Mario Kart PC Forum - Advanced search
Results 241-260 out of 400+
Whats your Favorite Mario Kart Item
On 2020-06-02 at 18:04:28
Super Mario Kart - Banana
Mario Kart 64 - Lightning
Mario Kart Super Circuit - Triple Red Shells
Mario Kart Double Dash - Heart
Mario Kart DS - Triple Red Shells
Mario Kart Wii - Bullet Bill
Mario Kart 7 - Triple Red Shells
Mario Kart 8 - Horn
Mario Kart Tour - Heart
The banana is the best item in Super Mario Kart if you place it correctly. It's fun to mess up the rival order, especially on Mario Circuit 2.
The lightning is the best item in Mario Kart 64 because it's obtainable in any position outside 1st. It's very powerful, especially on Wario Stadium.
The heart is the best Double Dash and Tour item as it PREVENTS items from hitting you, and you can even dodge lightning with it too.
Mario Kart 64 - Lightning
Mario Kart Super Circuit - Triple Red Shells
Mario Kart Double Dash - Heart
Mario Kart DS - Triple Red Shells
Mario Kart Wii - Bullet Bill
Mario Kart 7 - Triple Red Shells
Mario Kart 8 - Horn
Mario Kart Tour - Heart
The banana is the best item in Super Mario Kart if you place it correctly. It's fun to mess up the rival order, especially on Mario Circuit 2.
The lightning is the best item in Mario Kart 64 because it's obtainable in any position outside 1st. It's very powerful, especially on Wario Stadium.
The heart is the best Double Dash and Tour item as it PREVENTS items from hitting you, and you can even dodge lightning with it too.
So about Nintendo's music crisis
On 2022-05-22 at 05:10:51
EXCUSE ME ALL, this is not the topic for that
On 2022-05-21 at 21:17:02
Want me to just write you a song?
If you want me to write a song for a track you made I can be more than welcome to. Let's just stop using Nintendo's music because they're just gonna terminate the channel you got the source from within a month or two.
Apart from Nintendo is Square. I also found many Final Fantasy VII uploads getting removed too. What does that say for all other companies at this time?
Due to not being able to send audio files in forums, song requests are only accepted on Discord in the official MKPC server.
If you want me to write a song for a track you made I can be more than welcome to. Let's just stop using Nintendo's music because they're just gonna terminate the channel you got the source from within a month or two.
Apart from Nintendo is Square. I also found many Final Fantasy VII uploads getting removed too. What does that say for all other companies at this time?
Due to not being able to send audio files in forums, song requests are only accepted on Discord in the official MKPC server.
8
I suck at mobile
On 2021-10-26 at 22:45:36
You're not alone
What is your favorite Mario game for the Nintendo Wii?
On 2022-01-29 at 17:59:59
Mario kart Wii
Wii Sports
Wii Sports Resort
Nicktoons: Attack of the Toybots
Nicktoons: Globs of Doom
LEGO Star Wars: The Complete Saga
SpongeBob's Atlantis SquarePantis
SpongeBob's Truth or Square
Wii Sports
Wii Sports Resort
Nicktoons: Attack of the Toybots
Nicktoons: Globs of Doom
LEGO Star Wars: The Complete Saga
SpongeBob's Atlantis SquarePantis
SpongeBob's Truth or Square
Mario Kart Tour is the best game ever CHANGE MY MIND!!
On 2022-05-16 at 05:21:54
Everything that makes Mario Kart Tour great:
There’s no four tracks per cup setup
Two laps and very slow gameplay
Unfair AI that always takes the lead for the rest of the game when you get hit
All the items suck like bubble, mega mushroom, and even frenzy
Smart steering is always enabled which means that it will make you turn away even when trying to use a mushroom on a shortcut
The millions of useless characters that are nothing more than clones in different outfits
Pay to win features like the gold pass
You need thousands of points just to get like four stars
Rubies are very hard to get and you need a lot of them to pay for things like pipes
Some tracks are more biased than others including Yoshi Circuit and Cheep Cheep Lagoon for example compared to Rock Rock Mountain which took over a year to reappear
Mushrooms do not really go that fast like in MK64
AI loves to cheat and tries to get you the split second you’re open
Super Circuit tracks come back all ruined, Choco Mountain included depending on your view
Sky Garden’s remix is literal trash, Booster Course Pass fixed that
You will often get the rewards you already have when pulling the pipes
There’s no four tracks per cup setup
Two laps and very slow gameplay
Unfair AI that always takes the lead for the rest of the game when you get hit
All the items suck like bubble, mega mushroom, and even frenzy
Smart steering is always enabled which means that it will make you turn away even when trying to use a mushroom on a shortcut
The millions of useless characters that are nothing more than clones in different outfits
Pay to win features like the gold pass
You need thousands of points just to get like four stars
Rubies are very hard to get and you need a lot of them to pay for things like pipes
Some tracks are more biased than others including Yoshi Circuit and Cheep Cheep Lagoon for example compared to Rock Rock Mountain which took over a year to reappear
Mushrooms do not really go that fast like in MK64
AI loves to cheat and tries to get you the split second you’re open
Super Circuit tracks come back all ruined, Choco Mountain included depending on your view
Sky Garden’s remix is literal trash, Booster Course Pass fixed that
You will often get the rewards you already have when pulling the pipes
Making your checkpoints - 2022 Edition
On 2022-05-15 at 07:47:59
what is the point of optional checkpoints
That way you don't HAVE to hit a checkpoint to count the lap. This is more recommended when you're on a Rainbow Road or something and both sides are gaps. It can mess up laps if the respawn is placed wrong.
it's extra precautionary to prevent messed up placements. One may think a lap didn't count when in reality it did.
On 2022-05-15 at 06:01:14
what is the point of optional checkpoints
That way you don't HAVE to hit a checkpoint to count the lap. This is more recommended when you're on a Rainbow Road or something and both sides are gaps. It can mess up laps if the respawn is placed wrong.
On 2022-05-14 at 23:59:09
So, you have yourself a map. And you want to make the map work for proper gameplay.
Well look no further! I, hoppingicon, can teach you all the tips and tricks you need to know to make your maps the best they can be!
So let's begin with how they work. Checkpoints are used to make sure the laps work when you drive around the track, and they are placed in each turn and straightaway imaginable.
Chapter 1: The Basics
Chapter 2: Gaps
Chapter 3: Multi-Routes and Shortcuts
If there is anything more you want me to cover, let me know!
Well look no further! I, hoppingicon, can teach you all the tips and tricks you need to know to make your maps the best they can be!
So let's begin with how they work. Checkpoints are used to make sure the laps work when you drive around the track, and they are placed in each turn and straightaway imaginable.
Chapter 1: The Basics
Let's look at some issues people commonly make on here. Checkpoints contrary to some people's belief are not like the 3 checkpoints you see in those arcade racing games. This is not how they work:
"What's wrong with it?"
You need more than 3 checkpoints. Additionally, you can't place the last one like that. Notice it only covers the road. What if someone wanted to cut the sand off with a mushroom? They will drive right past it and the lap will not count.
Instead, here's a much better example:
You need at least one checkpoint per turn, and a result like this is bound to work.
BUT, what if you see your placement going all over the place even though your laps are fine? This is because sometimes the checkpoints do not track your placement correctly. You might get mega mushrooms or stars in 1st if you're a lucky bastard.
This is personally where I come in. It's not an MKPC standard, but rather my own solution. If you right click a checkpoint, you can make it optional, where you don't have to hit it to finish a lap.
In the process, you can go ABSOLUTELY NUTS with your checkpoints. But you need to make some required to hit (I made them black. Numbers in blue are optional).
"What's wrong with it?"
You need more than 3 checkpoints. Additionally, you can't place the last one like that. Notice it only covers the road. What if someone wanted to cut the sand off with a mushroom? They will drive right past it and the lap will not count.
Instead, here's a much better example:
You need at least one checkpoint per turn, and a result like this is bound to work.
BUT, what if you see your placement going all over the place even though your laps are fine? This is because sometimes the checkpoints do not track your placement correctly. You might get mega mushrooms or stars in 1st if you're a lucky bastard.
This is personally where I come in. It's not an MKPC standard, but rather my own solution. If you right click a checkpoint, you can make it optional, where you don't have to hit it to finish a lap.
In the process, you can go ABSOLUTELY NUTS with your checkpoints. But you need to make some required to hit (I made them black. Numbers in blue are optional).
Chapter 2: Gaps
Uh oh! Looks like your lap is not counting. What is the issue to this?
In my old tutorial, I stated that when you place checkpoints, try to make sure your player doesn't spawn much farther ahead. This is a big source where laps do not count. The issue here is that when you proceed to spawn ahead, there's a chance you could miss a lap in the process.
Place the respawn before the checkpoint so that this does not happen. Or, make said checkpoint optional as explained in Chapter 1.
If placing checkpoints in a valley, why not just make everything optional until you're in a walled-in area? Not exactly my boldest idea since you need some required checkpoints, but I'm just saying. We'll explain more on this in Chapter 3.
In my old tutorial, I stated that when you place checkpoints, try to make sure your player doesn't spawn much farther ahead. This is a big source where laps do not count. The issue here is that when you proceed to spawn ahead, there's a chance you could miss a lap in the process.
Place the respawn before the checkpoint so that this does not happen. Or, make said checkpoint optional as explained in Chapter 1.
If placing checkpoints in a valley, why not just make everything optional until you're in a walled-in area? Not exactly my boldest idea since you need some required checkpoints, but I'm just saying. We'll explain more on this in Chapter 3.
Chapter 3: Multi-Routes and Shortcuts
Incase you didn't notice, Yoshi Valley goes EVERYWHERE!!! But how does this work?? Here's what I did:
Can't see it? Let's take a closer look:
You see, it doesn't EXACTLY matter which routes go where. I would recommend making the checkpoints for the longest route first then doing each of the other routes until they all meet up at a specific point. Just to specify that the long route takes you to last. BUT like I mentioned before, make sure each checkpoint before the meetup point is optional!
Now, let's talk about shortcuts. Here's Koopa Troopa Beach for example:
This is my suggestion on what you can do. Check it out:
What did I do? I simply didn't put checkpoints where the shortcut is. But made the main route optional until the shortcut ends. That way, you can skip to the next required checkpoint, which is #16 in this example.
Here's what it would look like if optional wasn't an option (which it wasn't, it was added recently):
Before the update with optional checkpoints, there was a glitch where 1st could get a star or mega mushroom when hitting those item boxes. This is because if I were to do it like I mentioned before, the lap wouldn't count if I took the shortcut since the option didn't exist. So I had to do it someway that works.
One more thing. If you've got a track going all around the starting line like Valley of Wonders here, that's gonna be an issue:
Why? Because the checkpoints are literally impossible to work with for this. But here's the least I can do. Try this:
BUT this is the most important rule. The finish line must be walled in!!! Have a jump going in and out. If you do not, you can drive up and back from edge to edge and succeed.
Put walls in and out of the finish line to prevent this:
But there's a catch. Place the jump farther away from the wall because with enough pressure, you can jump OVER THE WALL!!
Continue to test the glitch to make sure it doesn't work. If you followed along, congratulations, you have just learned how to make a multiroute track and prevent driving up and back to finish it.
Can't see it? Let's take a closer look:
You see, it doesn't EXACTLY matter which routes go where. I would recommend making the checkpoints for the longest route first then doing each of the other routes until they all meet up at a specific point. Just to specify that the long route takes you to last. BUT like I mentioned before, make sure each checkpoint before the meetup point is optional!
Now, let's talk about shortcuts. Here's Koopa Troopa Beach for example:
This is my suggestion on what you can do. Check it out:
What did I do? I simply didn't put checkpoints where the shortcut is. But made the main route optional until the shortcut ends. That way, you can skip to the next required checkpoint, which is #16 in this example.
Here's what it would look like if optional wasn't an option (which it wasn't, it was added recently):
Before the update with optional checkpoints, there was a glitch where 1st could get a star or mega mushroom when hitting those item boxes. This is because if I were to do it like I mentioned before, the lap wouldn't count if I took the shortcut since the option didn't exist. So I had to do it someway that works.
One more thing. If you've got a track going all around the starting line like Valley of Wonders here, that's gonna be an issue:
Why? Because the checkpoints are literally impossible to work with for this. But here's the least I can do. Try this:
BUT this is the most important rule. The finish line must be walled in!!! Have a jump going in and out. If you do not, you can drive up and back from edge to edge and succeed.
Put walls in and out of the finish line to prevent this:
But there's a catch. Place the jump farther away from the wall because with enough pressure, you can jump OVER THE WALL!!
Continue to test the glitch to make sure it doesn't work. If you followed along, congratulations, you have just learned how to make a multiroute track and prevent driving up and back to finish it.
If there is anything more you want me to cover, let me know!
Donc, vous avez vous-même une carte. Et vous voulez que la carte fonctionne pour un gameplay correct.
Eh bien ne cherchez plus ! Moi, hoppingicon, je peux vous apprendre tous les trucs et astuces que vous devez savoir pour rendre vos cartes les meilleures possibles !
Commençons donc par leur fonctionnement. Les points de contrôle sont utilisés pour s'assurer que les tours fonctionnent lorsque vous conduisez sur la piste, et ils sont placés dans chaque virage et immédiatement imaginables.
Chapitre 1 : Les bases
Chapitre 2 : Lacunes
Chapitre 3 : Multi-routes et raccourcis
S'il y a autre chose que vous voulez que je couvre, faites-le moi savoir !
Eh bien ne cherchez plus ! Moi, hoppingicon, je peux vous apprendre tous les trucs et astuces que vous devez savoir pour rendre vos cartes les meilleures possibles !
Commençons donc par leur fonctionnement. Les points de contrôle sont utilisés pour s'assurer que les tours fonctionnent lorsque vous conduisez sur la piste, et ils sont placés dans chaque virage et immédiatement imaginables.
Chapitre 1 : Les bases
Regardons quelques problèmes que les gens font souvent ici. Les points de contrôle contrairement à la croyance de certaines personnes ne sont pas comme les 3 points de contrôle que vous voyez dans ces jeux de course d'arcade. Ce n'est pas comme ça qu'ils fonctionnent :
"Qu'est ce qui ne va pas avec ça?"
Vous avez besoin de plus de 3 points de contrôle. De plus, vous ne pouvez pas placer le dernier comme ça. Remarquez qu'il ne couvre que la route. Et si quelqu'un voulait couper le sable avec un champignon ? Ils passeront devant et le tour ne comptera pas.
Au lieu de cela, voici un bien meilleur exemple :
Vous avez besoin d'au moins un point de contrôle par tour, et un résultat comme celui-ci fonctionnera forcément.
MAIS, que se passe-t-il si vous voyez votre placement aller dans tous les sens même si vos tours sont bons ? C'est parce que parfois les points de contrôle ne suivent pas correctement votre placement. Vous pourriez obtenir des méga champignons ou des étoiles en 1ère si vous êtes un bâtard chanceux.
C'est personnellement là que j'interviens. Ce n'est pas une norme MKPC, mais plutôt ma propre solution. Si vous faites un clic droit sur un point de contrôle, vous pouvez le rendre facultatif, où vous n'avez pas à le frapper pour terminer un tour.
Dans le processus, vous pouvez devenir ABSOLUMENT NUTS avec vos points de contrôle. Mais vous devez en faire quelques-uns requis pour frapper (je les ai mis en noir. Les chiffres en bleu sont facultatifs).
"Qu'est ce qui ne va pas avec ça?"
Vous avez besoin de plus de 3 points de contrôle. De plus, vous ne pouvez pas placer le dernier comme ça. Remarquez qu'il ne couvre que la route. Et si quelqu'un voulait couper le sable avec un champignon ? Ils passeront devant et le tour ne comptera pas.
Au lieu de cela, voici un bien meilleur exemple :
Vous avez besoin d'au moins un point de contrôle par tour, et un résultat comme celui-ci fonctionnera forcément.
MAIS, que se passe-t-il si vous voyez votre placement aller dans tous les sens même si vos tours sont bons ? C'est parce que parfois les points de contrôle ne suivent pas correctement votre placement. Vous pourriez obtenir des méga champignons ou des étoiles en 1ère si vous êtes un bâtard chanceux.
C'est personnellement là que j'interviens. Ce n'est pas une norme MKPC, mais plutôt ma propre solution. Si vous faites un clic droit sur un point de contrôle, vous pouvez le rendre facultatif, où vous n'avez pas à le frapper pour terminer un tour.
Dans le processus, vous pouvez devenir ABSOLUMENT NUTS avec vos points de contrôle. Mais vous devez en faire quelques-uns requis pour frapper (je les ai mis en noir. Les chiffres en bleu sont facultatifs).
Chapitre 2 : Lacunes
Oh oh ! On dirait que votre tour ne compte pas. Quel est le problème?
Dans mon ancien tutoriel, j'ai déclaré que lorsque vous placez des points de contrôle, essayez de vous assurer que votre joueur n'apparaît pas beaucoup plus loin. C'est une grande source où les tours ne comptent pas. Le problème ici est que lorsque vous continuez à apparaître en avant, il y a une chance que vous manquiez un tour dans le processus.
Placez le respawn avant le point de contrôle pour que cela ne se produise pas. Ou rendez ce point de contrôle facultatif comme expliqué au chapitre 1.
Si vous placez des points de contrôle dans une vallée, pourquoi ne pas tout rendre facultatif jusqu'à ce que vous soyez dans une zone entourée de murs ? Ce n'est pas exactement mon idée la plus audacieuse puisque vous avez besoin de certains points de contrôle obligatoires, mais je dis juste. Nous expliquerons plus à ce sujet au chapitre 3.
Dans mon ancien tutoriel, j'ai déclaré que lorsque vous placez des points de contrôle, essayez de vous assurer que votre joueur n'apparaît pas beaucoup plus loin. C'est une grande source où les tours ne comptent pas. Le problème ici est que lorsque vous continuez à apparaître en avant, il y a une chance que vous manquiez un tour dans le processus.
Placez le respawn avant le point de contrôle pour que cela ne se produise pas. Ou rendez ce point de contrôle facultatif comme expliqué au chapitre 1.
Si vous placez des points de contrôle dans une vallée, pourquoi ne pas tout rendre facultatif jusqu'à ce que vous soyez dans une zone entourée de murs ? Ce n'est pas exactement mon idée la plus audacieuse puisque vous avez besoin de certains points de contrôle obligatoires, mais je dis juste. Nous expliquerons plus à ce sujet au chapitre 3.
Chapitre 3 : Multi-routes et raccourcis
Au cas où vous ne l'auriez pas remarqué, Yoshi Valley va PARTOUT !!! Mais comment ça marche ?? Voici ce que j'ai fait :
Vous ne pouvez pas le voir ? Regardons de plus près:
Vous voyez, peu importe exactement quelles routes vont où. Je recommanderais de faire d'abord les points de contrôle pour l'itinéraire le plus long, puis de faire chacun des autres itinéraires jusqu'à ce qu'ils se rejoignent tous à un point spécifique. Juste pour préciser que le long parcours vous emmène jusqu'au bout. MAIS comme je l'ai déjà mentionné, assurez-vous que chaque point de contrôle avant le point de rencontre est facultatif !
Parlons maintenant des raccourcis. Voici Koopa Troopa Beach par exemple :
Ceci est ma suggestion sur ce que vous pouvez faire. Vérifiez-le:
Qu'est-ce que j'ai fait? Je n'ai tout simplement pas mis de points de contrôle là où se trouve le raccourci. Mais a rendu l'itinéraire principal facultatif jusqu'à la fin du raccourci. De cette façon, vous pouvez passer au prochain point de contrôle requis, qui est le n° 16 dans cet exemple.
Voici à quoi cela ressemblerait si l'option facultative n'était pas une option (ce qui n'était pas le cas, elle a été ajoutée récemment):
Avant la mise à jour avec des points de contrôle optionnels, il y avait un problème où le 1er pouvait obtenir une étoile ou un méga champignon en frappant ces boîtes d'objets. C'est parce que si je devais le faire comme je l'ai mentionné précédemment, le tour ne compterait pas si je prenais le raccourci puisque l'option n'existait pas. J'ai donc dû le faire d'une manière qui fonctionne.
Encore une chose. Si vous avez une piste tout autour de la ligne de départ comme Valley of Wonders ici, ça va être un problème :
Pourquoi? Parce que les points de contrôle sont littéralement impossibles à utiliser pour cela. Mais voici le moins que je puisse faire. Essaye ça:
MAIS c'est la règle la plus importante. La ligne d'arrivée doit être murée !!! Faites un saut d'entrée et de sortie. Si vous ne le faites pas, vous pouvez monter et revenir d'un bord à l'autre et réussir.
Mettez des murs à l'intérieur et à l'extérieur de la ligne d'arrivée pour éviter cela :
Mais il y a un hic. Placez le saut plus loin du mur car avec suffisamment de pression, vous pouvez sauter PAR-DESSUS LE MUR !!
Continuez à tester le glitch pour vous assurer qu'il ne fonctionne pas. Si vous avez suivi, félicitations, vous venez d'apprendre à faire une piste multivoies et à éviter de faire des allers-retours pour la terminer.
Vous ne pouvez pas le voir ? Regardons de plus près:
Vous voyez, peu importe exactement quelles routes vont où. Je recommanderais de faire d'abord les points de contrôle pour l'itinéraire le plus long, puis de faire chacun des autres itinéraires jusqu'à ce qu'ils se rejoignent tous à un point spécifique. Juste pour préciser que le long parcours vous emmène jusqu'au bout. MAIS comme je l'ai déjà mentionné, assurez-vous que chaque point de contrôle avant le point de rencontre est facultatif !
Parlons maintenant des raccourcis. Voici Koopa Troopa Beach par exemple :
Ceci est ma suggestion sur ce que vous pouvez faire. Vérifiez-le:
Qu'est-ce que j'ai fait? Je n'ai tout simplement pas mis de points de contrôle là où se trouve le raccourci. Mais a rendu l'itinéraire principal facultatif jusqu'à la fin du raccourci. De cette façon, vous pouvez passer au prochain point de contrôle requis, qui est le n° 16 dans cet exemple.
Voici à quoi cela ressemblerait si l'option facultative n'était pas une option (ce qui n'était pas le cas, elle a été ajoutée récemment):
Avant la mise à jour avec des points de contrôle optionnels, il y avait un problème où le 1er pouvait obtenir une étoile ou un méga champignon en frappant ces boîtes d'objets. C'est parce que si je devais le faire comme je l'ai mentionné précédemment, le tour ne compterait pas si je prenais le raccourci puisque l'option n'existait pas. J'ai donc dû le faire d'une manière qui fonctionne.
Encore une chose. Si vous avez une piste tout autour de la ligne de départ comme Valley of Wonders ici, ça va être un problème :
Pourquoi? Parce que les points de contrôle sont littéralement impossibles à utiliser pour cela. Mais voici le moins que je puisse faire. Essaye ça:
MAIS c'est la règle la plus importante. La ligne d'arrivée doit être murée !!! Faites un saut d'entrée et de sortie. Si vous ne le faites pas, vous pouvez monter et revenir d'un bord à l'autre et réussir.
Mettez des murs à l'intérieur et à l'extérieur de la ligne d'arrivée pour éviter cela :
Mais il y a un hic. Placez le saut plus loin du mur car avec suffisamment de pression, vous pouvez sauter PAR-DESSUS LE MUR !!
Continuez à tester le glitch pour vous assurer qu'il ne fonctionne pas. Si vous avez suivi, félicitations, vous venez d'apprendre à faire une piste multivoies et à éviter de faire des allers-retours pour la terminer.
S'il y a autre chose que vous voulez que je couvre, faites-le moi savoir !
4
3
Mario Kart 64 sucks, am I right ?
On 2022-04-05 at 01:33:40
exactly
1
1
1
On 2022-04-05 at 00:21:30
I know it's a very unpopular opinion, but I think MK64 is the best title.
Luigi Raceway is a good start, Moo Moo Farm = nothing happens but it's cool, Koopa Troopa Beach is cool but the shortcut is hard to take tbh, music is nice, Kalimari Desert completely rocks, with long and stupid train +music which is calming. The best is the shape. But this kind of no limits tracks who cares !!!! Toad's Turnpike is Long and it's annyoing the number of cars there are, which is hilariously ridiculous at this point and annoying too, Choco Mountain is THE BEST, music is THE BEST, and for finish have some cool ideas THAT ROCK. AMAZING. Mario Raceway completely rocks too, nothing in this track but it's chill, Frappe Snowland is good but why "Frappe" xd please explain me and Wario Stadium is good and cool with these jumps but too long. And long is good. That jump is scary but with lightning I can troll the CPU's. Royal Raceway is the POOMP track, with POOMP bug and the biggest POOMP of MK64 who sounds like an explosion instead of a thud, lol. Then Bowser Castle, I like, lava ocean, good and omg funny thwomps, marty is funny even if it's mystery. Music is creepy. And the rest is good tbh, too long track. DK Jungle Parkway is good, but better in MKWii (but...) Nothing intesresting, tight turns and oof the COCONUTS OR FRUITS, narrow bridge at the end, funny bug again (please fix it, I'm a dude who hate the BLJ strat ) and for finish the celebrated Yoshi Valley, finally a second course who is the beast.
Ah and SHERBET LAND....
THAT'S A WONDERLAND !!!!!! BRAVOOOOO! Some ice everywhere, cold ice who are grey sometimes, penguins, wide, big... Ah and Banshee Boardwalk. Thank you god. This course is very possible. Ah and not bad course either. Rainbow Road is gud to the music, but bareers everywhere... Not bad for people liek me, but. Ah and 2000 meters. Too long for 3 laps. The fireworks are cute and the course is good.
Resume :
TOTALLY ROCKS BRO :
Luigi Raceway
Moo Moo Farm
Kalimari Desert
Mario Raceway
Sherbet Land
DK JUngle Park-way
Toad's Turnpike
ALSO ROCKS :
Frappe Snowland
Choco Mountain (this is not bad after all, compared to all tracks)
Royal Raceway
Banshee Boardwalk
THESE ROCK TOO :
Koopa Beach
Wario Stadium
yoshi Valley
Rainbow Road
I can't explain why SM64 is BAD and MK64 ROCKS.
Luigi Raceway is a good start, Moo Moo Farm = nothing happens but it's cool, Koopa Troopa Beach is cool but the shortcut is hard to take tbh, music is nice, Kalimari Desert completely rocks, with long and stupid train +music which is calming. The best is the shape. But this kind of no limits tracks who cares !!!! Toad's Turnpike is Long and it's annyoing the number of cars there are, which is hilariously ridiculous at this point and annoying too, Choco Mountain is THE BEST, music is THE BEST, and for finish have some cool ideas THAT ROCK. AMAZING. Mario Raceway completely rocks too, nothing in this track but it's chill, Frappe Snowland is good but why "Frappe" xd please explain me and Wario Stadium is good and cool with these jumps but too long. And long is good. That jump is scary but with lightning I can troll the CPU's. Royal Raceway is the POOMP track, with POOMP bug and the biggest POOMP of MK64 who sounds like an explosion instead of a thud, lol. Then Bowser Castle, I like, lava ocean, good and omg funny thwomps, marty is funny even if it's mystery. Music is creepy. And the rest is good tbh, too long track. DK Jungle Parkway is good, but better in MKWii (but...) Nothing intesresting, tight turns and oof the COCONUTS OR FRUITS, narrow bridge at the end, funny bug again (please fix it, I'm a dude who hate the BLJ strat ) and for finish the celebrated Yoshi Valley, finally a second course who is the beast.
Ah and SHERBET LAND....
THAT'S A WONDERLAND !!!!!! BRAVOOOOO! Some ice everywhere, cold ice who are grey sometimes, penguins, wide, big... Ah and Banshee Boardwalk. Thank you god. This course is very possible. Ah and not bad course either. Rainbow Road is gud to the music, but bareers everywhere... Not bad for people liek me, but. Ah and 2000 meters. Too long for 3 laps. The fireworks are cute and the course is good.
Resume :
TOTALLY ROCKS BRO :
Luigi Raceway
Moo Moo Farm
Kalimari Desert
Mario Raceway
Sherbet Land
DK JUngle Park-way
Toad's Turnpike
ALSO ROCKS :
Frappe Snowland
Choco Mountain (this is not bad after all, compared to all tracks)
Royal Raceway
Banshee Boardwalk
THESE ROCK TOO :
Koopa Beach
Wario Stadium
yoshi Valley
Rainbow Road
I can't explain why SM64 is BAD and MK64 ROCKS.
DUDE! I never could agree more! MK64 is the best game!!
2
1
1
1
1
On 2022-04-05 at 00:16:41
Hi, I exist.
4
1
1
1
On 2021-11-23 at 03:34:43
no
3
1
1
1
Fill in the blank
On 2022-03-26 at 23:24:15
no I was making a joke by literally filling in the blank
1
On 2022-03-26 at 21:58:39
What are you guys talking about?
2
1
On 2022-03-26 at 00:49:58
Fill in the blank
What's you're favorite Mario Kart track?
On 2022-04-30 at 15:22:45
Choco Mountain, Mushroom Bridge, Ninja Hideaway
Actually why you like Choco Mountain ? I never understood clearly why you like this track... @sonicyt Waluigi Pinball is not a very good track, it has a lot of unnecessary turns, this section is just too long, the track is 0'50 per lap while the only interesting section is the end... The pinball is too wide and the pre-pinball should be more of a maze... Like in a pinball... It has potential but it doesn't even use 30% of its potential.
Just learning that now?
So I really love Choco Mountain mostly because of it's music. Because the track is very intense to race on, it really puts a mood on the gameplay. I am mostly a music critic so these top 3 are mostly for the music that plays.
I personally see Choco Mountain as an underrated track, and maybe a bit overhated. The N64 version sucks yes because welp the U turn and the hills. But it's still a very fun map to play, and I get to keep playing it each time I come in 5th-8th. The DS version is much better and easier to win. The 8DX and Tour version was heavily unexpected.
On 2022-04-30 at 07:14:20
Choco Mountain, Mushroom Bridge, Ninja Hideaway
Mario Kart Custom Decors you can use
On 2022-02-19 at 16:00:33
unrelated but I remember these
1
On 2022-02-19 at 02:29:09
Please stand up for the Wario National Anthem