Mario Kart Generals

  • 🔧 Actively working on site again.

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 have been hearing since these waves started that Bangkok and Singapore are the standout tracks from Tour. So I am excited to play those.

Waluigi Stadium and Mario Circuit DS are also awesome! The rest looks pretty good, too.
 
Wave 4 is here and it was a good one! The Fruit Cup and the Boomerang Cup both deliver with eight fun and challenging courses. Here we go:

  • Amsterdam Drift: Gorgeous visuals and a neat song accompany what is otherwise a decent track. I didn't enjoy this one as much as the other seven courses in this pack, but with that said I still enjoyed Amsterdam Drift more than several previous tracks we've gotten. The second lap with the underwater section is my least favorite. There are some great hairpin turns in this course and the drifting is good. I think this level will get better with time.
  • Riverside Park: Instant classic. Riverside Park makes it into Mario Kart 8 in absolute style. With a unique enemy, a straightforward course that offers lots of opportunities for good drifting and the support of good visual and sound design, Riverside Park is one of Mario Kart 8's best levels.
  • DK Summit: Those fucking Shy Guys at the end of the track. Every time. The half pipes are great! The snow stunts are great! The cannon is great! DK Summit nails it. Proper use of the half-pipe sections is nice to see.
  • Yoshi’s Island: This is a brand new level and yeah, it's pretty good. It is more heavily themed than most, much like the F-Zero or Zelda tracks. The pre and post-race audio have been tweaked and there are a lot of cool changes for the race. As far as the track design is concerned, the level is very pretty and fun to race on. The aerial section toward the end of Yoshi's Island has a neat secret if you can manage to get it. With new tracks this good, I don't see why they can't continue to add to Mario Kart 8.

  • Bangkok Rush: Alright here is where things start getting pretty crazy. Not only is this level gorgeous, but the track is a lot of fun to race on. The water section with the boats is great and the rooftop area is cool. You'll be flying through city streets and drifting all over before getting to a really satisfying spiral section that dumps you out near the end.
  • Mario Circuit: Compared to some of the previous tracks in this pack, Mario Circuit is a bit mundane. But that's cool because it is a good track with some nice environmental variety. The forest section is a shit show with shells bouncing off at odd angles. I like cruising around the castle area.
  • Waluigi Stadium: This is the nicest mud yet in Mario Kart 8. Waluigi Stadium has quarter pipes, flaming hoops and mud everywhere. The giant piranha plant thingies are mostly back. Stadium offers a neat contrast to its brother Waluigi Pinball which came out in a prior pack. And both are very good levels.
  • Singapore Speedway: Wooo! Here's another great level for us to enjoy. Singapore is a giant clusterfuck of great track segments. It has something for everyone and is a great way to finish off Wave 4. I like comparing this Singapore level to the Singapore level in Cruis'n Blast since they both share similarities. The speed sections in lap three are especially neat.
So that's Wave 4! Not too bad at all. In fact this is probably the best entry so far, with every singly track being a contender. If Amsterdam Drift is the worst that this pack has to offer, that's pretty great. But we've got several real stars here with Riverside Park, Yoshi's Island, Waluigi Stadium and Singapore Speedway. And I didn't even mention that they have added Birdo to the character roster as well as five new character slots which will be revealed later on. So it seems as if Nintendo are going toward the best outcome which is that this DLC blitz offers more than simply new tracks. This is all very good.

Besides my usual predictions and desires for Toad Factory, what I am thinking about most right now is that I would really enjoy a Mario Kart builder sort of tool. And for Kirby to be added along with an Air Ride level. Yeah. My favorite level in this pack was... Singapore or Yoshi. Oh darn. Mario Circuit was also pretty good. Don't let that one get by you.
Wave 4 for Mario Kart 8 gets ten awoos out of ten! AWOOO!!
 
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Pretty soon, friends. Wave 5 is almost here. Been two months since Wave 4 so the hype cycle should begin within the next two weeks.
 
So our only level announcement today is the bathtub level. That's alright I guess. The level looks cool and I also like the character choices.

I don't like that we did not get a proper release date. Saying "Summer" is fine since it's here, but we're well within the release window aren't we? Should be getting a pack every three months, give or take. So I guess we're in "give or take" time now.

Either way I'm sure it'll be good. The Mario Kart stuff has become one of the things I am very interested in. I guess they are trying to go for the Smash Bros. drip feed of releases, which is fine. I guess it's a good thing for Mario Kart that it is still keeping my attention and I guess it is a bad thing for the rest of the people that make video games that most of my hype is for a ten year old Wii U port.
 
New tracks out next week and we are officially now allowed to worry.

One set of tracks left. Did they announce the one you wanted? We got Daisy Cruiser!! And pack 5 looks pretty good. The new level also looks nice.

Only eight more!
I'm content with Koopa Cape and Daisy Cruiser.

The tracks in this wave look pretty nice, really can't complain about these two cups.

ETA: Would have never expected Sunset Wilds to return, considering what the original track was like. Eager to see if it has the sunset lap cycle again.

I wonder what they saved for the last wave.
 
I didn't expect another large swath of bugfixes and changes as well. But this is pretty cool!

Ver. 2.4.0 (Released July 11, 2023)​


Support for DLC​

  • Now supports paid DLC: Mario Kart 8 Deluxe – Booster Course Pass, Wave 5 (two cups, eight courses, and three characters).

General​

  • Improved the performance of some characters and vehicle customizations.
  • Adjusted the invincibility time of some characters.
  • Adjusted random item selection method in races where Custom Items is set, for when there are four players or less.
  • Expanded range for when a warning displays when a Red Shell or Spiny Shell approaches from behind.
  • Made it so that warnings about a Red Shell or Spiny Shell will be displayed with priority over other warnings.
  • Made it so that a warning is not displayed when a Red Shell is targeting opponents.
  • Made it so that L/R button operation on the class selection screen and course selection screen in the Grand Prix can be conducted on touchscreen as well.
  • Lowered the appearance rate of Mirror and 200cc races in Worldwide and Regional settings.

Fixed Issues​

  • Fixed an issue where a communication error occurs when a character catches a boomerang at the same time that a Boo brings an item.
  • Fixed an issue where, when equipping an item and catching a boomerang at the same time, the player could not throw that item.
  • Fixed an issue where the graph for the Mii Heavy weight class’s parameters didn’t match the actual abilities.
  • Fixed an issue where a warning would not appear when an opponent used a Bullet Bill in online matches.
  • Made it so the kart doesn’t spin or crash when running into an obstruction if the player uses a Super Star, Bullet Bill or Boo at that same time.
  • Fixed an issue where the kart would get stuck between a cliff and small mushroom and be unable to move in Wii Mushroom Gorge.
  • Fixed an issue where the player would go off the course when transformed as Bullet Bill right in front of the goal in GBA Riverside Park.
Casual players might not care too much about some of these, but if you still play regularly or semi-regularly you're going to notice some of this.

The tweaks to Custom Items mode are very welcome. It was pretty ridiculous. And they also finally fixed the shell alert bugs. Only took a decade.

I've got to play the new tracks a bit more before I can weight in on them in any meaningful way. But here's the preview: I thought that the Greece course looked like shit and was even questioning the visuals as there are a lot of low-poly structures. That said, I really like the course and my initial concerns were not valid.
 
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