/| Mario Kart PC |\

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

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Messages 26 - Koopa Koopa
This is what I'd like to see Nintendo do for future Mario Kart games but I doubt they'll ever do any of this.

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

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.

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'd rather have a 8-12 character roster with all unique characters (classic 8 + Koopa Troopa, Daisy, Waluigi, and one other character) than a 40+ character roster where every other character is a baby version or reskin of a classic character.

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.
* They should bring back Mission Mode or add a Challenge Mode like in this game, MKPC.
* Don't remove gamemodes either. VS mode (both singleplayer and multiplayer) and Battle mode should return and be the same as it usually is.
* 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.

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.

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.
* 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).
* 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.
* Do NOT bring back SNES Rainbow Road again. I'm tired of it always returning in every game and it's not even one of the best Rainbow Roads (if anything, it's one of the worst along with the N64 and Wii U Rainbow Roads).
* For Battle Courses, bring back N64 Double Deck and Wii Delfino Pier (they still haven't remade a Wii battle course which sucks).

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)!
* Just look at what they did to all of the GBA courses, especially Sunset Wilds (which removed the last two turns for no good reason) and Sky Garden (which removed almost every other turn to where it's now a completely different course).
* I will give a pass to Nintendo if they bring back N64 Wario Stadium and add a lakitu trigger at the big jump so players don't have to redo a large portion of the course, but everything else should stay as it was.

Thoughts?
thumbsup7
Messages 4906 - King Mario King Mario
vs13816 pts ★ Champion
battle5368 pts ★ Novice
Algeria
I agree with everything except the 200cc part, players should have full access to any cc they want to play. Imagine how it would feel if you had to go through long exhausting cups to just unlock 200cc.
Messages 2206 - Golden Mario Golden Mario
vs6692 pts ★ Racer
battle5601 pts ★ Novice
United States
This is what I'd like to see Nintendo do for future Mario Kart games but I doubt they'll ever do any of this.

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

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.

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'd rather have a 8-12 character roster with all unique characters (classic 8 + Koopa Troopa, Daisy, Waluigi, and one other character) than a 40+ character roster where every other character is a baby version or reskin of a classic character.

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.
* They should bring back Mission Mode or add a Challenge Mode like in this game, MKPC.
* Don't remove gamemodes either. VS mode (both singleplayer and multiplayer) and Battle mode should return and be the same as it usually is.
* 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.

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.

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.
* 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).
* 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.
* Do NOT bring back SNES Rainbow Road again. I'm tired of it always returning in every game and it's not even one of the best Rainbow Roads (if anything, it's one of the worst along with the N64 and Wii U Rainbow Roads).
* For Battle Courses, bring back N64 Double Deck and Wii Delfino Pier (they still haven't remade a Wii battle course which sucks).

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)!
* Just look at what they did to all of the GBA courses, especially Sunset Wilds (which removed the last two turns for no good reason) and Sky Garden (which removed almost every other turn to where it's now a completely different course).
* I will give a pass to Nintendo if they bring back N64 Wario Stadium and add a lakitu trigger at the big jump so players don't have to redo a large portion of the course, but everything else should stay as it was.

Thoughts?

The last one for #3 should be Birdo
cross1
Messages 3135 - King Mario King Mario
vs62993 pts ★ Titan
battle11947 pts ★ Champion
Barbados
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.
2. I think the cups have always been locked, it was just a Deluxe feature.
3. Missions would be very boring in an official game
4. The Babys are essential characters. They'll be there as long as it's 12 players.
5. Reverse is a waste without the red ramps. Nobody wants to be gliding every 4 seconds when they could just place it easily.
6. Everything else is fine except it's way too much stuff & would kill the next 5 Mario Karts.
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.
down4
thumbsdown2
Messages 2376 - Golden Mario Golden Mario
vs71844 pts ★ Titan
battle15632 pts ★ Master
Japan
This is what I'd like to see Nintendo do for future Mario Kart games but I doubt they'll ever do any of this.

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

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.

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'd rather have a 8-12 character roster with all unique characters (classic 8 + Koopa Troopa, Daisy, Waluigi, and one other character) than a 40+ character roster where every other character is a baby version or reskin of a classic character.

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.
* They should bring back Mission Mode or add a Challenge Mode like in this game, MKPC.
* Don't remove gamemodes either. VS mode (both singleplayer and multiplayer) and Battle mode should return and be the same as it usually is.
* 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.

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.

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.
* 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).
* 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.
* Do NOT bring back SNES Rainbow Road again. I'm tired of it always returning in every game and it's not even one of the best Rainbow Roads (if anything, it's one of the worst along with the N64 and Wii U Rainbow Roads).
* For Battle Courses, bring back N64 Double Deck and Wii Delfino Pier (they still haven't remade a Wii battle course which sucks).

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)!
* Just look at what they did to all of the GBA courses, especially Sunset Wilds (which removed the last two turns for no good reason) and Sky Garden (which removed almost every other turn to where it's now a completely different course).
* I will give a pass to Nintendo if they bring back N64 Wario Stadium and add a lakitu trigger at the big jump so players don't have to redo a large portion of the course, but everything else should stay as it was.

Thoughts?

My opinions:
- I agree with the part about filler characters. Why add the babies and the reskins when you can add unique characters like Goomba or King Bob-Omb that haven't had the chance to appear yet? I can make an exception for Paratroopa but that's another story x)

- Wii U Rainbow Road is the best Rainbow Road. Sure, the music might not be the best, but the final turn is challenging, especially in 200cc. It is nowhere near N64 tier.

- I don't think tilt controls provide any advantage. In MK7 they actually make you notably slower.

- Why would you have 200cc locked? I only play at 200cc in MK8DX unless I'm playing online

- I think that the characters should all have their own unique stats.

- I personally think that the AI should be realistic depending on the character/kart/glider combination
up1
thumbsup1
N
Messages 26 - Koopa Koopa
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.

Nobody needed smart steering and auto-accel for 25 years. Everyone I know was fine playing without smart steering even though some were bad at Mario Kart. I didn't need it when I played Mario Kart for the first time. I hate that whenever I play Mario Kart 8 Deluxe with a friend, I have to turn all of that off every time and when it's on, I can't tell you how many times I tried to drift to gain a boost and the kart just automatically stopped and went in the opposite direction of where I wanted it to go. I'll admit I used it the first time I played, but that's likely the reason I had a hard time and thought the game's controls were terrible.

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

No.

5. Reverse is a waste without the red ramps. Nobody wants to be gliding every 4 seconds when they could just place it easily.

Depends on the course. For Royal Raceway, they could just move the main ramp to the other side.

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 haven't played ultimate but I have played the original Super Smash Bros. and Super Smash Bros. Brawl and both of them were good, but that's just my opinion.
up1
R
Messages 1 - Goomba Goomba
vs5000 pts ★ Novice
battle5000 pts ★ Novice
United States
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.
Messages 184 - Bowser Bowser
vs12806 pts ★ Champion
battle5428 pts ★ Novice
United States
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
Messages 610 - Mario Mario
vs14395 pts ★ Champion
battle5645 pts ★ Novice
Ireland
This is what I'd like to see Nintendo do for future Mario Kart games but I doubt they'll ever do any of this.

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

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.

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'd rather have a 8-12 character roster with all unique characters (classic 8 + Koopa Troopa, Daisy, Waluigi, and one other character) than a 40+ character roster where every other character is a baby version or reskin of a classic character.

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.
* They should bring back Mission Mode or add a Challenge Mode like in this game, MKPC.
* Don't remove gamemodes either. VS mode (both singleplayer and multiplayer) and Battle mode should return and be the same as it usually is.
* 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.

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.

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.
* 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).
* 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.
* Do NOT bring back SNES Rainbow Road again. I'm tired of it always returning in every game and it's not even one of the best Rainbow Roads (if anything, it's one of the worst along with the N64 and Wii U Rainbow Roads).
* For Battle Courses, bring back N64 Double Deck and Wii Delfino Pier (they still haven't remade a Wii battle course which sucks).

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)!
* Just look at what they did to all of the GBA courses, especially Sunset Wilds (which removed the last two turns for no good reason) and Sky Garden (which removed almost every other turn to where it's now a completely different course).
* I will give a pass to Nintendo if they bring back N64 Wario Stadium and add a lakitu trigger at the big jump so players don't have to redo a large portion of the course, but everything else should stay as it was.

Thoughts?

I agree, we shouldn't have that many babies, but I would keep Baby Mario and Baby Luigi. The starting roster for the next Mario Kart for me would be what they did for MKWii. Mario, Luigi, Peach, Yoshi, Wario, Waluigi, Bowser, DK, Toad, Koopa Troopa, Baby Mario and Baby Peach but Baby Peach is removed so Baby Luigi. They should keep some of the koopalings as Bowser Jr. alts, and remove most Mario/Peach clones except for Metal and Gold Mario, and also add Bronze Mario, because I would like to see an achievement system. Bronze Mario could be unlocked after finishing 1 third of the achievement list, Metal Mario (Renamed to Silver Mario) unlocked after 2 thirds, and Gold Mario for 100%ing the achievement list. I would also remove the non-Mario characters, but they could come back as DLC. That gives 20 extra character slots, if Mario Kart 9 has the same size roster as 8 Deluxe. The first 3 are immediately taken by Birdo, Diddy Kong and Funky Kong. Another fairly easy pick is Pauline. Petey Piranha was brought back from DD in Tour, so I'm giving him another chance. King
Bob-Omb is another fairly easy pick for me. For the enemies, I went with Goomba, Boo, Hammer Bro, Chargin' Chuck, Boom Boom, Pom Pom, Topper, Hariet, Spewart, Rango and Kamek. Hammer Bro should have Boomerang, Fire and Ice variants. While on the topic of variants, I would give Toad and Koopa Troopa different colours too. The 2 other slots would be Luma and Toadsworth.

Thoughts?
Messages 4906 - King Mario King Mario
vs13816 pts ★ Champion
battle5368 pts ★ Novice
Algeria
TheOuchy1 wrote:
This is what I'd like to see Nintendo do for future Mario Kart games but I doubt they'll ever do any of this.

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

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.

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'd rather have a 8-12 character roster with all unique characters (classic 8 + Koopa Troopa, Daisy, Waluigi, and one other character) than a 40+ character roster where every other character is a baby version or reskin of a classic character.

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.
* They should bring back Mission Mode or add a Challenge Mode like in this game, MKPC.
* Don't remove gamemodes either. VS mode (both singleplayer and multiplayer) and Battle mode should return and be the same as it usually is.
* 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.

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.

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.
* 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).
* 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.
* Do NOT bring back SNES Rainbow Road again. I'm tired of it always returning in every game and it's not even one of the best Rainbow Roads (if anything, it's one of the worst along with the N64 and Wii U Rainbow Roads).
* For Battle Courses, bring back N64 Double Deck and Wii Delfino Pier (they still haven't remade a Wii battle course which sucks).

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)!
* Just look at what they did to all of the GBA courses, especially Sunset Wilds (which removed the last two turns for no good reason) and Sky Garden (which removed almost every other turn to where it's now a completely different course).
* I will give a pass to Nintendo if they bring back N64 Wario Stadium and add a lakitu trigger at the big jump so players don't have to redo a large portion of the course, but everything else should stay as it was.

Thoughts?

I agree, we shouldn't have that many babies, but I would keep Baby Mario and Baby Luigi. The starting roster for the next Mario Kart for me would be what they did for MKWii. Mario, Luigi, Peach, Yoshi, Wario, Waluigi, Bowser, DK, Toad, Koopa Troopa, Baby Mario and Baby Peach but Baby Peach is removed so Baby Luigi. They should keep some of the koopalings as Bowser Jr. alts, and remove most Mario/Peach clones except for Metal and Gold Mario, and also add Bronze Mario, because I would like to see an achievement system. Bronze Mario could be unlocked after finishing 1 third of the achievement list, Metal Mario (Renamed to Silver Mario) unlocked after 2 thirds, and Gold Mario for 100%ing the achievement list. I would also remove the non-Mario characters, but they could come back as DLC. That gives 20 extra character slots, if Mario Kart 9 has the same size roster as 8 Deluxe. The first 3 are immediately taken by Birdo, Diddy Kong and Funky Kong. Another fairly easy pick is Pauline. Petey Piranha was brought back from DD in Tour, so I'm giving him another chance. King
Bob-Omb is another fairly easy pick for me. For the enemies, I went with Goomba, Boo, Hammer Bro, Chargin' Chuck, Boom Boom, Pom Pom, Topper, Hariet, Spewart, Rango and Kamek. Hammer Bro should have Boomerang, Fire and Ice variants. While on the topic of variants, I would give Toad and Koopa Troopa different colours too. The 2 other slots would be Luma and Toadsworth.

Thoughts?

I think Toads should have actual colors like Shy Guy and Yoshi. Red Toad, Blue Toad, Green Toad, Purple Toad.
Messages 3135 - King Mario King Mario
vs62993 pts ★ Titan
battle11947 pts ★ Champion
Barbados
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.

Nobody needed smart steering and auto-accel for 25 years. Everyone I know was fine playing without smart steering even though some were bad at Mario Kart. I didn't need it when I played Mario Kart for the first time. I hate that whenever I play Mario Kart 8 Deluxe with a friend, I have to turn all of that off every time and when it's on, I can't tell you how many times I tried to drift to gain a boost and the kart just automatically stopped and went in the opposite direction of where I wanted it to go. I'll admit I used it the first time I played, but that's likely the reason I had a hard time and thought the game's controls were terrible.

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

No.

5. Reverse is a waste without the red ramps. Nobody wants to be gliding every 4 seconds when they could just place it easily.

Depends on the course. For Royal Raceway, they could just move the main ramp to the other side.

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 haven't played ultimate but I have played the original Super Smash Bros. and Super Smash Bros. Brawl and both of them were good, but that's just my opinion.

Ultimate is the only balanced one. Therefore, the only GOOD game. It has a couple issues, but every other game has like a character that invalidates everyone else, minus Melee which has 5 characters who invalidate everyone else, along with each having a lot of random glitches that were intentional stuff messed up. Not good games.
And how old were you when you first played, & what console? For example Wii was simpler due to the tilt controls. No other console has that by default. Not to mention kids are getting dumber & stuff needs watering down to compensate. Also the hardware is no longer shitty, no excuses not to have that sort of thing anymore.
And the babies are essential. They've got too many recent appearances to prove it, they won't go anywhere unless we get a bad hardware Mariokart.
Messages 3135 - King Mario King Mario
vs62993 pts ★ Titan
battle11947 pts ★ Champion
Barbados
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).

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 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. 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.

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.

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.

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



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.
thumbsup1
Messages 184 - Bowser Bowser
vs12806 pts ★ Champion
battle5428 pts ★ Novice
United States
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.
N
Messages 26 - Koopa Koopa
I think Nintendo should realize they don't always have to add new characters and items for each game. If there aren't any more unique characters to add, don't add any.

I personally think Mario Kart went downhill starting with Mario Kart 7 and 8. Don't get me wrong, 8 Deluxe is still a good game, but it's not the best Mario Kart. I think Mario Kart DS is the best game in the series with my only complaints being the lackluster retro course selection and blue shells being ridiculously common.
Messages 4906 - King Mario King Mario
vs13816 pts ★ Champion
battle5368 pts ★ Novice
Algeria
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.

offtopic but how do you write these damn essays
blue shells are extremely common

at least you can dodge them easily with just a hop in the air.
N
Messages 26 - Koopa Koopa

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.

20 characters is a good limit, which would include new characters. Most people would hate this and complain there aren't enough characters, and they should try playing any game before Double Dash.


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.

48 being the absolute max is a good idea. I'd rather have 24 great nitro courses over 96 lackluster courses. 32 courses is fine too. Not every game needs to be the ultimate game, but we all know how Nintendo is. "Just play the latest game. It's everything and more. All other games are irrelevant."
Messages 184 - Bowser Bowser
vs12806 pts ★ Champion
battle5428 pts ★ Novice
United States
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 4906 - King Mario King Mario
vs13816 pts ★ Champion
battle5368 pts ★ Novice
Algeria
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.

no in mkds you dont hop over it, you just do a little mid air hop before the blue hits you like a shroom and you dodge it.
Messages 3135 - King Mario King Mario
vs62993 pts ★ Titan
battle11947 pts ★ Champion
Barbados
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.

Done with the non-SSBU stuff because I'm not gonna give my flawed opinion
Ultimate is good because it functions as intended(for the most part). Dumbspace Emmisary does NOT save Brawl. Mechanic wise, every other entry has a giant issue which unbalanced the entirety of the game.
64 Hitstun, 18 months dev time Melee, No Combofest Brawl, Smash 4 Rage. The mechanics were added intentionally, but don't function the way they were intended, hence Ultimate being the only "good" game. Regardless of which game people like best themselves, Ultimate is undisputabley the most stable entry.
Messages 3135 - King Mario King Mario
vs62993 pts ★ Titan
battle11947 pts ★ Champion
Barbados

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.

20 characters is a good limit, which would include new characters. Most people would hate this and complain there aren't enough characters, and they should try playing any game before Double Dash.


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.

48 being the absolute max is a good idea. I'd rather have 24 great nitro courses over 96 lackluster courses. 32 courses is fine too. Not every game needs to be the ultimate game, but we all know how Nintendo is. "Just play the latest game. It's everything and more. All other games are irrelevant."

They're a business, they gotta do what's best for their interest, not feed people's demands. Can't blame them for that. It's not like this series was ever amazing or anything.

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