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Fan Creations / Re: Rebirth of the Rockman-Themed Stolen *Bleep* Thread!!
« on: March 23, 2011, 03:05:27 AM »
If I had my own place, I'd get the Blues one framed and put it on a wall.
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Not just that, but sometimes, the worlds we go to could have some comebacks of lesser known Mario games. How about using stuff from Mario Land 1 and 2? Or hell, characters like E. Gadd or Captain Syrup.
Other games with similar cool gimmicks came along. Split/Second has really good scenario destruction capabilities for stopping upcoming racers, something that could be used in MK. As well as Blur, that features both the offensive and defensive half of the star split. Not saying it's a good idea in the Mario Kart context, but maybe it should happen for certain items and effects.
Also, I still say we need more tracks like 64's Yoshi's Valley but ones that have more than one actual viable road (was there more than one in Yoshi's Valley? Because I definitely can't think of more than one).

We also need shortcuts being brought back. Stuff like the hard-to-reach hole in the wall through the ramp in the beach track in Mario 64.

Man, Waluigi's Stadium was such a disappointment when compared to it...
Those are interesting ideas. I'd LOVE IT if there was a Mario Kart mode in which there were green shells ALL AROUND, bouncing around, completely unpredictable.
Also, don't you guys think that the tracks should have more Mario gimmicks? More pipes, more piranha plants all over, more traps and moving platforms, more constant dangers and rewards. Some tracks seem to be way too empty. I'm not saying to do this to all tracks, but have the game put you in constant danger in some of the tracks. And constant movement with other stuff.

I miss the days where Boo and Starman were the only way to steal/erase items. I mean, some of the new items have a good concept on paper, but they really need tweaking. Except Cloud AIDS, [tornado fang] that item.
Which is exactly why they must be balanced. A game with Mario Kart 64's item balance, tracks as big as that but more full of obstacles, twists and turns, and exploitable shortcuts, and the options that Mario Kart DS offers. Join all of the perfect stuff together to make something great.
If so, then...
Nintendo should really consider putting in an option where you choose which items are to be used in a race or battle or which are not to be used. What do you think?
And yes, I'll agree with the item thing. The item balance was at its perfect in MK64. Perfect balance for both fun and competitivity What we got today is all over the place.
Hideki Konno's two cents on items in Mario Kart.
I think Mario Kart without items is a good idea...
Going back to the blue shell, it sounds like maybe [gamers] have some issues with it... I’m not trying to project or anything. I think in our next Mario Kart, we’ll be looking at the balance and I think we’ll come up with some answers and some solutions to make the game fresh and exciting as we move forward... I’m often asked, hey, in Mario Kart, could you please make a mode where there are no items. Let us race. But personally I think Mario Kart without items is not Mario Kart. Our goal, of course, is to keep the items in but just balance it well.
I can understand the logic, but the item holding thing is purely a singleplayer gimmick for some gameplay strategy, while the "second player aiming" doesn't really work for races in which you don't really see the other characters all the time. In any game, you ideally never have the second player leave the action. It would make alot of sense if it was battle-only, but it was brought up as a full game mechanic. Which turned out really bad.
Thing is, Flash, Double Dash presented that mode as an option, not as a multiplayer mandate. You can race in multiplayer with every player having their own kart (2 characters then to each player). Nothing wrong with options, and that kind of "1-1/2 player action" deal can help open up the game for people who just aren't good at gaming. So I won't say it's a bad thing. You're right in that it's no substitute for a full multiplayer, but it wasn't presented as such.
To be fair, snaking in pre-DS games, while possible, was MUCH harder to pull off and generally less effective. In DS any idiot can snake, and everyone and their dog knows the ideal character/kart combinations for it (BALANCE FAILURE).
But I'll agree on item balancing. I jump between 64, DD, and Wii a lot, and Wii has a unique way of generating extreme chaos while at the same time leaving you feeling relatively powerless. Banana peels are worthless, the 2nd place racer gets garbage, and near every new power-up in the game either hits groups or causes an item drop. My, how the mighty Triple Red Shell has fallen...
DoubleDash may not have item mechanics up to 64's level, but it was still decent, the game IMHO better than those MK's that followed (DS or Wii). Blue Shells were excusable due to the generally moronic AI, and those signature items which were NOT nerfed versions of 64's items (Triple Shells, or the COMPLETELY POINTLESS Golden Mushroom) actually worked quite well. It adds to the point of the 2-racers, mixing signature abilities and such. And yes, as PB said, you can hold any item in reserve with your driver. The idea was great, and I think had they taken the simple step of NOT having triple items juggled, and thus dropped on impact, it'd have worked even better.
The "disarm" mechanics are one of my biggest issues with recent kart games, really. If you're going to do it, do it with ONE all-powerful-with-some-practice-to-master item, like Starman, not half the damn arsenal.
No Blues references?
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.
You have a car? Aww~ Jealous~~ What do your iPod and PS3 have to do with each other?No one gives them genders?
The theme of double-person racing was frankly stupid, because you don't get to use weapons all that much to necessitate a whole gameplay style versed on it, and the FUN part of Mario Kart is racing WITH weapons. You take away the weapons, and it's just racing. With a guy next to you asking when it can be his turn and pressing a button once in awhile when you get a shooteable weapon. It's the very same thing as having an FPS where one player plays as a monkey on your back who just throws grenades when you get them. It was possibly the worst move they could have done.
I remember when it was hacked to play online. Man, that was fun. The only fun times I've had with the game, honestly. This was already the time when my family considered I was too grown up to have friends come over to play all the time. =P
And yes. The games are pretty fun, but they just don't really appeal to me anymore. Seeing that I've played a superior incarnation of these games way back then, playing them currently among friends feels cheap and stale. I play it socially, but I got overdosed two summers ago when i went to spend a couple of weeks at a beach house and the only thing everyone wanted to play was Mario Kart Wii. Mario Kart DS felt like a sort of remake of Mario Kart 64, but not really as fun. A few new gimmicks, and it was widely superior to Double Dash, but I only bought it because back when the DS had no good games except Mario stuff, I had to get something to be distracted with. =P
By the way, what's people's general opinion on Super Circuit? I never hear much talk about it, and it was the first MK game I owned, and didn't just go to a friend's house to play. Aside from Rainbow Road not being the ALL TIME FABULOUSNESS that it is in every other Mario Kart game, I really like it. Felt like the first GBA game to use the power the machine had.
By the way, how does the original MK for the SNES stack up with the rest? I've admittedly played it once or twice, but don't really remember how it was. I've seen gameplay videos and such, but I remember some people saying that Super Circuit kinda brought back the original MK's style and level design (understandable, since Mode 7 all the way).
How is it nowadays?
I 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.
(Insert MK = Mortal Kombat joke here)
By the way, how do we stand on Double Dash?
Yep. Join us in the Sega All-Star Racing brotherhood! We lack blue shells! =P
There's no snaking in Wii. That's why we have, and despise, bikes.
Because snaking makes the game SO MUCH FUN.
Bikes rule.
There is ALWAYS screen-watching. Even if you don't notice it, you're subconsciously watching it. That's the delicious factor of splitscreen. =P

Debate? Doesn't that require people who don't agree with this sentiment?
Wanna try out Xenosaga, or the MGS series? =P