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Mario kart series is really cool but some of is unfair

Messages 184 - Bowser Bowser
vs12806 pts ★ Champion
battle5428 pts ★ Novice
United States
Toadsworth fans should keep this in mind more often.

We can't forget the sizable crowd malding at Waluigi's exclusion from being a playable Smash character for the better part of a decade and a half now. ;)
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Poll: What's the best song?

Messages 184 - Bowser Bowser
vs12806 pts ★ Champion
battle5428 pts ★ Novice
United States
EDIT: Can someone please tell me if they think it's weird for a Mongolian to like K-pop and heavy metal?

You like whatever you like, don't matter who you are. I'm certainly not judging and if the rest of the world is they can eat shit.

Not the Imagine Dragons song.
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[FANFIC] MKPC: The Bearers of the 13 Zodiac (HEAVY VIOLENCE WARNING)

Messages 184 - Bowser Bowser
vs12806 pts ★ Champion
battle5428 pts ★ Novice
United States
[color=indigo]Due to the controversy SMKPCG2 caused, I'm placing that fanfic on hiatus for now and going to start a new fanfic with an entirely different concept.
Based on your zodiac, you can be the 'Bearer of the -- Zodiac' as a hero/villain.
I just need a name, a color, an alignment (good/evil/neutral) and abilities (your personality depends on the Zodiac but you can create one from scratch if you wish :))
I will start once I have all Bearers of the 13 Zodiac.

Whometh
Name: Kevin
Color: Any shade of dark green.
Alignment: Neutral leaning evil
Zodiac: The closest one that aligns with me still is Aquarius.
Abilities: Can cook instant food literally instantly. Ability to use certain elements (fire, water, ice, electricity, earth) to enhance melee combat. Ability to rouse nearby non-humans (within 300 meters) to his side with a battle-cry. Ability to lockpick. Ability to extract information from others with a simple Kubrick Stare.
Lifting most of this shit from the fall of MKPC, lol.

Ranking every official Mario Kart game

Messages 184 - Bowser Bowser
vs12806 pts ★ Champion
battle5428 pts ★ Novice
United States
Third topic, third year, same rating. I'll insert my updated/clarified reasoning where applicable.

9. MK8D:
This is a lazy port that took away nearly every competitive aspect MK8U had, with very little payback that wasn't already in MK8U.

With the addition of MK8D's DLC tracks, you'd be surprised for me to say that it doesn't really change my views of them. While I've made my hatred of how they butchered most of the retro tracks known, ultimately it's still just another drop of piss in the ocean of the rest of MK8D's problems, which were problems stemming or even amplified from MK8U. Boring, uninspired track design, overly simplified controls, overreliance on gimmicks to make gameplay interesting, and just being a chore to play through due to the reduced gameplay speed (150cc feels like 100cc of the games of old). Same old story, same old song and dance.

8. MKDD:
By far the weakest of the original karts. The graphics looks better than ever (even if everything looks a little bit plasticky), and you can get nearly-neck deep in the competitive mechanics of the game (as you can every kart pre-MKW). It's too bad that it controls like dogshit. Every track is the ice track, and none of the tracks seem to compliment the control scheme. It's like they designed the tracks first and then attempted to make the controls around it and failed miserably with one or two exceptions.

I will commend Nintendo's ideas on display here, but you can dress up shit as much as you want and it's still gonna be shit. By far the most wasted potential in kart.

7. MK8U:
The first game that I ever preordered at the young age of 11 definitely left something to be desired. Competitively, this might be the most complex since the days of MKDS, but elsewhere the entire package is lacking. Many of the tracks I felt were half-baked and sometimes didn't exactly coalesce with the controls. This is probably the most "just another Mario Kart" that is up to this point.

See MK8D's flaws which stemmed from this game. No updated thoughts, seeing as I haven't touched the game since like 2016.

6. MKW:
I feel Nintendo definitely took a bit of a risk with the Wii, and by extension MKW. Gone are the input-heavy days of yore, replaced with a more streamlined experience geared more towards a casual audience that works for the most part. The track/control combo is generally more stable, and while none of them feel great, they all generally work. The pace of the game has also massively slowed down partially due to a lack of easy way to acheive MT speed, but comparing the scale of the retro tracks to the originals (especially the DS tracks) also leaves a different story. This ultimately results in a slightly more boring experience all around, and generally signals the "beginning of the end" for Mario Kart's quality peak.
(I am aware of CTGP's existence, but I'm not accounting it in the ranking here. Not like it would affect it much.)

If you'd fucking believe it...I've slightly warmed up to MKW. It's still staying the same ranking but it's closer to MK7 in quality than MK8U. Maybe it's nostagia talking but in a casual setting it's just a rip-roaring good time. Competitively, I still think it's lacking, but the party aspect keeps it afloat for now. Maybe this will keep rising, maybe it won't.

5. MK7:
The best nu-kart of the bunch, for all the wrong reasons. MK7 sees the streamlining taken to a whole new level, leading to the most straightforward karting experience up to this point. Weirdly enough though, it works. The tracks generally feel complete and most of them (with the exception of Rosalina's Ice World) all work with the controls given. The advent of kart customization is a neat idea, with additional glider and underwater mechanics also adding to the variety presented, you have one of the most diverse karts to this date.
As to be expected with any nu-kart though, the pace of the game is generally slower comparative to those MKDS backwards, and it's actually probably the slowest kart experience that you'll get from a mainline game. The amount of extra bells and whistles in tech is also near zero, with possibly the most emphasis on pure lines in any game since MKSC. This game should be a disaster. It isn't. Consider this as a last hurrah before Mario Kart's dive into mediocrity.

Kinda the antithesis to MKW here, in that it's boring as fuck casually but actually has some interesting competitive aspects. The flaws that would plague MK8 start to show up here but they are in small enough numbers to really not drop the ranking all that much.

4. SMK:
Half of this kart's ranking is due to sheer influence alone, but it also holds up damn near 30 years on. The tracks are for the most part simple with the controls mostly working with the track design with the obvious exception of the 2 Vanilla Lake tracks. It's a little bit hard to grasp for sure, but once it's been grasped it's very rewarding.

A bit of a diet MKSC. I've never been really able to grasp the controls considering it's just similar enough to MKSC to lure me into a false sense of security but just different enough to completely obliterate any skill that would transfer over. Still its influence cannot be understated.

3. MK64:
SMK may have been the blueprint to the kart racing formula, but MK64 was the realization of it in its purest form. These tracks are zany, cartoony, and contol surprisingly well. These tracks are huge but the pace is still fast, even on the obscenely long ones like Toad's Turnpike and Rainbow Road. This is also the most technically complex kart bar none, with so many ways to increase your speed and optimize your play. The beginning of the true manual MT increases the skill ceiling to near-infinity. There are still some tracks that don't exactly work, mostly due to RNG elements but they're pretty few and far in between. 25 years later and on a system that was woefully underpowered compared to its competitors, it still holds up as a fun albeit slightly frustrating kart racer.

Probably the first kart that I would consider truly enjoyable both on a casual and competitive level. Nintendo was still getting 3D geometry down so some of these tracks are hilariously frustrating, but the tracks that work are honestly unmatched in gameplay. Plus these mechanics go super deep.

1. MKSC + MKDS:
Trying to rank one game over another here is near impossible, so here they share the top spot. Both games are equally great for different reasons. On MKSC's side, you have the sheer quantity and quality of the tracks, the small scale of the tracks (the smallest scale MK would ever get to), the consistent track/control alliance. On MKDS's side, you have the insane input-heavy gameplay, the extremely fast pace at which tracks are taken, and the introduction of online play. I see MKDS as having the higher peaks, but MKSC being more consistent in its greatness. Both games control extremely well, with MKSC offering a refinement of the SMK control scheme and MKDS offering a faster-paced and less slippery version of MKDD's controls. The track selection for all is a joy to play through. It all comes together here exactly twice, and all for it.

I still can't rank one over the other here. I will note that MKSC has some crazy tech that I did not mention before, so that's a point in its favor.

Please bear in mind that I'm not accounting for MKT or MKHC, as I don't really consider those as "mainline" karts. I have no intention of ever playing MKHC and I played about 15 minutes of MKT once on a friend's phone and swore to never play it again. It goes without saying that MKT would be dead last if it were counted here.

I've kept my promise, still haven't played MKT since then. I've also never played MKHC, but the discussion around that game is surprisingly barren. Don't know why.
The arcade versions should be viewed as they are, fun little excursions that aren't really worth much critical evaluation.

Good luck finding a machine that isn't MKAGPD.

Does anyone else find it Annoying that It's only the GBA tracks that Nintendo Messes up?

Messages 184 - Bowser Bowser
vs12806 pts ★ Champion
battle5428 pts ★ Novice
United States
There is nothing interesting about any MKSC course
I don't know much about MKSC but just like every major N64-GCN 1st party, they cut alot of shit.

Clearly you've never played (or ever seen any footage past some rando with no idea what they're doing) MKSC because there's a lot of interesting stuff going on here. Pretty much every track has some strats that allow you to massively cut times and push the skill ceiling ad-infinitum. Every track is a new test of skill: what tech have you gotten down and which do you need to work on. It's got a learning curve, but once you get past it's easily one of the most rewarding kart experiences. Want proof?





Compare this to MK8D, where I can literally beat the game without ever touching the controller during the race. Their WRs look like this.





There's some cool glider tech on MC, but other than that, all the interesting stuff relies on the visual flashiness of the track rather than the mechanics of the game. It's 99% lineage, basically the same as MK7's WRs except with less glider tech. I still respect these players (they work with the mechanics and options they have access to, and still produce clean runs), but ultimately the game gives you less options to go fast so there is a lower skill ceiling making the game inherently less interesting.

MKW being the end is copium
All of the Wii retros are specifically flat as hell. Daisy Cruiser isn't in Wii.

Again, DK Mountain, Waluigi Stadium, and DK Jungle Parkway are known for their flatness. Definitely. As is Mario Raceway. I know there's no anti-gravity or anything but I guess if a track doesn't have the characters at an angle where it would be impossible to drive on IRL, it's flat.
And yes, Mario Kart Wii was the beginning of the end. This is coming from someone who's first kart was Mario Kart Wii. It's still an ok kart experience but it deliberately took away options from MKDS and replaced it with Funky Kong's Wheelie Simulator 2008. It's still more interesting than the games that came after it but it's objectively the least mechanically interesting kart released up to that point. And people still say it's the Melee of karts. lol

Mariokart 64's "3D" courses are still mostly flat. Specifically talking about Mariokart Wii here.

I will give you Sherbet Land. I've mentioned DK Jungle Parkway before and I have Mario Raceway. Bowser Castle has some elevation changes that aren't really noticed during gameplay but it is there, even if it only really affects the track during the spiral up out of the castle.

By the time they made Mariokart Wii, they had stuff like gliding & underwater in mind. Never said they rushed it on purpose bozo, just they knew they would do it at some point & held off on using courses where that would actually be relevant.

For the third time now. Just because a certain track was remade in a certain way does not fucking mean that it is was they were always intending to do with the track. I can guarantee you right now that if a track like Waluigi Stadium was remade in MK8D, it would have needless anti-gravity and underwater sections too, while Wario Stadium's remake in MKW would basically be one-to-one. MK64's Sherbet Land would have needless anti-gravity and underwater sections, while MKDD's Sherbet Land would be remade, again, one-to-one. And I'm not even talking about the DLC!
There is genuinely no way to tell what a developer is going to do next in the moment, you're just making erroneous conclusions based on what we see now. If you look at MKW's unused data + prerelease footage + concept art, there is zero mention of anything to do with gliders or any underwater driving, nor anti-gravity. Saying they "had it in mind" is unprovable to be true or false.

At the time, great. Now, awful. Most retro games by the way, not just MK

For a long time handheld games were of lower quality than their console counterparts, you sacrificed it for that portability factor. But to say most retro games? I doubt. You're expecting the same visual flashiness and polish from a Nintendo 64 game as you do a Switch game. You want to compare games? Compare them of the same generation, then we'll talk. And even if we ignore it these older games also take a lot of risks that I find newer games lack (which I appreciate). Say what you will about Mario 64 or Sonic Adventure 1, those games are absolutely groundbreaking and they more or less seamlessly transitioned their respective series into 3D with gameplay mechanics that are still fun with a boatload of replayability. Compare those games to Mario Galaxy 2 or Sonic Generations, while they are good fun games, they use tried and true formulas and ultimately aren't setting the world on fire with new mechanics and ideas. Which would I rather play more? Depends on the day but probably the older ones.

Every course is a random assortment of turns to form a loop. MKSC has MORE random than all the other games combined. It also isn't nostalgic for most, so yeah, delete that shit.

"More random" means literally nothing. It's just your interpretation of a track's layout.
I will give you that Super Circuit is the worst selling kart game, but it's not like the others outsold it by a longshot. Double Dash sold barely a million more copies than it, Super Mario Kart three million more, and 64 four million more, and SMK+64 has the luxury of being re-released multiple times on three generations of hardware. Super Circuit was only ever rereleased for sale on the Wii U, a console that was basically dead on arrival. Super Circuit is also the best selling Mario game for the GBA, and it was never a bundled with the console either.
The issue? Super Circuit never had a wave of nostalgic fanboys defending it. That wave went straight from MK64 to MKDD to MKW. That crowd that still sees those games as flawless would flip their shit if there was any change to their tracks. Nintendo, thusly, has to keep those at least somewhat faithful, because there will be backlash and something will be done about it (or probably not, Nintendo fans would buy air if it had the Mario name on it). If they could get away with it, they absolutely would be doing it. They can't though.
Super Circuit on the other hand has no fanbase like that and is generally regarded lowly in the fan's opinions. Nintendo can get away with that because the people who like Super Circuit are such a small minority that there won't be backlash and there won't be anything done about it. It's a shame.

Faithful remakes would be boring af, hence the changes.

Then do what I said earlier. Employ the game's gimmicks without changing the track's layout and don't make the track over-reliant on the gimmicks. If you can't make it work, don't sully the track's legacy.
And even disregarding that, this hasn't stopped them from remaking SNES Rainbow Road four separate times now, all of which pretty one-to-one with the original track from 1992. Same goes with Waluigi Pinball, Maple Treeway, Coconut Mall, Kalamari Desert, Airship Fortress, Dino Dino Jungle, and Koopa Cape, all of which have been remade multiple times, all of which will continue to be remade virtually unchanged until the end of time, or least until their diehards eventually croak.
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Messages 184 - Bowser Bowser
vs12806 pts ★ Champion
battle5428 pts ★ Novice
United States
@WassupYoshi so basically you have a problem with Mariokart 8 as a whole, good to know

The Wii U version is an aggressively mediocre kart experience with tracks that rely more on their gimmicks than their layout in order to make tracks fun. Deluxe has the same issues but takes away basically every single option to the player that allows them to go fast and includes DLC tracks, of which maybe a quarter are worth the price of admission. Mario Kart Wii was the beginning of the end when it came to Mario Kart being a kart racer with interesting racing mechanics and a crazy high skill ceiling, but Mario Kart 8 and Tour is that in full force. I have a problem with the Deluxe version moreso, but both are lower tier karts.

The GBA tracks were unreasonably long-winded. Good on a GBA, but off it? They'd never get far.

Nintendo has pulled off long and winding tracks before and since MKSC, it's not exclusive. Mario Kart 64's Wario Stadium takes well over a minute per lap in an uber-condensed layout. In Double Dash, Wario Colosseum was so long that Nintendo shortened the track to 2 laps. Its version of Bowser Castle and Rainbow Road are also long as hell. Mario Kart DS has tracks like everyone's beloved Waluigi Pinball, DK Pass, its version of Wario Stadium, and its version of Bowser Castle. Mario Kart Wii has DK Summit and Maple Treeway. Even Mario Kart 7 has some longer tracks like Shy Guy Bazaar, Rock Rock Mountain, and Wario Shipyard, not even mentioning the 3 track that go by sections because they would take damn near two minutes per lap had it been done traditionally.
It's not exclusive to MKSC to have "long-winded" tracks (when in reality you could reasonably complete 3 laps on most tracks in under a minute without any major shortcuts). You're justifying the simplification of layouts by saying there will be more pretty pictures flying by. If that's not peak ADD brain, idk what is.

And spoiler alert, Double Dash was the only really 3D Mariokart bedore Wii.

Mario Kart 64 does have 3D courses. The characters are all 2D but the tracks themselves are not flat. Again, if you want to look at what the developers intended for MKSC, look at MKDD.

Another spoiler alert, all of the Wii retros are similar to the originals bc the originals were ALL flat. Waluigi Stadium is the least flat retro, along with DK Mountain. The DS picks were also flat tracks. They specifically chose the flattest courses they could for Wii because they had gliding and underwater in mind for later.

DK Jungle Parkway is, obviously, known for being flat and as such being able to be consistently MTed on in MK64. Daisy Cruiser literally has multiple levels to it. If we want to talk about the DS remakes I will give you that, but saying that they with intent chose flatter tracks for DS and Wii's remakes "because they had gliding and underwater in mind for later" is completely wrong. You cannot under any circumstances assume that what is currently happening with kart is what was always intended. You have to remember that SMK was originally not even a Mario Kart but they changed it later to become one.

CTGP shows what the Wii is capable of after trial & error & understanding how to develop courses on it. The devs? Make a Mariokart. That was it. CTGP took a long time to make. One MK is all the devs needed. They didn't look to go beyond that, they didn't want to go beyond that. The only reason those mods exist is because someone wasn't satisfied, or intrigued enough to wonder what they could achieve if they went deeper. Using CTGP is very, very, very flawed.

So now you're saying that MK8 was what Nintendo really wanted kart to be, so as such they rushed MKW out the door to deliberately not have gliding or underwater sections? Bring me to your plug, because I want whatever you're smoking.
And it's not the hardware we're talking about, it's the kart itself and how it was coded. You could probably implement gliding into MKW. As with pretty much every other kart. Is it going to happen? Not in my lifetime because the work that would be required would be immense for basically no payoff, but I know it is possible.
Let's get this straight. Hardware at its core affects graphical capabilities, and how much memory you can process at any time. It does not affect how many gimmicks you can fit into a kart game. It does not affect how a track plays, nor does it affect how technically interesting a kart game is.

As for the Tour remakes, they're perfect. The originals were unreasonable to port over. Again, notice how they specifically reused the most unflattenable courses from GBA in Wii & 7.. GBA Mario Circuit is far & awayte WORST remake in 8/Tour, even compared to Sky Garden. Case closed.

So they reuse Cheep Cheep Island (a track which they'd pretty much have to port one-to-one without completely butchering it) for Mario Kart Tour, a game where they could "unflatten" it, but they would reuse Sky Garden (a track had massive potential before Tour + 8 butchered it) in Mario Kart DS. And we also now assume that they are only using tracks that they could "unflatten" despite a cavalcade of tracks with good potential still belonging in Nintendo's back-catalog.
Again. Bring me to your dealer. I want whatever you're smoking.

And yes, the hardware affects the courses. You really think they'd copy past a 2D image, rather than a full-fledged 3D model that makes sense?

If you want to judge it in terms of pretty pictures flying by, then yes it does. In terms of actual driving, it doesn't, and it never will. Every time I play Mario Kart 8 I'm basically falling asleep at the wheel and it's on the strongest hardware. Super Mario Kart still plays really well and it's on the weakest hardware technically. In terms of gimmicks, you're assuming that the hardware enabled it and not the coding that the developers had in mind.

And yes, looking at every other GBA game, we know they had to cut back alot of what they originally wanted, every single time without fail. You really trying to tell me they perfected this one & had to fuck up what they had in mind for every other one? I rest my case.

Nope. I'm saying that assuming how MKSC's tracks were butchered in 2023 are not an indicator of how they were originally envisioned to be in 2001. This also goes for every other kart. How Mario Kart 8 envisioned Wario Stadium and Tick Tock Clock is not and never will be an indicator of how Wario Stadium and Tick Tock Clock were always envisioned.

TLDR: Once you notice the originals were random squiggles, the remakes are fine.

"Once you notice" you gotta be shitting me

Dude I've been playing MKSC at a high level for 5 years now. I know every track in the game inside and out. Every little bit of trivia and tech that you want to know about MKSC, I know better than you and will always know better than you. If you're trying to school me on MKSC you're failing miserably.
Every track is random squiggles at its core. MKSC made those squiggles interesting. Hell, every kart before MKW without fail made those squiggles interesting. MK8 doesn't make it interesting, nor does MKT.
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Messages 184 - Bowser Bowser
vs12806 pts ★ Champion
battle5428 pts ★ Novice
United States
Gonna do a bit of a megapost here.

KirbyBoy wrote:
Okay, here is an updated Comparison. https://pbs.twimg.com/media/FPeMFY8UcAEa5-M.jpg

Seems fine to me.

Ones a 32 bit handheld
Ones an actually functioning device

The first one needed to be longer bc it's a GBA, it would be mad boring otherwise
The second can now be changed to make sense, for the first time in 20 years

Anyway, they can't modify any of the other tracks on this scale anyway. The other courses already look how they were imagined to look. The originals were purely hardware limitations & not intended whatsoever. Now they can actually make the tracks, tracks.

How can we tell what developers were intending do with a track in the original game by how it was remade? If you really want to look at what Nintendo was intending at the time, you can look at Double Dash's tracks. Certainly more ambitious (in part due to greater hardware) but it still brings in that Mario Kart wackiness we all associate with the game. There's lots of weird layouts that Nintendo would never do nowadays (looking at you, WC!) because you couldn't navigate the track blindfolded with both hands behind your back. Even then we saw modifications like with Dry Dry Desert that I don't think were ever intended but were just "we have to put a new gimmick on this track". They certainly didn't get changed as much as MKSC's tracks but changes were still made, and it wasn't what was "imagined to look".
Hardware in and of itself doesn't make a track good or bad, it's a matter of how the game's controls and physics compliment (or don't) the track's layout and whatever you can do on there. MK64 may be on a more technically inferior console than MKDD, but I will enjoy myself infinitely more with MK64 because the controls compliment the tracks infinitely better than they did in MKDD.
Even if you're going to use hardware as the excuse as to why they're updating the tracks...they honestly could have done it as early as MKW, and that game has the most faithful remakes in the entire franchise. As much as I like to dunk on CTGP, that has some stellar tracks that show the Wii's capabilities when it comes to what they could do with tracks. And yet Nintendo ported the tracks over, graphically updated them, adjusted the scale, and that was that, despite having the remakes of "tracks that couldn't be modified later" like Yoshi Falls, Waluigi Stadium, DK Jungle Parkway, DK Mountain, Daisy Cruiser, and Airship Fortress. All tracks from "3D" karts, all faithful to the original. And now continually they are making changes to tracks from "3D" karts not because they "couldn't be modified later" as of MKW and MK7, but because Nintendo has gotten a compulsive need on the level of a crack addiction to shove every gimmick into every track at every opportunity.

Killulely wrote:
Yes, some of the Tour GBA tracks are really simplified, that's a fact. But if yo'ure asking me, the original had way too many turns, example given would be in that section here :
https://media.discordapp.net/attachments/970714282658496512/1063581988189118604/image.png?width=248&height=270
Wayyy too many turns for a single section. If you actually take the shortcut (mostly in MKPC version though) you'll be facing the void and you'll have to negociate the turn nicely enough. If you don't take it, it's a bunch of tight turns that can get pretty annoying ; especially with Tour controls. Just imagine a second if you had to do that part with Tour's controls. It would be super annoying, even with smart steering. However, in GBA, this amount of turns felt necessary, especially with how the game negociates the tight turns well. However, deleting all of those turns was too much. They could have let some more. My main complaint is how the road doesn't even looks like a garden-style road. (unlike the 8DX road) They nerfed it too much, but it would not have been good to keep all the tight turns.
Sunset Wilds is fine. It's painfully mid. The road is too bright, that's everything I have to say.
Cheep Cheep Island is too short. The track was really fine however, it started to look more like an island. However, the original was too long, and the remake was too short ; I guess you should find a balance.
Boo Lake is incredible for MKT standards. The layout stays as it is, there's even an underwater section and the track truly feels like a lake.

But MK8 remake of GBA tracks are incredible. They're godly. Snow Land was an incredible upgrade, Ribbon Road as well, Mario Circuit or Cheese Land as well.
Yeah GBA needs to "unleash" its true potential, as I once said, but that's true they went too hard on the nerfing.
@SusietheGamer68 you posted your message twice

So I'll go over how I thought the MKSC remakes turned out.
Riverside Park is literally half of a track now, lol. Pitiful.
It's hard to fuck up Bowser Castle 1. Luckily they didn't.
Mario Circuit was in the base game and as such is 99.5% accurate with the original. It implements MK8's gimmicks without over-relying on them and still stands on its own as a fun track. Boo Lake is probably the best of the DLC remakes.. The layout is mostly faithful to the original and it adds in MK8's gimmicks without feeling too over-reliant on them.
Cheese Land has a layout mostly faithful to the original but I feel it relies too much on anti-gravity so it falters there. Sorry.
Bowser Castle 2 suffers from some minor layout modifications, and I still hate how Mario Kart Tour presents tracks. If they kept the original layout I'd imagine that's how it would have been handled in MK7.
Sky Garden was butchered, it's literally half the track the original was. Nothing else I need to say.
Sunset Wilds hasn't been added to MK8 yet. Simplified as expected, maybe not quite as egregious as Sky Garden but still quite noticeable.
Cheep Cheep Island isn't...bad? The track's been made wayyyyy smaller. Layout's mostly the same but I feel a lot of the vibe is missing, but that just may be an issue of me disliking Tour's presentation.
Snow Land I think could have been solid but Nintendo doesn't really do anything with the theme and it suffers the same layout issues as the rest of the Tour remakes.
Ribbon Road sucks.
Bowser Castle 3 misses its blue aesthetic, it really made it stand out. Other than that my thoughts on Bowser Castle 2 apply here.

And no, I'd rather not have the GBA tracks keep their random squiggles in the remakes: what's the point of remaking them if they're gonna be the same anyway?

Include the game's gimmicks into the track. It's not that hard. Donut Plains 3 in the same fucking game did it and actually did it fairly well, it's one of the better remakes that MK8 came out with. Same with pretty much all of Mario Kart 7's remakes. They implemented gliding and underwater driving into the track without over-relying on it, and also graphically updated it to look better for the ages. In essence, it's still the original track, but updated to modern hardware and with some new bells and whistles. This is the entire point of a remake. Changing the track's layout (and thus how it plays) and calling it the same track is fundamentally dishonest and misses the point of remaking it. It's like if you replaced the meat in a Big Mac with sand and still called it a Big Mac. Even if the layout was kept the same (as was the case with Shroom Ridge), these remakes look like shit, the entire package looking overexposed and plasticky like a cheap knock-off playset you'd find at a D-tier toy shop.
I could also tell you now that if the original layouts made it into MK8D, it would be trivial to navigate, both because of the increased scale of the games and the overall slowing of the game engine. Perhaps not on 200cc but I think 200cc's implementation was kinda rushed and poor. MKT is a whole other animal, so I won't get into that.

Killulely wrote:
[quote=KirbyBoy]GBA Snow Land had 3 Shortcuts: the 1 is that 2nd Route, the Next is the Jump next to the Wall, which later has that Wall Removed, and the Final is near the Wall Shortcut, You can Just cut through the Snow. The Remake Removed the 2nd Route Shortcut.
GBA Boo Lake had a Shortcut Where you could jump over the Fork in the Road with that Jump, which was Removed Later, and the "Invisible" Bridge.
GBA Sky Garden had a Difficult Shortcut where at the Diagonal Wall, You could use a Mushroom and - if ur Lucky - could cut across the Wall Portion. That Shortcut Along with the Ultra Shortcut and 2 other Shortcuts were Removed. In GBA Cheep Cheep Island, there was a Shortcut where You could skip that part will the Seagulls and the Bridge with a Mushroom, that Shortcut was Removed in MKT. In GBA Sunset Wilds, there was a Jump Next to some Walls which if You use a Mushroom, You can Preform a Shortcut, All Shortcuts in GBA Sunset Wilds were Removed in MKT. In GBA Riverside Park, there are 2 Shortcuts. The 1st is very hard, it is the area with those Random Wall Bits, and it has 2 pieces of Bridge, the next is this Water Passage which Requires No Mushroom, Those Shortcuts were Removed in MKT.
Those are all the Shortcuts Removed in GBA Tracks in MKT.

Snow Land's alternate route isn't really a shortcut moreso an alternate route. It's slower if you know what you're doing anyways. The ice path is faster. The bumper by the final turn was removed and was faster.
Boo Lake also has a lot of unintended shortcuts with regards to the bumpers there, but that was MKSC's physics enabling it moreso. But the fork is indeed gone.
Sky Garden...yeah. The MKDS shroomspot was removed, the cloud cut is removed, the MKSC shroomspot was removed (although tbf that was made impossible with MKDS, even the wall cut which is completely for funsies was removed. All were faster.
Cheep Cheep Island had a lot of shortcuts, all were removed.
Again, they remade the Tour versions. I think they could have done the originals justice but in their place we get a different track masquerading as the original.

Killulely wrote:
I feel like those shortcuts were too crazy to actually be realistic on a new game. I mean, GBA needed all of those shortcuts to have interesting tracks. As an example, I remember that one spot on Cheep Cheep Island where you can jump to a shore and cut a part (but it's hardly useful since you'll have to pass in the water to get out) or an enormous cut with two platforms. Today, this is hardly realistic, like most of the little ramps in GBA, we don't need them anymore tbh

Mario Kart is the last game we need to be concerned about when it comes to realism. If we were playing an F1 game then that'd hold water but this is a kart racer where characters featuring turtles, actual babies, a gorilla, whatever the fuck Inklings are, and metal-plated versions of other characters race around on such realistic tracks like a candy wonderland, a full+active commercial airport, a dance club, an active highway, a pendulum clock, and an active volcano. And this is just the base MK8. Mario Kart has not and will never care about realism in their games. If you want to justify the removal of shortcuts (however wrong you may be), it's not realism. It's not better and it will never be better. That cut on Cheep Cheep Island you're talking about? Easily one of the most rewarding cuts in all of kart, not only due to the sheer length you cut (you can almost half your lap times if done optimally) but also its difficulty, so landing it is all the better. Now you just drive (which in and of itself has become increasingly less interesting for the past 15 years now) on the pre-determined path the game tells you to go on and watch the pretty pictures. Every GBA remake bar Mario Circuit suffered this fate. It's disgraceful to Mario Kart's history.
up1

I don't like Roblox anymore

Messages 184 - Bowser Bowser
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Ashton2 wrote:
I DISAGREE WITH ALL OF YOU! Roblox is not bad!

Well you're correct there. Despite my post, ultimately whatever negative feelings I have are a matter of circumstance. I still like some of the games on there and still manage to have fun on the platform every now and then, and ultimately to say I hate Roblox would to say I hated what is likely my most played game ever. We play games we enjoy, and I still play Roblox. That's like saying I hate MKSC because I think some community leaders (Shock+Leone) are frankly two-faced egomaniacs that left the community for dead after getting the community into unnecessary drama. I still enjoy the game, I just don't like those people (not like I really interact with the community anymore, thank the two I mentioned).

Again, I'm not the current audience for Roblox anymore. The audience it attracts is mostly children. The games on the site are largely made for children. They have to moderate the site as such. Are the games a little simplistic? I mean yeah but Roblox has a literal metric fuck-ton of games to try. There are games that work, and being that it is a mostly free service, the games are fine being a little simpler. Is the moderation bad? I mean yeah...but at this point it's come to what I've expected ever since Meep City hit it big in 2017. It's definitely a little overbearing but again, Roblox's target audience is children. Is Roblox gouging money from its players? Abso-fucking-lutely. This has been an issue since the introduction of paid access games in 2013. Thankfully most games can still be enjoyed without spending a single dime on Roblox, even with all of the microtransactions afoot. I'm smart enough to be like this, but I'm not sure Roblox's target audience is. That's probably the biggest ding on its part, especially seeing as like 99.9% of your options for customizing your character are locked behind Robux, plus Builder's Club Roblox Premiun exists, iirc virtually forcing you to pay if you want more than 1 place to your name.
I mean it is what it is. I take the good and the bad and feel like rolling with it now and then. Some can't. That's up to you.
Messages 184 - Bowser Bowser
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Their moderation is going out of hand.

Their game discovery is plain awful with the same and unwanted games appearing in my home page sort.

Most of the front page is plastered with those overrated anime fighter-style games.

Simulators explained in two words: Boring game type, overused trend

Many of the events that used to be good are now sponsors

Oh, my, god. I don't even see how this corporate cashgrab of a gaming platform is still alive & thriving to this day.
It used to be so much fun but now, it's become an unsafe place filled with toxicity and scammers lol

See and I'm looking at Roblox and surprised that they're still going nearly 12 years after I originally signed up (and something like 18 years after being founded), but more popular than ever. The fact you can get official Roblox merch I think is still alien to me. Like I've seen a couple ads for an official Walmart world in Roblox and I'm like "wait people actually think this is a good investment?". It's an odd choice but I mean considering its popularity I figure it was going to happen one day or another.
As for the games, I'm far out of its target audience at this point (Roblox I've always seen as being aimed toward that 6-12 crowd, for reference I'm nearly 20), so obviously I'm finding some of their games a little shallow. I still think there are still good games on there, again it's the problem of having to search for them, and at this point I often cba to search for new games so I just play the same like half a dozen games I've been playing on and off for like 4 years now. I've tried some other games...90% of what I've tried either consists of you doing fucking nothing (most rp or hangout servers) or actually is a game, but takes like 2-3 hours to not put me to sleep (most sim games, some tycoons). It's a shame, wish I could get more enjoyment out of the platform, but again, I'm not Roblox's target audience anymore.
Anyways welcome to the club. I've more or less seen Roblox's consistent fall from grace since about 2011. Don't forget, you're here forever. I'm proof.
I'm getting old.

What instrument do you play

Messages 184 - Bowser Bowser
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Mainly a drummer, I also do bass guitar on the side. Used to do alto sax about 10 years back.
thumbsup1

Super Mario Kart XXL

Messages 184 - Bowser Bowser
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KirbyBoy wrote:
It is My New SMK Hack Idea, Sadly, I don't know how to use Epic Edit. So it will be Quick Mode. But I will tell You the Course Names and what Music they would use if I could Use Epic Edit, Plus, I came up with this Hack when I was Drawing in My old School Notebook from Last Year, It's Called Super Mario Kart XXL. Not supposed to be MKXXL. But here are the Courses Names and Music Names and Character

Epic Edit isn't super hard to use, just really tedious. If I can get it to run on my computer (it's not natively compatible on Mac) I could prolly fuck with your designs a little bit. Let me know if that's something you want

[FANFIC] The Fall of MKPC

Messages 184 - Bowser Bowser
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SN_pianta wrote:
the line of the murderers sounded kinda weird to be honest but that would make kinda sense cuz im not active on the forums

anyway great fanfic, still waiting for another prologue!

Sorry, I didn't have time for a prologue yesterday :(

But I'll try and get one done later today

EDIT: Just realized how many people have joined, these prologues will take a while lol

Take your time dude, it's a lot to do. Liking what I've seen so far w/ regards to story-telling though.
thumbsup3
Messages 184 - Bowser Bowser
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To join, I need your fanfic name, personality, powers, species and colour


Bet.

Name: Jotun
Personality: Clever and charismatic with a sense of humor and easy to gel with but quick to anger and a little overly paranoid and stubborn as hell.
Powers: Can cook instant food literally instantly. Ability to use certain elements (fire, water, ice, electricity, earth) to enhance melee combat. Ability to rouse nearby non-humans (within 300 meters) to his side with a battle-cry. Ability to lockpick. Ability to extract information from others with a simple Kubrick Stare.
(I'm trying to aim for a brawler-type character here)
Species: Human
Color: This shade of Cyan if possible. (54feff) If not any dark shade of green is acceptable.

Thanks and hope to hear from soon! :)
thumbsup1

What I'd like to see in the next mainline Mario Kart if there is one

Messages 184 - Bowser Bowser
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FieryToad wrote:
offtopic but how do you write these damn essays

I just kinda look at the posts and just kinda start typing? I have my thoughts in mind and eventually I just end up writing like 1000+ words on something that really doesn't justify the effort. It works about 80% of the time.

FieryToad wrote:
blue shells are extremely common

at least you can dodge them easily with just a hop in the air.

This might be new? I actually don't recall a game where you can hop over a blue. Pre-MK7 you basically needed a shroom but maybe for the newer games where the blue shell is grounded you can hop over it. Beats me though.
As for MKDS, I actually don't find blues to be an issue. You can dodge them with an MT and the timing is decently lenient (for 150cc anyways), and regaining your speed is fairly trivial.
MKW though is notorious for its item luck. I've always had an issue with it anyways.
Messages 184 - Bowser Bowser
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To think that children are unable to grasp a kart racing game made deliberately to be simple and cartoony and thus have to be guided along into the game literally playing itself is the highest form of insult. For 25 years, people (myself included) picked up the game and figured it out on their own with little or no trouble. There is ZERO reason to assume that children nowadays are unable to grasp a game that you can play with two fingers.

Except.... the hardware isn't crappy anymore. The last 25 years on crap hardware don't mean anything. At all. It's not like the 2-3 year olds put on smart-steering & auto-accel & just sit & watch everyone race. It's just to help them stay on course, especially for 200. They probably don't even play the same game often(casuals, obviously).

It's not an issue of hardware, they honestly could have implemented this as far back as MKW (and they sorta did with automatic drifting). It's just the business direction Nintendo has been going.

I mean they pulled it off in MKDS, and people still love MKDS for mission mode alone. I personally think it was a little underwhelming but it's a fun distraction for 2-3 hours if nothing else.

Yeah, & they've scrapped it ever since. The Tour challenges have a similar concept, but I'm pretty  sure they're done trying to make it work.
And again, shitty hardware so they needed some good additions to make that game worth it. Not the case anymore.

MKDS is a complete game worth the price of admission mission mode or not. It's a good addition but you also have to remember that MKDS also introduced single player VS + Battle and online play. And it's not like they just abandoned Mission Mode as soon as MKDS dropped, MKW's data contains remnants of a single-player mission mode and you could argue tournament mode was a spiritual successor to it. Now why they didn't bring it back in MK7 forwards is beyond me, but I'm guessing it's because Nintendo knew they could get away with removing features (and they did).
Also this isn't a hardware issue lol.

MKDS pulled off 12 drivers without babies. MK7 pulled off 16 drivers without babies. MKDD pulled off 20 characters, albeit with baby characters, but also the only two that have any semblance of connection to the Mario canon. So 18 without. Theoretically I believe you can go to 25. I see no reason to why Nintendo can't go above 12 characters without resorting to the "essential" baby characters.

Except..... the hardware was, again, shit. At the time, I would agree, they would be nonsensical, & only 3 of them existed(I have no clue when DS Yoshi Island came out), but again, that's not the case anymore. Tour has every  other sensible character already in it, maybe E.Gadd & some Sunshine reps, but we are through most of the common sense new additions at this point. Beside that, they're easy to add, which is the only reason Jigglypuff is still in Smash.

Yoshi's Island came out in 2006 iirc.
Again I don't see how this is a hardware problem. A character at its core is a space in memory. Doesn't matter if you have 8 or 800, as long as there are maximum 8 drivers on screen and in a race at a time the game should run the exact same.
Beside that I don't really have much of an issue with the characters but it's needless bloat in a part of the game Nintendo doesn't need more shit in. Them giving the Koopalings and baby characters their own slots is the equivalent is a 10000 in 1 Famiclone console padding out its game list with random bullshit. Fact of the matter those characters don't have enough of a distinct personality in the Mario canon to deserve their own slot. An alt skin is fine but giving them their own slot to give them their own slot is beyond pointless to me.

Easy>Difficult, just because it's boring doesn't mean shit. I agree that the Cat & Metals could be alts, but the Koopalings & babies are fine, & people should stop making a big deal about it.

I have no issues with simple games but ultimately they will have less replay value than another game of equivalent quality with more complex mechanics. Hence is why I find MK64 infinitely more replayable than MK8D. I could drown in the depth of MK64's mechanics, while MK8D's barely reach my ankles.

6. Everything else is fine except it's way too much stuff & would kill the next 5 Mario Karts.

As if MK8D + MKT didn't already lol

I was talking new features wise, neither of those games has done anything on that front, except Tour's mechanics. Why any sensible dev would add all of that shit in the game, if it wasn't the LAST one they intended to make? They'd be shooting themself in the foot with that one. It's cool ro speculate, but this isn't really speculation. It's more his wishlist. They wouldn't add all that stuff.

They did that with Smash Ultimate. The tagline is "Everybody is here". They're going to make another Smash game. We don't know when, but they will. It's a guaranteed system seller. Unless Nintendo and Hal Laboratories go bankrupt tomorrow and Sakurai is killed, there will be another Smash game. Either Sakurai is out of his skull insane or your point is wrong.

I don't know how this relates to OP, but saying that Ultimate is the only good Smash game has to be one of the worst takes I've seen in a long while.

Please explain how Smash 64, Melee, Brawl or Smash 4, are BETTER than Ultimate. I'll wait.

I didn't argue that point but lolk. If people think Ultimate is the best Smash game, then by all means I respect their opinion (I don't agree with it), but the only one? Ultimate is basically Smash 4 with some more bells and whistles. While I respect and enjoy Smash 4, it's likely the weakest installment of the franchise in retrospect, trying to please the people who liked the competitive nature of Melee while still keeping the casual appeal of Brawl. It kinda succeeded but still ended up less than the sum of its parts. Ultimate was the same idea, except it used Smash 4 as the appeal to the casuals instead of Brawl, resulting in a game with technical appeal closer to Melee. Saying that Smash 4 and Melee are bad but Ultimate is good (and the only good installment at that) is inherently contradictory.
And if you really want me to explain how any of the proceeding games are better than Ultimate...Brawl has Subspace Emissary. I don't think I need to say any more but I am fully of the belief that they could rerelease the Subspace as is for like $15 and it would make hella bank. It's that good and I wish Smash 4 and Ultimate had something even close to it.

It's not like Mariokart 10 is coming out anytime soon or anything. It's still 2 years away minimum.

that's literally what i said to open my post aaaaaaaaaa

And yes my entire argument is that we don't have overly shitty hardware anymore & old shit doesn't apply, it's a Nintendo game. They ignore old stuff in every other series currently & people still ask for stuff like National Dex & Mission Mode & Adventure & TTYD & stuff they no longer care about. I could see some more of the other side being the case....if the hardware sucked, hoping for a 4DS for you all.

It's not a hardware issue.
Let me say this again.
It's. Not. A. Hardware. Issue.
It's the business direction of Nintendo and it has been ever since Iwata passed, and arguably since the Wii dropped in 2006: Appeal to the casuals at all costs and remove features while charging more for the product, after all it'll still shit money. Hence why Nintendo's forays into mobile is just gacha with a game buried underneath the bullshit, and the Switch's library being extremely underwhelming, filled to the brim with shovelware and ports of past games, all while costing more than the consoles of old. Nintendo has no reason to create a game like TTYD or even because they'll still make the same bank or more a game with less content, so why bother? They just make the graphics prettier and the products sell themselves. And even through the worst PR disasters, Nintendo still has their cavalcade of diehard fanboys creaming themselves whenever Miyamoto breathes in their general direction. They have not and will not change, hardware or not.

This also took too long to write up.
Messages 184 - Bowser Bowser
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The fact that people have to wonder "if" and "when" is honestly a sin, but seeing as Nintendo is content on resting on the Switch and they have a strict one kart per console, again I don't see it happening anytime soon.
I'll still throw in my two cents on this topic. Or maybe two dollars. It's going to be a dollar amount.

1. Return to pre-made vehicles, make them less balanced, and make characters cosmetic.

Funny enough I think kart customization is one of the few good things to come out of Mario Kart post-DS. I completely get your reasoning, but I think it still adds a nice element to the game allowing for more combinations allowing certain combinations to work better on more tracks.

* The only stat Characters should have is weight, which should be divided into three classes, and characters can still drive any vehicle like they could in Mario Kart DS.

I second this.

* Bikes should be as they were in MKWii but Karts should also have their own special abilities so they can compete with the overpowered bikes.

I don't know how that would be accomplished, but I figure a return to pre-MKW style MTs for karts exclusively would even the playing field. Maybe.

* Vehicles shouldn't be completely balanced as players have different playstyles, some vehicles should have high handling and low drift, others should have high drift and low handling. That said. All vehichles should have advantages and no single vehicle should be overpowered to where every online racer uses it (*cough* funky kong + flame runner *cough* waluigi + wiggler *cough*).

Well...trying to design a completely balanced game with this many variables is just about impossible. There will always be "meta" combinations regardless of what you do to try and balance the game. This is what every kart since MKW has tried to do. It's failed miserably every time.

2. Make the gameplay more challenging and fun and remove casualization added into MK8DX.
* Smart steering, tilt controls, and auto-accelerate should be removed or at least turned off by default. If they stay, they should be banned in online play.
* CPUs should be smarter and more skilled and they shouldn't slow down when they get close to the player. They should have access to all items.

Tilt controls I have no issue with, but otherwise I second this.

3. Remove the clone characters and add more unique characters to the roster.
* Remove all baby characters, reskins of characters (Pink Gold Peach, Tanooki Mario, etc.), the Koopalings (they take up too many character slots), and non-Mario characters (unless the next game is called Nintendo Kart or Mario Kart Crossroads)

I'm like 75% agreeing  with you there, but "adding more characters" is an issue of "how many other characters can we extract from the Mario canon". It's not a hard question on the surface, but by removing these characters we just kick the can down the road. I think the feasible limit for playable characters with that constraint is 20, 25 if we push it. Which is fine for me, but maybe not for your average fan.

4. Instead of altering the gameplay even more, add some new gamemodes.
* Reverse Mode - drive all courses in reverse but the courses are altered so they are playable in reverse, and don't add those red ramps like in MKTour that feel out of place. The tracks should be reversed and remixed like in the rom hack Mario Kart DS: Gamecube Grand Prix.

This would probably be the most logical decision but I don't think it justifies its own mode, perhaps a switch when selecting your cup. Super Circuit also had Quick Run, so that could be an option.

* They should bring back Mission Mode or add a Challenge Mode like in this game, MKPC.

...Or this is also the most logical addition, they've done Mission Mode before, and the stamps of MK8 act as a psuedo-Challenge Mode. If they implement it well (which imo they haven't), I certainly see it well.

* Don't remove gamemodes either. VS mode (both singleplayer and multiplayer) and Battle mode should return and be the same as it usually is.

Fine.

* If they really do want to add something new to make this a unique experience, why not make a crossover game like the Super Smash Bros. series and include characters, courses, and items from other Nintendo franchises.

Smash Ultimate did it first. It opens up the door for more options but likely it'll give Nintendo an excuse to skimp on the gameplay even more. Stick with Mario until and if they get their shit together, then perhaps expand.

5. Don't have everything unlocked by default.
* At least 2 cups if not more should be locked.
* only 12 characters should be starter characters, the rest should be unlockable.
* 200cc should be locked by default and unlocked once the player completes all cups in 150cc.

Yeah this is fine.

6. Separate the new tracks from the returning tracks in the GP and expand the # of tracks in the base game.
* New courses should be in the new cups and retro courses should be in the retro cups. They shouldn't be mixed together.

Well the expansion of the track numbers is...fine? I think 32 was fine, but if we must expand 48 should be the absolute max. Nintendo's pulled off 20 unique tracks before (and on the GBA no less!), and I figure they should be able to manage that, but I'd still take like 24 really solid tracks over 150 MKT-tier tracks. I don't want this hypothetical MK9 turning into a Mario Kart Ultimate, after all.

* There should be 40-48 tracks across 2 or 3 GPs. If there are 3 GPs, the retro GP should only have courses from the first 7 Mario Kart games (released from 1992-2011) and the third GP should only have courses from Mario Kart 8 Deluxe and Mario Kart Tour (excluding retro courses from those games).

MKT should be expunged from the franchise and left to be forgotten, but other than that this is fine.

* For the retro courses, courses that have already been remade before can return but there should be at least one course from each game that hasn't been remade yet (unless all of them have been remade). We still haven't seen N64 Wario Stadium, GBA Yoshi Desert and Rainbow Road, GCN Mushroom City, Wario Colosseum, and Bowser's Castle, and Wii Toad's Factory, Dry Dry Ruins, and Moonview Highway.

I'd set the limit at MKDS for re-remakes, but other than that this is fine. MKW I believe is recent enough to justify these tracks waiting around. Or maybe I'm getting old. Or both.

7. Stop simplifying all of the retro courses and focus only on graphical improvements and remastered music. Keep the gameplay as it was in the original (for the most part)!

Please. Let this happen. This started arguably as far back as MK7, but MK8 is where it really started and then MK8D is where shit hit the fan. I don't care if it's based on the MKT version. Remake the fucking track as it was originally made. If Nintendo wants to throw in their new gimmicks into the track, it should aim to be as non-intrusive and subtle as possible (like the MK7 remake of Daisy Cruiser). No exceptions, no "passes". I don't care about anti-gravity in my Wario Stadium. When every track is remade like the nitro tracks, suddenly none of them are special. You remove the flashiness of the nitro tracks while butchering the original's legacy.

Thoughts?

Gamig.

1. Smart steering & auto-accel are here to stay, the target demographic is 5-70 afterall. Both sides of the scale need that sort of thing.

To think that children are unable to grasp a kart racing game made deliberately to be simple and cartoony and thus have to be guided along into the game literally playing itself is the highest form of insult. For 25 years, people (myself included) picked up the game and figured it out on their own with little or no trouble. There is ZERO reason to assume that children nowadays are unable to grasp a game that you can play with two fingers.
Respectfully, go fuck yourself.

2. I think the cups have always been locked, it was just a Deluxe feature.

This is correct for every game except MK64.

3. Missions would be very boring in an official game

I mean they pulled it off in MKDS, and people still love MKDS for mission mode alone. I personally think it was a little underwhelming but it's a fun distraction for 2-3 hours if nothing else.

4. The Babys are essential characters. They'll be there as long as it's 12 players.

MKDS pulled off 12 drivers without babies. MK7 pulled off 16 drivers without babies. MKDD pulled off 20 characters, albeit with baby characters, but also the only two that have any semblance of connection to the Mario canon. So 18 without. Theoretically I believe you can go to 25. I see no reason to why Nintendo can't go above 12 characters without resorting to the "essential" baby characters.

6. Everything else is fine except it's way too much stuff & would kill the next 5 Mario Karts.

As if MK8D + MKT didn't already? lol.

7. There are so many online Nintendo games now between Mario Kart, Smash & Splatoon that balancing will need to be applied across the board. That's why Ultimate is the first & only good Smash Bros. They won't be returning to pre-WiiU mechanics/ideas, ever.

I don't know how this relates to OP, but saying that Ultimate is the only good Smash game has to be one of the worst takes I've seen in a long while.

Hi everyone, I'm new here and where can I play Mario? I've played at some sites but it doesn't seem to be what everyone is talking about.

Welcome to the site! :)
Mario games are primarily for Nintendo consoles. You can download emulators of older Nintendo consoles (up to the 3DS) and roms of Nintendo games and play them on your computer, but legally I cannot condone this. I suggest snooping around your local video game shop for consoles and games if you have one, and if you don't have one, Ebay and Craiglist are also good resources. They also do sell the Switch at most big-box stores.

This took way too long to write up aaaaaaaaaaaaaaaaa

No More Alts

Messages 184 - Bowser Bowser
vs12806 pts ★ Champion
battle5428 pts ★ Novice
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As in overall, or just you?


Regardless, while it's a good message, this topic will be knocked out of recent in a week & anyone who joins after that will probably still do it after being banned. Chucks has managed it, probably with a proxy site that uses multiple IPs.
Not a dig at Chucks or anything, but if he can do it, anyone can.
You can probably join back after being banned & keep quiet about it, act like an entirely different person & be completely unrelated to the 1st account, which doesn't seem to happen much, but still.
I don't think asking is gonna stop that.

I've done exactly what you're talking about before on other platforms on more than one occasion.
The only way to stop alts for sure is to halt account creation entirely. Which is like bringing a hand grenade to a Little League scuffle. It fixes the problem but it has side-costs so great it's not even worth considering.
You want to stop alts otherwise? Stop giving them the attention they want. It's clear that the people doing this at this point know it's an easy source of attention. Acknowledging it will just make the issue worse.
Move the fuck on.

A Dumb Topic About My Disabled Discord Account

Messages 184 - Bowser Bowser
vs12806 pts ★ Champion
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A while back, I made a Discord account so I could play an ORG (online reality gameshow) but never verified it because I didn't have an email address. I had to recreate it everytime I wanted to log in. Now that I do have an email address, it's too late, and Discord disabled (banned) my account for spam. Is there a way I can get it back without suspicious downloads and human verification? And before you say anything, I know I was an idiot and probably deserved it. Also, the only other place to post this was the Discord subreddit, and I don't have enough karma. *[

Don't count on it. Discord's Trust and Safety Team is notoriously poor, I'd actually be surprised if a single human actually looks a single email they get their way, much less makes an attempt to address them. I have first hand account when my first discord account got banned in May of 2020. I suspect it to only have gotten worse since then.
You're not an idiot because Discord's qualifications for what constitutes a bannable offense is so needlessly vague and Discord isn't required to give you any warning before throwing the banhammer down.
Shitty moderation for a shitty platform and I can't wait for it all to collapse.

Who's cooking the popcorn? :p

hi

Messages 184 - Bowser Bowser
vs12806 pts ★ Champion
battle5428 pts ★ Novice
United States
Useless topic again. Why a topic only to say "hi" and that almost all people are too lazy to say anything other than "hi"

hi

stop minimodding

There's something I find somewhat frightening on here.

Messages 184 - Bowser Bowser
vs12806 pts ★ Champion
battle5428 pts ★ Novice
United States
chucks wrote:
Recently while I was banned, I was surfing through some profiles and I see many people put their age. Now it's pretty normal that most sites have that


But the thing is that some people here put their age as 11 years old. And if that is true, that's rather frightening 😨.

I mean...it's Mario Kart. It's going to attract a young audience. Honestly I'm comfortable knowing they're happy going here than somewhere like TikTok or Snapchat. I got exposed to some weird shit way too young, and frankly this is actually a pretty good site for them.
thumbsup7

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