Mario Kart Generals

Rainbow Road tracks...

  • are shit!

    Votes: 8 7.5%
  • are great!

    Votes: 51 47.7%
  • *Lakitu rescue sounds*

    Votes: 48 44.9%

  • Total voters
    107
Are you mistaking her for Candy or Tiny (after her DKR DS resdesign)?
ena ina ona.jpg
 
Watch a lunatic schizo play these levels in 200cc mode for some reason.

They look pretty good! The complainers can... well they'll keep complaining. Looks good.

:semperfidelis::semperfidelis::semperfidelis::semperfidelis::semperfidelis:
Editing this in:
Has anyone played the new tracks yet?

A friend and I just played through all eight of them and they were really fun! We had a great time.

From the Golden Dash Cup:
  • Paris Promenade was a nice track and the third lap had both of us dodging last-place racers as we ended up on the track going in opposite directions. The MK Tour tracks all have these very nice variable types of tracks that change up.
  • Toad Circuit was great. It's a nice, basic track that is a perfect companion to the perfection that is Royal Raceway.
  • Choco Mountain ended up being a bit more basic than I expected, but it was very enjoyable nonetheless and there's a very deceptive landing zone after the flight portion that can easily wreck your lap if you aren't careful. Nintendo was nice and added some fencing to prevent unfortunate falls. You know the one.
  • Coconut Mall was also very solid. They changed up some things like the roving cars of doom (wish they kept them) and the fountains around the mall will wash off ink! Maybe they always did this and I never noticed before. It came up in my race and I figured that I would test it out.
From the Lucky Cat Cup:
  • Tokyo Blur is a great addition to the game. Each lap is different so there's a lot going on.
  • Shroom Ridge ended up being a lot easier than I expected. But it was also incredibly fun to race on. You can get some rad drifts going on this track. It isn't as hectic as Toad Turnpike in terms of traffic, but it's still enough to keep you on your toes.
  • Sky Garden was cool. Probably the weakest of the bunch in my opinion, but it is still good. Bouncy leaves!
  • Ninja Hideaway is bonkers. There are so many different routes you can take and some very bumpy hairpin turns that are going to play hell with novice and expert players alike. Run around this one in time trial mode, you're going to need it.
Overall I think the eight new tracks are very worthy additions to the game. Yes, they are somewhat different aesthetically; but I do not mind or care. I can't wait to see what is coming up next in a couple months. If they can maintain or exceed this level of quality I think this game (which is already through the top) is going to go into the stratosphere. If I have one complaint, I noticed that the AI racers designated as the loser AIs were having some difficulties navigating. I am sure this will be patched and worked on over time, but on Tokyo Blur and Shroom Ridge in particular I lapped one and two racers, respectively. And that's the biggest complaint I have. If you were not sold on this DLC yet, I strongly recommend that you consider it. For $25.00 you are doubling the amount of tracks in the game and at least so far the quality has been 100% worth it.

0/10 - Pirate it.
:jaceknife:
 
Last edited:
First Cup (outside of Paris Promenade) is absolute crap.

Second cup (outside of Tokyo Blur) is great.

No antigravity at all. If you liked MK7 tracks, you’ll like these.
 
  • Disagree
Reactions: HIVidaBoheme
So far so good. The MK Tour tracks ended up being the best. Didn't expect that!

Has anyone else noticed that the AI is playing way more aggressively on these new levels? Maybe it's just RNG giving me a bad time. It's not like it is preventing me from coming in first. But it feels like the CPUs are throwing a lot more shit at me specifically in the new courses.
 
Am I the only one who thinks they botched Coconut Mall? Idk, it just feels weirdly empty when I race through it. The cars don’t even move, and they’re not even controlled by miis.

Other than that, Sky Garden and Ninja Highway are the standouts to me. Those tracks are pretty fun.
 
Am I the only one who thinks they botched Coconut Mall? Idk, it just feels weirdly empty when I race through it. The cars don’t even move, and they’re not even controlled by miis.

Other than that, Sky Garden and Ninja Highway are the standouts to me. Those tracks are pretty fun.
I definitely think that they could have spent another couple days adding details here and there. The parking lot being so empty is what really bugs me. I get it, there's a Mario Kart event going on at the Coconut Mall, but you would think they'd use the parking lots as staging areas for the race or maybe have food trucks or a small fair there. Instead it's just empty, wasted space.
 
  • Like
Reactions: HIVidaBoheme
I definitely think that they could have spent another couple days adding details here and there. The parking lot being so empty is what really bugs me. I get it, there's a Mario Kart event going on at the Coconut Mall, but you would think they'd use the parking lots as staging areas for the race or maybe have food trucks or a small fair there. Instead it's just empty, wasted space.
This is what I found underwhelming about Coconut Mall, they reskinned the ads, touched up the curves and even put in an ad for deathfat clothing yet they couldn't doll up that stretch of empty parking lot.

Sky Garden's redesing is a beautiful upgrade from GBA graphics, I loved it but the music ended up bland.

I was pleasantly surprised with Mushroom Ridge, my favorite of the lot. The Tour tracks were nice, they have all this good stuff going on yet they roll it out only for the mobile game :( I want seasonal skins here too
 
  • Like
Reactions: Radical Cadre
Choco Mountain is definitely (surprisingly) the weakest map in the pack. They also muffed the section where the rocks tumble down onto the track. There is an indicator of their landing zone on the track (the area is all cracked) and there is an audio cue to indicate general distance until the rock lands but I feel as if they could have done a bit better with the shadows of the falling rocks to give a better visual cue as to when the rocks will land.

Not a huge deal. Haven't been flattened by one yet. But it seemed like it could have been done a bit better.
 
  • Like
Reactions: HIVidaBoheme
Choco Mountain is definitely (surprisingly) the weakest map in the pack. They also muffed the section where the rocks tumble down onto the track. There is an indicator of their landing zone on the track (the area is all cracked) and there is an audio cue to indicate general distance until the rock lands
"HEY THIS MAP HAS ROCKS THAT FALL DOWN, DID YOU KNOW THAT?! OH SHIT NIGGA, THE ROCKS ARE COMING DOWN SOON!! FUCK, THEIR FALLING DOWN REALLY FAST!! HERE'S EXACTLY WHERE THEY ARE GOING TO FALL BRO!! YOU BETTER MOVE YOUR KART MOTHERFUCKER!!!"

I really hate these "baby/dumbass" changes modern gaming keeps making on classic shit.
 
  • Mad at the Internet
Reactions: HIVidaBoheme
"HEY THIS MAP HAS ROCKS THAT FALL DOWN, DID YOU KNOW THAT?! OH SHIT NIGGA, THE ROCKS ARE COMING DOWN SOON!! FUCK, THEIR FALLING DOWN REALLY FAST!! HERE'S EXACTLY WHERE THEY ARE GOING TO FALL BRO!! YOU BETTER MOVE YOUR KART MOTHERFUCKER!!!"

I really hate these "baby/dumbass" changes modern gaming keeps making on classic shit.
Uh... y-you alright, man?

I just wanted the rocks to have an expanding drop shadow that is more visible in order to be consistent with the ones in the Bowser's Castle level and provide a logical cue at high speed. Plus it would look better.
 
  • Optimistic
Reactions: HIVidaBoheme
Uh... y-you alright, man?
Yea nothing against you, I just hate how everything is handicapped now-a-days

In fact i just saw a video of in on YouTube, it's even worse than I imagined. Like one or two rocks fall down instead of the multiple that came towards you on the N64 version

Shit is weak.
 
Back