  In SNES & MK64, choosing a character was essentially choosing a driving skill.  No one was better than the other, and it was perfectly balanced.  However, DD then brought in character supers, and some were so much better than others that there was essentially no reason to pick some characters.  They got rid of that, thankfully, only to add in the new imbalance of different carts in MKDS, in where it got to a point that certain karts became superior to others, which further moved its way into MKWii, in which clearly after you unlock 3-4 bikes, there is ZERO reason to use any other vehicle in the game.  Granted, like I said earlier, if items were as strong and placed fairly standing wise, it wouldn't be as huge of an issue, but there would still be that imbalance.  Adding supers back to that equation would only go further towards making the game even more unfair, and is why I don't think they have returned yet.  Here's hoping they never do.
Title: Re: The Mario Kart Thread
Post by: Hypershell on June 19, 2010, 07:08:29 AM
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.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 19, 2010, 07:25:58 AM
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.

Doesn't matter.  Love or hate, it still makes it unbalanced.  It's no different than the 3-4 bikes in Mario Kart Wii.  There's no reason to pick your favorite cart over the bikes, because you won't win.  I want Mario Kart back to being a balanced game again.  Superiors karts/bikes, signature moves and supers creates an unbalanced effect in which one character or vehicle will be vastly superior to another.

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And you can't blame the signature mechanic for how the game handles triple ANYTHING.  No getting around that.

I don't.  I blame the whole game for that.  It's why I don't play it.

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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.

And here in lies the problem.  Mario Kart, unless playing a CHOSEN team mode, should never be about teams.  I won't even bring up MKWii's battle mode, because much like X being unlockable/save data in his own series, I don't even acknowledge its existence.  You're absolutely right in that a team of Koopa Troopa & Toad have are unfortunate in Double Dash, but those were our favorite characters.  If we can't even play as our favorite characters, then what's the point?  It means one of us has to sacrifice our favorite character in order to have a chance at winning.  That's not fun.  Also, picking a character you love and a character who has an awesome signature is not a balanced duo.  It's just picking one character you like and another with a great signature to pick up the slack of the character you like's suckitude, in order to give you a chance.  That's not balance, it's acceptance.  It's no different that mastering the 3-4 bikes in MKWii.  You don't pick it because you like it (some might), but you pick it because every other kart sucks compared to it.
Title: Re: The Mario Kart Thread
Post by: AquaTeamV3 on June 19, 2010, 07:48:19 AM
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.

Looking at it now, the mechanic did work better in team mode, but it's still not a terrible idea and could potentially be patched up.  It's possible to just give people like Toad & Koopa better items.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 19, 2010, 08:11:27 AM
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.

No they were not, and I'll explain why.  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.   So, when Koopa Troopa got 3 Green Shells in 6th - 7th place, they were absolutely useless.  Also, I didn't say that they were broken.  I said it made the game unbalanced, which it does.  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.
Title: Re: The Mario Kart Thread
Post by: AquaTeamV3 on June 19, 2010, 08:45:09 AM
Oh wow, I didn't know that they'd actually give you green ones when you're that far behind.  Initially I figured that you got red ones when you were towards the rear and green ones in 1st-2nd.    That certainly puts thing into perspective.  :o

Eh, I do see your point as far as signatures go as a whole, though.  In terms of single racers (a la everything but DD), it'd pretty much kill the point of picking a character for their attributes, as you'd be more pressed to pick the one with the better item.  I mean, it's possible to pull both off at the same time; Battle & Chase had the customization system, but even then I'm sure there were balance issues all over the place, as the game was pretty much based on counter-picking according to whatever track you were going to, but I digress.

It's too bad though, the whole balance thing has pretty much been out of whack since Super Circuit.  It's a sad day when you play a racer and you actually dread being in first just because the game's out to get you at that point.
Title: Re: The Mario Kart Thread
Post by: Solar on June 19, 2010, 04:41:39 PM
Koopa Troopa's special were either 3 Green Shells or 3 Red Shells, most of the time 3 Green Shells.

You could get triple Red Shells with Koopa? I thought that was Paratroopa's signature and Koopa's was only the green ones.
Title: Re: The Mario Kart Thread
Post by: Hypershell on June 19, 2010, 07:27:53 PM
No, they both get triples of either colors.  In Double Dash, there are always two characters with every special.  Sometimes there's an aesthetic difference (Mario/Luigi, Yoshi/Birdo), but they always play the same.

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)
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.

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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 mode
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.
Title: Re: The Mario Kart Thread
Post by: Mirby on June 19, 2010, 09:23:18 PM
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.

I never had that problem; I think that guy sucked. Tips & Tricks went on to point out the adjusting difficulty and basically said that he sucked.
Title: Re: The Mario Kart Thread
Post by: Hypershell on June 19, 2010, 10:25:52 PM
Now I remember why Tips & Tricks was my favorite gaming mag...

(well, for that and for their Armored Core section)
Title: Re: The Mario Kart Thread
Post by: Mirby on June 19, 2010, 10:35:10 PM
Where do you think I get my avatars? ^_^

Also, Armored Core ended in... I don't remember. Huh. But it was replaced by Final Fantasy World, and the guy who wrote Hard Core went on to write the Mega Man Mania section. :D
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 20, 2010, 01:56:28 AM
(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.

If only I had my PB Objection thing.  Either way...

Perhaps I should make myself clear here.  What I'm talking about refers more towards the TRUE fun of Mario Kart, the great joy of racing with friends. I'm not talking about the single player mode, because like you said, the AI is moronic.  Hell, you can see it in Mario Kart Wii with the Blooper, since it 99% of the time NEVER screws over real people racing.  However, even the single player mode benefits more from 5th-8th place racers screwing over 1st place. The problem is, usually YOU are in first place, but it's still 5th-8th place screwing you over, not 2nd-4th.  Also, trust me, my complaints about items & unbalance issues are directed at EVERY MK game post MK64.

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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.

Oh, I agree. I'm sorry, but whoever complained about Rubber Banding in MK64 sucked.  Even with rubber banding, the game was not hard and the AI did not go completely out of it's way to screw you.  Hell, there was more of that in SNES MK, with "character rivals."  God forbid you were Toad, cause Luigi gunned for your ass with Invincible Eyes.
 
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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.

What you're describing is not customization.  And you're right, they're not changing kart stats back to pre MK64, and I think the game suffers because of it.  It makes it unbalanced.  Signature moves are also not customization, as they are directly tied in to what character you choose, again adding in an unbalancing effect, no matter how minor.  Customization is what ModNation Racers is all about, and it's done perfectly.  You can customize the look of your racers, your tracks, and the design of your kart, but in NO way does it change the game.  It's balanced and after playing it, it even further makes me realize what Mario Kart has lost, and it's sad.

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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.

Again, the only way I would accept this is if both the items and the karts themselves were balanced, with no signature moves.  However, since we both know that's not going to happen, I don't want it. 
Title: Re: The Mario Kart Thread
Post by: Hypershell on June 20, 2010, 03:56:07 AM
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).

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.
Title: Re: The Mario Kart Thread
Post by: Jericho on June 20, 2010, 04:39:21 AM
Just wanted to chime in and say that this is the most excellent Mario Kart mechanics discussion I've seen in years. If I had anything to add, I'd make a mention on how the terrible bump physics of MKWii did a lot more to hinder older fans while introducing newer fans to a very questionable design choice. You guys have already done a great job of covering that though.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 20, 2010, 05:53:29 AM
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).

You're right, it does add an extra layer to player preference.

I think the only real way to satisfy everyone (although I might be the only one with a problem) is for Nintendo to go all out in their next game.  Since they're not going to take away the already common place aspects of the newer series, then the only logical choice is to actually have a choice.  Like I always tend to say, you can NEVER have enough options in a game.  Make different gameplay modes, similar to what Brawl does.

Standard Mode
Your basic Mario Kart.  Karts only with slight differences in weight, turning, acceleration, and speed, but no one with an advantage.  Essentially Mario Kart 64.

Double Kart Mode
Double karts & characters, ideal for team mode and racing.  Different looking karts (maybe) but with absolutely no character difference to them.  Essentially Mario Kart Double Dash.

New Age Mode
Karts & Bikes, different handling for different karts.  Essentially Mario Kart Wii.

Also, like Brawl, make it where certain items can be switched on or off.  Same with modes, as in YOU CHOOSE YOUR GODDAMN MIRROR MODE OR NOT WHEN RACING OTHER PEOPLE.

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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.

Agreed!
Title: Re: The Mario Kart Thread
Post by: Fxeni on June 20, 2010, 05:56:34 AM
I like the idea of modes, although I'd have to chime in that perhaps "New Age Mode" would most likely be the "Standard Mode", and the one you have listed would probably be something along the lines of "Classic Mode". Just seems more likely to me that it would turn out that way, is all.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 20, 2010, 06:00:32 AM
You're probably right actually.
Title: Re: The Mario Kart Thread
Post by: Hypershell on June 20, 2010, 06:15:54 AM
Like I always tend to say, you can NEVER have enough options in a game.
Very true.

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).

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Same with modes, as in YOU CHOOSE YOUR GODDAMN MIRROR MODE OR NOT WHEN RACING OTHER PEOPLE.
Thank you. -AC

Seriously, what the hell were they thinking?  Random engine classes, bizarre, but acceptable; but random MIRROR?!  Oi.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 20, 2010, 06:18:57 AM
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).

Fair enough.  As long as all the standard karts are balanced, I see nothing wrong with this.
Title: Re: The Mario Kart Thread
Post by: Dexter Dexter on June 21, 2010, 11:32:08 PM
One more point of mine I wanted to add to this thread, and this time it goes for almost all of the Mario Kart series. It's about the number of laps on almost all of the tracks in Mario Kart. WHY 3 LAPS ON ALMOST ALL THOSE TRACKS?! It's ridiculous, it's not fun, so change it already for Jesus Christ's sake. Sometimes I just have this urge to drive around the track more than 3 times, and I want to do something about that urge. I mean, I am happy that Double Dash did it, but DD sucks. The next Mario Kart that comes out better have tracks that have 2 laps or more than 3.

I'm done here. For now.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 21, 2010, 11:42:55 PM
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.
Title: Re: The Mario Kart Thread
Post by: Dantonumanoa Ongdolota Amycronicon on June 21, 2010, 11:46:19 PM
Speaking of options, I'd like for there to be an option where I can set the number of players, CPU or otherwise, in a race or battle (hell, in a battle, I'd like to have different players on each team just so I can have a challenge).

Also, is it me or is the AI in Wii ass retarded?
Title: Re: The Mario Kart Thread
Post by: Mirby on June 21, 2010, 11:47:32 PM
Customization is the name of the game! Tailor the match to your liking with tracks, kart handling modes, items, laps, whatever you need! It would be awesome!

And it would breathe new life into the series, too!
Title: Re: The Mario Kart Thread
Post by: Dexter Dexter on June 22, 2010, 12:09:34 AM
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?
Title: Re: The Mario Kart Thread
Post by: Dantonumanoa Ongdolota Amycronicon on June 22, 2010, 12:20:49 AM
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?
Title: Re: The Mario Kart Thread
Post by: Hypershell on June 22, 2010, 12:42:22 AM
I'm reminded of some MKDS Action Replay codes.  I'll go ahead and say yes, but I don't imagine anyone in their right mind would consider it fair.  My kind of adrenaline rush, naturally. 8)

One other thing Double Dash did right: BOB-OMB BATTLES!!!  Seriously, that was INGENIOUS.  Bring it back.
Title: Re: The Mario Kart Thread
Post by: Jericho on June 22, 2010, 02:17:53 AM
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.

That's another thing, bring back the larger and greater distance levels! I miss having to work for that 1st on long stretches of awesome level. In the newer games, it just feels like matches begin and end all too suddenly. I was happy when MKWii brought back wider courses, but what's the point if they're only accommodating more people for the same amount of time? On the subject of level design though, I long for a Mario Kart that takes a cue or two from Sonic R where players have one standard route or map with a few well placed shortcuts or alternate routes they can take. The longer the shortcut, the harder it would be to access them, catch on to them or skillfully maneuver through them.

As for engine classes, I'm game for a 200/250cc class. Mario Kart being crazy fast? Yes please! XD
Title: Re: The Mario Kart Thread
Post by: Dantonumanoa Ongdolota Amycronicon on June 22, 2010, 02:47:40 AM
As for engine classes, I'm game for a 200/250cc class. Mario Kart being crazy fast? Yes please! XD
If it were a "250cc Rainy Day/Slippery When Wet" class, I'd so totally play it.
Title: Re: The Mario Kart Thread
Post by: AquaTeamV3 on June 22, 2010, 02:55:12 AM
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.
Title: Re: The Mario Kart Thread
Post by: STM on June 22, 2010, 05:36:40 AM
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.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 22, 2010, 05:38:13 AM
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.

To answer both of your questions, it's pretty clear why they did.  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.
Title: Re: The Mario Kart Thread
Post by: AquaTeamV3 on June 22, 2010, 06:25:52 AM
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.

Good point.  While it's true that the Banana didn't have the same earth-shattering effect that getting hit with a shell did in 64, it still did quite a number.  And when you consider the fact that the game's balanced enough for anyone to pose a threat...yeah.

It still seems odd to me how they've gimped and buffed items over the years.  One thing I love about MK64 is that you couldn't just toss Red Shells around like a maniac; since they didn't follow the path of the course, you actually had to aim them to a certain degree, which really balanced things out.  With the new mechanics, you simply just hit the attack button an let 'er rip, which is honestly more effective but has a tendency to short out the usefulness of the other weapons.  Instead of re-balancing that, Nintendo just adds more and more overbearing items that continue to push once useful items like bananas and fake item boxes to the rear.

More recent Mario Kart titles feel less like a race to the finish line and more like a race to see who can screw over the person in 1st place the most.  X(
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 22, 2010, 06:27:36 AM
It's why Mario Kart 64 is superior to all.
Title: Re: The Mario Kart Thread
Post by: Solar on June 22, 2010, 06:57:56 AM
Speaking of MK64's superiority, there SO needs to be another track like Yoshi's Valley, but this time improved so that there's more than one path worth following.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 22, 2010, 07:03:37 AM
Yeah, the world needs much more Yoshi Valley!
Title: Re: The Mario Kart Thread
Post by: AquaTeamV3 on June 22, 2010, 07:35:15 AM
Heh, the best part was the fact that you couldn't see who was in what place; you pretty much had to find the best route through and pray that you were right.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 22, 2010, 07:39:14 AM
Also, I think the music has also really fallen from the previous series as well.
Title: Re: The Mario Kart Thread
Post by: STM on June 22, 2010, 10:11:04 AM
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)
Title: Re: The Mario Kart Thread
Post by: Jericho on June 22, 2010, 04:11:25 PM
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 think you picked the absolute best compositions from Mario Kart 64 in this post. Other games series (forget kart racers for a second) would kill for the composition quality of these tracks. (Sidenote, I'm a hopeless Toad's Turnpike fanboy. XD)
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 22, 2010, 04:22:15 PM
That's just it though.  EVERY track in MK64 was gold.  Pure, sexy gold.  I mean, the regular circuit is just pure awesome.  Although, I'm the first to admit that no Battle Mode track has ever topped the original SNES one.
Title: Re: The Mario Kart Thread
Post by: DarkWaltz on June 22, 2010, 04:26:16 PM
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.

I do enjoy the MKWii game, except that the 150cc and Mirror, everybody at the back seems to get a hold of the blue shell every time they hit an item box. I don't mind challenges and fighting to keep 1st place, but that's just a little ridiculous when that shell is constantly flying after you, and there's very little you can do about it.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 22, 2010, 04:37:13 PM
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)
Title: Re: The Mario Kart Thread
Post by: Jericho on June 22, 2010, 06:46:58 PM
Whatever happens in the next Mario Kart, Rainbow Road better be as dramatically long as the N64 variant (it's the champion's raceway after all, give me some challenge) and as creative as Rolling Coaster Galaxy from Galaxy 2. Also, I kinda want to dissect another annoying mechanic in the latter MK games. I hate when you get bumped off the level and you get this fade to black transition when there's clearly land under you. Some of the most fun you could get from MK64 was smashing someone over a railing on levels like Toad's Turnpike or Rainbow Road only to smack them into the outer oblivion, or if they're REALLY unlucky, to an earlier section of the course. I understand the transition is to prevent whole scale level skips like that classic jump in N64 Rainbow Road, but man, sometimes fixing the small things can ruin/damper the cool unexpected things.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 22, 2010, 06:50:49 PM
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.
Title: Re: The Mario Kart Thread
Post by: Solar on June 22, 2010, 07:32:49 PM
@Jeri

THIS,THIS,THIS! I absolutely hate thatn both in the newer Karts and in Galaxy. Sure, it lead to shortcuts that were most likely unintended, but they were damn awesome and some had a big risk/reward like Rainbow road, sure, you'd skip most of the track, but if you fail everyone will be half a lap ahead of you already.
Title: Re: The Mario Kart Thread
Post by: Mirby on June 23, 2010, 12:11:31 AM
That is something that definitely SHOULD be in the next one.
Title: Re: The Mario Kart Thread
Post by: Hypershell on June 23, 2010, 12:24:32 AM
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!

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.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 23, 2010, 03:42:19 AM
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.

Oh of course it is.  They know how unfair an item system they made, so instead of fixing it, they just took one aspect of the game away, an aspect that once again went towards item strategy and just overall item douchebaggery.
Title: Re: The Mario Kart Thread
Post by: DarkWaltz on June 23, 2010, 04:25:59 AM
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.

That would be an interesting twist, I have to say. It would definitely keep your focus on the track when it shifts. And if such a retro cup were to be done, they better put Royal Raceway in it, heck I'm surprised it wasn't in MKWii, instead you get three Bowser based tracks. I liked 64's Bowser Castle but the other retro one they had... not so much.  -_-

Quote
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<
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 23, 2010, 04:29:58 AM
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<

Exaaaaaaaaaaaaaactly, DW.  That's what I'm talking about!  XD
Title: Re: The Mario Kart Thread
Post by: Mirby on June 23, 2010, 04:33:12 AM
Am I the only one who puts droppable items right where item boxes are? It's an awesome trap! XD
Title: Re: The Mario Kart Thread
Post by: DarkWaltz on June 23, 2010, 04:47:58 AM
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
Title: Re: The Mario Kart Thread
Post by: AquaTeamV3 on June 23, 2010, 05:25:44 AM
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

Fake item boxes seem to get more and more useless as time goes on.  At least they looked similar in MK64; now they stick out like a sore thumb, even if you do place them near other item boxes.  They've been reduced to a poor man's banana, and that doesn't say much considering how much bananas have been nerfed.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 23, 2010, 05:27:02 AM
The power of bananas have been nerfed, but the defense of them has been improved, which makes them so much worse.
Title: Re: The Mario Kart Thread
Post by: STM on June 23, 2010, 08:12:10 AM
The last time item trap boxes were fine with me was setting them at the apex of the loop in Mario Kart DS' Rainbow Road. Using psychological tactics, I set the box right in the middle of the road since people like to stay in the center of the road whenever possible. Usually, that's enough to hit them and set them back a really large distance. If I have the opportunity to again in a future lap, I set them more on the sides as now the other player will be expecting it in the center.

I've screwed over many a racer with tactics like that. :3

I would like to see something like Mario Kart 64's track handling. I'm glad Jelly mentioned it as I was thinking about how much I missed springing traps like Wario Stadium's jump or the massive Royal Speedway/Rainbow Road jumps. While they put other races who can't pull off the tricks at a huge disadvantage, the level of expertise needed to pull them off is so high that, as mentioned, one miscalculation in your velocity or trajectory and you're doomed to never see the top three unless you're racing a bunch of idiots.

Even then, the items in Mario Kart 64 had enough of a damage devastation that they could pretty much be the most balanced in the series. Even the Blue Shell is more than just a "Kill the bastard in First Place" weapon. Since it doesn't fly and instead travels along the ground, that homing beacon of death will nail EVERYONE who dares get in its way, making it so much more potent.
Title: Re: The Mario Kart Thread
Post by: DarkWaltz on June 23, 2010, 01:28:11 PM
I love how well handled the items were in 64, and the banana-brake defense if you hit one except if you're in a turn. Even the blue shell as you mentioned was handled well. At least you weren't the only one getting smacked around with it.

I played MKWii last night, 50cc on the last cup featuring the new tracks. Guess how many blue shells I got on the first track? Three of them, not to mention I also get double hit with a POW box or a lightning before or after the shell. A bit too excessive to be honest, because even in 64 Blue Shells seemed that much rarer.
Title: Re: The Mario Kart Thread
Post by: STM on June 23, 2010, 02:30:51 PM
I don't think the computer was ever capable of drawing Blue Shells. I never remember having one used on me in single player at any point, even in Mirror Mode... though, to be fair, I don't even remember red shells. 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.
Title: Re: The Mario Kart Thread
Post by: CephiYumi on June 23, 2010, 03:42:10 PM
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 ^^;
Title: Re: The Mario Kart Thread
Post by: Jericho on June 23, 2010, 04:23:24 PM
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.

Oh I know this one, it's always the same two people for the whole cup too ^^;

XD

Nothing like picking Toad and knowing that Yoshi & Peach would ALWAYS be tailing your ass. XD
Title: Re: The Mario Kart Thread
Post by: VixyNyan on June 23, 2010, 04:25:59 PM
Or Bowser and Toad chasing you when playing as Peach in Super Mario Kart. ^^;

Oh, and Luigi's star power when playing as Koopa Troopa.
Title: Re: The Mario Kart Thread
Post by: CephiYumi on June 23, 2010, 04:27:55 PM
Nothing like picking Toad and knowing that Yoshi & Peach would ALWAYS be tailing your ass. XD

Oh mine are way worse x3  Usually if I pick a light kart I get Bowser or DK after me >w<  The other one seems to be almost exclusively Yoshi o.o

Or Bowser and Toad chasing you when playing as Peach in Super Mario Kart. ^^;

Actually like that yeah >w<;;
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 23, 2010, 10:56:40 PM
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.

They clearly did.  There was absolutely nothing wrong with MK64.  It's why every MK afterwards has let me down!
Title: Re: The Mario Kart Thread
Post by: Hypershell on June 24, 2010, 12:59:31 AM
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!

Granted, SNES Bowser Castle is superior, but I'll take whatever consolation prize I can get. X(
Title: Re: The Mario Kart Thread
Post by: Ike-Mike on June 24, 2010, 01:13:17 AM
I hope Mario Kart 3DS will tone down the number of racers to a reasonable amount.
Yeah, 'more players' might mean 'more fun' but it also means 'more items flying around at you'.

Though then again MKWii is my favorite next to the original Super Mario Kart exactly because it's on the other side of the spectrum: While the latter requires you to be skilled even in driving the kart the latter us just pure mindless kart-racing fun.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 26, 2010, 08:02:10 AM
Mario Kart Saves Child's Eyesight (http://kotaku.com/5573150/mario-kart-saved-my-eyesight)

Touching.
Title: Re: The Mario Kart Thread
Post by: STM on June 26, 2010, 07:40:53 PM
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.
Title: Re: The Mario Kart Thread
Post by: AquaTeamV3 on June 26, 2010, 08:35:55 PM
0_0  Something like this could only happen in MK64:

[youtube]http://www.youtube.com/watch?v=eDnGkmT5Gcc[/youtube]
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 26, 2010, 08:43:47 PM
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.
Title: Re: The Mario Kart Thread
Post by: Akira on June 26, 2010, 09:19:21 PM
Talking about Mario Kart, I like so much those Commercials

[youtube]http://www.youtube.com/watch?v=bkgO2d-3eG8&feature=related[/youtube]

[youtube]http://www.youtube.com/watch?v=xsNMK09dCfE&feature=related[/youtube]

[youtube]http://www.youtube.com/watch?v=ePywqVqEQ5k[/youtube]
Title: Re: The Mario Kart Thread
Post by: Mirby on June 26, 2010, 09:55:15 PM
That... was... AWESOME! Nice find, Aqua. :D
Title: Re: The Mario Kart Thread
Post by: STM on June 27, 2010, 12:29:29 AM
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.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 27, 2010, 08:39:21 AM
I've been meaning to pick that one up. It looks fantastic and I love the versatility of the level creator.

You really really really should.  To me, it makes MKWii and even Sonic ASR serve little purpose.
Title: Re: The Mario Kart Thread
Post by: Hypershell on June 27, 2010, 04:21:21 PM
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.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 27, 2010, 07:53:48 PM
I'm not sure about the PSP version.  I'd hope it's as good.
Title: Re: The Mario Kart Thread
Post by: Phi on July 18, 2010, 06:33:40 PM
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!
Title: Re: The Mario Kart Thread
Post by: VixyNyan on July 18, 2010, 07:09:23 PM
[youtube]http://www.youtube.com/watch?v=tCpxTWujmQo#t=0m35s[/youtube]
CPU silliness at 0:35 >0< (http://www.youtube.com/watch?v=tCpxTWujmQo#t=0m35s)

[youtube]http://www.youtube.com/watch?v=qfuimrY5mAQ[/youtube]
Koopa Beach Secret Island (http://www.youtube.com/watch?v=qfuimrY5mAQ)

[youtube]http://www.youtube.com/watch?v=b9jIGPwLY2M[/youtube]
Dodge the Blue Shell on Wii. (http://www.youtube.com/watch?v=b9jIGPwLY2M)

[youtube]http://www.youtube.com/watch?v=6MD2n5qrcg4[/youtube]
Blue Shell chase on 64. (http://www.youtube.com/watch?v=6MD2n5qrcg4)
Title: Re: The Mario Kart Thread
Post by: Hypershell on July 18, 2010, 07:44:34 PM
Gotta love dat Mario Kart 64/Super Circuit remix!
Sweeeeeeet!

Damn, I want this game.
Title: Re: The Mario Kart Thread
Post by: STM on July 18, 2010, 09:09:31 PM
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.

Also: BLUE SHELLS.
Title: Re: The Mario Kart Thread
Post by: Hypershell on July 18, 2010, 09:10:59 PM
I'll take that as a "bad" for PSP Modnation...



Well, scoped out Nintendo's website, and I must say, this level looks especially awesome:
(http://e3.nintendo.com/images/ctr/othergames/mariokart/4.png)
High jumps in a classic pipe/block setting?  Yes, please!
Title: Re: The Mario Kart Thread
Post by: Satoryu on July 18, 2010, 10:30:22 PM
There is no PSP version.

Yeah there is, if the official website (http://www.modnation.com/index/) is to be believed.
Title: Re: The Mario Kart Thread
Post by: Hypershell on July 18, 2010, 10:57:14 PM
I assumed that was an exaggerated criticism of the game's drifting mechanics (from what I understand they're a lot more rigid than PS3's).  But yeah, clarification would be nice.
Title: Re: The Mario Kart Thread
Post by: Jericho on July 19, 2010, 03:06:06 AM
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!

Holy [parasitic bomb], I like it, but I still prefer the instruments and composition of the original theme waaaaaay more than this. XD

Here's hoping this means MK3DS is more of a fusion of MK64 & MKDS.
Title: Re: The Mario Kart Thread
Post by: RetroRespecter on August 01, 2010, 06:51:00 PM
Mario Kart is sill going on strong!!!
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 21, 2011, 03:58:41 AM
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:

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.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on March 21, 2011, 04:02:41 AM
I don't care about the other argument, but I'll just say this:

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
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 21, 2011, 04:16:09 AM
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.

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!
Title: Re: The Mario Kart Thread
Post by: xnamkcor on March 21, 2011, 04:30:22 AM
One thing I hated about MKWii was no 1 vs 1.
I just wanted to race my brother.
But no! There had to be 8 or 10 other PCs.
They better fix that in MK 3DS.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on March 21, 2011, 04:38:49 AM
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.

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?
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 21, 2011, 05:25:10 AM
(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).

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
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on March 21, 2011, 11:41:20 AM
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).

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.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 22, 2011, 12:30:35 AM
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.

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.

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.
Title: Re: The Mario Kart Thread
Post by: Solar on March 22, 2011, 01:21:15 AM
MKDS's battle mode would have been fine if not for the blowing into your mic to blow balloons thing.

You mean the thing that can be done with buttons too?
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on March 22, 2011, 01:32:58 AM
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.

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.

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.
Title: Re: The Mario Kart Thread
Post by: Solar on March 22, 2011, 01:37:29 AM
I remember loving it when it came out and having a lot of fun doing shortcuts on Ribbon Road. Getting start ranks was a [tornado fang]ing pain in the ass IIRC though, but maybe that was just me.
Title: Re: The Mario Kart Thread
Post by: VixyNyan on March 22, 2011, 01:58:55 AM
By the way, what's people's general opinion on Super Circuit?

I loved it~ <3 (http://lol.rockmanpm.com/mariokartadvance/)

The Japanese version even had Mobile Adapter features where you can download ghosts from other players and see ranked lists of every player that was connected to Nintendo server at the time. I don't remember if it had online multiplayer functions tho, but it did have the download content feature tho, with time attack and replay ghosts and things like that.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on March 22, 2011, 02:31:01 AM
I'm glad. I have alot of fond memories of the game.

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?
Title: Re: The Mario Kart Thread
Post by: xnamkcor on March 22, 2011, 03:29:13 AM
It's still the same.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 22, 2011, 05:06:05 AM
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.

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.

And Super Circuit was pretty good.

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 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.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on March 22, 2011, 09:54:23 AM
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.

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.
Title: Re: The Mario Kart Thread
Post by: Fxeni on March 22, 2011, 03:29:38 PM
Yeah, the coop mode in Double Dash does indeed suck. The VS modes work like they always used to though, each person picks two people and such. It isn't my favourite Mario Kart by any stretch, but I still like it more than MKWii. While the item balance was messed up, it still isn't nearly as bad as in MKWii.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 22, 2011, 06:51:06 PM
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.

I'll get more into it when I get home. Lol, I don't feel like typing it all out on my phone. XD
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 22, 2011, 10:54:06 PM
Okay, now that I'm home...

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.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on March 22, 2011, 10:59:46 PM
Okay, now that I'm home...

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 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.
Title: Re: The Mario Kart Thread
Post by: Hypershell on March 22, 2011, 11:07:42 PM
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 don't care about the other argument, but I'll just say this:

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.
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.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 22, 2011, 11:16:33 PM
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.

That's my point though, in regards to the aiming. I'm no expert on programming, but I don't see why you couldn't have the weapons character have 360 turning ability, since he's not using his controls to drive. That way, it'd give both players something to do.

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.

No I'll admit, Snaking in the DS game can be all kinds of abused. It can in MK64 as well, at least I can abuse it, but yeah not as badly as in MKDS. Like I said though, it wouldn't be an issue if the items were balanced, if 2nd & 3rd place had anyway of stopping 1st place without the help of 4th or higher.

Oh yeah, I didn't even bring that up, but I 100% agree, Shellhead. Disarming items is quite possibly the worst thing they put in Mario Kart after MK64. If they're going to do it, then only the POW block should be able to, and even then I still don't like the idea that much.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on March 22, 2011, 11:34:03 PM
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.
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.

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.
Title: Re: The Mario Kart Thread
Post by: Dexter Dexter on March 22, 2011, 11:59:35 PM
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... ;^;
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 23, 2011, 12:11:05 AM
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.

SMK & MK64's item balancing & distribution are both perfect. I don't remember enough of MKSC to make an honest comparison, but I don't remember it being a problem in that game either.

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... ;^;

I would personally never play a Mario Kart without items, because I agree that Mario Kart without items is just not Mario Kart. HOWEVER, I am always a full believer in having options, so yeah, put a No-Items mode in the game.

Quote
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.

LoL, and here we are again. The problem is NOT the Spiny Shell. The problem is pretty much every other item. The items that have been gimped, the items that are now too powerful, the items that suck, the item distribution, the dropping of items, and so on. If you want to make the Blue Shell fair again, make it the MK64 Spike Shell again, the one that has the potential to hit EVERY player in it's path. Also, fix the goddamn lightning. If you can't run the tiny people over after shrinking them, then there's no point.

Overall though, here's hoping that they really look into balancing the items.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on March 23, 2011, 12:14:17 AM
A Mario Kart without items is just... well, racing. The items are what makes the game.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 23, 2011, 12:16:03 AM
It would have the level obstacles, but I agree. The items, despite their imbalance, is really what makes Mario Kart games fun.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on March 23, 2011, 12:17:56 AM
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.
Title: Re: The Mario Kart Thread
Post by: Dexter Dexter on March 23, 2011, 12:20:11 AM
A Mario Kart without items is just... well, racing. The items are what makes the game.
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?
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 23, 2011, 12:34:29 AM
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.

Agreed.

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!

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?

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.
Title: Re: The Mario Kart Thread
Post by: Dexter Dexter on March 23, 2011, 12:45:06 AM
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.

Also, I don't know if I've mentioned this before, but I've got this to say to Nintendo:
[tornado fang] YOUR ALL-TRACKS-3-LAPS BULLSHIT!
But in all seriousness, my point is that tracks in Mario Kart need more variety, in terms of track length and number of laps, so long as they are proportional in some way to each other.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on March 23, 2011, 12:59:05 AM
Agreed.

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.
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.
Title: Re: The Mario Kart Thread
Post by: Fxeni on March 23, 2011, 01:03:16 AM
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.
Title: Re: The Mario Kart Thread
Post by: Dexter Dexter on March 23, 2011, 01:06:04 AM
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.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 23, 2011, 01:11:10 AM
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.

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)

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.

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.

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.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on March 23, 2011, 01:58:20 AM
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)

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.
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.
Title: Re: The Mario Kart Thread
Post by: Solar on March 23, 2011, 02:07:17 AM
So, in short, what Nintendo needs to do to make Mario Kart totally awesome again is

-Better item balancing
-Get rid of cloud AIDS
-Some better track designs
-Get rid of cloud AIDS
-Bring back the good old battle mode (DD's/DS's balloon stealing mechanic should stay though, hell, IMO just bring back DS's battle mode along with the classic maps from 64 etc.)
-Get rid of cloud AIDS

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).

Also, fix the goddamn lightning. If you can't run the tiny people over after shrinking them, then there's no point.

This so [tornado fang]ing much. I can't even find a way to describe my sadness when I found out that they took that out.

Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on March 23, 2011, 02:14:30 AM
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.
Title: Re: The Mario Kart Thread
Post by: Solar on March 23, 2011, 02:22:19 AM
Ah yes, those too. Hell, make one like Wario's Stadium's for extra craziness!
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on March 23, 2011, 02:26:47 AM
Man, Waluigi's Stadium was such a disappointment when compared to it...
Title: Re: The Mario Kart Thread
Post by: RetroRespecter on March 23, 2011, 02:45:39 AM
Better yet, have an original and Double-Dash GP.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 23, 2011, 03:02:49 AM
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.

Well that's what I liked about MKDS' level designs. Very nice homages to previous Mario games. I agree, some Mario Land recognition would be awesome in the Mario Kart series.

And those gimmicks could work in a Mario Kart context. Like say, using Bob-Ombs to destroy certain parts of certain tracks, like pipes and such, thus making it where you have to either alter your course or go around it.

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).

No, all roads eventually lead to the end, but one was clearly the fastest. XD

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.

Or the RAINBOW ROAD DEATH JUMP!  8D

Man, Waluigi's Stadium was such a disappointment when compared to it...

Yes. Yes it was.

Waluigi's Pinball though, is [tornado fang].ing. AWE. SOME.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on March 23, 2011, 03:12:57 AM
Also, is it me, or has no Rainbow Road been as cool as the MK64 one? As my favorite track in every single one of the MK games, I feel they must fix this horrible thing.

As well as keep some of the elements of the last, such as the planet in the distance and sky coloration. But keep the night stuff, of course. Sky coloration in the bottom.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 23, 2011, 03:19:35 AM
Yeah, MK64 Rainbow Road is my favorite Rainbow Road as well. My personal favorite track from MK64 is probably Toad's Turnpike. However, my BEST track in that game, as well as any MK track is hands down Banshee Boardwalk. I dominate on that stage to the point of it almost being a guaranteed win. I'm seriously not bragging either. I lose maybe 1-2% on that stage.

I haven't brought this up yet, but eventually I think they'll start adding in other Nintendo franchises to the karting experience.
Title: Re: The Mario Kart Thread
Post by: Solar on March 23, 2011, 03:34:41 AM
Yeah, Rainbow Road 64 is the best one. What really needs to return in the next Rainbow Road is the character constellations. Seriously, they were such a great touch.

Also, PB's comment makes me want a Super Smash Bros Kart :(

My personal favorite track from MK64 is probably Toad's Turnpike.

God how I hate that stage. Nothing against it, I'm just returning the hate it has against me >_>
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 23, 2011, 03:40:31 AM
Mirror Mode Toad's Turnpike separated the Champs from the Chumps!  8D
Title: Re: The Mario Kart Thread
Post by: Jericho on March 23, 2011, 03:48:50 AM
Mirror Mode Toad's Turnpike separated the Champs from the Chumps!  8D

I reached such a high level of play in MK64 that power sliding around the entirety of the cars, trucks and buses while riding the railings s pretty much second nature. Then I relearned it all with the VC release not supporting N64 controllers.

My favorite under appreciated thing about MK64 though has got to be green shells. My siblings absolutely can't believe how I can pop them from a full screen away just by reading how they move and realing how the shell would ricochet forward or backwards.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 23, 2011, 03:51:10 AM
Oh I was like Green Arrow with those Green Shells in MK64.  8)
Title: Re: The Mario Kart Thread
Post by: Police Girl on March 23, 2011, 05:15:13 AM
With all the people complaining about Items in Mario Kart, maybe they should follow off of Smash Bros?

As in, add in an Item switch.

That way Nintendo can keep all the items they feel like having in (Like Cloud AIDS, Flying "[tornado fang] First Place" Shells, Normal Blue Shells, POW Blocks, etc.) But for people who don't want those on or want different items (For those people wanting Nostalgia, Boos and Feathers.), Hell, add an option in to disable losing items by getting attacked. And if they really want to appeal to the MKWii Scorned, add those options in for Grand Prix Mode as well.

Granted, Nintendo won't do that because it is a legitimate way to improve the series without changing anything drastically.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 23, 2011, 05:41:56 AM
The problem with an Item Switch in Mario Kart is that unlike with Brawl, there would probably be a balance issue.
Title: Re: The Mario Kart Thread
Post by: Police Girl on March 23, 2011, 05:59:33 AM
Elaborate on that, please.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 23, 2011, 06:26:37 AM
The items are already unbalanced in the MK games since Double Dash. To be able to remove items, with it's current system, would upset the fragile system they already have.
Title: Re: The Mario Kart Thread
Post by: Police Girl on March 23, 2011, 06:45:51 AM
Ah, so what you're saying is you could essentially either remove all the powerful items (Blue Shell, Starman, Lightning, etc.) and make it so the game is essentially too simple because nobody gets good items. Make it so they get rid of all the cheap ones (Cloud Aids, Bullet Bill, Pow Block.) And the game would get too predictable. Or get rid of all the weak ones (Banana Peel, Green Shells.) and the game would get too chaotic and disatrous to even play.

I can see where you're getting at.

I still think that there should be an option to turn off losing items after getting hit by a strong attack.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 23, 2011, 06:53:41 AM
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.
Title: Re: The Mario Kart Thread
Post by: Jericho on March 23, 2011, 07:05:46 AM
Oh, that shouldn't even be an option. They need to immediately get rid of losing items all together. It's awful.

I don't know what's more depressing, the fact that someone thought this was a cool idea for Double Dash, the immediate successor to MK64 or that it's now something that has followed through to both sequels after that.
Title: Re: The Mario Kart Thread
Post by: Solar on March 23, 2011, 07:06:41 AM
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.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 23, 2011, 07:10:26 AM
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.

The only item I think should do that is the POW block!
Title: Re: The Mario Kart Thread
Post by: Solar on March 23, 2011, 07:11:35 AM
Oh yeah, forgot it existed. Definitely fits.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 23, 2011, 07:18:54 AM
But they really need to get rid of losing items. It was never a good idea in the first place.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on March 23, 2011, 09:14:13 AM
The losing items only makes sense if you're in direct contact with another kart for some reason. Maybe if you ram a kart hard enough while it has a proper item or something.
Title: Re: The Mario Kart Thread
Post by: AquaTeamV3 on March 23, 2011, 08:15:13 PM
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 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.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on March 23, 2011, 08:49:03 PM
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 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.
Title: Re: The Mario Kart Thread
Post by: AquaTeamV3 on March 23, 2011, 09:09:35 PM
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.

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.

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.

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.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on March 23, 2011, 09:25:56 PM
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.

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.
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.

I actually liked the coin mechanic. Brought something extra to the game, and made it more interesting. The wins still counted as such, and the points hardly seemed to matter at the end. The Red Shell mechanics were quite improved as well, yeah. Pity that none of the games does that anymore. I kinda hate the fact that the Red Shell is kinda flawless at gunning down someone else. There should be some kind of lock-on mechanic for that, or something.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on March 23, 2011, 10:17:59 PM
The handling in SC was pretty flawless from what I remember. The coin thing was a throwback to SMK on the SNES, which was a fun concept and a mode I think could be brought back for a new Mario Kart game, as collecting coins added an interesting element to the game. In essence, the only game I thought had bad handling was Double Dash. MKDS's handling is very good, and so is Mario Kart Wii.

As for the Double Dash mechanic, if they had an optional mode for that kind of co-op gameplay, and just improve it in ways myself and others have mentioned in the thread, I think it could be fun, as long as it's an optional mode like the coin thing I just mentioned.
Title: Re: The Mario Kart Thread
Post by: Hypershell on March 24, 2011, 02:01:35 AM
I haven't had a problem with handling in any particular Mario Kart game, but SNES and Super Circuit are in a class of their own.  The other four, I can, and do, jump between without issues.  But the ol' Mode-7 stuff takes a bit of getting used to if you've been away for too long.

Still worth it, though.
Title: Re: The Mario Kart Thread
Post by: VixyNyan on July 29, 2011, 12:27:52 AM
(http://lol.rockmanpm.com/mariokart7.jpg)

The new name for the 3DS game.
Title: Re: The Mario Kart Thread
Post by: Phi on August 04, 2011, 09:34:58 PM
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)
Title: Re: The Mario Kart Thread
Post by: xnamkcor on August 04, 2011, 09:41:48 PM
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.
Title: Re: The Mario Kart Thread
Post by: Phi on August 04, 2011, 09:57:10 PM
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.

But why start here specifically?

I can only imagine the possibility of this game evolving the series significantly, starting with the new "glide" mechanics. Perhaps that's why they chose to use a number here.
Title: Re: The Mario Kart Thread
Post by: Hypershell on August 05, 2011, 10:52:26 PM
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.
Actually the "port" part was unlockable.
Title: Re: The Mario Kart Thread
Post by: xnamkcor on August 06, 2011, 02:19:09 AM
Actually the "port" part was unlockable.

Your truth has no place in my failed attempt at hyperbole.
Title: Re: The Mario Kart Thread
Post by: VixyNyan on August 06, 2011, 02:25:55 AM
The extra (20) tracks was transferred from the SNES game (giving you a total of 40), and in the Japan version, they did have a SFC (SNES) tag.
Other than that, the game was just as "original" as the rest. XD
Also Time Attack~ <3 (http://lol.rockmanpm.com/mariokartadvance/)
Title: Re: The Mario Kart Thread
Post by: Hypershell on August 06, 2011, 03:00:56 AM
Also Time Attack~ <3 (http://lol.rockmanpm.com/mariokartadvance/)
A Bowser girl, are ya?  Can't say I blame you.

I gotta say, I utterly despise the concept of a ranking system in Mario Kart (that is, the letter/star grade independent of your score).  MKWii just ruined it for me.  It takes a fair amount of sweat and blood to nab a perfect score in 150cc, and when the game STILL denies you even a one-star rank at that point, I feel one is perfectly justified in sharking infinite Star Men/Bullet Bills for some CPU abuse.
Title: Re: The Mario Kart Thread
Post by: VixyNyan on August 06, 2011, 03:30:10 AM
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.
It also shows in Super Mario Kart on SNES how important Max Speed is.
Title: Re: The Mario Kart Thread
Post by: xnamkcor on August 06, 2011, 03:48:28 AM
I like to play as Peach more tho, but Bowser has the Max Speed, and that's important for faster times.
It also shows in Super Mario Kart on SNES how important Max Speed is.
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.
Title: Re: The Mario Kart Thread
Post by: Hypershell on August 06, 2011, 04:19:48 AM
Daisy's my #1 character for the games she appears in.  Yoshi is 2nd, and Bowser 3rd.

Bowser's awesome, and I can see how he'd be the best for time trials, but for actual races with items running rampant, low acceleration can really screw you.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on September 20, 2011, 10:24:29 PM
[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.
Title: Re: The Mario Kart Thread
Post by: Police Girl on September 20, 2011, 10:43:38 PM
The music near the end sounds like a Remix of the last part of the MK64 Theme. If this is anything like MK64 then Instant-Buy.

Well, it was already instant buy, but possibly being similar to MK64 makes me want it more.
Title: Re: The Mario Kart Thread
Post by: Hypershell on September 21, 2011, 01:19:43 AM
-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.
F*@#! YEAH!!!

Quote
-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.
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
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on September 21, 2011, 06:31:52 AM
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

[tornado fang] YEAH IS RIGHT! XD

And you're probably right. Hmmmm, I wonder what the Leaf does then?

o`O RACCOON TAIL?
Title: Re: The Mario Kart Thread
Post by: DarkWaltz on September 21, 2011, 06:54:26 AM
Well the leaf did give you the raccoon suit. XD

Also, I hope the blue shell isn't as spammed in this as it was in MKWii.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on September 21, 2011, 06:56:19 AM
I hope it's back to being the MK64 Spike Shell, which did not fly but instead went along the ground with the chance to hit everyone.
Title: Re: The Mario Kart Thread
Post by: AquaTeamV3 on September 21, 2011, 03:26:46 PM
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?  8D
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on September 21, 2011, 06:19:18 PM
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?  8D
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.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on September 21, 2011, 07:23:48 PM
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!
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on September 21, 2011, 08:41:35 PM
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.

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.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on September 21, 2011, 08:44:44 PM
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.

Because Koopa Troopa is driving, I believe. They do it with Goombas though, and they'll drop mushrooms if you hit them. I'd love for the Metal Block to be an item just so we could hear the Metallic Mario theme from SM64 again.
Title: Re: The Mario Kart Thread
Post by: Hypershell on September 22, 2011, 03:41:03 AM
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?
Title: Re: The Mario Kart Thread
Post by: Krystal on September 22, 2011, 04:25:28 AM
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've always wanted this feature :<
Title: Re: The Mario Kart Thread
Post by: Phi on September 22, 2011, 04:50:22 AM
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?)
Title: Re: The Mario Kart Thread
Post by: Mirby on September 22, 2011, 10:02:19 AM
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?)


Like Diddy Kong Racing's story mode?
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on September 22, 2011, 10:16:10 AM
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?)

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.
Title: Re: The Mario Kart Thread
Post by: Jericho on September 25, 2011, 10:23:53 PM
[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.

Late as [tornado fang] but might as well clarify and put out some thoughts:

- Yes, that is the Spiny Shell from MK64 (Primarily)/MK:SC. Get hype. (Whoops, put SMK when I meant MK:SC)
- Fire Flower is gonna be so broken for people who got good with single Green Shells in MK64. 8D
- That 7 is going to either be the most stupidly awesome thing ever or the new Cloud AIDS/Blue Bomba Shell...
- Lakitu as a racer. FUUUUUU
- Remote mine Red Shell/Spiny Shell shenanigans need to come back. They were too good for just Mario Kart: Super Circuit
- I really wish if they could pop in a track editor, but custom karts are cool.
- Speaking of which, [tornado fang] yea Karts only. I wouldn't have minded bikes as much as I did if they didn't provide such a clear practical advantage over karts in most ways once you unlocked some of the better ones. ([tornado fang]ing Baby Luigi + Jet Bubble combo still makes me rage)
- Anyone else miss long racetracks like in MK64?
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on September 25, 2011, 10:38:53 PM
- Lakitu as a racer. FUUUUUU
Who's gonna fish people out now?

Quote
- 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.
Title: Re: The Mario Kart Thread
Post by: Jericho on September 25, 2011, 10:49:36 PM
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.

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].
Title: Re: The Mario Kart Thread
Post by: Mirby on September 25, 2011, 10:50:13 PM
No fishing people out anymore, Flash. There's UNDERWATER SECTIONS now.

Also, long tracks are fun.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on September 25, 2011, 11:01:49 PM
No fishing people out anymore, Flash. There's UNDERWATER SECTIONS now.

Also, long tracks are fun.
Yeah, but there's probably track limits and people to pull out of lava or bottomless pits, right?
Title: Re: The Mario Kart Thread
Post by: Mirby on September 25, 2011, 11:06:31 PM
Another Lakitu?

There is more than one in the Mushroom Kingdom, after all...
Title: Re: The Mario Kart Thread
Post by: AquaTeamV3 on September 25, 2011, 11:21:53 PM
Agreed on the long tracks bit.  I absolutely love MK64's Rainbow road, as it's a HUGE stage and has plenty of those nice straightaways you can cruise through.  Toad's Turnpike needs to return, too.  That stage is pretty wild in mirror mode.

Finally, Super Circuit is underrated as all [tornado fang].

Seriously, it's the best Mario Kart that no one talks about!  Remote mine red shells, huge and varied track selection (Snow Land FTW), and  a solid roster make SC a very nice title.  My only gripe is that I don't care for the coin system all too much (and even then I think you could turn it off).  Also, on the down low SC's Rainbow Road is pretty awesome.  Sure, it's not the magical experience of 64's, but can you really hate a track where the edges are all jumper pads?

Oh, and Fire Flower was a weapon before...sort of.  Mario/Luigi's Double Dash special attack was this, and I loved it.  Pretty much what you get if you could chuck 5 green shells simultaneously.  Wasn't nearly as useful/broken as the Peach/Daisy heart shield, but it was still pretty handy.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on September 25, 2011, 11:24:12 PM
Tracks also need more shortcuts, more cheap move lanes, more crazy havok areas and more action overall.
Title: Re: The Mario Kart Thread
Post by: Solar on September 25, 2011, 11:42:19 PM
Well, we do have Wuhu Island which is supposed to be so long that it'll have to be only one lap.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on September 26, 2011, 12:12:05 AM
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.
Title: Re: The Mario Kart Thread
Post by: Jericho on September 26, 2011, 12:27:16 AM
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.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on September 26, 2011, 12:40:38 AM
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.

You know, the FUN stuff in games. I want Mario Kart 7 to make me able to drop Mario Kart 64.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on September 26, 2011, 01:34:14 AM
I thought I heard the MK7 (heh, just got the 7 addition to the items) is suppose to have one lap SUPER long tracks.
Title: Re: The Mario Kart Thread
Post by: Jericho on September 26, 2011, 01:51:14 AM
I thought I heard the MK7 (heh, just got the 7 addition to the items) is suppose to have one lap SUPER long tracks.

Aw [parasitic bomb], can't wait. :)
Title: Re: The Mario Kart Thread
Post by: Hypershell on September 26, 2011, 01:56:42 AM
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 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?
Title: Re: The Mario Kart Thread
Post by: AquaTeamV3 on September 26, 2011, 02:32:50 AM
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.

You just gave me a strong urge to play Crash Team Racing.  Man, the stuff you could do in that game was ridiculous.
Title: Re: The Mario Kart Thread
Post by: DarkWaltz on September 26, 2011, 06:14:52 AM
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?

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. 
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on September 26, 2011, 06:16:47 AM
For the record, I am still 95% undefeatable on Banshee Boardwalk
Title: Re: The Mario Kart Thread
Post by: Solar on September 26, 2011, 06:21:56 AM
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. 


The problem with that track is that there literally is only one path worth taking, if they ever make another similar track with more useful alternate paths it'd be like a dream come true.
Title: Re: The Mario Kart Thread
Post by: Jericho on September 26, 2011, 06:26:59 AM
For the record, I am still 95% undefeatable on Banshee Boardwalk

Banshee Boardwalk is the [tornado fang]ing [parasitic bomb]. Man MK64... It's like sometimes I hate championing it because I get shot down for nostalgia arguments, but other times I'm there like "do these motherfuckers just not understand that MK64 was damn near perfect?!" XD
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on September 26, 2011, 06:30:26 AM
Damn near? MK64 WAS perfect.
Title: Re: The Mario Kart Thread
Post by: Jericho on September 26, 2011, 06:35:11 AM
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.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on September 26, 2011, 07:37:14 AM
I'm convinced that there is no onilne because everyone would play MK64 over MKWii.

For the record, Jelly, this is why you so need to come to PAX East. There are classic gaming rooms set up just for MK64 slug fests & the Power Stone world!
Title: Re: The Mario Kart Thread
Post by: Jericho on September 26, 2011, 07:43:21 AM
PAX East, NYCC... All the good [parasitic bomb] and no money to get there. :(

Well, for this year anyway. Next year should be a different story. ;)
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on September 26, 2011, 08:13:40 AM
The great thing about PAX East is that it's relatively cheap. I may travel there by train, but you can get from NY to Boston for $10 courtesy of Chinatown Buses. The 3 day PAX East pass is only about $45, so what you really spend on is the hotel, and PAX East usually offers good deals, plus on PAX Forums you can find people wanting to room.

I have money to spend, and the trip costs me about, on average, $500. That's with a $98 train ride and spending for the best hotel because I like taking the elevator down from my room to the convention hall. Otherwise, you can easily do this very moderately.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on September 26, 2011, 10:52:55 AM
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.
Title: Re: The Mario Kart Thread
Post by: Mirby on September 26, 2011, 11:05:22 AM
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?

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< )
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on September 26, 2011, 11:17:39 AM
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?

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< )
Everything alright, as long as they make a new Rainbow Road too, or an entirely new finishing track.

I'd honestly hate to get to the final unlock and go "Wait a second, I've played this crap before!"
Title: Re: The Mario Kart Thread
Post by: Mirby on September 26, 2011, 12:01:25 PM
There will be a Rainbow Cup on both Nitro and Retro Cups.

Retro will be SMK, MK64, MKSC, and MKWii's Rainbow Road.

Nitro Cup will be Prismatic Path, Luminescent Lane, Crystal Courtway, and Rainbow Road.

Yes, all 4 Rainbow Roads, with differing names. XD
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on September 26, 2011, 07:10:34 PM
Games are more and more in need of rainbows nowadays.

Also, I look forward to the DELICIOUS feeling that will come from racing my friends in it again and again, and hearing how they hate Rainbow Road and wish to go back to the baby starting tracks again.
Title: Re: The Mario Kart Thread
Post by: Hypershell on September 27, 2011, 02:43:07 AM
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. 

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.

That and in all honesty I did like Wii's half-pipes.  Even though there is so much that game did wrong.
Title: Re: The Mario Kart Thread
Post by: Solar on September 27, 2011, 04:44:45 AM
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. 

We need either that or a course made of ONLY Rainbow Roads. 64's would be obligatory.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on September 27, 2011, 01:00:34 PM
Nintendo should honestly learn the value of expansion packs, and give us more tracks that way other than generational games.
Title: Re: The Mario Kart Thread
Post by: xnamkcor on September 27, 2011, 08:35:14 PM
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.

And the physics change every lap.
Title: Re: The Mario Kart Thread
Post by: Hypershell on September 28, 2011, 12:55:20 AM
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.

Frankly, if any Nintendo game needs post-production DLC, it's Smash Bros.  I still haven't excused Mewtwo's absence from Brawl.
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on October 01, 2011, 07:05:13 PM
(http://jackcentral.com/wordpress_2.8/wp-content/uploads/2009/09/mk07.jpg)
"Wah! What are we going to do on the track? =3"
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on October 06, 2011, 08:28:13 PM
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_3ds_mariokart7_oct6_06.jpg)

Well, I'm really happy right now!  8D
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on October 06, 2011, 08:34:03 PM
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_3ds_mariokart7_oct6_06.jpg)

Well, I'm really happy right now!  8D
The kart. It's pooping a raccoon.
Title: Re: The Mario Kart Thread
Post by: Jericho on October 06, 2011, 08:47:22 PM
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_3ds_mariokart7_oct6_06.jpg)

Well, I'm really happy right now!  8D

Wait, timeout. Is that Luigi Raceway 64? :o
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on October 06, 2011, 09:00:58 PM
It very well could be! I suppose I should post all the pics I saw on Kotaku!

[spoiler=IMAGE DUMP](http://cache.kotaku.com/assets/images/9/2011/10/xlarge_3ds_mariokart7_oct6_03.jpg)
(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)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_3ds_mariokart7_oct6_04.jpg)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_3ds_mariokart7_oct6_05.jpg)
(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)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_i_30822.jpg)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_i_30824.jpg)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_i_30825.jpg)
(http://cache.kotaku.com/assets/images/9/2011/10/xsmall_i_30826.jpg)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_i_30827.jpg)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_i_30828.jpg)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_i_30829.jpg)[/spoiler]

Well, looks like another SNES Mario Circuit track will be making an appearance, and Maple Treeway from MKWii will return. My friend will be happy about this!

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!

[youtube]http://www.youtube.com/watch?v=2wefgiEphiE[/youtube]
Title: Re: The Mario Kart Thread
Post by: Bueno Excelente on October 06, 2011, 09:53:25 PM
FINALLY. New items that can probably change the way the entire game is played. This kind of stuff is what truly makes a real sequel.
Title: Re: The Mario Kart Thread
Post by: Hypershell on October 06, 2011, 11:57:05 PM
Did I call that raccoon tail, or what?  'course, I was hoping the whole kart would spin, it'd be crazier that way.  Instead, the tail has a mind of its own (and I can't do a thing with it 8D ).

[spoiler=IMAGE DUMP](http://cache.kotaku.com/assets/images/9/2011/10/xlarge_3ds_mariokart7_oct6_03.jpg)
(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)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_3ds_mariokart7_oct6_04.jpg)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_3ds_mariokart7_oct6_05.jpg)
(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)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_i_30822.jpg)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_i_30824.jpg)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_i_30825.jpg)
(http://cache.kotaku.com/assets/images/9/2011/10/xsmall_i_30826.jpg)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_i_30827.jpg)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_i_30828.jpg)
(http://cache.kotaku.com/assets/images/9/2011/10/xlarge_i_30829.jpg)[/spoiler]
Koopa Clown Car is back, whoo!  The bee kart that Yoshi is driving is pretty nifty, as well.

Quote
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!

[youtube]http://www.youtube.com/watch?v=2wefgiEphiE[/youtube]
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.
Title: Re: The Mario Kart Thread
Post by: VixyNyan on October 23, 2011, 07:13:23 AM
[youtube]http://www.youtube.com/watch?v=fs2TTWY7ae8[/youtube]

[youtube]http://www.youtube.com/watch?v=2sa4UgQ9Aqg[/youtube]

"Oh yea!" "Hi I'm Daisy~!"
Title: Re: The Mario Kart Thread
Post by: Hypershell on October 23, 2011, 05:34:19 PM
Coins in N64 courses is just about perfect...

"Hi I'm Daisy~!"
Okay, now it's perfect. 8)
Title: Re: The Mario Kart Thread
Post by: VixyNyan on October 28, 2011, 02:16:31 AM
Okay, now it's perfect. 8)

Glad you liked it~ :3

Posted on: October 24, 2011, 02:04:10
http://www.gonintendo.com/?mode=viewstory&id=164936

(http://i.imgur.com/bZYtU.jpg)

Quote
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!

Awesome~ 8D

http://www.gamesradar.com/mario-kart-7-hands-preview-multiplayer-tracks-both-old-and-new/
Title: Re: The Mario Kart Thread
Post by: Hypershell on October 28, 2011, 03:52:53 AM
Man, that "7" is evil.  If the Blooper's hovering around your kart, I'd assume that means you can now smack someone directly in the face with it?  Even if less effective, that's just awesome.

And N64 Koopa Beach?  BOOYA!!!
Title: Re: The Mario Kart Thread
Post by: VixyNyan on November 16, 2011, 04:25:54 AM
[youtube]http://www.youtube.com/watch?v=7NTFs9uoLsg[/youtube]

The blue shell, it's flying without wings! 8D

(http://i.imgur.com/IxDCj.png)
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on November 16, 2011, 04:33:22 AM
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(
Title: Re: The Mario Kart Thread
Post by: Police Girl on November 16, 2011, 05:00:58 AM
Unless it just does that for the final hit, I'm going to be upset about that!  B(

Sorry to hear that, just looking at the commercial it appeared to be flying past the competition to the lead driver.

And how we thought you had learned from that mistake, nintendo. Shame. Won't stop me from getting the game.

And is that an SNES Mario Circuit I see in that screen? Color me excited. That Track has one of my favorite tunes attached to it, hopefully we'll see some more variety in the retro cups (As in, more Mode-7 MK Tracks to accompany the 3D Tracks.)
Title: Re: The Mario Kart Thread
Post by: Phi on November 18, 2011, 09:37:51 PM
Life-sized karts from the LA Auto Show.

(http://fixed3dsblog.davidturnbull.netdna-cdn.com/wp-content/uploads/2011/11/Mario-Kart-LA-Auto-Show-3.jpg)
(http://fixed3dsblog.davidturnbull.netdna-cdn.com/wp-content/uploads/2011/11/Mario-Kart-LA-Auto-Show-2.jpg)
(http://fixed3dsblog.davidturnbull.netdna-cdn.com/wp-content/uploads/2011/11/Mario-Kart-LA-Auto-Show-8.jpg)
(http://fixed3dsblog.davidturnbull.netdna-cdn.com/wp-content/uploads/2011/11/Mario-Kart-LA-Auto-Show-1.jpg)
(http://fixed3dsblog.davidturnbull.netdna-cdn.com/wp-content/uploads/2011/11/Mario-Kart-LA-Auto-Show-6.jpg)
Title: Re: The Mario Kart Thread
Post by: Karai on November 18, 2011, 11:35:08 PM
I'm sure Rémi Gaillard wants them. Badly.
Title: Re: The Mario Kart Thread
Post by: Phi on November 21, 2011, 10:03:35 PM
[youtube]http://www.youtube.com/watch?v=H_JA1jb-aXo[/youtube]

DAY. 1.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on November 21, 2011, 10:20:06 PM
As we get closer to the juncture, I don't really wanna watch. But is it true that Rainbow Road is just one super long track?
Title: Re: The Mario Kart Thread
Post by: Phi on November 21, 2011, 10:31:06 PM
Yep, and it looks terrific.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on November 21, 2011, 10:38:03 PM
Awesome. Thanx Arche!
Title: Re: The Mario Kart Thread
Post by: VixyNyan on November 22, 2011, 03:36:50 AM
[youtube]http://www.youtube.com/watch?v=DroH41O62TQ[/youtube]

Here's the Retro Tracks from the old games.
Fun to see the last track has added ramps and earthquakes this time. XD
Still looks easy tho. ^^

[spoiler]SNES Rainbow Road, YEAH!! >U< So happy to see you again! XD[/spoiler]
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on November 22, 2011, 04:25:34 AM
[spoiler]OH [parasitic bomb]. SNES RAINBOW ROAD. [tornado fang] YES![/spoiler]
Title: Re: The Mario Kart Thread
Post by: Police Girl on November 22, 2011, 07:25:37 AM
[spoiler]Its about time we got SNES Rainbow Road. I'd buy the game just for that. Because this means I have that [tornado fang]ing wonderful music in a newer Mario Kart game.[/spoiler]
Title: Re: The Mario Kart Thread
Post by: VixyNyan on November 22, 2011, 11:05:25 AM
Mario Kart 7 Retro Tracks: What's New and What's Changed (http://www.gamexplain.com/article-628-1321928808-mario-kart-7-retro-tracks-whats-new-and-whats-changed.html)

Shell Cup
*1up* N64 Luigi Raceway
*1up* GBA Bowser Castle
*1up* Wii Mushroom Gorge
*1up* DS Luigi’s Mansion

Banana Cup
*1up* N64 Koopa Beach
*1up* SNES Mario Circuit 2
*1up* GCN Coconut Mall
*1up* DS Waluigi Pinball

Leaf Cup
*1up* N64 Kalimari Desert
*1up* DS DK Pass
*1up* GCN Daisy Cruiser
*1up* Wii Maple Treeway

Lightning Cup
*1up* Wii Koopa Cape
*1up* GCN Dino Dino Jungle
*1up* DS Airship Fortress
*1up* SNES Rainbow Road

Battle Mode
*1up* GBA Battle Course 1
*1up* N64 Big Donut
*1up* DS Palm Shore
Title: Re: The Mario Kart Thread
Post by: Hypershell on November 23, 2011, 03:44:09 AM
I never thought I'd say this for a track selection that is *STILL* severely lacking in N64 Wario Stadium and Royal Raceway (what gives, Nintendo?!), but there is so much damn win in that list.  Some of MKWii's best tracks are in there, along with the likes of N64 Koopa Beach, GCN Daisy Cruiser, SNES Rainbow Road, the awesome music of N64 Luigi Raceway and GBA Bowser Castle, and the reason we hack Mario Kart DS: Waluigi Pinball and AIRSHIP [tornado fang]ing FORTRESS!

The only real sting is Wii Coconut Mall.  Words cannot describe how much I hate that stage.
Title: Re: The Mario Kart Thread
Post by: Police Girl on November 23, 2011, 03:58:00 AM
A nice lot of tracks there, shame there is only Three Mode-7 Mario Kart Tracks, but the nice amount of DS tracks is pleasant seeing as I never got Mario Kart DS when it came out.

Kinda feel indifferent on the Battle Courses though, no SNES Battle Mode Music makes me sad.
Title: Re: The Mario Kart Thread
Post by: Phi on November 23, 2011, 09:00:21 PM
Come on, they could have picked a better DS track than DK Pass. It felt too bare-bones to me, just a turning road and a slope.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on November 23, 2011, 09:26:13 PM
but the nice amount of DS tracks is pleasant seeing as I never got Mario Kart DS when it came out.

Outside of the N64 game, the DS game has the best designed tracks.

Title: Re: The Mario Kart Thread
Post by: Phi on November 24, 2011, 03:57:06 AM
"Join Game" works for Mario Kart 7

[youtube]http://www.youtube.com/watch?feature=player_embedded&v=ETTIbv_Y63o[/youtube]

I wonder if one person can create a lobby, then have multiple people from their friends list join for a massive race.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on November 24, 2011, 06:33:11 AM
I figured that's what they would do!
Title: Re: The Mario Kart Thread
Post by: Hypershell on November 25, 2011, 05:37:27 PM
no SNES Battle Mode Music makes me sad.
Aw, dammit, I knew something was missing...
Title: Re: The Mario Kart Thread
Post by: VixyNyan on November 29, 2011, 06:04:54 AM
[youtube]http://www.youtube.com/watch?v=DQt4LOEHtIU[/youtube]

[youtube]http://www.youtube.com/watch?v=kRNYRV0M46I[/youtube]

[youtube]http://www.youtube.com/watch?v=_ot28eaqQts[/youtube]

[youtube]http://www.youtube.com/watch?v=1h7vbfWrt6g[/youtube]

0v0
Title: Re: The Mario Kart Thread
Post by: Mirby on November 29, 2011, 08:51:26 AM
I like how the new Rainbow Road had some of dat N64 RR music.

Also, SNES RAINBOW ROAD!! <3 0v0 <3
Title: Re: The Mario Kart Thread
Post by: VixyNyan on November 30, 2011, 05:27:16 AM
New Tracks

[youtube]http://www.youtube.com/watch?v=xc1vCdrXHOU[/youtube]

[youtube]http://www.youtube.com/watch?v=otM5czMJ1L0[/youtube]

[youtube]http://www.youtube.com/watch?v=IusekWRbTMs[/youtube]



Old Tracks

[youtube]http://www.youtube.com/watch?v=jVUkt1OOMXU[/youtube]

[youtube]http://www.youtube.com/watch?v=MMWCJltnc9Y[/youtube]

[youtube]http://www.youtube.com/watch?v=p6sSoiMxcAY[/youtube]



Online / Battle

[youtube]http://www.youtube.com/watch?v=MtNYslW1SPg[/youtube]

[youtube]http://www.youtube.com/watch?v=4SF_Ht9Vuqo[/youtube]
Title: Re: The Mario Kart Thread
Post by: Rayl on November 30, 2011, 04:39:03 PM
I got this today! It's awesome so far! :D Loving the hybrid blue shell  *o*
Title: Re: The Mario Kart Thread
Post by: VixyNyan on November 30, 2011, 04:51:29 PM
My game will show up soonish~ :3
Title: Re: The Mario Kart Thread
Post by: Rayl on November 30, 2011, 04:57:43 PM
You'll love it for sure :D I'll post a FC up later for anybody who wants to race ^^
Title: Re: The Mario Kart Thread
Post by: Phi on November 30, 2011, 10:12:33 PM
I'm worried that once I start this game, I won't go back to 3D Land for a long while. >_>
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on December 02, 2011, 06:56:36 AM
Quote
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!

I was just reading on IGN about the whole Online Community thing. That's [tornado fang]ing awesome. So we can have an RPM Mario Kart community with all type of crazy rules and [parasitic bomb]!
Title: Re: The Mario Kart Thread
Post by: VixyNyan on December 02, 2011, 07:44:30 AM
I better start hosting it as quick as possible! D:
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on December 02, 2011, 08:44:44 AM
Yes, you better. Or it's a Raccoon Tail spanking for you!, young lady! XD
Title: Re: The Mario Kart Thread
Post by: Rayl on December 02, 2011, 11:37:31 AM
The community options aren't that extensive i'm afraid, you choose a CC type and you choose one rule for the community (such as no items or something like that) so it's not really going to come up with anything too insane =(
Title: Re: The Mario Kart Thread
Post by: Phi on December 02, 2011, 08:49:03 PM
Communities sound like fun. How many of us are actually getting the game though?

It would be great if there were at least 8 people in it.
Title: Re: The Mario Kart Thread
Post by: Hypershell on December 02, 2011, 11:56:06 PM
I'm be getting it launch-day, but on a Sunday, most of the stores around here don't open 'till 11 or 12.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on December 05, 2011, 10:57:19 AM
I also be getting it on Sunday at Nintendo World

Posted on: December 02, 2011, 09:07:39 PM
Mario Kart 7 initial thoughts:
-Hang Gliding is awesome, and controls are very well done
-Red Shells once again have their speed back
-Not only are Blue Shells fair again, but they do NOT knock out items. Bravo Nintendo
-Only Lightning Bolt and Bob-Omb knock out items. Fair & Awesome
-New Raccoon Tail item is [tornado fang]ing awesome (haven't used Fire Flower or Lucky 7 yet as I've only come in first)
-The majority of new tracks are very well done, along with their music
-All the Karts & Wheel options are completely fair. Have not found one any better/overwhelmingly better than the other yet.
-NO MORE [tornado fang]ing CLOUD AIDS
-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!
-Great choice of Retro Tracks, but come on Ninty.... three games and no N64 Wario Stadium? You're killing me

Overall, the game is excellent. I'm just a little bit into it, but everything seems fair thus far. Further judgment & analysis will appear after more circuits are beaten, after I've tried online mode, and after Battle Mode as well. As of now, very well done.
Title: Re: The Mario Kart Thread
Post by: xnamkcor on December 05, 2011, 07:08:53 PM
-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.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on December 05, 2011, 07:36:54 PM
[ray splasher]s.
[ray splasher]s, everywhere.

In all my time playing MK:DS, I never saw one [ray splasher]. And even so, who cares?
Title: Re: The Mario Kart Thread
Post by: Phi on December 06, 2011, 12:07:45 AM
And even so, who cares?

Nintendo and their family-friendly image?

Now that I think about it actually, I'm surprised they allowed you to draw emblems in MKDS, considering they're know to cut down on "potentially inappropriate" content. Out of the hundreds and hundreds of online matches I've played in that game, I've only seen one [ray splasher]. Granted, they didn't give you much room to draw, so it's not like it's detailed/overwhelming.

... this thread is now about [ray splasher]s. 8D
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on December 06, 2011, 06:56:53 AM
Annnd now Ninja Lou and I have had our first, awesome MK7 experience on an old favorite, Koopa Beach. First, deciding to challenge his 3 Green Shell shield with my Raccoon Tail, which knocked us both out! Perfectly fair. Then, in an "slightly favors PB" way, I get a Lucky 7, then mushroom right to the side of him just to have the Bomb ram into him. Ahhhhhhhhhhhh, good times. Good times!
Title: Re: The Mario Kart Thread
Post by: VixyNyan on December 06, 2011, 04:08:08 PM
I'll host the community when I get home, but I'm having fun with the game so far~ owo
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on December 06, 2011, 06:14:04 PM
Yeah, me too! I have a few nitpicks here and there, but the key thing is that so far the game is actually fair.
Title: Re: The Mario Kart Thread
Post by: Phi on December 07, 2011, 12:54:14 AM
[youtube]http://www.youtube.com/watch?v=JUpOWh6bm5w[/youtube]

If only this was possible in MKDS...
Title: Re: The Mario Kart Thread
Post by: Hypershell on December 07, 2011, 01:42:52 AM
Holy [parasitic bomb].

I was already ready to call this the best Mario Kart ever before I saw that. 8)

-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!
-Great choice of Retro Tracks, but come on Ninty.... three games and no N64 Wario Stadium? You're killing me
Those are pretty much the only "flaws" that I can possibly find with this game.

The track design is amazing, the item balance is spot-on, THE BLUE SHELL IS NO LONGER USELESS TO PEOPLE IN THE BACK, and the kart customization is just all kinds of awesome.  The fact that every piece (driver, body, wheels, glider) influences your stats allows you to counter-balance a particular favorite element that may not mesh with your preferred play style.  Even Bowser is a surprisingly well-rounded racer with the Koopa Clown Car ( *o* ) and small wheels.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on December 07, 2011, 02:00:41 AM
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.
Title: RPM Community created! (The Mario Kart Thread)
Post by: VixyNyan on December 07, 2011, 06:18:33 AM
OK guys here it is, it's official:

11-8755-8490-3348
RockmanPM community: For MegaMan Fans

Thankies CephiNyan for creating it~ :cookie:
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on December 07, 2011, 07:02:52 AM
Thanks Cephi darling!

I'm in the community now if anyone wants to race!

Posted on: December 06, 2011, 11:28:07 PM
Oooooooh Cephi. I thought I had that one on Kalimari Desert. You and your star power!  8D

Great races though. During our first run, on Mario Circuit, I honestly couldn't tell what was going on. XD
Title: Re: The Mario Kart Thread
Post by: CephiYumi on December 07, 2011, 12:18:17 PM
Heheh, they were fun race :3
I need to figure out how to customize the kart parts better, everyone always seems to bit a lot faster than me ^^;
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on December 07, 2011, 07:33:26 PM
We pretty much had the same kart, stat wise. The only thing I added were the wooden wheels. XD
Title: Re: The Mario Kart Thread
Post by: Hypershell on December 08, 2011, 11:51:54 PM
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).
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on December 09, 2011, 05:16:53 AM
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
Title: Re: The Mario Kart Thread
Post by: Phi on December 26, 2011, 06:30:31 PM
Been playing this for the past 3 days, and I'm wondering, is there a way to race 1-on-1 online with someone?
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on December 26, 2011, 06:58:44 PM
Sure there is. Just go online and set up a community, then people in your friend list should see that community and they can jump on in. Now, if you mean just 1 on 1 against a stranger, I'm not sure.
Title: Re: The Mario Kart Thread
Post by: Phi on December 26, 2011, 07:15:05 PM
Ah, gotcha. I guess Cephi's RPM community should suffice then, though I haven't joined it yet, maybe we should have tournaments of some kind if there's enough people.
Title: Re: The Mario Kart Thread
Post by: Acid on December 26, 2011, 07:16:01 PM
I'll join soon too!

Maybe tomorrow even! Can't wait to race you all.
Title: Re: The Mario Kart Thread
Post by: Police Girl on December 26, 2011, 07:18:37 PM
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.

I will agree that Blue Shells and Lightning are given to the CPU more than I would like (At least they don't get the Lucky 7.), but I'm having more issues with the guy behind me (Which for some reason is almost always Yoshi.) getting Red Shells with almost every single item box, throwing them at me usually right before the goal or at a jump, after which I will fall, and then after that the guy in 6th place will get lightning with the guy ahead of him getting Blooper, maybe I'm just getting unlucky, but its been happening in all the levels so far, not just 150cc.

Again, maybe its just bad luck, Online will fare better hopefully, as playing against actual people is more fun.
Title: Re: The Mario Kart Thread
Post by: Phi on December 26, 2011, 07:33:23 PM
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.

I mostly ranked 2-stars in the 150cc cups, despite placing 1st at the end of all the tracks. I've tried the same cups 5 times over with the same 2-star results, not really sure why I don't earn 3. In both 50cc and 100cc cups, I had no problems ranking 3-stars.
Title: Re: The Mario Kart Thread
Post by: Police Girl on December 26, 2011, 07:57:45 PM
Huh, I only assumed it was point based on account of going through the 150cc Special Cup getting First in all the races except for Rainbow Road (Somehow Peach got ahead of me in the final stretch and I wasn't able to catch up to her.), I haven't really finished any of the other cups in 150cc yet so I'm just going to assume its based on how much the CPU wants to [twin slasher] you with Blue/Red Shells and Lightning.
Title: Re: The Mario Kart Thread
Post by: Hypershell on December 26, 2011, 10:48:19 PM
It is easier to nab the higher star ranks (though as Archetype said it's not score alone; 40 points certainly doesn't guarantee you three stars in 150cc), but I'm glad that it is so.  Mario Kart Wii's expectations were unrealistic; I once got a B rank along with a 40 point score in that game.  When stars are REQUIRED to unlock stuff, and the CPU goes as bat-crap crazy on you as it does in MKWii's 150cc, that is simply not acceptable.
Title: Re: The Mario Kart Thread
Post by: VirusChris on December 27, 2011, 05:00:21 AM
I manage to buy a copy of Mario Kart 7 for the 3DS! I haven't played in a Mario Kart game in a long time, but I look forward to racing everyone here online with Yoshi! Once I practice enough and learn how to effectively use the items I'll show you my mad racing skills with the green dino himself! 8)
Title: Re: The Mario Kart Thread
Post by: Hypershell on December 27, 2011, 06:56:35 AM
Stick it to 'em, Virus!  Only reason I'm not racing Yoshi is because Daisy's in the game. 8)
Title: Re: The Mario Kart Thread
Post by: Phi on January 06, 2012, 11:58:09 PM
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.
Title: Re: The Mario Kart Thread
Post by: Police Girl on January 07, 2012, 12:25:20 AM
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.

I'll use it when I unlock the rest of the characters.
Title: Re: The Mario Kart Thread
Post by: Hypershell on January 07, 2012, 02:40:21 AM
Yeah, Arche is pretty much the only RPMer I've managed to race as well...

Just 3-starred this game the other day, and unlocked the Beast Glider shortly afterwards.

The more I experiment with the parts, the more I love the game's balance.  It reminds me of the SNES/N64 days when even the greatest extremes in terms of character stats could still be driven competently, despite handling differently.  You just have to know where your strengths are.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on January 07, 2012, 06:49:38 AM
It's extremely well balanced. And I've been out of the country for the past week so I haven't had a chance to use the RPM community much, but Cephi and I raced before. It was fun. We should all try to set up a day.
Title: Re: The Mario Kart Thread
Post by: Hypershell on January 07, 2012, 06:58:43 AM
To date that was the ONLY time anyone raced in the RPM community...  Arche and I pretty much joined each other's random games.

Hey, give me a date, and I'll be there. 8)
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on January 07, 2012, 07:01:16 AM
Hmmmm...

How about Tues or Wed night around 9-10ish?
Title: Re: The Mario Kart Thread
Post by: Hypershell on January 07, 2012, 07:04:13 AM
Wednesday at 9PM is perfect.  Tuesday is a little trickier but could probably work as well.

Hell, I'd ask you to play now, but I kinda need sleep...
Title: Re: The Mario Kart Thread
Post by: Solar on January 07, 2012, 07:08:26 AM
How about we make that a daily/weekly event?  Sure beats the “go online and pray someone thought about joining the community“ thing going on right now.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on January 07, 2012, 07:28:27 AM
Haha, well ironically I cannot make Wed at 9PM due to work, but even if I cannot people should try for it anyway for fun! I'd still be up for Tuesday at 9 as well if possible.

And yeah, I'm all for making this a thing!
Title: Re: The Mario Kart Thread
Post by: Phi on January 07, 2012, 07:25:59 PM
I'll try to make it for both Tuesday and Wednesday.

As for the daily events, maybe the weekend and/or Friday at around 8 - 12 P.M.? A cat Tues and Wed is fine too.
Title: Re: The Mario Kart Thread
Post by: Hypershell on January 08, 2012, 05:11:28 AM
Well, I finally got my foot in the Community door today thanks to Vixy.  Very grateful that she put up with me for four races. :cookie: <3

I think I've been playing that game a little too much. -u-' But I don't want to get cocky; I have yet to race PB, and he fairly regularly ripped my ass apart in MKWii.
(that and my last random match was kinda shameful...)
Title: Re: The Mario Kart Thread
Post by: Phi on January 08, 2012, 07:09:33 AM
I still need more practice. I have 7 wins over you... and you have 14 over me. >_>
Title: Re: The Mario Kart Thread
Post by: Rayl on January 08, 2012, 06:17:03 PM
I'm available to race at GMT friendly hours :) Got the game a while back and just haven't had much excuse to play it online.
Title: Re: The Mario Kart Thread
Post by: Phi on January 08, 2012, 09:42:41 PM
Have you entered your FC in the RPM Nintendo Wi-fi thread? It helps to know when people are available/online.
Title: Re: The Mario Kart Thread
Post by: Rayl on January 09, 2012, 01:23:27 AM
Good point, i'll get on that little oversight.
Title: Re: The Mario Kart Thread
Post by: Police Girl on January 10, 2012, 03:51:52 AM
I'm going to hold off on getting the rest of the characters for now as I simply want to race.

I'm available anytime that isn't the morning.
Title: Re: The Mario Kart Thread
Post by: Solar on January 11, 2012, 04:21:51 AM
Is anyone going to play in like an hour/half an hour?
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on January 11, 2012, 04:36:35 AM
Sure I can play some
Title: Re: The Mario Kart Thread
Post by: Solar on January 11, 2012, 05:15:19 AM
Alright, I'm on the community if anyone wants to play.

Posted on: January 10, 2012, 09:44:46 PM
Anyone else joining? PB is kicking my ass here >.>
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on January 11, 2012, 05:21:55 AM
Yeah, come on people! Join in on the fun!
Title: Re: The Mario Kart Thread
Post by: Solar on January 11, 2012, 05:58:10 AM
Ok, someone explain how I managed to beat PB twice in a row after being destroyed for the past 12 or so rounds.
Title: Re: The Mario Kart Thread
Post by: Police Girl on January 11, 2012, 06:03:00 AM
I'll be on in a second.

I will automatically make it my goal to beat you if you play as Yoshi, I can't stand that [tornado fang]er in this game. He seems to be a consistent thorn in Single Player for me.


EDIT: I'm on, you must be in the middle of a race or something.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on January 11, 2012, 06:20:01 AM
We finished a while ago actually!
Title: Re: The Mario Kart Thread
Post by: Police Girl on January 11, 2012, 06:31:41 AM
Oh, alright. I'll try to catch the next game then.
Title: Re: The Mario Kart Thread
Post by: Hypershell on January 12, 2012, 02:25:31 AM
I know I said I'd be there guys, but this week is turning out freakishly busy for me.  And I still need to rip myself away from the computer long enough to take care of the wonderful real world of bills and check recording by the end of the night.

Ugh.  I'll try for tomorrow; promise.
Title: Re: The Mario Kart Thread
Post by: VirusChris on January 13, 2012, 05:17:04 AM
Wow I can never find any of my RPM buddies online... maybe because I join too late at night? :/
Well I'm mostly available after 10pm EST every night, so if anyone is willing to race me I'm be glad to do so! I want to race you guys!

Still... I need to unlock the rest of the Kart parts, I'm only 840 coins in and it seems I need 5000 coins to unlock mostly every Kart part. Why was 10 coins a limit per race? Takes so long to unlock certain parts and at random too!
Title: Re: The Mario Kart Thread
Post by: Solar on January 13, 2012, 06:36:28 AM
I'm pretty sure it does count the coins you get after the 10 coin limit, otherwise it would've been impossible for me to have gotten my first part right after doing only one cup.

Also, I'm up for racing right now if anyone wants to.
Title: Re: The Mario Kart Thread
Post by: VirusChris on January 13, 2012, 07:03:02 AM
Cool! That's good to know! By the way, if a connection error happens do you lose VR points? Because I believe so as I go down on VR because I have DSL connection and the connection isn't the best (I notice that I'm in 3rd place in my game with a guy tailing behind me, but when I finish I'm in 4th place instead when the game says I was 3rd place and ahead of the game. The lag sucks.)

I'm up for a race! Online right now!
Title: Re: The Mario Kart Thread
Post by: Mirby on February 04, 2012, 07:02:30 PM
Got MK7 yesterday. Just jumped into a race on mirrored Neo Bowser Park with Hypershell. Got DC'ed on the last lap (grrrr), but I was in fifth before that! :P

EDIT: Jumped on again, got in 3rd right behind Hypershell on Kalimari Desert. Much better finish. :D
Title: Re: The Mario Kart Thread
Post by: Police Girl on February 05, 2012, 07:54:48 AM
I'm going to have to stop playing this game for a while.

I'm having a hard time enjoying trying to finish getting the rest of the characters/parts as it seems the game simply doesn't want me to do so. I'm sick of the constant Item Spam by the CPU's, when I think about it its not much better than the issue with Mario Kart Wii's Item Spam. Granted Cloud AIDS and Pow Blocks are gone, but Blue Shells and Lightning still doom anybody who simply wants to race.

I don't recall Mario Kart 64 EVER giving the CPU the Blue Shell, I think they got lightning but it was rare. Skip ahead to Wii and the CPU got the Blue Shells and Lightning more often than the other Items. Its becoming very hard to enjoy a game when all that happens is you get hit by a lot of items and all you ever seem to get is Triple Mushroom.

So I guess the best thing is to hold off on Mario Kart until Nintendo understands what balance is.
Title: Re: The Mario Kart Thread
Post by: Hypershell on February 05, 2012, 08:08:25 AM
The CPU throws a lot of crap at you, but it's not anywhere NEAR as bad as on MKWii.  Wii's CPU in 150cc was considerably more evil than even online matchups. 

Triple Mushroom being a favored low-rank item does get annoying, though.  Especially in Neo Bowser City, where it's such a pain to find a straight enough piece of track to put them to use.  But it could be worse.  Bloopers are probably the single most useless item in the game when you're up against actual human beings.

Also...anyone besides me wondering why they took the Boo out?
Title: Re: The Mario Kart Thread
Post by: Police Girl on February 05, 2012, 08:13:59 AM
Well, I can understand it when I'm playing with Humans, since that's part of the challenge.

When its the CPU it just feels like the game is being an [dark hold].
Title: Re: The Mario Kart Thread
Post by: Mirby on February 05, 2012, 08:43:23 AM
I dunno, I had that issue at first but the game does let up sometimes. I'm gonna try some more, but I already know this game doesn't make me rage as bad as Wii did (and even Double Dash had some pure RAAAAAAGE moments in there too)
Title: Re: The Mario Kart Thread
Post by: Hypershell on March 04, 2012, 04:54:14 PM
Well, I can understand it when I'm playing with Humans, since that's part of the challenge.

When its the CPU it just feels like the game is being an [dark hold].
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.

As I continue to try and bite and claw my way up to that coveted 10,000 VR mark (damn my completionist instincts), I find myself more and more raging at this game's lack of any mercy invulnerability time.  It's not any one item; it's the fact that when you're hit, you're a sitting duck for further punishment.  It's not uncommon to take 3 or even 4 hits in a row, or for somebody to ram you off the edge while you're stunned.  That really shouldn't happen.  In MK64 it wasn't an issue because of the low number of human players.

Oh, and the Blooper has to either be cut or demoted to a "common" item like the Banana Peel, because it is USELESS.  The only reason it's worth jack against the CPU is because it causes them to swerve.  I can't tell you how frustrating it is when that thing pops up in your item box while you're in 5th or 6th place and everyone around you is getting Stars, Triple Shells, and Gold Mushrooms.

Finally, any timed item that continues to occupy your item box while in use needs to have a kill switch.  At least with the Fire Flower you can use up your ammunition, but it's annoying as heck when a Tanooki tail or Bullet Bill gives out JUST AFTER the items.
Title: Re: The Mario Kart Thread
Post by: Akamaru on March 16, 2012, 08:24:01 PM
Who is up for some races!? I am online almost all day,  :P
Title: Re: The Mario Kart Thread
Post by: Phi on March 16, 2012, 08:47:23 PM
I'm up for it. Let's use the RPM community (11-8755-8490-3348).
Title: Re: The Mario Kart Thread
Post by: Akamaru on March 16, 2012, 08:54:20 PM
Alright, I am in. :D

Race 1: Wow, that was laggy. Nice 1st place though. :D
Race 2: :D No lag.
Race 3: Close neck to neck on the final lap...
Race 4: I caught up... Thank you Golden Mushroom and Fire Flower...

How many points do you want to go up to?
Title: Re: The Mario Kart Thread
Post by: Phi on March 16, 2012, 09:10:20 PM
cheeeeeap last race lol

it was lagging for you?

lol of course blue shell. good races
Title: Re: The Mario Kart Thread
Post by: Akamaru on March 16, 2012, 09:24:07 PM
...

Race 5: What the f***, I sent a blue shell at myself.
Race 6: Damn my kart for not being able to go underwater or off course.
Race 7: I totally am cursed this round.
Race 8: Finally won...
Title: Re: The Mario Kart Thread
Post by: Phi on March 16, 2012, 09:36:45 PM
We need more people...

last race?

Posted on: March 16, 2012, 03:29:42 PM
TIEBREAKER
Title: Re: The Mario Kart Thread
Post by: Akamaru on March 16, 2012, 09:37:14 PM
Seriously...

Race 9: Guh.
Race 10: Wow, I messed up too much.
Race 11: That was too neck to neck. Won by like half a second, huh?
Race 12: A tie... -u-'

Good races. I had a lot of fun. :D

Fine. Let's do this. Let's break this tie!
Title: Re: The Mario Kart Thread
Post by: Phi on March 16, 2012, 09:38:52 PM
Damn you and your item traps! *shakes fist*

But yeah, nice races. 8D

FFFFFFFFFFFFFFFFFFFFFFFFFF I FELL
FFFFFFFFFFFFF it's like the same stages

holy crap what the [tornado fang] was that? I fell first and last race, I'm usually MUCH better than that. :P

Well, fair is fair. Great job, Aka.
Title: Re: The Mario Kart Thread
Post by: Akamaru on March 16, 2012, 09:52:35 PM
I have never failed like I did on that 3rd race... I had Lucky 7 and you had the blue shell. I got in first, you fired the shell, I used star and then boosted myself off the edge.

With this I win: 3 4 race wins and 1 4 race lose. :D

I really had fun. Great games. You really ran my money to the edge.
Title: Re: The Mario Kart Thread
Post by: Phi on March 16, 2012, 09:54:07 PM
That Lucky 7 strategy was great. I can't guarantee I would've done the same.
Title: Re: The Mario Kart Thread
Post by: Akamaru on March 16, 2012, 09:56:36 PM
It was good and I would have succeded it if it wasn't Neo Bowser's goddamn curves and me not paying attention to the road. I was too focused on when you would release the blue shell and me trying to time the star right.
Title: Re: The Mario Kart Thread
Post by: VixyNyan on March 28, 2012, 04:31:10 AM
150cc? 300cc? How about 1cc? 8D

[youtube]http://www.youtube.com/watch?v=XVWM2hYOmjI[/youtube]
Title: Re: The Mario Kart Thread
Post by: Mirby on May 15, 2012, 12:16:44 PM
The Mario Kart 7 patch is up on the eShop. It takes 43 blocks, just so ya know.

Quote from: eShop Info
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
Title: Re: The Mario Kart Thread
Post by: Hypershell on May 16, 2012, 01:10:33 AM
Well, pretty much the entire internet knows the Maka Wuhu exploit.  Not sure what the other two courses are about, though...
Title: Re: The Mario Kart Thread
Post by: Mirby on May 16, 2012, 01:33:38 AM
I think that Wuhu Loop's is near the lighthouse. As for Bowser Castle 1, I have no clue.

Regardless, these exploits are moot now because they're fixed.
Title: Re: The Mario Kart Thread
Post by: Akamaru on May 16, 2012, 06:05:46 PM
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.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on January 20, 2013, 11:09:39 AM
(http://www.gonintendo.com/content/uploads/_thumbs/Images/2013_01/MK7cup.jpg)

It's a damn good thing PB doesn't live in L.A. Otherwise, this Mario Kart 7 trophy would be mine with the GREATEST of ease.   8D
Title: Re: The Mario Kart Thread
Post by: Joseph Collins on January 20, 2013, 03:39:02 PM
11-8755-8490-3348
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
Title: Re: The Mario Kart Thread
Post by: xnamkcor on January 20, 2013, 05:35:50 PM
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

When I get a 3DS.

Posted on: January 20, 2013, 09:32:06 AM
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.

False. BS-X was the first DLC. Unless you count the FDS.
Title: Re: The Mario Kart Thread
Post by: Rin on January 23, 2013, 05:54:53 AM
I just came in here to say Sonic All Stars Racing Transformed is superior.
Bye.
Title: Re: The Mario Kart Thread
Post by: RetroRespecter on January 23, 2013, 06:13:33 AM
* chases Tron out of the forum *
Title: Re: The Mario Kart Thread
Post by: VixyNyan on January 23, 2013, 06:31:44 AM
I just came in here to say Sonic All Stars Racing Transformed is superior.

I can agree with this to some extent~ (http://www.trueachievements.com/Sonic--AllStars-Racing-Transformed/achievements.htm?gamerid=284902)
Title: Re: The Mario Kart Thread
Post by: Phi on January 23, 2013, 06:48:09 AM
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

I'll be free the whole week. Doesn't seem like anyone plays much of this anymore, though.
Title: Re: The Mario Kart Thread
Post by: Rin on January 23, 2013, 06:57:23 AM
* chases Tron out of the forum *

*puts on his wizard hat*

I can agree with this to some extent~ (http://www.trueachievements.com/Sonic--AllStars-Racing-Transformed/achievements.htm?gamerid=284902)

You have it on xbawks, no?
WHY
I have it on PS3.
We could have played together... bawww
Title: Re: The Mario Kart Thread
Post by: VixyNyan on January 23, 2013, 07:30:50 AM
I will buy it on PS3 too eventually, I need those trophies anyway. XD
Title: Re: The Mario Kart Thread
Post by: Hypershell on January 24, 2013, 01:21:07 AM
I got it on WiiU, so I can't play with EITHER of you... ;O;

I might hop on for Mario Kart sometime between now and when Fire Emblem Awakening gains temporary dominion over my life.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on July 02, 2013, 07:33:04 PM
COME BACK TO LIFE!!!

Quote
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.

PLEASE MAKE A NEW F-ZERO GAME! PLEAAAAAAAASE!  ;^;  8D

I like what I'm hearing thus far though. Track size & customization with more choice is definitely a huge plus.
Title: Re: The Mario Kart Thread
Post by: Fxeni on July 02, 2013, 11:49:46 PM
I want F-Zero :(
Title: Re: The Mario Kart Thread
Post by: Hypershell on July 04, 2013, 05:27:05 AM
Quote
Double Dash mode using the Game Pad
...

Why the F*@#! did nobody think of that sooner?!  Missed opportunity...
Title: Re: The Mario Kart Thread
Post by: Mirby on July 04, 2013, 07:26:53 PM
even they want a new F-Zero.
Title: Re: The Mario Kart Thread
Post by: Fxeni on July 05, 2013, 12:25:50 AM
That's uhh... 3 posts up.
Title: Re: The Mario Kart Thread
Post by: Mirby on July 05, 2013, 12:30:50 AM
what is?
Title: Re: The Mario Kart Thread
Post by: Sakura Leic on July 05, 2013, 12:41:41 AM
What you posted.
Title: Re: The Mario Kart Thread
Post by: Mirby on July 05, 2013, 12:53:50 AM
i didn't post anything

i just said they wanted a new f-zero

i totally didn't edit anything out of that post. whatever are you talking about  -u-'
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on April 03, 2014, 10:36:46 AM
  :o So um, N64 Toad's Turnpike & Rainbow Road have been remade for this game (http://www.ign.com/articles/2014/04/03/buckle-up-for-mario-kart-8-hands-on-impressions-videos-and-more)

I'm going to bed a very very happy PB right now!  8)
Title: Re: The Mario Kart Thread
Post by: Mirby on April 03, 2014, 10:59:57 AM
[spoiler=HUUUUUUUUUUUUUUUGE info dump]
- ShyGuy, Lakitu and Metal Mario confirmed as playable characters
- Piranha Plant and Boomerang revealed as new items
- customization remains the same as it was in Mario Kart 7
- Mario Kart Stadium is the first track
- this track will take you upside-down halfway through
- ShyGuy Falls has you racing up/down waterfalls and flying across a chasm
- bumping characters when in anti-grav mode gives you a spin speed boost
- Thwomp Ruins lets you drive up the walls or remain on the ground
- Twhomp Ruins also has a section with 3 different ways you can go, one with a hang glider short cut
- You can also drive on the walls or through a watery portion in this same section
- Toad's Turnpike from Mario Kart 64 returns
- this track now lets you drive up walls
- you can also find a car on the turnpike that has a ramp, which lets you launch off and open your hang glider
- Moo Moo Meadows returns and now takes place during sunrise
- Dry Dry Desert also returns, with fallen pillars and tracks in the sand made by your tires
- this level also has a watery oasis you can drive through
- boomerang is a long-range weapon that takes out anything in its path both when first thrown and on the way back
- you can throw the boomerang 3 times
- Piranha Plant item grabs at racers/coins on the track
- each time it grabs out, you get pulled forward with a speed boost
- coin item returns, giving you two coins when you use it
- you can no longer collect an item to keep in reserve
- when you have any item in your possession, it takes up your item slot and blocks you from picking up any other item
- GamePad screen has map of course, other racer positions and the items they hold
- map is only available in a zoomed-out view
- three touch-screen icons: one for off-TV play, one for horn and an option to turn on motion controls
- motion controls don't force you into first-person mode, which seems to be gone completely
- rear view mirror option
- wiimote by itself, Wiimote/Nunchuk and Wii U Pro Controller options available
- DK Jungle returns
- power-sliding returns as well
- framerate is locked at 60 fps, even in two-player split-screen mode
- 32 courses in the final game
- no hands-on time for press with Battle Mode or Coin Runners
- when using anti-grav, the game uses an angled camera angle
- Water Park has underwater sections and an amusement park-themed gauntlet
- Cheep Cheep Beach returns, doesn't feature anti-grav, but has boost pads and ramps
- Mario Circuit 4 has an elevated anti-gravity U-turn in one corner
- Donut Plains 3 has rain-soaked roads
- cannot use the GamePad screen as a separate screen for multiplayer races
- 4-player local multiplayer
- Twelve players can race online
- Mario Kart TV is a feature that will let you share brief highlight films on Miiverse
- Baby Peach and Baby Daisy return
- 720p
- each track features multiple pathways and routes
- features leaderboards
- at the end of each race, your best moments are saved and shown to you in a highlight reel
- these replays have special camera angles and editing
- the Lakitu Bros. follow you around track to film your actions
- Mushroom Cup includes Mario Kart Stadium, Water Park, Sweet Sweet Canyon and Thwomp Ruins
- driving over a blue marker at key points activates anti-grav
- Flower Cup has Mario Circuit, Toad Harbor, Twisted Mansion and Shy Guy Falls
- first two retro cups are Shell and Banana trophies
- Shell has Moo Moo Meadows (Mario Kart Wii), Mario Circuit (Mario Kart Super Circuit), Cheep Cheep Beach (Mario Kart DS) and Toad's Turnpike (Mario Kart 64
- Banana includes Dry Dry Desert (Mario Kart: Double Dash!!), Donut Plains (Super Mario Kart), Royal Raceway (Mario Kart 64) and DK Jungle (Mario Kart 7)
- 4-player is 30fps and a drop in visual fidelity
- the more coins you have, up to ten, the faster your kart will be
- Spiny blue shell goes along the ground
- the three banana trail now is a separate item of fruit to be used individually
- bikes no longer allow for wheelies
- stunts return
- characters now hold their next item in their hand
- Time Trials and Vs. Race return
- developers' main priority was creating interesting courses that encourage new and different ways of playing
- small characters can now bump into bigger ones while in anti-grav and still get a speed boost
- the devs were able to harness the power of the Wii U to get a 'huge polygon count'
- this allowed the team to make multiple courses with 'undulating, moving surfaces'
- character animations are now more detailed and involved than ever before
- Roy Koopa will fist pump when he launches an item
- Lemmy Koopa moves around erratically
- puddles mirror your tires as you splash through them
- resting flocks of birds scatter as you zoom past
- Sweet Sweet Canyon appears to be a glazed dessert road
- far smoother reset on the track when saved by Lakitu
- you can select parameters to generate your video at the end of a race
- parameters include clip length, specific characters for the camera to follow and a focus on key racing moments such as item use or stunt jumps
- rubber-band AI seems to have been done away with
- ATVs are also a vehicle option
- in anti-grav, if you fall off the track, Lakitu snags you and immediately returns you to the race
- 27 characters confirmed thus far, with more to be revealed



Mario
Luigi
Peach
Daisy
Yoshi
Bowser
Donkey Kong
Toad
Toadette
Koopa Troopa
Wario
Waluigi
Rosalina
Baby Mario
Baby Luigi
Baby Peach
Baby Daisy
Larry Koopa
Morton Koopa Jr.
Wendy O. Koopa
Iggy Koopa
Roy Koopa
Lemmy Koopa
Ludwig von Koopa
Metal Mario
Shy Guy
Lakitu

Source (http://www.gonintendo.com/s/225462-mario-kart-8-ultimate-info-round-up-tons-of-details)[/spoiler]
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.

Oh and a trailer.
 (http://www.youtube.com/watch?v=lYBz6HWBw3A)
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on April 03, 2014, 11:02:24 AM
AND ROYAL RACEWAY?!?!  0v0

SOOOOOOOOOOOOOO HAPPY!
Title: Re: The Mario Kart Thread
Post by: Police Girl on April 03, 2014, 11:28:44 AM
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?)

I get they're trying to give people lots of choices but seriously if they're going to do that but not bring DK Jr. back they really shouldn't bother.
Title: Re: The Mario Kart Thread
Post by: Mirby on April 03, 2014, 11:30:17 AM
Not all characters have been announced yet, Clefant. It says right above the list of announced characters "with more to be revealed"
Title: Re: The Mario Kart Thread
Post by: Phi on April 03, 2014, 04:15:34 PM
Is it bad that I was more entranced by the music, rather than the gameplay? Not to say I thought the gameplay was bad, but HOLY [parasitic bomb] the music. <3
Title: Re: The Mario Kart Thread
Post by: Mirby on April 03, 2014, 04:39:06 PM
First Mario Kart game to have certain songs played by live musicians. It's about time.
Title: Re: The Mario Kart Thread
Post by: Police Girl on April 03, 2014, 07:08:41 PM
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.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on April 03, 2014, 08:56:56 PM
Yeah, the music is intoxicating!!
Title: Re: The Mario Kart Thread
Post by: Soultrigger on April 03, 2014, 11:10:35 PM
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?)

I really liked the giant banana special too. :(
Title: Re: The Mario Kart Thread
Post by: Hypershell on April 05, 2014, 04:13:43 PM
I don't know that I miss any specific characters/items from Double Dash, moreso just the concepts of teaming and signature items.

Well, there was Bowser's shell...

AND ROYAL RACEWAY?!?!  0v0

SOOOOOOOOOOOOOO HAPPY!
Damn, 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.

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.

I'm curious to see how the anti-grav bumping works.  Honestly, in later MK games, getting bumped around by other karts after an item hit has been a serious pain.  Anything to shake that up.
Title: Re: The Mario Kart Thread
Post by: Police Girl on April 05, 2014, 04:22:58 PM
Apparently they gated off Peach's Castle in Royal Raceway so no more detours to go stare at it anymore unfortunately.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on April 30, 2014, 09:37:18 PM
Wii U - Mario Kart 8 Direct 4.30.2014 (http://www.youtube.com/watch?v=JbuJZP0_8iQ#ws)

Very very happy with this Nintendo Direct.
Title: Re: The Mario Kart Thread
Post by: Police Girl on April 30, 2014, 11:38:22 PM
Is that the confirmation that Diddy and somebody else original have been dropped for another [tornado fang]ing baby character and a metallic recolor?

Great job nintendo, because another infant copy of an existing character and another metal heavyweight are what we really wanted. Whatever, its not really a big deal and its not like I have to play as them, I'll just stick to Daisy like I did in 7.

I like the new items though.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on April 30, 2014, 11:44:10 PM
The bundle is pretty sweet. I'll gladly take Pikmin 3 for free, since I have the other games.
Title: Re: The Mario Kart Thread
Post by: Police Girl on April 30, 2014, 11:51:53 PM
Well I guess the only one of those I don't have is Wii Party U. Europe got a better deal, by the way. Buy MK8 and get a choice between WWHD, Pikmin 3, W101, NSMBU, Wii Party U, NintendoLand, Game & Wario, Sonic Lost World, Mario & Sonic at the Olympics, and Monster Hunter.

And dammit, I want a Red Wii Wheel! What's the probability of them releasing those normally?
Title: Re: The Mario Kart Thread
Post by: Satoryu on May 01, 2014, 12:09:51 AM
Wii Party U is also the only one of the four I don't have. And I don't really want it at all. Even so, I'm in no rush to get this game. I got a lot on my plate right now. It does look really fun though, no question.

And yeah, Baby Rosalina is huge troll. Pink Gold Peach I'll let slide just cause the name is so ridiculous.
Title: Re: The Mario Kart Thread
Post by: Police Girl on May 01, 2014, 12:13:40 AM
Wii Party U is also the only one of the four I don't have. And I don't really want it at all.

Well, if you absolutely have no interest in Wii Party U or any interest in getting a Digital game yet buy/recieve MK8 before the promotion expires, you could always get a code for one of the other three games and give it to somebody else. I know people on Something awful do that often for free games they have no interest in/already own.
Title: Re: The Mario Kart Thread
Post by: Phi on May 01, 2014, 01:34:13 AM
That's one hell of a bundle deal. I'm seriously considering buying that.

Though I'm kinda peeved that the US doesn't get Monster Hunter as an option. That probably would've been my pick.
Title: Re: The Mario Kart Thread
Post by: Hypershell on May 01, 2014, 03:41:06 AM
Surprisingly enough NSMBU is the only one of the four that I own.  Still, if we had Europe's deal I'd have gone with Sonic Lost World.  Oh well.  The bundle deal is insanely sweet for newcomers regardless; hopefully this is a good sign in that Nintendo is ready to get more aggressive with marketing the WiiU.
Title: Re: The Mario Kart Thread
Post by: Phi on May 01, 2014, 04:52:11 AM
I was somewhat excited for Lost World, once; then I tried the demo at Best Buy.

The controls haven't felt this bad since Shadow the Hedgehog.
Title: Re: The Mario Kart Thread
Post by: Mirby on May 01, 2014, 06:51:30 AM
Gonna snag NSMBU through that deal cause I don't have it yet. Hilariously enough, this means I'll have the original game downloaded and the DLC on disc. Which is a rather peculiar situation.

Also dat Steel Driver part lol

and DAT RAINBOW ROAD!! AND DAT BOWSER'S CASTLE!! :3
Title: Re: The Mario Kart Thread
Post by: Hypershell on May 17, 2014, 06:27:21 AM
http://mynintendonews.com/2014/05/16/mario-kart-8-criticised-for-lack-of-skin-colour-diversity/ (http://mynintendonews.com/2014/05/16/mario-kart-8-criticised-for-lack-of-skin-colour-diversity/)

Well...I guess if you NEED to find something wrong with the game, there's that. -AC
Title: Re: The Mario Kart Thread
Post by: Mirby on May 17, 2014, 06:47:38 AM
Yeah we were already talking about that in the What Are You Thinking Now thread, Hypershell haha
Title: Re: The Mario Kart Thread
Post by: Satoryu on May 18, 2014, 01:32:51 AM
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.

What's next? Lack of LGBTQ characters? Lack of monkeys?
Title: Re: The Mario Kart Thread
Post by: Mirby on May 18, 2014, 02:14:19 AM
Well we already dealt with the "lack of LGBT" characters thing with Tomodachi Life, so I guess lack of monkeys.
Title: Re: The Mario Kart Thread
Post by: Hypershell on May 18, 2014, 07:09:22 AM
Well, people ARE upset that Diddy got axed...

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.
Title: Re: The Mario Kart Thread
Post by: Fxeni on May 31, 2014, 09:55:37 PM
*Gets hit repeatedly and gets sent back to 10th place, passes over an item box, gets a singular green shell*

Yup, it's Mario Kart alright.

*Throws game out window*
Title: Re: The Mario Kart Thread
Post by: Mirby on June 01, 2014, 01:28:15 AM
I have not had that bad of luck at all in the race. The worst that happened to me was I was hit by a Red Shell followed by a Blue Shell followed by Lightning. And I still won.
Title: Re: The Mario Kart Thread
Post by: Blue Valkyrie on June 01, 2014, 05:20:00 AM
The A.I. in 100 and 150CC are complete bastards though; I got combo six times in a row one race. Still enjoying the game; it's a lot of fun so far.
Title: Re: The Mario Kart Thread
Post by: Hypershell on June 01, 2014, 05:53:03 AM
The AI hasn't bugged me much outside of mirror mode.  Heck, I never even touched 50cc.

My thing is the item distribution is a bit wonky.  I mean, I guess it helps keep a 12-player race from being a flood of items like on MKWii, but it seems like coins are given out oddly often (and sometimes Mushrooms, too).  Honestly makes you WISH you had a banana peel.

I do like that the Fire Flower was souped up (give a longer "spin-out" time when struck).  Dislike that bananas were given the same treatment.
Title: Re: The Mario Kart Thread
Post by: Mirby on June 01, 2014, 09:40:15 AM
Yeah, Coins are far too common to get. It's rather annoying.
Title: Re: The Mario Kart Thread
Post by: Phi on June 01, 2014, 08:04:55 PM
Coins were really easy to get in MK7, as well.
Title: Re: The Mario Kart Thread
Post by: Police Girl on June 01, 2014, 09:10:19 PM
Coins were really easy to get in MK7, as well.
No, she means as an item since its back in the item rotation.
Title: Re: The Mario Kart Thread
Post by: Mirby on June 01, 2014, 09:15:37 PM
Yeah, get two free coins. All the time. Even when you need something like a red shell or something, get coins. All the coins, all the time.
Title: Re: The Mario Kart Thread
Post by: Sakura Leic on June 01, 2014, 09:16:23 PM
What do coins do in Mario Kart?
Title: Re: The Mario Kart Thread
Post by: Mirby on June 01, 2014, 09:18:26 PM
Collecting certain amounts of them over time unlocks parts (every 50 or so).

Also you can only get up to 10 at a time per race and each one increases your speed.

Anyways is someone gonna set up an RPM MK8 tournament or something?
Title: Re: The Mario Kart Thread
Post by: Hypershell on June 14, 2014, 04:46:23 AM
Okay, seriously, Nintendo needs to patch in a "no coins from item boxes" option.  It'd bad enough that they pop up more than half the time when in the high ranks, but today I got one in freaking NINTH PLACE while racing online.

And...not that I'm complaining too much, but yeah, Starman was definitely nerfed.  I can't tell you how often I see that warning sign and nobody actually passes me.
Title: Protoman Blues' review of Mario Kart 8
Post by: Protoman Blues on June 17, 2014, 09:11:31 AM
Okay, now that I've pretty much played through all of the 50CC-150CC of MK8, I feel I can finally offer up my most honest review of the game. We'll start with the basics.

Graphics: [tornado fang]ing gorgeous. Best looking MK game to date, as it should be. The handling is fantastic. The GamePad is very responsive and the karts handle like a dream. Nothing but praise on this end. What makes this even better is the balance regarding the vehicles. It's still early on and I have more vehicles to unlock, but unlike Mario Kart Wii, there is no overall superior kart or bike yet. Perhaps the Golden Parts will provide that, but I doubt it. Even with the Golden Parts, it shouldn't matter because of one thing they brought back from MK7; the item distribution. Here's where it gets interesting.

As you've no doubt heard people in here and people elsewhere talk about, coins are once again an item. I'll get to that in a bit, but first I'd like to talk about the one major change. You can no longer hold two items. There is no more dragging a shell behind you or having your shell shield surround you with another item being held in wait. At first I wasn't sure what to think of this, but after playing and playing I can honestly say that the game is better off with this format. It makes you question whether or not to hold onto your items, especially in first place. No more 3 Banana Peel drag with a green shell waiting. Suddenly, that one banana peel or one green shell is really important. First place is no longer secure from everything but lightning & blue shells, which brings me to the next factor of this; the super horn & the coin item.

Mario Kart 8 finally decided to give players a defense against the dreaded Blue Shell (still in it's much superior and more importantly FAIR form from MK7) with the Super Horn. There is no item you want more in 1st place than that. However, it's rare. This is where the gambling aspect comes in with the coins. Do you risk losing your Green Shell or Banana Peel, which is now your only shield against 2nd & 3rd place items, in order to chance getting the Super Horn to protect you from the Spike Shell? It's honestly really clever. The only issue with the coins is that they show up a bit too much, and in lower positions. Still, the key thing in all of this is that the items are, like MK7, once again fair, balanced, and adequately distributed.

Now for the courses. The new courses are pretty good. The music is pretty solid with the majority of them, and the hover aspect does indeed add some nice new variety with the tracks. I would say that my only issue with the new courses is that their are not enough "personal character" traits to them, cept for Bowser's Castle, arguably one of the best Bowser Castle courses in MK history, and Mario's Circuit. The new Rainbow Road is nice, but I don't think it tops the incredibly awesome one from MK7.

The retro courses have all been upgraded to MK8 courses pretty decently, with some exceptions. One of the exceptions is actually my biggest complaint with the game. Ahem...

MARIO KART 64 RAINBOW ROAD IS WAY TOO [tornado fang]ing SHORT!!!!

Don't get me wrong. The track looks absolutely gorgeous and I love the additions to the track like the flying train, the bouncing Chain Chomps and all of that. But for the love of everything, why is it so short, ESPECIALLY for a no-lap course? If you're going to shorten the track, then don't make it one and done like MK7's Rainbow Road. Keep it 3 laps like the original. I mean, for [tornado fang] sake, on 150CC I can be through the 2nd gate before the song has a chance to loop. Honestly, even though I doubt it, I hope this is something they can fix with an online update or something. If not, I'll be fine. Honestly though, that is my biggest flaw with the game thus far, and it's not a major one.

As for the A.I. in the game, I will say this...they are ruthless, but not cheap. The main problem with previous MK games from Double Dash onward was always the feeling of "[parasitic bomb] I'm in 1st, so I know the Blue Shell is coming" and that's really not there anymore since the Spike Shell is fair and doesn't knock you back as hard. HOWEVER, the A.I. now fucks you up with Green Shells. If you're behind someone, they'll shoot that [parasitic bomb] right at your face. Their aim is impeccable, plus with the limited defense you have in first now, green shells or red shells can potentially be your undoing. As ruthless as it is, I like it though. It's. Not. Cheap. It's nowhere near the levels of Spiny Shell flying at you frustration that you dealt with prior to MK7. I feel that this AI better prepares you for the level of combat you'll find with regular players.

Jumping back to the items, I'm happy with them with a couple exceptions. The first one I mentioned above, with the coins being given to you in like 7th-9th place. The Blooper has to go as well. It was ONLY useful in MK7 when it could cover the whole screen. Now it's back to being a waste of an item ala MKWii. Get rid of it and bring back the Ghost or Feather. The new items are pretty good. Super Horn is awesome, Piranha Plant is very awesome, and the Boomerang is also awesome. They improved the Fire Flower item immensely as well. However, like Hypershell said above, the Starman has been nerfed to the point of being overall useless.

So if you've made it this far, allow me to finish. Mario Kart 8 is a very well made Mario Kart game, and worth every penny if you're a MK fan. It is not even close to being the [tornado fang]ing unbalanced clutter that was Mario Kart Wii or Double Dash, and it is a better game all around than Mario Kart DS due to the items being balanced and well distributed. Overall though, I think Mario Kart 7 is still a superior game. Even with the new hover addition, the level designs were better in MK7, as well as the level music as well. The Retro Course selection was also better in MK7, and this is coming from someone who LOVES the fact that they included FOUR of his favorite MK64 tracks. The Kart Selection was also slightly better in MK7 as well. Not by much though, as MK8 managed to bring back the bikes & add ATVs, yet still keep everything balanced. Just in terms of designs, I think MK7 had a better selection looks wise.

But to the games testament, I like it. I really [tornado fang]ing like it a lot. This is the first console Mario Kart game I've been really happy with since Mario Kart 64. Mario Kart 8 brought over a big chunk of what I loved about Mario Kart 7, added in some nice new features and beautiful graphics, and they created one of the best Mario Kart games ever. While I have Mario Kart 64 on so very high a pedestal (seriously, it's my 2nd favorite game of all time), I doubt anything can touch that for me. And while I think Mario Kart 7 is behind MK64 in terms of the best MK games of all time, MK8 is right behind MK7. Nintendo did a great job with it. I'd tweak a couple things, yes. But those things do not bother me enough to make me not want to play the game. Mario Kart 8 is fantastic.

But seriously, for the love of [tornado fang]ing everything, can you please stop making Battle Mode worse and worse with EACH new game. Sigh.
Title: Re: The Mario Kart Thread
Post by: Mirby on June 17, 2014, 09:18:02 AM
Agreed with you on all counts. They made such a big deal about N64 RAINBOW ROAD OMG in the trailers, and odds are the most you'll hear of the music is the snippet they used in the trailers cause it's so short. And while I understand that there's now 7 previous games to choose retro courses from, the selection was overall pretty meh. There's only one SNES track and only one Super Circuit track, and neither of those are really anything special, honestly. Donut Plains uses the water now, and GBA Mario Circuit has one RAISED SECTION OMG.

I really hope they do some track DLC for retro courses, because there's so many other good tracks they could have picked. And while I'm on the subject, add in some actual [tornado fang]ing Battle Mode courses, cause using the actual stages as courses is idiotic since 90% of the time you're looking for other people on those sprawling courses and when you do find someone, they see you first and BOOM you're hit.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 17, 2014, 09:24:16 AM
Another feature I'd love them to add in is to give the Wii U GamePad screen the rear view mirror option.
Title: Re: The Mario Kart Thread
Post by: Mirby on June 17, 2014, 09:25:50 AM
And a map. Cause I like to see how much of a lead I have sometimes without having to take my eyes off the action.

I mean, yeah, I can just use the GamePad for that, but if I'm doing off-TV play I can't. And even when I'm playing on the TV, I have to physically look down away from the screen to check that.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 17, 2014, 09:38:44 AM
They have enough buttons on the GamePad where they could do that. technically.
Title: Re: The Mario Kart Thread
Post by: Blue Valkyrie on June 17, 2014, 02:17:01 PM
Your review was spot on, Mario Kart 64 was my favorite Kart game up until this point; battle mode is quite disappointing though. I miss block fort. =(
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 17, 2014, 07:54:45 PM
Seriously.

*pours one out for MK64 Battle Mode & Block Fort*
Title: Re: The Mario Kart Thread
Post by: Hypershell on June 18, 2014, 01:48:00 AM
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...
Title: Re: The Mario Kart Thread
Post by: Mirby on June 18, 2014, 04:11:48 AM
I know people were concerned when Yoshi Valley was announced but that the "what the hell place am i in" thing wasn't returning, but I think it works quite well without it. It's always interesting to see what routes people take, even if there is a de facto fastest route.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 18, 2014, 05:33:35 AM
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.

I really like the track design, yes. My point was more about the "personality" of the tracks. Like say, there's no Daisy Hills or anything like that. I think MK7 did a slightly better job with that. Also, MK7 Rainbow Road was the best. Otherwise the courses are really well done.

Quote
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.

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. No more Wheelie Boosting, plus the items are distributed better. Honestly though, in terms of handling, I've found that the classic Pipe Frame Kart handles just as well as some of the bikes.

Quote
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.

Agreed. But then, I've always picked handling over just about everything since Super Mario Kart.

Quote
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.

Distribution could use some work, yes. I think MK7 handled it better.

Quote
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 course is so beautiful. That's why I want to experience it more than just once. And yes, the new Royal Raceway is gorgeous. Toad's Turnpike....I really like the new course a lot, but it's a little too big road wise AND no Mirror Mode cars coming at you. :(
Title: Re: The Mario Kart Thread
Post by: Mirby on June 18, 2014, 06:40:59 AM
Here's another annoyance about N64 Rainbow Road being so short now: if you mess up on say, 150cc or Mirror Mode, you don't really have time to recover because it's so damn short.

EDIT: Huzzah!
(https://scontent-b-sea.xx.fbcdn.net/hphotos-xap1/t31.0-8/10448680_778816815491773_2426823906362053500_o.jpg)
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 18, 2014, 07:29:08 AM
SO yeah, we need to get some MK8 action going on in here.
Title: Re: The Mario Kart Thread
Post by: Mirby on June 18, 2014, 07:31:23 AM
We totally do. I might even use that shiny new Gold Standard kart I just unlocked.

Who's gonna set up an RPM tournament? I asked this already but there wasn't an answer haha

EDIT: Also just saw your friend request, PB. I'm well aware of who SZIN is hahahaha
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 18, 2014, 07:41:54 AM
We'll have to find a day everyone is available.
Title: Re: The Mario Kart Thread
Post by: Mirby on June 18, 2014, 07:45:18 AM
Indeed we will. At least we can set up a large amount of time for people to play when they can, so if only some are available in the morning while others in the evening the tournament can still work for them.

I'd also recommend capping off the amount of races one can play to keep things fair if that is the case. That way we don't have people who've been racing all day and have a lot of points, making it impossible for those who joined later to catch up.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 18, 2014, 07:49:36 AM
Yeah. We shall see!
Title: Re: The Mario Kart Thread
Post by: Mirby on June 18, 2014, 12:54:55 PM
(https://scontent-b-sea.xx.fbcdn.net/hphotos-xfp1/t31.0-8/10460583_778912585482196_3536543070859560848_o.jpg)
Now all I need to do is get 10,000 coins total. I'll get that over time via online races.
Title: Re: The Mario Kart Thread
Post by: Blue Valkyrie on June 18, 2014, 03:46:49 PM
Saturdays and Mondays are good for me, certainly wouldn't mind joining in on some online races. (Not that good though.)
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 20, 2014, 08:57:22 AM
Just three star'd every course on every CC. That felt good. Now for some Time Trials.

Also, congrats Nintendo. You've created a Mario Kart game in which I dread the Green Shell far, FAR above the Blue Shell.  8D
Title: Re: The Mario Kart Thread
Post by: Blue Valkyrie on June 20, 2014, 04:01:28 PM
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
Title: Re: The Mario Kart Thread
Post by: Phi on June 20, 2014, 06:35:15 PM
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
Title: Re: The Mario Kart Thread
Post by: Blue Valkyrie on June 20, 2014, 07:45:50 PM
It wouldn't surprise me if DK is a masochist for bananas. 8D

True, this is the Ape that punched the moon out of orbit just to get his bananas back.  XD



Title: Re: The Mario Kart Thread
Post by: Protoman Blues on June 21, 2014, 08:14:25 AM
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

Yes. Yes they are!
Title: Re: The Mario Kart Thread
Post by: Hypershell on July 06, 2014, 06:45:51 PM
You know, for all the hours I sank into MK7, I never actually noticed the "acceleration tier" thing.  I just picked my favorite and ran with it (Barrel Train, Monster Tires, Gold Glider, Daisy/Yoshi as the driver).

Well, looks like it's back in MK8.  Partial bar in acceleration means nothing.  And seeings how MK8 both makes it harder to squeeze decent stats out of a lightweight and makes it rarer to get to actually attack with an item, I guess that makes it more worth considering now.

And oh yeah: Slick tires are great only if you're on dry land.  Turns out they suck underwater.

...does anyone here actually play online, BTW?  I just hit the 4000 point mark and I've seen, like, one person on my friends list (well, two, but I'm pretty sure the second one met me on MK8 to begin with).
Title: Re: The Mario Kart Thread
Post by: Mirby on July 06, 2014, 08:21:18 PM
I mostly play online with friends and in tournaments.
Title: Re: The Mario Kart Thread
Post by: Hypershell on July 08, 2014, 02:08:44 AM
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.

From what I've seen, the most common leader of an online race is Morton/Bowser (Wario works just as well but seems less popular) on a Sports Bike or its variants (Comet, Jet, Yoshi).  After I read up on the acceleration tiers I understood why: Use that with Roller/Button wheels and a high-acceleration glider, you get 4.0 acceleration (2nd highest in the game; using Landship/Biddybuggy for 4.5 is meaningless) along with 4.25 speed, which is pretty damn nuts.  But, as stated above, Sports Bike drifting is a bit wonky, so it does take some learning in terms of how to handle it.  They're not unbeatable, either, but it's definitely an uphill battle.

The babies got screwed; I feel sorry for anyone who actually wants to race as them. 
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on July 08, 2014, 10:14:17 AM
At least in this game, the item distribution isn't so butchered to add to said imbalance.
Title: Re: The Mario Kart Thread
Post by: Blue Valkyrie on July 10, 2014, 10:20:42 PM
Anyone still interested in playing online someday?
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on July 10, 2014, 10:29:43 PM
Yeah, definitely. Perhaps we could get something going later on tonight?
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on July 16, 2014, 01:46:01 AM
So, Blue & I are gonna play some Mario Kart sometime tonight, hopefully around 10PM EST.

Anyone else wanna join in?
Title: Re: The Mario Kart Thread
Post by: Blue Valkyrie on July 16, 2014, 01:47:26 AM
RueCeles is anyone wants to add me! Hope to see some of you online!
Title: Re: The Mario Kart Thread
Post by: Sakura Leic on July 16, 2014, 01:57:42 AM
If only I had a Wii U.
Title: Re: The Mario Kart Thread
Post by: Police Girl on July 16, 2014, 01:59:38 AM
If only I had a Wii U.

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.
Title: Re: The Mario Kart Thread
Post by: Sakura Leic on July 16, 2014, 02:01:50 AM
But I still have a backlog of 3DS and DS games to get, and no job.
Title: Re: The Mario Kart Thread
Post by: Police Girl on July 16, 2014, 02:09:42 AM
DS is probably a lost cause at this point, you'd need to hit amazon and ebay for those.

But job comes first.
Title: Re: The Mario Kart Thread
Post by: Sakura Leic on July 16, 2014, 02:13:43 AM
It's not the availability of the system, it's the fact that there's still not enough games I want to play to warrant me getting a Wii U compared to the games on the 3DS that I want to get. 
Title: Re: The Mario Kart Thread
Post by: Hypershell on July 16, 2014, 02:28:42 AM
So, Blue & I are gonna play some Mario Kart sometime tonight, hopefully around 10PM EST.

Anyone else wanna join in?
Well, work and all, I usually crash around 10.  Maybe I can push it for a round or two, though.

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.

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.
Title: Re: The Mario Kart Thread
Post by: Blue Valkyrie on July 16, 2014, 02:37:08 AM
I had a few really bad matches where I got knocked to last by a string of bad hits and the game refused to give me anything remotely decent, bananas and green shells are not usefull at all in last place. >.>

Title: Re: The Mario Kart Thread
Post by: Phi on July 16, 2014, 04:15:12 AM
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 still have MK8 and Wonderful 101 on my shelf, taunting me until my Wii U comes back from repair. D:
Title: Re: The Mario Kart Thread
Post by: Blue Valkyrie on July 16, 2014, 05:51:22 AM
Okay so now I know for sure I am terrible at mario kart. PB you stomped me nearly every match nice driving!  XD
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on July 16, 2014, 06:00:33 AM
A lot of randomness online, but thanks for the compliment!  8)
Title: Re: The Mario Kart Thread
Post by: Blue Valkyrie on July 16, 2014, 06:09:16 AM
I had a lot of issues with random green shells in the last few matches.  -AC
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on July 16, 2014, 06:18:48 AM
Random Green Shells are the bane of MK8. They're scarier than the Blue Shell.

And I LOVE it!
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.

I haven't played enough online to see this, but from what I saw today it seems fair. Even when I was in 7th or 9th place, I made a legit push for 1st with the items I got. The only real thing I'll say, which is what I said before, is that you get coins too low, like in 7th or 9th place. They're useless there. Also, man is the Starman nerf'd beyond belief.

BUT what I'm not getting is oversaturation of Blue Shells and Lightning while in first. I get hit with more Green Shells and Red Shells while in 1st. There's no perfect shield anymore, and I love it!
Title: Re: The Mario Kart Thread
Post by: Mirby on July 16, 2014, 11:46:59 AM
The other issue with the item distribution is that it doesn't work on the new Rainbow Road. When playing online I almost ALWAYS get Mushrooms.

And if you use a Mushroom on that course you're almost guaranteed to fall off unless you're at the perfect angle to go somewhere you want to.
Title: Re: The Mario Kart Thread
Post by: Hypershell on July 16, 2014, 11:50:07 PM
Mushrooming in the middle of a power slide is actually pretty easy (normal sliding, anyway; haven't tried with Sports Bikes).  Mushrooming BEFORE a slide, yeah, that's basically suicide.  Drives me nuts on Royal Raceway; much as I love the course, 8's item distribution doesn't do it any favors.
Title: Re: The Mario Kart Thread
Post by: Blue Valkyrie on July 16, 2014, 11:54:50 PM
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?
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on July 17, 2014, 01:46:12 AM
For the time being, I've found my favorite Kart Combo with Roy.  8D
Title: Re: The Mario Kart Thread
Post by: Blue Valkyrie on July 17, 2014, 02:09:42 AM
I noticed. XD

Rosalina mostly, she's my stand in for Blue in Mario Kart.
Title: Re: The Mario Kart Thread
Post by: Hypershell on July 17, 2014, 04:13:08 AM
Daisy's my favorite racer, but I cycle through several different part combinations.  Never really landed on a definite favorite, but Pipe Frame has probably been my most frequent pick lately.

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.

Incidentally, every other Bike/ATV in the game has identical stats to one of the karts.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on July 17, 2014, 04:13:45 AM
Yeah, Pipe Frame is definitely my go-to kart.
Title: Re: The Mario Kart Thread
Post by: Hypershell on July 17, 2014, 04:23:49 AM
I would LIKE to use Larry more often, but lightweights got screwed in this game.  From a speed/acceleration standpoint, choosing anyone lighter than Mario and Luigi will only put you at a disadvantage.  I just suck it up for Daisy and Yoshi, but I don't go any lighter online unless I'm deliberately trying to challenge myself.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on July 17, 2014, 04:32:48 AM
I have to use Koopa Troopa more. Just love Roy so much!
Title: Re: The Mario Kart Thread
Post by: Archer on July 17, 2014, 09:45:56 AM
I really need to try out MK8 again, when I first got it when it came out I couldn't get the online to work 90% of the time. I wonder if it'll go fine now?
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on July 17, 2014, 09:53:39 AM
The other day there was a weird error where I couldn't join my friend in her race, but she joined mine no problem. Same with Blue. Yeah, hopefully it's resolved and we can get some races going.
Title: Re: The Mario Kart Thread
Post by: Blue Valkyrie on July 17, 2014, 04:21:27 PM
The connection error thing? Yeah I seem to get that every so often, was able to race with Hypershell without any problems last night though.
Title: Re: The Mario Kart Thread
Post by: Hypershell on July 18, 2014, 03:51:55 AM
I assume that error is supposed to happen if the person you're trying to join is part of a full group of 12 already.  I have gotten a random disconnect, but it's fairly rare.
Title: Re: The Mario Kart Thread
Post by: Phi on July 22, 2014, 06:32:55 AM
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.
Title: Re: The Mario Kart Thread
Post by: Police Girl on July 22, 2014, 07:17:42 AM
You should've just 3-starred 150cc instead.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on July 22, 2014, 10:46:58 AM
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.

Overall I think MK7 is a better MK game as well. And yeah, MK7 has the best Rainbow Road design.
Title: Re: The Mario Kart Thread
Post by: Hypershell on July 23, 2014, 01:51:25 AM
8's Rainbow Road does feel a bit uninspired compared to 7's, gotta admit that.  It is fun to jump between the two paths near the end, though.

I actually think that 7 was better balanced than 8, as well.  But 8 is more varied, aesthetically if nothing else.  It's the only game to use non-kart vehicles without rendering karts obsolete, even if that was accomplished by copy-pasting stats.  And I really do love the anti-grav and the Super Horn (more for the lunacy of blasting someone with it than for the advertised Blue Shell defense).  The randomness of the online course selection is nice as well since it (usually) keeps people from constantly choosing the same course.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on August 26, 2014, 11:57:28 PM
UMMMMMMMMM WOW!!!!!!!!! (http://mynintendonews.com/2014/08/26/mario-kart-8-dlc-has-been-leaked-by-nintendo-includes-new-characters-and-courses/)

 0v0
Title: Re: The Mario Kart Thread
Post by: Sakura Leic on August 27, 2014, 12:01:24 AM
What the freaking hell? o-O
Title: Re: The Mario Kart Thread
Post by: Phi on August 27, 2014, 12:05:51 AM
Isabelle! <3

Honestly, Isabelle and Link are the only 2 characters I look forward to playing as. Haha, you can just tell that online matches will be filled with Link users.

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?
Title: Re: The Mario Kart Thread
Post by: Police Girl on August 27, 2014, 12:13:40 AM
I imagine they're just so taxed making Tanooki Mario and Cat peach.

Seriously though what the hell this is awesome. I would really like a Diddy Kong though kthx.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on August 27, 2014, 12:17:53 AM
Blue Falcon Kart is  0v0
Title: Re: The Mario Kart Thread
Post by: Fxeni on August 27, 2014, 12:18:20 AM
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.
Title: Re: The Mario Kart Thread
Post by: Mirby on August 27, 2014, 12:22:22 AM
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
Title: Re: The Mario Kart Thread
Post by: Phi on August 27, 2014, 03:40:26 AM
(http://i.minus.com/ibfiFL6UMLCmh2.gif)
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on August 27, 2014, 04:41:41 AM
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

That is pretty awesome!!!

(http://i.minus.com/ibfiFL6UMLCmh2.gif)

LoL
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on October 15, 2014, 07:06:47 PM
(https://pbs.twimg.com/media/B0AL58sIEAA6uwY.jpg)

MASTER CYCLE!!!  0v0
Title: Re: The Mario Kart Thread
Post by: Phi on October 15, 2014, 07:18:48 PM
I love this!

Dammit, November, hurry up!
Title: Re: The Mario Kart Thread
Post by: Blue Valkyrie on October 15, 2014, 07:43:55 PM
Thats awesome!   XD
Title: Re: The Mario Kart Thread
Post by: OBJECTION MAN on October 17, 2014, 11:22:19 PM
When I heard about this DLC I originally balked at it, but they're not being exorbitant at all from what I see. It's really reasonable. This is DLC done right.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on October 28, 2014, 06:04:10 PM
Wii U - Mario Kart 8 DLC: Excitebike Arena (http://www.youtube.com/watch?v=dQ7yVvxk8Q4#ws)

Love you, Nintendo! Love you so much!  0v0
Title: Re: The Mario Kart Thread
Post by: Mirby on October 28, 2014, 06:10:10 PM
I was gonna link that but I was too lazy to find the thread.

SO EXCITEBIKE

that music too oh my god i need it
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on October 28, 2014, 06:19:01 PM
Yes. The music is sex!
Title: Re: The Mario Kart Thread
Post by: Police Girl on October 28, 2014, 07:37:14 PM
I kind of wish they'd at least show link off instead of Mario and Peach with New Hat but I figure they're saving showing him off for another video. Oh well, that's not the purpose of the video, stage looks nice and the music is charmingly retro.

Another video showed off the Yoshi Circuit from Double Dash as a returning Retro course.

They don't do the game justice though since they're on Youtube, can't experience that buttery smooth 60fps.
Title: Re: The Mario Kart Thread
Post by: OBJECTION MAN on October 28, 2014, 10:40:15 PM
What the hell is up with Nintendo just doing everything right lately? They need to keep this up.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on October 28, 2014, 10:58:08 PM
I really think they're testing the waters here. It seems like they might be inching closer and closer towards a full blown Nintendo Kart for Mario Kart 9
Title: Re: The Mario Kart Thread
Post by: Fxeni on October 28, 2014, 11:00:33 PM
Suuuper Smaaaaaaaaaaaaash Kaaaaaaaaaarrrrrrrrrrrrrrrts!
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on October 28, 2014, 11:08:12 PM
I have no issue with that!!

FREE FOR ALL!!!!
Title: Re: The Mario Kart Thread
Post by: Sakura Leic on October 28, 2014, 11:09:27 PM
So Nintendo Kart Demolition?
Title: Re: The Mario Kart Thread
Post by: Phi on November 06, 2014, 12:06:13 AM
Wii U - Mario Kart 8 DLC Pack 1 Trailer (http://www.youtube.com/watch?v=BcL6JYR5eFs#ws)

 0v0
Title: Re: The Mario Kart Thread
Post by: Police Girl on November 06, 2014, 12:52:34 AM
(http://i.imgur.com/xShFaZY.png)
(http://i.imgur.com/qURkpGX.png)

So this is interesting, its not a 4/4 split with the stages. only 3 Retros (And SNES Rainbow Road casually smacked in the middle of a cup.)

(http://i.imgur.com/ypUZHd1.jpg)

These are the Mii Costumes. Some are good (Cpt. Falcon though he looks like he put on some weight) And others... not so.
Title: Re: The Mario Kart Thread
Post by: Hypershell on November 06, 2014, 04:08:58 AM
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.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on November 06, 2014, 06:13:45 AM
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.

I'm hoping we see that in DLC pack 2.

Also, DAT MUTE CITY SAX IS SEX!!!!  0v0
Title: Re: The Mario Kart Thread
Post by: Police Girl on November 13, 2014, 09:53:45 AM
DLC is live. Its a big install at 689 MB.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on November 13, 2014, 10:44:28 AM
THE F-ZERO TRACK IS WHAT DREAMS ARE MADE OF!!!!!!  0v0
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on November 13, 2014, 08:18:16 PM
Wii U - Music Of Mario Kart 8: Mute City Trailer (http://www.youtube.com/watch?v=EeDvIJ-u7oM#ws)

WHAT DREAMS ARE MADE OFFFFFFFFFFFFFFFFF

 0v0 0v0 0v0
Title: Re: The Mario Kart Thread
Post by: Fxeni on November 14, 2014, 01:24:26 AM
The Zelda one's pretty rockin' too

Wii U - Music Of Mario Kart 8: Hyrule Circuit Trailer (http://www.youtube.com/watch?v=DyE9rnjQwiA#ws)
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on November 14, 2014, 05:05:12 AM
One day we should really get some matches going!
Title: Re: The Mario Kart Thread
Post by: Blue Valkyrie on November 14, 2014, 05:20:00 AM
I'm free most sundays!
Title: Re: The Mario Kart Thread
Post by: Police Girl on November 14, 2014, 05:26:37 AM
Link's really quite the happy guy when driving despite coming from a world that doesn't have automotives.

Anyway, used this to get Star Cup done finally. Looks like DLC characters don't unlock stamps.

And then I played Special Cup and that stupid desert volcano stage made me not want to play anymore. This was fun, can't wait till I pick this up again in a month or two and work through that.
Title: Re: The Mario Kart Thread
Post by: Hypershell on November 15, 2014, 06:17:23 AM
THE F-ZERO TRACK IS WHAT DREAMS ARE MADE OF!!!!!!  0v0
Indeed it is. 8)  Also loving the Exitebike track, those are easily my two favorites.

Was very surprised that Link and B-Dasher are the only "cloned" stat sets in the DLC, after the Mercedes shpiel I'd figured everything besides the courses would be cosmetic.  I've more or less starting maining the Blue Falcon kart.  Besides having functional jets, which is awesome, it is essentially the Pipe Frame kart with a top speed buff.  Very much needed for one of Daisy's weight class.
Title: Re: The Mario Kart Thread
Post by: Phi on April 02, 2015, 07:21:08 AM
Wii U - Mario Kart 8 200cc is Here! Trailer (http://www.youtube.com/watch?v=xfiLh5opdJ8#ws)

Holy [parasitic bomb]...

I now have a reason to come back to MK8.

EDIT:

Wii U - Mario Kart 8 Animal Crossing Course Trailer (http://www.youtube.com/watch?v=AwVuK_mRAg0#ws)
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on April 02, 2015, 07:31:17 AM
IT'S SO FAST!!!!
Title: Re: The Mario Kart Thread
Post by: Jericho on April 02, 2015, 07:06:15 PM
200cc is the stuff dreams are made out of.
Title: Re: The Mario Kart Thread
Post by: Sakura Leic on April 02, 2015, 07:43:53 PM
......I usually play 50cc. '>.>
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on April 03, 2015, 12:04:16 AM
200cc is the stuff dreams are made out of.

Jelly!!!
Title: Re: The Mario Kart Thread
Post by: Jericho on April 03, 2015, 03:57:52 AM
Jelly!!!

Hey PB, what's new? :)
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on April 03, 2015, 04:20:32 AM
Nothing but work lately. I did just buy a Majora's Mask New 3DS though, so that's good.

How about you?
Title: Re: The Mario Kart Thread
Post by: Mirby on April 03, 2015, 08:19:52 PM
Hilariously enough 200cc fixes my main gripe with MK8's version of Piranha Plant Slide which is being unable to fly over the top of the castle gate thing like in MK7 haha
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on April 15, 2015, 10:22:16 AM
マリオカート8 追加コンテンツ第2弾 ビッグブルーBGM (http://www.youtube.com/watch?v=Sfo2VNqxX3Y#ws)

OH. MY. [tornado fang]ing. GOD!!!!!  0v0 0v0 0v0

THERE ARE NO WORDS TO DESCRIBE MY JOY!!!!
Title: Re: The Mario Kart Thread
Post by: Police Girl on April 15, 2015, 01:50:22 PM
So the DLC tracks are as follows:

New Courses:
Animal Crossing stage
Big Blue (Another F-Zero stage? Guess they're trying to make up for the absence of an actual F-Zero game.)
Rinrin Metro
Nature Road

Retro Courses:
GBA Cheese Land
GBA Ribbon Road
GC Baby Park (why)
3DS Neo Bowser City

Animal Crossing Villager has a female version available as well.
Title: Re: The Mario Kart Thread
Post by: Hypershell on April 17, 2015, 03:48:18 AM
I have MUCH bigger problems with the fact that half the retro courses are GBA.  Well, MK8's been going pretty far with their remakes, so it might still be interesting.

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)

OH. MY. [tornado fang]ing. GOD!!!!!  0v0 0v0 0v0

THERE ARE NO WORDS TO DESCRIBE MY JOY!!!!
This is more than enough to make me wish MK8 allowed you to create a "custom" cup in the same manner as 7.
Title: Re: The Mario Kart Thread
Post by: Protoman Blues on April 17, 2015, 03:56:24 AM
Yeah, but weren't those two GBA courses two that the majority of people wanted? I'm not sure as I never really played that version.
Title: Re: The Mario Kart Thread
Post by: Hypershell on April 26, 2015, 02:24:53 AM
Been playing the new update.  I'd been away from MK8 for a while, so I kind of forgot how much this game makes you fear Green Shells and hate coins in item boxes.  Anyways, my take on the new stuff:

-First, I take back the GBA complaint, Ribbon Road is incredible.  They did a LOT with that one to spruce it up.  Cheese Land got some re-envisioning as well, but I found the end result more "meh" in that one.
-Baby Park is all Anti-Grav, making it even more crazy.
-The Super Bell Cup STARTS with Neo Bowser City.  Odd choice, since I always found that course cool but tricky.  Both the new cups start with two Retros and end with two originals.
-Big Blue is awesome, more challenging and varied than Mute City.  Partly because, surprisingly, it's one of those long one-way courses.
-200cc, holy crap.  This mode should come with an "EMERGENCY STOP: NEVER USE" button.  Seriously, though, if they intend for you to use the Brake button on this mode, shouldn't there, I don't know, BE A BRAKE BUTTON ON THE WII REMOTE?!!  The only way to brake with a remote is to release the accelerator and hit one of your two Jump buttons (1 or B).  Somebody didn't think that through.  It's nice that there is an actual point to lightweights now, though, since Handling is much more important.  Also, for those wondering, clearing 200cc doesn't "count" to the lower classes the way 100/150 do.
-After Tanooki Mario and Cat Peach, you might have expected Dry Bowser to have some kind of buff.  He doesn't.  Probably for the best, since heavyweights are overpowered in any mode that isn't Ludicrous Speed/200cc.
-None of the new kart parts have any unique stats, but many of them do look cool, especially the P-Wing, which actually "spreads" during anti-grav segments (it's a top speed kart, like the Mach 8).  The Streetle kart is a copy of Blue Falcon, City Tripper's in the same family as the Standard Bike, and the Bone Rattler is an ATV version of the Tanooki Kart.  And good news, Leaf Tires give you high-acceleration wheels that don't look completely ridiculous.