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
I hope Dino Dino Jungle from Double Dash is in one of the dlc cups. That was one of my favorite tracks.
That track was in mario Kart 7 on the 3DS. People were exploiting the fuck out of that track thanks to the addition of the hang-gliding ramps because you could skip a chunk of it after the tunnel part to get to the finish line quicker.

Odd thing is the GameCube version is more colorful than the 3DS one, and the dinosaur is more animated on the GameCube, if you can believe it. The neck doesn't bend like that on the 3DS version.
 
In today's news: people are never satisfied!

duh.png

As of tomorrow, Mario Kart 8 Deluxe will have 64 tracks. And three of them are ovals.

SHIIIIIIIIIIIIIIIIT

Also don't stay up late tonight. Check your Nintendo Online news screen (the red button) and you'll see that wave 2 isn't out for 17 hours 40 minutes as of this post. There's a countdown timer in there.
 
And then Nintentards will cheer and forget all about why they were complaining in the first place. It's the same exact sing and dance number over and over.
It's true. Shit looked good right from the start and I was happy. Don't know what's wrong with all these other people. A couple posts up they are bitching about ovals? In a racing game! Good grief.
 
So far so good. I do like the new courses but am not loving them. But that's cool they are still very fun.

If I could change one thing, I think I would make the part of Waluigi Pinball where you are actually on the pinball table (the rainbow part with the bumpers and balls) into a anti-grav section. It would be pretty cool to have such a wide open area with the hover-boost mechanics because there is nothing like that elsewhere. But it's cool as it is. No huge complaints.
 
AWOOOO! Let's look at these tracks now that we've had some time to play them.
  • New York Minute: I was actually sort of disappointed with this one. Maybe I need to play it more but the track felt sort of weird as far as its design goes. But I suspect I'll enjoy this one more once I really nail down a route for it and learn some of its nuances. I do like the park segment though. Lakitu visited me a few times in this course and I did not think I needed to be carried back onto the track. Some of the blocked off roads were in a logical drift path for me so I edged into them slightly and was immediately carried off; I think the tolerances on some of these are a bit too wide.
  • Mario Circuit 3: This track is awesome and I was also surprised by how long it is. I remarked to myself upon reaching lap to that "oh shit it's only the second lap!" They also nailed the music for this one. It is a very simple course but it is also very effective.
  • Kalimari Desert: I expected to enjoy this level but I did not expect it to be as good as it turned out. They incorporated a shifting route set up into this level much like in the Tour levels. The second lap dumps you on the train tracks and things become real hectic.
  • Waluigi Pinball: Good level, nothing extremely great and nothing extremely bad. It's colorful and fun. Some of the hairpin turns have a weird tack grip about them so be careful because you may end up sliding around. I also agree with @TheDarknessGrows about including a hover section. Somehow this level feels a little bland despite being great. A hover portion would have made it better.
  • Syndey Sprint: this level is really cool and I liked it a lot. The music is also nice. The visuals are excellent and the course is interesting to traverse.
  • Snow Land: So this level is the dark horse course in the pack like I suspected. The design is pretty straightforward but the ice setting changes your grip. But what really makes this level stand out is how it places item boxes. If you get yourself in just the right position, you can collect a row of item boxes in a way that means you have fired off your first two items and then collect two more items, plus you've also prevented people close behind you from getting ANY items. Very fun and extremely chaotic. Stand out level.
  • Mushroom Gorge: The developers did an excellent job bringing this level over. It plays great and the course is fun. The big bouncy mushroom section is a bit fucky, especially the very last mushroom which I missed but still was able to bounce off of nothing. It's kinda weird, but not so bad when compared to the final level.
  • Sky-High Sundae: This is the worst course in the pack and not because it is a dreaded oval. I have no problem with the simple shape because simple courses can be the most fun. My problem is that the way your kart controls in this level is really weird. It is hard to describe and I am not sure if it is an artifact of it being a hover course or not. But there is a lot of 'funneling" going on when your kart goes off of jumps. Did you ever play Portal? You know how you can turn "portal funnel" on in the options which guides the player character into portals if the player does not want to have to micromanage their entry into portals? It is a lot like that and no other level really has this effect going on. You can steer your kart in mid air to an extreme degree that is different from other courses and your kart will regularly be pushed through the air in odd directions as the funnel effect keeps you on the track. It's a fine course but it feels strange and it was a departure from virtually all 63 other courses in the game. Very strange.
Overall I think wave 2 is a success. It has more consistency than wave 1 however its worst track (Sky-High Sundae) is probably the worst of the bunch so far. To give Sky-High Sundae some praise, I really like that the handrails around the course act as hover turbo locations instead of stopping you dead. This was a very smart decision. I liked wave 2. I give it seven awoos out of ten awoos.
 
I really don't get the Mario Kart 9 people. It's like they want to pay 60 bucks instead of 25 for a new game.
Honestly, I wouldn’t mind an MK9.

I think a big part of the appeal is just getting new mechanics and physics. MK8 stands out as a good beginner MK. I think there are certain sectors that want more than that though. They want to go back to the jankier physics of Double Dash or Wii as honestly, the speed and more punishing nature did add to those games in a way that is lost on 8. 8 is smooth to play, but I do get bored playing it as the challenge isn’t there past the broken 200cc. It lacks the chaotic nature of previous entries as it is the most balanced, almost to a fault.

I think there is also the anticipation for more features. Many would kill for a Mario Kart that follows up on DS’s content like the mission mode and designs. They also want a Mario Kart that does more single player as honestly, we are at the point where competition is sometimes genuinely better than Nintendo. Both Crash and Sonic have easily done more interesting things in the genre than current Mario Kart, hell, even Nickelodeon Kart Racers is beginning to be a genuine competitor with each entry improving quality and adding new mechanics.

Personally, I would love to move past 8. Move onto new karts, characters, modes, and a whole new feel. None of this is offered by the DLC as good as it may be.
 
I think a big part of the appeal is just getting new mechanics and physics. MK8 stands out as a good beginner MK. I think there are certain sectors that want more than that though. They want to go back to the jankier physics of Double Dash or Wii
Who the hell are these people that actually want "Jank" in their kart racing game? Look I grew up playing Mario Kart 64, but I NEVER want to go back to how that shit controlled. 7 and 8 are HUGE imporvements with how the karts themselves move, and if you want to add difficulty/challenge, just customize your kart to have the shittiest handling ever (e.g. Rosalina (or any heavy character for that matter) riding the 4 wheeler with the big blue tires and default glider)
It lacks the chaotic nature of previous entries as it is the most balanced, almost to a fault.
Blue Shells are still a MASSIVE fucking issue in these games. I lost count as to how many online matches I've had where I wind up in first only to get my shit fucked up by a blue shell THREE FUCKING TIMES in ONE race. The Lighning Bolt doesn't even show up for that many times!
 
Who the hell are these people that actually want "Jank" in their kart racing game? Look I grew up playing Mario Kart 64, but I NEVER want to go back to how that shit controlled. 7 and 8 are HUGE imporvements with how the karts themselves move, and if you want to add difficulty/challenge, just customize your kart to have the shittiest handling ever (e.g. Rosalina (or any heavy character for that matter) riding the 4 wheeler with the big blue tires and default glider)
The same types of people that believe Melee is the best controlled Smash.

Mario Kart Wii, DS and Double Dash have grown massive communities over the years and they have grown to use their less than ideal physics and gameplay to pull off some super cool shit. I can definitely understand the sentiment that older entries are more fun for competitive gameplay.

Blue Shells are still a MASSIVE fucking issue in these games. I lost count as to how many online matches I've had where I wind up in first only to get my shit fucked up by a blue shell THREE FUCKING TIMES in ONE race. The Lighning Bolt doesn't even show up for that many times!
It is more than just blue shells though. Double Dash had the unique items that can be utter chaos to deal with and Wii had tons of bullshit items. Honestly, compare a match on Baby Park between Double Dash and 8, and Double Dash is a mad house in comparison, likely due to the Bowser shells.
 
Blue Shells are still a MASSIVE fucking issue in these games. I lost count as to how many online matches I've had where I wind up in first only to get my shit fucked up by a blue shell THREE FUCKING TIMES in ONE race. The Lighning Bolt doesn't even show up for that many times!
As annoying as they are, they're pretty much required in order to make it so you can reasonably catch up to first place once they get a lead. As annoying as getting hit by one is, the alternative is driving completely unopposed with no issues for the entire race (since almost every other item that could hit you can be blocked with a single banana), which would get boring after a while.

I still wish they'd handle Blue Shells in the same way that SRB2Kart (a Kart Racer built on the engine of a Sonic fangame, which was itself built off of a modified version of DOOM) handles their equivalent "fuck first place" item. Where if you're able to drive perfectly at max speed (no slowing down, no getting hit, drifting perfectly, cutting corners wherever possible, etc), you can potentially complete the entire race with one chasing you. It's difficult enough to the point where even the best players can't avoid it consistently, but feels a lot more fair that getting unavoidably blue-shelled because the item box RNG hates you.
 
DS is the best mario kart because you can escape the blue shells with your snaking skillz.
You can do it in 8, too. Made easier with a mushroom. Makes your friends hate you though. I can pull it off about 50% of the time and people lose their shit.

Mario Kart Wii, DS and Double Dash have grown massive communities
Those are trannies, not people.
 
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