Cutstuff Forum

Gaming => General Gaming Discussion => Topic started by: GameAndWatcher on December 17, 2011, 01:47:42 AM

Title: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: GameAndWatcher on December 17, 2011, 01:47:42 AM
Post just about anything relating to the series.
Unofficial Cutstuff Community # for MK7: 39-3504-9106-3970
Title: Re: Mario Kart, yes, Mario Kart
Post by: Super Raveman on December 17, 2011, 02:47:22 AM
This
Quote from: "Super Raveman"
I made a community for Mario Kart 7. Anyone willing to join needs to use this code: 40-6389-8082-7842
I made one a while ago >->
I guess nobody saw it
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on December 17, 2011, 02:56:08 AM
using Raveman's community

... once I obtain the karts
Title: Re: Mario Kart, yes, Mario Kart
Post by: Super Raveman on December 17, 2011, 03:00:50 AM
We can use anyone's community. Someone can make a balloon community or something.
Title: Re: Mario Kart, yes, Mario Kart
Post by: GameAndWatcher on December 17, 2011, 03:13:01 AM
Quote from: "Super Raveman"
This
Quote from: "Super Raveman"
I made a community for Mario Kart 7. Anyone willing to join needs to use this code: 40-6389-8082-7842
I made one a while ago >->
I guess nobody saw it
Didn't know, still keeping mine up though.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Super Raveman on December 17, 2011, 03:19:59 AM
OK, I've join yours... Now wat
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on December 17, 2011, 05:51:59 AM
I still don't have MK7.  For the Wii version, I'm pretty dang good (assuming items don't mess with the race wildly).  For the month or 2 after it came out, I was 3rd in North America on DS Peach Gardens...which is odd because I hate that course.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Bikdark on December 17, 2011, 08:43:56 AM
I was amazing at MKW until my Wii's disc loader broke  :l
I'm getting MK7 for Christmas so yey
Title: Re: Mario Kart, yes, Mario Kart
Post by: WheelieCarbonate on December 17, 2011, 01:31:15 PM
I had Wii,but I lost it.
Now I only have Mario Kart DS,on which I got 1:39 on Sky Garden thanks to help of one of my friends.
But yeah,I love Mario Kart.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LlamaHombre on December 17, 2011, 03:05:39 PM
MK7 makes me rage because of the lack of both Waluigi and Dry Bones.

Looks like I'll be using Metal Mario when I get the game, then.  :?
Title: Re: Mario Kart, yes, Mario Kart
Post by: BiscuitSlash on December 17, 2011, 03:11:40 PM
Quote from: "LlamaHombre"
MK7 makes me rage because of the lack of both Waluigi
....

....

Did they just....did they remove him?

*quickly checks the Mario Wiki*
Title: Re: Mario Kart, yes, Mario Kart
Post by: LlamaHombre on December 17, 2011, 03:13:59 PM
I've heard that they removed him.

Don't quote me on it, though, like you already have.
Title: Re: Mario Kart, yes, Mario Kart
Post by: BiscuitSlash on December 17, 2011, 03:16:36 PM
Yep, they are both excluded from the game. Thanks Nintendo. They were some of my favorite characters >_>.

I'd have such a huge rage if they ever removed Yoshi from a future MK game, so much that I wouldn't buy it. I doubt that'll happen though.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LlamaHombre on December 17, 2011, 03:18:36 PM
I am the only person on the planet who could care less about Yoshi.

I really liked Dry Bones in MKDS, though. He was OP, but you had to learn how to make him OP.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Magnet Dood on December 17, 2011, 03:20:01 PM
Well, hey, I'm pretty excited over the new characters in MK7.

Shy Guy, my favorite character of all time, finally gets his own regular roster spot. YESSSSSSS
Title: Re: Mario Kart, yes, Mario Kart
Post by: BiscuitSlash on December 17, 2011, 03:48:45 PM
When I think about it, Mario Kart might not be the same without Waluigi (or maybe even Dry Bones). Okay so his voice was a tad annoying, but why exactly was he removed? Nintendo might be racist to purple >_<
Title: Re: Mario Kart, yes, Mario Kart
Post by: LlamaHombre on December 17, 2011, 03:52:39 PM
Because video games can't accept fun anymore.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Max on December 17, 2011, 04:04:06 PM
Waluigi is more of a character than METAL MARIO or the QUEEN BEE

I loved him in Mario Kart DS! Passing people by and just shouting OH YEEH in a really high pitched voice!
Title: Re: Mario Kart, yes, Mario Kart
Post by: BiscuitSlash on December 17, 2011, 06:15:46 PM
Queen bee or Waluigi. Yeah, I can't say I'm really too fond of it being Queen bee instead. Queen Bee as a playable character....pthth

I also really liked that the firey looking car in MKWii looked really awesome when Waluigi was using it. Purple+yellow is amazing for that car.

I'm disappoint Nintendo -_-
Title: why dee you pro
Post by: Hallan Parva on December 17, 2011, 09:08:10 PM
Quote from: "Yellow Devil"
Waluigi is more of a character than METAL MARIO or the QUEEN BEE

I loved him in Mario Kart DS! Passing people by and just shouting OH YEEH in a really high pitched voice!
This. Oh-ho-ho-ho, so much this.

NYEEEEEAH! WALUIGI TIME!!
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on December 17, 2011, 11:50:42 PM
i was wondering if you guys made one!

im SO down for this! :ugeek:  :ugeek:  :ugeek:  :ugeek:  :ugeek:  :ugeek:  :ugeek:  :ugeek:  :ugeek:  :ugeek:  :ugeek:

EDIT: wait 2 communities?! w-which one?! :?  :?  :?  :?  :?  :?  :shock:
Title: Re: Mario Kart, yes, Mario Kart
Post by: GameAndWatcher on December 18, 2011, 02:12:12 AM
Quote from: "FuPoo"
i was wondering if you guys made one!

im SO down for this! :ugeek: :ugeek: :ugeek: :ugeek: :ugeek: :ugeek: :ugeek: :ugeek: :ugeek: :ugeek: :ugeek:

EDIT: wait 2 communities?! w-which one?! :? :? :? :? :? :? :shock:
Either one is OK.
Title: i'm not even in it
Post by: LlamaHombre on December 18, 2011, 02:14:48 AM
I'd recommend joining RaveMan's, as his is rather fun.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Knux on December 18, 2011, 04:18:18 AM
I've recently begun playing Mario Kart DS again, and I must say that back in '06 I was so much better at it. I had about 2:04 on Rainbow Road using R.O.B. BLS (with ROB!), which I used for most of my Staff Ghost defeating. Except Donut Plains and Choco Island. Egg 1 gogogo!

Of course, I bet few people play it these days with Mario Kart 7 already out. :/
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on December 18, 2011, 07:19:05 AM
i sold my mario kart ds FOR mario kart 7 LOL but before i sold it, i took a photo of my records. wario and the brute is ALL you need to achieve this

(http://i71.photobucket.com/albums/i154/FuPoic/HNI_0092.jpg)

i will miss beating snakers without snaking lol

fat karts for life! :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on December 18, 2011, 03:33:19 PM
I always used Luigi in the Standard Toad kart...

... I'm dumb. :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Max on December 18, 2011, 03:49:30 PM
Waluigi in the Poltergust all day erry day

LEE'S GO ALREEDY
Title: Re: Mario Kart, yes, Mario Kart
Post by: BiscuitSlash on December 18, 2011, 04:01:40 PM
Or Yoshi in that blue car that Luigi had! I used to do that sometimes! Too bad Luigi didn't have good drifting.
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on December 20, 2011, 01:27:27 PM
well i checked the groups out and... one says "Unoff. Cutstuff" and the other says "MM8BDM Cup"

i honestly prefer the one without the mm8bdm since its a forum thing as a whole, but at the same time the other one wont be the official since it has the obvious unofficial name in it lol. you both got the items and GP right though. 150cc and all items. just the way i like it~ :ugeek:

so instead, i made the official cutstuff.net community group in mariokart 7. i bugged cutmang to choose a logo but i chose a blue shell for the community logo since i know he loves that item ( LOL )

Quote
(5:23:04 AM) cutmangmoike: f
(5:23:08 AM) cutmangmoike: u blue shellz
(5:23:12 AM) FuPoo: lol

and we all have a love/hate relationship with said item. heres the code for it.

---

Cutstuff.net
37-1514-6790-9864

ALL ITEMS
150cc

---

for the FEW handful that currently have the game at the moment, please let me through PM or any other methods of contact (check my profile yo! ) if youd like to race so we can have some

CHAOS

happening and start to get the ball rolling for the other few that might soon to follow after christmas! :ugeek:  :ugeek:  :ugeek:  :ugeek:








(click to show/hide)

... ill try to draw a spiffy logo after i wake up later today!
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on December 20, 2011, 10:37:12 PM
I'm posting this everywhere aren't I

Title: Re: Mario Kart, yes, Mario Kart
Post by: Jakeinator on December 25, 2011, 10:10:13 PM
Joining the official one right now :).
EDIT: if you see someone with brown hair glasses and  their name is Jake, that's me!
Title: Re: Mario Kart, yes, Mario Kart
Post by: Solar Equinox on December 26, 2011, 01:32:45 AM
No...Drybones...in MK7...........
(Insert rage guy here)
WHY NINTENDO?
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on December 26, 2011, 06:55:31 AM
/sees 2 people already have points in the official cutstuff cup

hnnng

HNNNNNNNNNNG

ill probrably be free tomorrow all day. holidays makes me travel everywhereeeeeeee :ugeek:

ill try bumping this topic tomorrow so we can have a cup going hmmm?
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on December 26, 2011, 07:51:22 PM
bumping for the sake of activity!

ill be down for racean all day today so lets get something started! :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on December 26, 2011, 08:41:59 PM
I got Mario Kart 7 today.

FUCK YES

Prepare to be dominated by Nidoqueen THE WORLD'S BEST KART DRIVER
Title: Re: Mario Kart, yes, Mario Kart
Post by: BiscuitSlash on December 26, 2011, 08:43:56 PM
And I got Mario Kart 7 yesterday too. I might start going online in about a month or something.

still can't forgive them for removing waluigi. really nintendo, queen bee is an ideal choice compared to waluigi?
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on December 26, 2011, 09:01:06 PM
ATTENTION THOSE WHO FOLLOWED ME IN THE /v/ CUP ( lol )

after this cup, we shall race in the cutstuff one for...

-= SUPREMACY =-
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on December 26, 2011, 09:17:20 PM
I followed FuPoo into the /v/ server.

Raced my first ever online match.

WON FIRST PRIZE

NIDOQUEEN, THE WORLD'S BEST KART DRIVER
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on December 26, 2011, 09:49:37 PM
great races you 2! ill be able to play later in the night... for now, i must leave!

combo, you made me lol so hard when i noticed you went to first person racing :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Solar Equinox on December 26, 2011, 10:16:33 PM
Well, If anyone is up for a race about now, I will be on the cup.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Bikdark on December 26, 2011, 11:17:16 PM
Y u people no on CS.net community.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Max on December 26, 2011, 11:33:10 PM
Tryin' to play a match with Bik and he was just teleporting everywhere. Curse you, Atlantic Ocean!

Then he ragequitted on me
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on December 27, 2011, 12:06:25 AM
go here so we can chat it up while racing! :ugeek:

http://webchat.quakenet.org/?channels=cutstuff (http://webchat.quakenet.org/?channels=cutstuff)
Title: Re: Mario Kart, yes, Mario Kart
Post by: Bikdark on December 27, 2011, 12:25:09 AM
Quote from: "Yellow Devil"
Tryin' to play a match with Bik and he was just teleporting everywhere. Curse you, Atlantic Ocean!

Then he ragequitted on me
Nop, you were teleporting too. And that raegquit wasn't me, twas a connection error.
Title: Re: Mario Kart, yes, Mario Kart
Post by: MasterXman on December 27, 2011, 01:04:36 AM
Every time I try and go to the Cutstuff server, no one is there! What is this?! That makes no sense at all! How can there be no people on it?
Title: dammit I honestly do want to play
Post by: LlamaHombre on December 27, 2011, 01:07:42 AM
My broken 3DS is turning off every other 3DS in the world whenever you wish to play
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on December 27, 2011, 01:18:28 AM
if theres a group currently playing, you wont be able to join that same group till they finish their cup.

if you go in by yourself, youre gunna create a brand new cup with people who are also coming waiting. if the people who are currently racing can let you know when they finish, you can then join them by joining the cutstuff cup! :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on December 27, 2011, 01:26:43 AM
Hey! If you want to play some MK7 with FuPoo and I, please head over to this chatroom (http://webchat.quakenet.org/?channels=cutstuff) and we'll let you know when the server opens up again. That way we can have some high numbers of players!

I want my 6 driver insanity darn it!
Title: Re: Mario Kart, yes, Mario Kart
Post by: Jakeinator on December 27, 2011, 03:36:17 AM
Joining the chatroom...
Somebody start it up already!
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on December 27, 2011, 04:06:12 AM
Well, that was fun! FuPoo ended up winning like 96% of the matches but I got a couple victories in here and there. My favorite part though was when the entire server voted Maka Wuhu and NOBODY used the uber cheat. Best race ever guys.

I look forward to doing this again sometime! :cool:
Title: Re: Mario Kart, yes, Mario Kart
Post by: MasterXman on December 27, 2011, 04:07:45 AM
Quote from: "SmashBroPlusB"
Well, that was fun! FuPoo ended up winning like 96% of the matches but I got a couple victories in here and there. My favorite part though was when the entire server voted Maka Wuhu and NOBODY used the uber cheat. Best race ever guys.

I look forward to doing this again sometime! :cool:
How do people cheat in an online race? Explain that.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Solar Equinox on December 27, 2011, 04:08:20 AM
Same, we need a tourny of this style.
That is a fact.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on December 27, 2011, 04:17:21 AM
Quote from: "xxkirbysonicxx1"
Quote from: "SmashBroPlusB"
Maka Wuhu and NOBODY used the uber cheat
How do people cheat in an online race? Explain that.

WARNING: the following spoiler is only for dicks
VIEW AT YOUR OWN RISK
(click to show/hide)
Title: Re: Mario Kart, yes, Mario Kart
Post by: Combotron on December 27, 2011, 05:27:22 AM
Quote from: "FuPoo"
great races you 2! ill be able to play later in the night... for now, i must leave!

combo, you made me lol so hard when i noticed you went to first person racing :ugeek:
I just wanted to look kewl for you FuPoo, since you use gyro controls like ALL THE TIME. I just wanted to look cooler, but then I realized first person wasn't for meeeeeee.

BACK TO THE ANALOG PAD FOR ME

My favorite part of online play is the VR now. It's great that if you end up with a pretty decent VR, you get to actually keep it, instead of losing like 500 points if you come in 2nd place like on the Wii version. I prefer this game's VR, saying "Hey, so this round went bad, we'll take like 6 points off" instead of the Wii's version telling you you suck for getting 2nd place or something.
Title: Re: Mario Kart, yes, Mario Kart
Post by: BiscuitSlash on December 27, 2011, 03:22:23 PM
My connection sometimes dies randomly. I can reconnect easily, but it's a tad annoying :(

Almost beat Lifeup J and SolarBlast5 on my favorite track, but then BAM, I lost connection, despite being about 4M from the router without obstructions.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on December 27, 2011, 04:07:58 PM
Haha, that was totally fun!

In other news guys, I created a Cutstuff balloon community!
Heres the code:
55-2504-6043-2387
Title: Re: Mario Kart, yes, Mario Kart
Post by: Bikdark on December 27, 2011, 10:55:19 PM
Blarg, why is it whenever I use first person view I always drift to one side.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on December 27, 2011, 11:01:30 PM
Personally, I race better with 1st person on.
3rd person is just awkward... like 3rd-person shooter games!
curse you Red Dead Redemption.
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on December 28, 2011, 01:56:31 AM
i probrably wont be able to play in mariokart till tomorrow. well not organized play anyways. i might play rayman with my cousins later and i dont know when ill be free! tomorrow most definately though

if you see me racing, ill probrably in random worldwide though just racean for coins :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on December 28, 2011, 03:18:15 AM
I won't be on MK7 that much (if at all) tomorrow. I have to go watch my sister play in an ALL DAY soccer tournament. :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on December 28, 2011, 04:57:14 AM
I got MK7 for Christmas and I'm enjoying the crap out of it.  The new courses don't *quite* reach the greatness of MKWii's designs, but they make up for it because the computer doesn't seem quite as gun-ho with the blue shells and the crap weapons were switched out for better ones.  Also, all of the tracks are technically good.  However, the two Wuhu courses kind of seem like "We were out of ideas" courses and Bowser's Castle is kind of disappointing.

My favorite courses so far per cup:
Mushroom:  Cheep Cheep Lagoon
Flower:  Music Park
Star:  Wario's Shipyard  (Probably the best new course)
Special:  Rainbow Road

As for retro courses, wow is all I can say.  Every single course picked was a great decision IMO and the changes to most of the courses are very welcome (Can't say I'm a fan of the changes to the end of Koopa Cape though).  One standout one was Airship Fortress.  I loved that course to death in the DS version, but it seems like this version was almost made for the new drifting system.  Yes, the removal of crazy snaking somehow made this course better.  The spiral near the end is now drift heaven where before it was kind of awkward.  It's pure bliss.

Note that I said "crazy" snaking.  Snaking is technically still possible in this game.  It's just not nearly as easy to pull off anytime anywhere.

Shell:  GBA Bowser's Castle 1
Banana:  Wii Coconut Mall (Waluigi Pinball's pinballs just seem more annoying this time around.  Can't put my finger on why)
Leaf:  Wii Maple Treeway
Lightning:  DS Airship Fortress

One thing I'm not a fan of is the music.  Musically, this is probably the worst Mario Kart ever.  I'm only mentioning it because the soundtrack to MKWii was surprisingly awesome.  Here, almost all tracks are almost instantly forgettable.  Overall though, great game.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on December 28, 2011, 05:08:17 AM
You like Airship Fortress?
I thought that course was dull and short.

Yeah, I REALLY like the MK7 courses! Bowser's castle was kinda lame. >water.
Donkey Kong jungle was OKAY, but it lacked "pizazz".
I liked Daisy Hills. Nice, fun, and simple.
I just wish one lap around each course could be longer, but owell.
This game is good.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on December 28, 2011, 05:10:49 AM
I personally don't think there's a dull moment in the course.  The only kind of dull part in the original was spiced up with the bullet bills being more plentiful and a Bonzai Bill mixed in every once and a while.
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on December 28, 2011, 05:17:15 AM
the only thing i dont like about mariokart 7 is that they dumbed down the requirements to reach 3 stars -really low-

if youre pretty decent at this game, you should be able to get 3 stars without any problem :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on December 28, 2011, 05:22:30 AM
Plus, Mario Kart 7 is like, REALLY EASY TO 100%.
I beat the game in two days. If I was trying, then I would have mastered it in less time.
It would've been cool if Nintendo made a storyline for this game. Or, even like MKDS, a Mission mode. Know what I'm saying? :?
Title: Re: Mario Kart, yes, Mario Kart
Post by: BiscuitSlash on December 28, 2011, 11:49:52 AM
I only have MKDS onwards, so in MKWii, the on retro tracks I was familiar with was the DS ones. Sadly, they brought back the tracks that didn't interest me at all -_-

Out of the MKDS and MKWii tracks that they returned for MK7, I love the choices they made. Waluigi Pinball and Koopa cape! Hells yeah! Especially koopa cape. i love that track
Title: Re: Mario Kart, yes, Mario Kart
Post by: Max on December 28, 2011, 02:00:02 PM
I hate Maple Treeway more than I have ever hated any Mario Kart track in series history
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on December 28, 2011, 05:49:29 PM
Wat.
You hate Maple Treeway? The course with the two large caterpillars?
THAT IS ONE OF THE BEST COURSES EVER! HOW COULD YOU HATE IT? I love those tight turns, and the bushes! The music is good too!
Title: Re: Mario Kart, yes, Mario Kart
Post by: Dr. Freeman on December 28, 2011, 06:49:03 PM
Quote from: "Lifeup J"
Wat.
You hate Maple Treeway? The course with the two large caterpillars?
THAT IS ONE OF THE BEST COURSES EVER! HOW COULD YOU HATE IT? I love those tight turns, and the bushes! The music is good too!

He hates it for the same reason you dislike Airship Fortress.

I can seriously say the almost exact thing, but replace Maple Treeway with Airship Fortress.

"You hate Airship Fortress? The course with the two large fire pillars?
THAT IS ONE OF THE BEST COURSES EVER! HOW COULD YOU HATE IT? I love those tight turns, and the monty moles! The music is good too!"

It's all a matter of opinion Lifeup. People like certain courses, other people hate the same course.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Max on December 28, 2011, 06:50:11 PM
I hate Maple Treeway because it's too narrow and if you even touch another driver you fall off the course and end up last

Plus Wigglers always in my way

Plus annoying music
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on December 28, 2011, 06:53:01 PM
i love maple treeway for the fact that a fat kart can drive without worry! ive seen in this game at least 3 people online already trying to push/pass me over only to be nudged to their deaths in pits

brings a smile every time :ugeek:
Title: Seriously, MKW has the most boring soundtrack of all the gam
Post by: Nostalgia on December 28, 2011, 08:48:58 PM
Quote from: "Yellow Devil"
Plus annoying music
>Mario Kart Wii
>Soundtrack that doesn't go beyond background noise
Ahahahahahaha
Title: Re: Mario Kart, yes, Mario Kart
Post by: Magnet Dood on December 28, 2011, 08:56:14 PM
It sucks that Toad's Turnpike still hasn't been brought back.

MIRROR MODE ON THAT STAGE IS SO FUCKING FUN

At least the Killer Trains make a repeat appearance, which is nice. And Koopa Beach.

Huzzah for the stage music there.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on December 29, 2011, 05:51:24 AM
Quote from: "FuPoo"
the only thing i dont like about mariokart 7 is that they dumbed down the requirements to reach 3 stars -really low-

if youre pretty decent at this game, you should be able to get 3 stars without any problem :ugeek:
I got 2-Star Clear in under 24 HOURS. :ugeek:  If Mirror Mode wasn't such a bitch I'd already have 3-Star Clear :lol:

Honestly, I liked the Wuhu Island courses. Okay, fine, maybe I only liked Wuhu Loop. I thought it was fun (although the jump ramps felt a bit "forced"), and actually thought Nintendo was being clever by referencing the Mii series of games like Wii Sports Resort (the villa / castle grounds), Wii Fit (the mountain path), and Pilotwings Resort (the floating platform near Maka Wuhu's end).

Maka Wuhu did feel very linear though. The falling rocks also felt more like a "screw you, let's crush you with obstacles to make the stage seem harder than it is" moment instead of being actually necessary, and of course the infamous UBER GLITCH ruined any online fun I may have had with the course.

In my opinion, Maka Wuhu's just bad. I love Wuhu Loop to death though.

While I'm on the topic of courses I hate but everyone else likes... let's bring up Music Park. Mind you, the stage isn't TERRIBLE or anything. In fact, I like the layout a lot, and it works well with both the "Wii style drift" and the improved Trick system. I don't like how the Piranha plants are based purely on stage timing though, Coins are sparse and spaced out far from one another, and the music note blobs? What the hell ARE those things, and how do they stomp me flat!?

Piranha Plant Slide is by far without a doubt THE Course of the Year. For all years. It took the "fast water" gimmick I loved from Koopa Cape (which they took out :(), multiplied it by about 12, added in lots of nice areas for drifts and tricks, and gave it incredibly infectious music.

Bowser's Castle was cool until I got near the end with the cheap coin jumps. :? Then it was a boring spiral and OBLIGATORY GLIDER SEGMENT back to the start.

I felt the new Rainbow Road was also more of "designer laziness" than "go-karting innovation". I mean sure, the music is great and the level's graphics give you this grandiose feeling, but if you think about it, the track's nothing more but a hodgepodge of level gimmicks. I mean really guys, A FUCKING MUSHROOM SPRING IN SPACE. And there's ONLY ONE.



Oh, did anyone find out what the "Create Grand Prix" option is used for? I have no idea.

SMASHBRO'S CUSTOM CUP OF ULTIMATE SEXY TIME YES
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on December 29, 2011, 06:18:24 AM
I just feel the Wuhu Island courses are "we're out of ideas" courses.  They weren't originally designed for Mario Kart and it shows.

I also am not too large of a fan of Piranha Plant Slide because too many parts seem to rely on being at the right place at the right time:  namely, the piranha plant that switches sides, the water jet that leads to a speed ramp, and the hang gliding pit of death at the end.  Good course, but not without a problem.  Music Park I like more for drifting heaven and the piano/xylophone turns are kind of funny.  The music note thing at the end is weird, I admit, but not a problem.

I have the same feelings for Bowser's Castle.  The 2nd half leaves the castle (Um..."castle" is only half of the course's name so it's ok if only half of the level is a castle, right?  ...right?) and just has random jumps and turns.  To me, it's the most disappointing thing in the game given the past few games one-upping each other in terms of wacky Bowser's Castle designs that climaxed in what I felt was a dang near flawless Bowser's Castle in MKWii.

As for Rainbow Road, I feel the 2nd half is where it shines.  The first half is kind of just random turns and strange moments (I second the "WTF is up with that Space Mushroom?" thought).  However, I love the crater planet part, the speed conveyor turns, the music switch as the 3rd section starts, the spinning boost tunnel, and the hang gliding section to end all hang gliding sections.  Plus, that last turn is pretty awesome looking too.  I like the idea of a stage with lots of strange level gimmicks (except for aforementioned random space mushroom) since almost all fit but it seemed like the gimmicks were too heavily weighted towards the end.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Awbawlisk on December 29, 2011, 07:59:06 AM
Well pretty much my opinion on the Mario Kart 7 Nitro Courses

Mushroom Cup: Beginner Cup like always

1. Toad Circuit - ey....... nothing really special... All circuits are like "There is an audience at the starting/finish line" And you just race through it getting mushrooms to take shortcuts on ramps.. But I'm not complaining it is pretty good

2. Daisy Hill - I for some unknown reason have nothing to say about this course.... But I do know it kinda felt like I was racing on Yoshi Falls from MKDS, except less water streams.... I have to give them so much credit for the level design though... The graphics were fairly nice...

3. Cheep Cheep Lagoon - Ah yes the well known Underwater type/Beach type course.. It was great for them to start them off on racing through water on this course where the underwater segment is fairly huge. I have to say they did a pretty good job on the shortcuts though as one of them actually takes some skill to stay on that one shortcut in the cave segment since you can easily get pushed off into the water and having to take more time to get out of the ca- No what am I talking.. those routes are almost the same..  If you want to glide then good luck staying on that line. Want to drive underwater again then do so.

4. Shy Guy's Bazaar - I'm am very excited to see Shy Guy in the actual Mario Kart character roster for the first time ever without being haxed in... OH! Off topic. I like the music in this course its great. They did a great job with the shortcuts.. The only thing that haunts me on that stage is that gliding segment over nothingness... "8TH Place CPU gets a Lightning Bolt *uses it* Back to where you started and your 1st place is gone" Oh for the love of me and my continuous bad luck in Mario Kart History....

Flower Cup: Pretty Nice...

1. Wuhu Loop - I was shocked that they brought the Wii Sports Resort Island back in this game. I always wondered what it would be like racing through there and his game granted my wish. So this course introduces course halves I don't really have the time to explain all of them as they pretty much mean the same to me. Pretty good shortcuts. One of them I really didn't get why they put that there (I mean those pillars). Overall pretty good course I actually enjoyed this course.

2. Mario Circuit - as being one of the courses that pretty much appear in every Mario Kart game, yea... This one is cool.. I nearly like it better than the Mario Kart Wii Mario Circuit, but is nowhere near better than the Mario Kart DS Mario Circuit in my opinion... I really don't want to talk more about this course except where you enter the castle and drift turn into the path to that pipe from that N64 Mario Raceway course.

3. Music Park - AH YES!!1111 ITS EVERYONES' FAVORITE COURSE AND IF SOMEBODY DOESNT THINK ITS THE BEST COURSE IN MARIO KART 7 THEN THEY OBVIOUSLY HAVE PROBLEMS!!111111 -.- F them. Well at least I can tell why it would be their favorite course out of the nitro ones. With the piano, (Wooden Xylophone?) and the Xylo.  Like Mr. X said, "The music note thing at the end is weird, I admit, but not a problem." Yes I love drifting but I'M NOT THAT CRAZY for this course.. However!

4. Alpine Pass/Rock Rock Mountain - This course is hands down my favorite course of the Nitro courses. Even if its pretty bland awesome Level Design/layout
 pretty awesome gliding segments (Especially that one shortcut you can make with the glide at the end), kick ass music. The course was pretty much perfect for me. I in my opinion think this is the best nitro course of the bunch and I just love to time trial this course to death (Same with Neo Bowser City).

Hnnng I don't want to type the rest down... I'll update my thoughts on the Nitro courses later :[
Title: Re: Mario Kart, yes, Mario Kart
Post by: Blathers on December 29, 2011, 09:48:06 PM
Wuhu Maku is my least favourite course of them all. It is constantly voted on by people with high VR simply so they can abuse a glitch and easily get in first place to increase their VR some more.

But other then that one course, (And the remake of Rainbow Road Snes UUUUUGH) I'm pretty happy with what they've done with this game.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on December 30, 2011, 04:36:51 AM
Yeah, I can't do an online match without at the very least two people picking Maka Wuhu over and over to do the glitch.  Hopefully Nintendo will patch it.  I mean, they're already doing their first patch ever for Skyward Sword so I guess there's a slim chance.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mrguy891 on December 30, 2011, 07:25:53 AM
Mario Kart DS anyone

(click to show/hide)
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on December 30, 2011, 04:23:20 PM
So guys, I hear that we are going to have a good time on the Cutstuff Community on Mario Kart 7 tonight right?
I want to come! What time will it be at??
Title: Re: Mario Kart, yes, Mario Kart
Post by: Solar Equinox on December 30, 2011, 04:27:18 PM
About the friday fragfest, the odds are I won't be able to show up, so enjoy.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on December 30, 2011, 11:06:19 PM
Guys, its 6:00! Is the fragfest starting yet??
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on December 31, 2011, 12:13:16 AM
It's FLAGfest :ugeek:

and it doesn't start until 7:30

brb, playing Pushmo
Title: Re: Mario Kart, yes, Mario Kart
Post by: Max on December 31, 2011, 12:16:21 AM
can we start 15 mins early... now?

i mean it's 00:15 over here
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on December 31, 2011, 12:17:32 AM
Well, I guess it couldn't hurt.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on December 31, 2011, 12:29:59 AM
I'm going in there.

EDIT: Guys, me and Metora are in the Cutstuff community! Get the hell in here!!
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on December 31, 2011, 12:44:54 AM
You guys need to go in the chat room

because apparently we're in TWO DIFFERENT ROOMS

we need to join into one room yo
Title: Re: Mario Kart, yes, Mario Kart
Post by: Max on December 31, 2011, 01:14:23 AM
smashbro playing pushmo

I'M GLAD I'M AWAKE FOR THIS GREAT FLAGFEST AT 01:14AM
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on December 31, 2011, 05:02:41 AM
So, I was extremely bored today and decided to compile 2 lists of possible Retro Cups for the next Mario Kart.  While doing so, I came to a startling realization:  Almost all of the Mushroom Cup and most of the Flower Cup courses for every game through Double Dash have already been used.  And beyond that, most of the good early cup courses for DS and Wii have been used.  Plus there's the problem of the 3DS courses losing significant sections if hang gliding and underwater portions aren't permanent additions (which I don't think they will be given the history of adding a twist and removing it in the next game with two riders per kart, mission mode, and bikes).

Anyhoo, here were my two Retro Cup wishlists:  The first is a more likely selection of courses based on both courses I like and courses that would fit.  What I mean by fit is that most of my favorite courses come in the Star/Special cups of games which simply wouldn't work for the Shell and Banana Cups.  Therefore, for the first list, I stuck to a more realistic goal:  fairly even amount of courses from each game, all games represented, and no game represented twice in one cup.  I also set another more realistic restrictions:  no more than 1 Rainbow Road, no extremely similar courses (keeping Bowser's Castles to a minimum, keeping the number of courses with Wario in the title to a minimum), and etc.  The 2nd list is my dream list:  a list of 16 courses not arranged by cup that I simply love and want to see in one single game.  As such, some courses already used in other Mario Kart Retro Cups get used again and there's very uneven representation of games.

But enough talk.  Have at you Here are my lists:

List 1:  The realistic list for the next Mario Kart.
Self-imposed Requirements - Courses must be appropriate for the cup.  Must have equal numbers of courses from all games with the two most recent games getting an extra course each.  No courses already used in previous Retro Cups.  No 2 courses from the same game within a single cup.
(click to show/hide)

List 2 - The Dream List - must include only 16 courses...and that's about it (Well, I kind of felt obligated to include something from every game but it's still a solid list IMO)
(click to show/hide)

I'd love to see your lists/hear your opinions.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on December 31, 2011, 05:27:47 AM
if Moonview Highway was in the next Retro Cup line up I would eat a couch

my second-least-favorite track of the game (nothing gets worse than LUIGI CIRCUIT)

Mario Kart Wii had a lot of good tracks (especially Bowser's Castle) but Moonview Highway felt sort of rushed

it seemed to me like Nintendo was all "oh crap, let's slap a traffic course together real quick"

and the tacked-on hill area on the side just to MAKE SURE it had tricks felt REALLY sloppy
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on December 31, 2011, 06:26:30 AM
It's definitely a love it or hate it course.  I notice lots of people online seem to be bad at it but I'm pretty great there.

EDIT:  By the way, I think for the Wii U Mario Kart, they should bring back Co-op with two racers in each kart.  Why?  So the racer in back can use the Wii U's controller screen to look behind them and manually aim backwards bananas/shells, of course!  In non coop games, it basically becomes just a rear-view mirror or the course map like the (3)DS's 2nd screen.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Combotron on December 31, 2011, 09:09:44 AM
I'm just gonna say that my favorite courses so far have been Piranha Plant Slide, and DK Jungle. I found that they were courses with some cool attitude to them, at least to me. Also any course with Daisy in the name. I also main Daisy.

Daisy's way cooler than Metal Mario, but Japan doesn't seem to think so. It's all Metal Mario and Mushroom wheels with them or something, and Maka Wuhu and SNES Rainbow Road. Because nothing says a skilled player more than needing to use a glitch to win, or being good at one racetrack alone.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on January 01, 2012, 06:20:53 AM
Yeah, online is a Metal Mario - Maka Wuhu sh**fest.  It's a shame too because I was having fun online the first day I played it.  The day after seemed to be when everybody who got it on Christmas figured out the glitch.

My favorite combo so far is Shy Guy/B Dasher/Wooden Wheels/Super Glider.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Bikdark on January 01, 2012, 09:17:09 AM
Quote from: "Mr. X"
My favorite combo so far is Shy Guy/B Dasher/Wooden Wheels/Super Glider.
Blah, I have so few kart parts. However I have noticed Lakitu/Egg 1/Those Big Red Wheels/Batton works nicely.
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on January 01, 2012, 10:13:37 AM
i pick wario in every game cept the first one. in this game case with parts flying out the wazoo, i equip myself with any part that can make me more heavy

the heavier my kart is, the better i drive :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Combotron on January 01, 2012, 10:32:34 AM
I'm just trying to get as many coins as I can get, because I'm still trying to unlock the Barrel Train body part. I had plans to use the toot-toot-Barrel Train as much as possible, but pieces getting unlocked randomly keep taunting me over and over again.

I've got a few combinations I like, but I generally stick with the Peach Parasol as my glider for all vehicles, since Daisy gets her own special orange parasol and I think that's a cute attention to detail. I like using the Soda Jet/Slick for time trials, and other combinations I have include the Cloud 9/Sponge, the Bruiser/Standard Wheel, the Cact-X/Slim, and the Bumble V/Standard. Like Mario Kart Wii, I enjoy using the variety given to me and most of the time I usually just pick whatever feels fun, but those combinations I use more than others.

Once I get the Barrel Train though I'm probably gonna use nothing but that, I don't care if it's good or bad, I loved that train in Double Dash.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Max on January 01, 2012, 10:40:15 AM
I either use

Wario / Soda Jet / Rollers / Parafoil

or

Yoshi / Barrel Train / Slick / Super Glider
Title: Re: Mario Kart, yes, Mario Kart
Post by: BiscuitSlash on January 01, 2012, 11:34:26 AM
My favorite combo

Yoshi / Normal Kart / Slick (hell yes) / any glider

Haven't unlocked any characters yet apart from Mii.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Dr. Freeman on January 01, 2012, 03:10:04 PM
Shy Guy/Bumble V/ The Small Wheels which name I forgot/ Parachute glider thing

So fast.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 01, 2012, 04:15:05 PM
I've noticed that Toad and Koopa are like PRACTICALLY the same class!
Anywho, my favorite combo is:
Toad + Barrel train + rollers + normal glider.
Title: Re: Mario Kart, yes, Mario Kart
Post by: GameAndWatcher on January 01, 2012, 06:45:16 PM
Quote from: "Michael712"
Haven't unlocked any characters yet apart from Mii.
You unlock characters by beating cups in 150cc
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 01, 2012, 10:40:23 PM
Lakitu
B Dasher / Gold Tires / Paraglider (Parafoil for you UK kids)

Rosalina
Soda Jet / Sponge Tires / Peach Parasol

Mii (usually Nidoqueen)
Standard Kart / Standard Tires / Standard Glider


Oddly enough, I win the most with the "Standard combo".
I guess "if it isn't broke, don't fix it" really applies here?
Title: Re: Mario Kart, yes, Mario Kart
Post by: Max on January 01, 2012, 10:51:57 PM
Just played a match where 4/6 people were Lakitu. Hate that guy.

A lot of names changed for Europe, Music Park became Melody Motorway, Maka Wuhu became Wuhu Mountain Loop... most are better, except Neo Bowser City becoming Koopa City Q.Q
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 01, 2012, 11:08:25 PM
Quote from: "Yellow Devil"
Melody Motorway
Sexiest name ever. I so jelly :ugeek:
Quote from: "Yellow Devil"
Just played a match where 4/6 people were Lakitu. Hate that guy.
I know what you mean. Those Asians and their obsession over Lakitu / Metal Mario. Gets a bit annoying at times.

However, though I wasn't a fan of Lakitu being in at first (AND NO WALUIGI HNNNNG) I grew to like him. Why like Lakitu if Toad is obviously the best Feather-class driver ever created, you ask? Simple. His kart animations. When I choose him he looks so nerdy and adorable when he wipes his nose, and the "hipster point" whenever he finishes in 1st Place is hilarious. He's all like "Oh 'sup guys guess what, I WON. Yeah, check me out."


pointing left and right all day every day :cool:
Title: Re: Mario Kart, yes, Mario Kart
Post by: LlamaHombre on January 01, 2012, 11:10:00 PM
Okay
Koopa is in MK7

My life is at peace again
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 01, 2012, 11:11:23 PM
Toad and Koopa are the same class.[/b]
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 01, 2012, 11:20:13 PM
no shit Lifeup
Really, there's only five characters in MK7. They've just been re-skinned several times. :ugeek:



FEATHER CLASS FILLED WITH ENEMY ARCHETYPES
Toad (best driver), Shy Guy, Koopa Troopa, and Lakitu.

LIGHT CLASS OF DINOSAUR PRINCESS GOODNESS
Peach, Daisy, Yoshi, and REAL SMALL Mii characters.

STANDARD CLASS OF MOUSTACHIOED PLUMBERS
Mario, Luigi, and Nidoqueen 80% of Mii characters.

CRUISER CLASS OF MACHO MONKEYS AND SEXY ROSALINA
Rosalina, Donkey Kong, Wiggler, and BIG BULKY Mii Characters.

HEAVY CLASS OF LARGE-AND-IN-CHARGE BOSSES
Wario, Metal Mario, Bowser (hell yes), and Honey Queen (hell no).
Title: Re: Mario Kart, yes, Mario Kart
Post by: Bikdark on January 02, 2012, 01:07:33 AM
Ladies and mentlegen, I present to you the best kart combination ever:

Lakitu/Birthday Girl or Barrel Train/Rollers/Batton

I've been constantly racing circles around those fancy Japanese Metal Mario people with 1700 VR
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 02, 2012, 01:40:08 AM
I have now completed the grand prix, mirror unlocked, and have atleast 1 star or more on EACH cup!
Now my goal is to get the golden equipment, and I will be one of the most OPiest racers ever!
Title: Re: Mario Kart, yes, Mario Kart
Post by: Bikdark on January 02, 2012, 01:52:53 AM
Quote from: "Lifeup J"
I have now completed the grand prix, mirror unlocked, and have atleast 1 star or more on EACH cup!
Now my goal is to get the golden equipment, and I will be one of the most OPiest racers ever!
IIRC, the gold kart parts have the same stats as the standard parts.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Awbawlisk on January 02, 2012, 01:58:46 AM
BUT IT MAKES YOU GOLD!!11!11 SO IT HAS TO BE THE BEST KART EVA!!!1111 I got the gold wheels but all they did was cause me so much trouble  :(
Title: Re: Mario Kart, yes, Mario Kart
Post by: Combotron on January 02, 2012, 02:57:31 AM
So after 2000 coins I finally got the Barrel Train. Finally I have my favorite kart body. I especially love how you hear the slight train chugga-chugga as you drive it, and like the Daisy parasol, that's another nice attention to detail I love.

If the golden parts are equal to the standard stuff, I might just use the golden wheels when I get them. I've always liked the standard wheels anyway.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 02, 2012, 03:24:32 AM
Actually that's a lie.

The Gold Kart and Gold Glider have the same stats as their normal counterparts, yes, but the Gold Tires do NOT. They alter your stats to behave like a heavy-class kart with MUCH better acceleration but worse handling and a TAD BIT lighter weight.

If your name is FuPoo the Gold Tires are a godsend, but if you like good turning (like me) stick with the Red Monster tires.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Bikdark on January 02, 2012, 03:47:24 AM
Ew, I think I'll stick to my Roller tires, thank you. I enjoy my acceleration and handling.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on January 02, 2012, 04:17:16 AM
I changed my combo to Shy Guy OR Lakitu/Egg 1/Wooden Wheels/Whatever the Bat Glider is

I still only have 1500VR because I don't care for online random too much.  Just a bunch of Metal Marios who either think they're hot stuff because they can do the easiest exploit in all of gaming on Maka Wuhu over and over or people who apparently love Wuhu Loop so much that they must constantly pick it over and over again.

I've set up a few private communities and might make a random one to post on here just in case I happen to see people on.  I like communities except for one flaw and it's the same backwards flaw from local multiplayer in the Wii version:  Why the Hell can't it just be "pick courses until you're tired of playing"?  Why does it have to basically be a cup?  Hell, even battle mode communities force you to play 4 games!
Title: Re: Mario Kart, yes, Mario Kart
Post by: TheBladeRoden on January 02, 2012, 04:28:55 AM
If Lakitu is now a racer, who picks people out of the water?
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 02, 2012, 04:30:32 AM
Quote from: "TheBladeRoden"
If Lakitu is now a racer, who picks people out of the water?
Another Lakitu!
Title: I REALLY need to stop using Yoshi so much :/
Post by: BiscuitSlash on January 02, 2012, 11:58:38 AM
Now ploughing my way through the 150cc stuff and unlocking new characters! yay! already unlocked daisy and wario, now getting whoever's next

But what is it with all the UK name changes? Mario Kart Wii had "DK Snowboard Cross" instead which sounded a lot better

EDIT: Already unlocked Rosalina....wow. I thought she'd be unlocked at the special cup at least! Personally I don't really like Rosalina that much. I've always seen her as a really overrated character for some reason. I like those lumas though....she still has one following her, right?

EDIT2: Nope, no luma. I like those things  :cry: i was playing as yoshi as usual, i just noticed while an ai player was driving

EDIT3: Metal Mario's voice is weird, but it somehow makes him really awesome  :cool:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Rui on January 02, 2012, 02:58:34 PM
*fails to get 3 stars in 150cc*



I give up.
Title: Re: Mario Kart, yes, Mario Kart
Post by: BiscuitSlash on January 02, 2012, 03:55:28 PM
Holy crap! Shy guy is so friggin' pro!

New one to the list:

Shy Guy/Something 7 (the blue car)/Normal/Parafoil
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 02, 2012, 05:38:48 PM
You guys.... the REAL combo is:
Wario/Bruiser/Red wheels/ normal glider!
Title: Re: Mario Kart, yes, Mario Kart
Post by: Max on January 02, 2012, 11:19:04 PM
Quote from: "SmashBroPlusB"
CRUISER CLASS
Rosalina

I always assumed she was light, after finding out she's fat (thinner than peach/daisy?) I gave her a try in bed and she's my new main now.

Soda Jet + Rollers + Peach Parasol + Sexy echo voice = yesh
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 02, 2012, 11:28:24 PM
I always thought Rosalina was hotter and has a more pretty voice that Peach or Daisy.

Anyways, I wish this game had a story mode. Like Bowser kidnapping you-know-who, and Mario has to use his kart to get you-know-who back.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Tails on January 02, 2012, 11:44:27 PM
Mario Kart was never big on story anyway.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 02, 2012, 11:52:48 PM
Smash brothers wasn't big on story either. But they used story mode for Brawl anyways.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 03, 2012, 12:30:06 AM
Quote from: "Yellow Devil"
Quote from: "SmashBroPlusB"
CRUISER CLASS
Rosalina
I always assumed she was light
Remember, in Galaxy she was significantly bigger than Mario. Maybe it's her size that gives her bigger karts instead of her weight? That could also explain why she's a Cruiser and not a Heavy.

Quote from: "Yellow Devil"
I gave her a try in bed
Oh, you sly dog. :p

Quote from: "Yellow Devil"
Soda Jet + Rollers + Peach Parasol + Sexy echo voice
Quote from: "SmashBroPlusB"
Rosalina
Soda Jet / Sponge Tires / Peach Parasol
beat you to it, old chap :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Max on January 03, 2012, 12:34:31 AM
Pfffffffffft sponge

Quote from: "SmashBroPlusB"
Remember, in Galaxy she was significantly bigger than Mario.

Mario is like, 4ft and 200lbs
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 03, 2012, 12:37:25 AM
But sponge wheels are good! They are my favorite wheels so far, and I like the handling and acceleration!
What does the stat,"Off-road" mean?
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 03, 2012, 01:04:36 AM
if your Off-Road is high you lose less speed when you derp around in grass / thick sand / mud puddles / etc
you still go slower though so even if it's maxed out YOU'RE BETTER OFF DRIVING ON THE TRACK (trust me I tried)

Oh, I played Blathers today on a random Wi-Fi server.
He used Honey Queen.... pfffffttt
Title: Re: Mario Kart, yes, Mario Kart
Post by: Magnet Dood on January 03, 2012, 01:23:01 AM
I'm hoping they release a few new characters for like 500 points on the 3DS store later on. It would make the game a lot more fun.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 03, 2012, 01:32:47 AM
> points
> 3DS Store

apparently SOMEONE doesn't own a 3DS around here

You use real "Earth money" as currency. Real easy calculations and what-not.
Also, $5 for extra CHARACTERS is too much money to spend on Mario Kart.

Like I said earlier there's pretty much only 5 classes in the entire game, characters are just for preferences yo.
Plus, we have Lakitu, Rosalina, Wario, and Nidoqueen custom Miis. You don't need anyone else.

... Well, Waluigi wouldn't hurt. :cool:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Blathers on January 03, 2012, 02:05:07 AM
Quote from: "SmashBroPlusB"

Oh, I played Blathers today on a random Wi-Fi server.
He used Honey Queen.... pfffffttt

Invertebrates representin'.  Along with her and wiggler. I use them a lot...  

Luigi is cool too.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Magnet Dood on January 03, 2012, 02:48:26 AM
Ahh. I see.

Actually, I don't have a 3DS. Instead, I have Super Mario 3D Land sitting on my dresser.

CURSE YOU, CRUEL FATE

I'll get one in abouat a week. I want to join some of you guys in racing.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 03, 2012, 02:56:33 AM
Dood, that was a 2000th post well spent.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Blathers on January 03, 2012, 02:57:20 AM
Quote from: "Star Dood"
Ahh. I see.

Actually, I don't have a 3DS. Instead, I have Super Mario 3D Land sitting on my dresser.

CURSE YOU, CRUEL FATE

I'll get one in abouat a week. I want to join some of you guys in racing.

I can relate (though my case isn't as severe). I got skyward sword for
Christmas but I still haven't been able to get wii motion plus.

On topic; I have never used to like doing time trials in Mario kart games,
but for some reason I really got into it this time around.  I like trying to top my friend's times then rubbing it in their faces.

You're next, Smash.  :twisted:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 03, 2012, 03:23:13 AM
Quote from: "Blathers"
You're next, Smash.  :twisted:
HEH HEH, GOOD LUCK WITH THAT


Last time we raced I flat-out destroyed you. I hope you got a lot of practice in.

I'm actually looking forward to a rematch, to be honest. I might actually get a challenge. :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on January 03, 2012, 05:09:32 AM
So, I'm writing a track FAQ for gameFAQs because the one FAQ to cover the game does an abysmal job of talking about shortcuts and stuff.  Hell, half of his suggestions actually hurt you!  I mean, use the outside edge boosters on N64 Luigi Raceway?  I humored him and tried it with the same combo I set my record on.  I was behind by 5 seconds...AFTER THE FIRST TURN.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 03, 2012, 06:18:24 AM
this is technically still Mario Kart related

BUMPFEST
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on January 03, 2012, 07:53:31 AM
^^^^^^^^^

THAT is the sole reason why i love playing as heavy karts with their horrible stats

icing on the cake that i get to use wario! :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on January 03, 2012, 07:29:50 PM
Is it just me or is online more item-spammy than offline?  Offline, blue shells are far less frequent than in Wii and DS but online, it's a blue shell shit storm!
Title: Re: Mario Kart, yes, Mario Kart
Post by: BiscuitSlash on January 03, 2012, 07:41:16 PM
Hmmm, well I do tend to notice that whenever I'm at the back, I usually boost my way ahead quite fast with special items, and I don't see it happen all that much. I usually always play offline if I'm not playing MM8BDM or LBP so yeah, maybe.

I think I've unlocked all the characters now. But really, Shy Guy and Lakitu are so cute!!! I don't know why....they just are.

Only things I don't like about MK7:
-Honey Queen, but no Waluigi? Nintendo, didn't you replay either SMG to remind yourselves of how friggin huge Honey Queen is? Obviously they'll scale Bowser down a bit because he is really frequent in mario games and he's really awesome, but can the same thing be said about Honey Queen? If Nintendo don't show respect to Waluigi in future....
-The fact that blue shells fly lower and can knock other players like in CTR kinda takes some getting used to, but at least it's not just the champion getting bashed all the time.
-Something that I forgot....but there was something! Ah, I remember now, Rosalina no longer has that Luma following her. This doesn't bother me as much as it should, but I liked Lumas :/ alright, this point is actually a very minor one.

@Beforeposts in MKWii Waluigi, Rosalina and Dry Bowser were only in the heavyweight class due to their size, similar to how Yoshi is a mediumweight (and possibly diddy kong)
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 06, 2012, 01:04:34 AM
At 4500 coins the game FINALLY gives me Mush Tires... which are INSANELY hax now that I look at the stats for them.

And with that, I now have every tire set in the game. Whoopee.

I also have all the karts except Gold Kart. Still missing FOUR GLIDERS though. :ugeek:

also FNF tomorrow whee
Title: Re: Mario Kart, yes, Mario Kart
Post by: Dr. Freeman on January 06, 2012, 02:07:07 AM
I think I got the Mush Tires after I beat 50CC (at around 500 coins). They really didn't appeal to me that much.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 06, 2012, 02:09:08 AM
oh yeah speaking of which

EEE KAY

register me so I can race you, man
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on January 06, 2012, 02:43:18 AM
I still need the Bumble V and Soda Jet bodies, which are ironically the ones I hear are the best.  I'm content with my Egg 1 and Zucchini bodies for the time being though~

Also, in a random online race, I stumbled into a room with a racer by the name of FuPoo.  I wonder... (he left before I actually joined the race though)
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 06, 2012, 02:56:38 AM
was the "FuPoo" using Wario

if so, you've found the rascal alright


Also the rumors are true, Soda Jet is indeed god-tier (especially when combo'd with Rosalina). I don't care much for Bumble V though; the stat spread is pretty lackluster.

Also also how could you like the Zucchini, the turning for that thing is TERRIBLE :shock:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Chugger11 on January 06, 2012, 03:00:31 AM
I like good old double dash... Those were the days
I also liked 64... Toad's Turnpike was awesome!!!
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on January 06, 2012, 03:16:17 AM
I use Shy Guy and wooden tires.  The thing handles fine, the acceleration is great, and the speed is decent.  Acceleration is by far the most important stat in the game.

Also, I never got to see what he was using.  He had left after the screen telling me he'd be my opponent.

EDIT:  LOL, I go into the game to double check the handling stat and I unlock the Soda Jet!

The handling on my Zucchini-Wood tire-Shy Guy combo was a 4 out of 6 which seems well enough.

EDIT 2:  My God...the Soda Jet IS God tier!
Title: Re: Mario Kart, yes, Mario Kart
Post by: Bikdark on January 06, 2012, 06:49:17 AM
Hmm, just checked the stats on Soda Jet, and it gives +.25 to acc and speed. Sounds pretty damn good.

Also I still need Slick tires so I can use that god-tier Honey Queen/B-Dasher/Slick/Paraglider time trial setup. You could also use Swooper, Flower glider or Peach Parasol, as they all give the same stat changes
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 06, 2012, 05:55:58 PM
I just realized something

gliders in MK7 are like hats in TF2

both objects do NOTHING to change your in-game performance

yet, you want to collect a lot of them anyway

just so you look cool on the internet

 :cool:  :cool:  :cool:  :cool:  :cool:
Title: Re: Mario Kart, yes, Mario Kart
Post by: BiscuitSlash on January 06, 2012, 06:00:26 PM
That train kart makes train sounds. That's just pro.

I really need to stop playing offline so much. I have CutStuff friends online now :/
Title: Re: Mario Kart, yes, Mario Kart
Post by: Korby on January 06, 2012, 06:28:08 PM
Quote from: "SmashBroPlusB"
I just realized something

gliders in MK7 are like hats in TF2

both objects do NOTHING to change your in-game performance

yet, you want to collect a lot of them anyway

just so you look cool on the internet

 :cool:  :cool:  :cool:  :cool:  :cool:

According to the wiki, they actually do change your stats.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 06, 2012, 06:31:38 PM
oh look at me, I took a QUARTER OF A POINT from weight and put it in acceleration

I'm so special guys amirite? :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Korby on January 06, 2012, 06:45:01 PM
The game seems to operate on quarters, so yes, that does seem to be a rather large change.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on January 09, 2012, 06:03:55 AM
There are hidden stats for speed in air and underwater and other things. The stats being shown are how they affect your ground speed. In the air, the Super Glider is faster but has less control than say the Parasol.

So, what's everybody's VR and/or win loss records?  I'm at 3889VR and I have a win-loss record of 1006-202.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 09, 2012, 10:33:44 PM
I am a happy little mushroom man

because I hit 5000 coins and got the BEAST GLIDURRR

and I also hit 4000 VR and got NOTHING

I'm sorta happy classes are back in because now I can StreetPass

I got seven StreetPasses today alone

gonna get that sweet Golden Glider in NO TIME FLAT
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 10, 2012, 08:30:39 PM
Why are Weight and Off-Road stats so horrible? Or am I missing something?
Title: Re: Mario Kart, yes, Mario Kart
Post by: Combotron on January 10, 2012, 09:08:03 PM
My current VR is about 5109, and my win-ratio has been 1571-786. I get ganged up on a lot in my races.

Also weight is a pretty good stat when playing actually. Compared to Mario Kart Wii, everyone's really ram-happy in this game. I can't begin a single race without being smacked back and forth between a bunch of people.

I can't wait till I go to upcoming conventions and see people acting competitive about this game. They can tell me which parts are better than others and how I'm bad for using whatever pieces I feel like. Nintendo, you have a knack for fueling really weird competitive gamers.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Bikdark on January 10, 2012, 09:27:48 PM
1329 VR with 164 wins and 23 losses.
As you can see, I don't race online much. But as you can see, my win/loss ratio is pretty damn good.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Zebra_Zabi on January 11, 2012, 03:58:04 AM
I'll join you guys in this Mario Kart escapade. Anyone online right now?
Title: Re: Mario Kart, yes, Mario Kart
Post by: BiscuitSlash on January 12, 2012, 05:54:06 PM
I really need to play online a bit. So far I've beat all the 50cc, 100cc and half the 150cc and mirror cups with 3 stars. The rest I have 2 stars.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 12, 2012, 08:12:19 PM
Does your Mii have any special stats in this game? Because I don't think so...
Title: Re: Mario Kart, yes, Mario Kart
Post by: BiscuitSlash on January 12, 2012, 09:02:28 PM
Mii is the same as the medium classes. Not sure if it's different for bigger or smaller Miis

Looking at the mario wiki, this game doesn't seem to have bonuses for different characters this time, and it's just dependent on their weight.
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on January 13, 2012, 12:27:54 AM
im ready for tomorrow whoever is still up for it :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Super Raveman on January 13, 2012, 12:30:29 AM
I'm in :D
Hopefully it connects because I had some trouble last week ;-;
Title: Re: Mario Kart, yes, Mario Kart
Post by: LlamaHombre on January 16, 2012, 01:24:45 AM
So I finally got a chance to play Mario Kart 7.

Before I continue, let me make something clear. Any attempts to play with me over Wi-Fi will be ignored and shot down before I even see it.

I've found what I've been playing enjoyable so far.

Koopa with the Birthday Girl (shut up.), Roller, and Super Glider has gotten me through alright so far.

I'll definitely want to play competitively when I get my 3DS back in about a week or so.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 16, 2012, 01:57:22 AM
HEY LLLAMA LETS GO PLAY ON MK7!! GO ON THE CUTSTUFF COMMUNITY SERVER I'LL MEET YOU THERE!!111!!
Title: Re: Mario Kart, yes, Mario Kart
Post by: Atticus on January 16, 2012, 08:05:19 PM
Let me just say

Any heavy character + Soda Jet + slick tires = Yes.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Combotron on January 17, 2012, 10:09:30 PM
Anyone noticed a rise in popularity in lightweight characters and the Soda Jet + any good handling wheel like the Rollers or Mushrooms? I'm not seeing many Metal Marios online anymore, just Koopas, Toads, and Shy Guys in large numbers.

Not to say that's bad though, I've just noticed Metal Mario isn't really as popular anymore. Yoshi on the other hand has had a huge boom in popularity. Just recently went into a room where I was one of the two that WASN'T Yoshi. No one seems to give a crap about the rest of the middleweights though.

...I really hope this doesn't end up like Mario Kart Wii did, where people picked Funky and Daisy due to completely redundant numbers that are supposed to benefit them, but really mean nothing whatsoever, but are still widely accepted by the competitive players.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LlamaHombre on January 18, 2012, 03:10:56 AM
oh my fucking jesus shit

Bowser's Castle and Rainbow Road have the proest remixes of their DD!! counterparts ever

Especially Bowser's Castle
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on January 18, 2012, 03:40:36 AM
Rainbow Road is a remix of the N64 one, of which Double Dash is also a remix of.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Blathers on January 18, 2012, 06:13:21 AM
Quote from: "Mr. X"
Rainbow Road is a remix of the N64 one, of which Double Dash is also a remix of.
MK7's rainbow road is a remix of the n64 version, but the Game Cube rainbow road tune is unique, isn't it?

Post 69? Yay??
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on January 18, 2012, 06:15:24 AM
Both the Mario Kart 7 and Double Dash themes contain the same remixed part from 64.  It's become the unofficial theme of Rainbow Road, it seems, and I'm not complaining.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Chugger11 on January 20, 2012, 01:50:31 AM
Quote from: "Mr. X"
Both the Mario Kart 7 and Double Dash themes contain the same remixed part from 64.  It's become the unofficial theme of Rainbow Road, it seems, and I'm not complaining.
Ah... Rainbow Road...always falling off the edge...sigh...
Title: maybe llama's just a pansy
Post by: LlamaHombre on January 20, 2012, 03:26:55 AM
I can safely rank MK7, having played on all the tracks in the game.

I'd say it's close up to DD!! for just how much fun I had with that game.
This one's fun, too, but a few things really screamed at me the whole time.

Most glaring annoyance is the buffing of Red Shells, which no longer fall off pits.
No undodgable attack should take away three coins from you. Mainly Blue Shells and Lightning. It's annoying enough to try and buff up your kart in 1st place whiile yoou're getting hammered with Red Shells and the previously stated. With things like Starmen, Bullet Bills, and Lucky 7 in back, it's not much better back there.
What the shit did they do to the computers in 150cc. Maybe it's just my imagination, or being too used to dominating them back in MKDS, but it almost feels a little too difficult racing them.
The character selection is really lacking. It's better than MKW's 35 character mess, but come on. Queen Bee? Why in god's name did they make Wario an unlockable?

If anything, it's loads better than 3D Land. I can't quite call it the best yet though.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 20, 2012, 12:47:07 PM
I rather enjoyed the Red Shell megabuff, thank you. :cool:

I agree that unavoidable attacks should do less "damage" to a player, but I guess Nintendo didn't think that far.

The computers aren't NEARLY as brutal as they were in MKWii. After slamming my face into a wall trying to get the ONE STAR rank in Wii, getting THREE STARS in MK7 wasn't too bad. They're significantly tougher than in DS though, so you actually need to drive with SKILL to win a race. Too bad Nidoqueen is the best driver in the world.

I also agree that the character roster is terribad. Queen Bee should have never happened and quite frankly Metal Mario shouldn't even EXIST... since it's just MARIO with a METAL CAP. The biggest "middle finger in your face" insult would have to be the lack of Waluigi, because they brought back a track named WALUIGI FUCKING PINBALL and didn't let you play as WALUIGI.

I can understand why Wario was a hidden driver though. With the return of the coin system and the emphasis on "traditional" Mario items like Fire Flower, Super Leaf, and the increased odds of drawing a Mushroom, I felt like they were trying to go back to a Super Mario Kart feel. If you think about it, the roster is pretty much exactly like in Super Mario Kart, with Donkey Kong taking the place of DK Junior and Princess Toadstool being referred to as "Peach". However, since Wario has been a staple of the series since MK64 they couldn't just leave him out, so they made him unlockable instead.

Wiggler is the dumbest anyone to Mario Kart anything :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on January 20, 2012, 04:07:46 PM
so i was wondering

yknow how you can "make" your own gp in the mariokart channel ingame? where does this apply in? in local play only or what? :ugeek:

EDIT: well i just found out after a quick google search lol

its for street pass and man it sounds neat! DOUBLE RAINBOW, HERE I COME
Title: Re: Mario Kart, yes, Mario Kart
Post by: Atticus on January 20, 2012, 06:44:05 PM
So close to 3 stars on every cup. Just 5 more 150cc cups to go. Ugh... -_-
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 20, 2012, 08:25:31 PM
I'm trying to beat the World Record for Rainbow Road.

Turns out:
Bowser, B dasher, Standard wheels, and any glider that is good at turning. = WIN! That Super Glider is shit. Horrible turning delays.

This combination is really good for Rainbow Road.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on January 20, 2012, 08:51:56 PM
I replayed all of the MK games (except MKWii) after playing MK7 for a while and I've determined a few things.

1) Super Mario Kart is way more enjoyable than I remember it being.  However, due to the length of the courses, I HATE that the players in 8th will get in your way and possibly cost you a 1st place finish due to DK's fat ass knocking you off course.

2) Mario Kart 64 is just as much fun as ever (even if the item balance is broken to Hell and back.  Golden Mushroom in 2nd? Ok!)

3) Mario Kart Super Circuit is also more fun than I remember.  However, in that game item spam is in the favor of 1st place.  I mean, they can drop red shells behind them that will home in on 2nd.  Come on!

4) Mario Kart Double Dash is way worse than I remember it and is easily the worst 3D Mario Kart.  First of all, item spam is hands down the worst in the series.  "But Mr. X!  There aren't blue shells raining from the sky!"  True, but there are item boxes every 2 feet, giant bowser shells powering through everywhere, and by the third lap the entire track is just filled to the brim with bananas.  On 150cc, I couldn't drive 2 feet without getting bombarded by shells, fireballs, and bananas.  Plus, the tracks outside of Rainbow Road, Wario Colosseum, and Bowser's Castle are just boring as Hell.  Baby Park = "We're not even trying any more".

5) Mario Kart DS is a bit worse than I remember.  Outside of the courses seen in MK7 and Delfino Plaza, the rest are just ok to pretty good.  Also, I used to love snaking but after playing the newer games a lot and going back, I really don't like it any more.  Every match just becomes "rock the d-pad until your thumbs bleed".  Overall, I prefer the newer drifting system a lot better.  It requires you to plan out each drift and hold it for the exact right amount as opposed to just getting mini-turbos as fast as possible.  Also, I hate that the red shells randomly decide to go around the item you're dragging.  The item spam is actually not as bad as I remember though.  Definitely not as annoying as the newest games and way better than Double Dash itemwise.

EDIT:  Also, lifeup J, in case you didn't know the times given to you by other players in the game are random:  the top one is NOT a record of any sort most likely.  You've got to look on the internet for the real world records.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 20, 2012, 08:55:51 PM
Quote from: "Mr. X"
Also, lifeup J, in case you didn't know the times given to you by other players in the game are random:  the top one is NOT a record of any sort most likely.  You've got to look on the internet for the real world records.

Oh, thanks for saying that.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Solar Equinox on January 20, 2012, 08:57:05 PM
Is the flagfest tonight?
Title: Re: Mario Kart, yes, Mario Kart
Post by: Max on January 20, 2012, 08:57:55 PM
YD'S LIST OF MARIO KARTS IN ASCENDING ORDER OF GOODNESS

Mario Kart 7
Mario Kart Double Dash!!
Mario Kart DS
Mario Kart Wii
Super Mario Kart
Mario Kart Super Circuit
Those arcade Mario Kart things
Mario Kart 64
the controller ruined an otherwise ok game
Title: Re: Mario Kart, yes, Mario Kart
Post by: Magnet Dood on January 20, 2012, 09:54:37 PM
Mario Kart 64 is the greatest of all Mario Karts just for one track:

Toad's Turnpike.  :cool:
Title: Re: Mario Kart, yes, Mario Kart
Post by: LlamaHombre on January 20, 2012, 10:05:44 PM
I think Nintendo needs to give the Double Dash!! formula another shot.

The first time was amazing, but it admittedly did suffer of item spam.

It'd be interesting to see what they'd change.

Also, not going to play MK7 again until my 3DS returns.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 20, 2012, 10:11:31 PM
Lol, Double Dash was the worst Mario Kart in the series.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LlamaHombre on January 20, 2012, 10:19:00 PM
I hate you so much

Reasons.

Feed me them.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 20, 2012, 10:27:48 PM
Let's see here...

-Had the worst item balance in game. >Golden mushroom in 2nd place.
-I didn't like most of the tracks.
-Co-op was awkward for me and a friend.
"USE THE RED SHELL! QUICK, BEFORE HE GETS TO THE FINISH LINE! HURRY!"
"WHICH BUTTON??"
"THE L BUTTON! HURRY- aww, too late. >:("
Title: Re: Mario Kart, yes, Mario Kart
Post by: Korby on January 20, 2012, 10:36:46 PM
Quote from: "Lifeup J"
Let's see here...

-Had the worst item balance in game. >Golden mushroom in 2nd place.
Same thing in 64
-I didn't like most of the tracks.
Personal preference =/= make it the worst game
-Co-op was awkward for me and a friend.
Personal preference =/= make it the worst game. Also, don't play co-op.
"USE THE RED SHELL! QUICK, BEFORE HE GETS TO THE FINISH LINE! HURRY!"
"WHICH BUTTON??"
"THE L BUTTON! HURRY- aww, too late. >:("
Sounds like you needed to actually practice co-op. You know, like a sensible person.

While I'll say it's definitely not the best, it's certainly not the worst, and I certainly enjoy it.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Magnet Dood on January 20, 2012, 10:52:39 PM
Double Dash was pretty good. I loved Mushroom Bridge and Mushroom City, though Shroom Ridge from DS is still my favorite car level.

I don't get why people hate Shroom Ridge. It's awesome.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LlamaHombre on January 20, 2012, 10:54:45 PM
My favorite track is MK7's Bowser Castle

There's fire underwater
Title: Re: Mario Kart, yes, Mario Kart
Post by: Dr. Freeman on January 20, 2012, 11:22:10 PM
Airship Fortress is the best track since ever.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 20, 2012, 11:26:45 PM
Why is everyone liking Airship fortress so much? I think it's pretty plain.
I like Koopa Beach better than Airship fortress, and that's saying something!
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on January 20, 2012, 11:37:01 PM
Quote from: "Star Dood"
Double Dash was pretty good. I loved Mushroom Bridge and Mushroom City, though Shroom Ridge from DS is still my favorite car level.

I don't get why people hate Shroom Ridge. It's awesome.


Shroom Ridge to me is one of those courses that seems mediocre the first time you race on it and gets better the more you play on it.  To me, Moonview Highway and Piranha Plant Slide are similar.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Dr. Freeman on January 21, 2012, 12:47:48 AM
Airship Fortress has bullets, those Monty Mole things, flamethrowers, a huge cannon (which is always fun) and is generally fun to play through.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on January 21, 2012, 12:51:50 AM
Don't forget the final spiral!  It's drift heaven!
Title: Re: Mario Kart, yes, Mario Kart
Post by: Korby on January 21, 2012, 01:26:09 AM
From my experiences in the DS version woo I'm outdated, Airship Fortress was one of my favorite stages, with Waluigi Pinball being another high up one, quite possibly my favorite one.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Atticus on January 21, 2012, 02:09:24 AM
So my friend IRL says he has the world record time on Maka Wuhu. Idk if he's bluffing me and haven't had the time to check it out, so can someone check who has the top time as of now?
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on January 21, 2012, 02:37:23 AM
Tell your friend if he's only on the top of his list on his 3DS, that doesn't necessarily mean he's best in the world.  Nintendo just sends you times that are somewhat close to yours.  Since there is no official list of world record times kept by Nintendo themselves, I guess you could argue nobody knows for sure what the record is.

However, I'd say these are the closest to correct you'll find:  http://www.mariokart64.com/cgi-bin/yabb2/YaBB.pl?num=1323097046
Title: Re: Mario Kart, yes, Mario Kart
Post by: Atticus on January 21, 2012, 02:49:08 AM
Aha, I knew it. His time is around 1:14 (with that stupid glitch >_>)

Why is it EVERY SINGLE FREAKIN' TIME I play Shy Guy Bazaar, I have horrible luck? I'm so close to the finish until karma Red Shell hits me followed by karma Blue Shell.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 21, 2012, 03:06:08 AM
Ah yes, forgot to mention, I really don't care for Shy Guy bazaar.
It's just so.... PLAIN! It's not anything special. No gimmicks, or anything.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Korby on January 21, 2012, 03:30:25 AM
Plainness is a gimmick in and of itself.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 21, 2012, 03:35:11 AM
Plainess, a gimmick?!

With all this new technology and stuff that's happening in the modern world, (Ex: 3D TVs, new improved laptops, etc) Plainess is boring. :l
Title: Re: Mario Kart, yes, Mario Kart
Post by: Korby on January 21, 2012, 03:37:42 AM
With all this new technology and stuff that's happening in the modern world, children are spoiled and need to appreciate the smaller things.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 21, 2012, 03:39:46 AM
Lol, it's the new stuff that makes the old things in life so bland when really, it's just fine.
Title: Re: Mario Kart, yes, Mario Kart
Post by: xColdxFusionx on January 21, 2012, 02:08:22 PM
Noting a distinct lack of MK7 Cutstuff Battle communities.

Cutstuff Warroom
69-1661-5616-5625
Balloon Battle
All Items
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on January 21, 2012, 02:54:30 PM
i say we need to start racing soon cause IM ITCHING FOR FAST PACED BLUE SHELLING ACTION :ugeek:  :ugeek:  :ugeek:  :ugeek:  :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 21, 2012, 02:56:29 PM
Hey Fupoo, I'll race you on the cutstuff community server! Want to?
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on January 21, 2012, 03:45:13 PM
get in here lifeup, we have bodies

BODIES :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 21, 2012, 03:46:48 PM
I'm trying! My router hates me. I'm on the screen where it says: "Searching for groups"

I really need to open my ports... Let me try something else.
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on January 21, 2012, 04:06:13 PM
actually yknow what. whoever wants to race let me know, ill be free -all day- today doing nothing

ill be in the same chat i made for us here http://webchat.quakenet.org/?channels=cutstuff (http://webchat.quakenet.org/?channels=cutstuff)

if you wanna race, honk your hooter :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on January 21, 2012, 06:32:03 PM
Quote from: "Lifeup J"
Plainess, a gimmick?!

With all this new technology and stuff that's happening in the modern world, (Ex: 3D TVs, new improved laptops, etc) Plainess is boring. :l

I'd argue that (outside of the few rainslicks), Neo Bowser City's "gimmick" is that it lacks them.  It's a balls-to-the-walls all out drag out drift course.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 22, 2012, 04:56:39 AM
I like Neo Bowser City. I can totally do mad drifts on that track.
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on January 22, 2012, 01:33:18 PM
man, it got really windy yesterday where it actually left us without power!

thanks for racing with me solarblast and combo! :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Solar Equinox on January 22, 2012, 02:05:54 PM
Ehhh, no problem Fupoo, I would have stayed longer but I had to go some where.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 22, 2012, 06:17:13 PM
I think I fixed my router a little bit! Who's up for some racing?!
Title: Re: Mario Kart, yes, Mario Kart
Post by: Solar Equinox on January 22, 2012, 06:19:05 PM
Meet me on the community.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 22, 2012, 06:20:21 PM
Okay.
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on January 22, 2012, 06:26:39 PM
ill be up for racing in like 10 minsssssssss :ugeek:  :ugeek:  :ugeek:  :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 22, 2012, 06:35:33 PM
Fupoo, get in here! Me and solarblast just raced, it was fun!

Get in here!!! The cutstuff community one!!
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on January 22, 2012, 08:53:02 PM
i dont even know whos in here with me... :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 22, 2012, 08:57:52 PM
Are you in the community FuPoo?
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on January 22, 2012, 09:04:12 PM
someone named game and watch WAS here with me but they went idle and soon disconnected

trying to join right now :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 22, 2012, 09:09:41 PM
I swear, we all need to make our routers open our ports. :?

EDIT: I know what the problem is Fupoo. I was in the community, but you could not come in. I then thought I would let you cone in first, so I stepped out of the community. When you were in and I was out, I tried to get back in, but it wouldn't let me!
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on January 22, 2012, 09:17:07 PM
fix your stuff lifeup

im in the cutstuff room with combo at the moment just idling for more people :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 22, 2012, 09:18:06 PM
I KNOW WHAT THE PROBLEM IS NOW! I need to add Combo!
I'll find out what his fc is
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on January 24, 2012, 10:27:45 PM
youve disappointed me france :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: GameAndWatcher on January 24, 2012, 11:57:31 PM
Quote from: "FuPoo"
someone named game and watch WAS here with me but they went idle and soon disconnected
I'm GameAndWatch
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on January 25, 2012, 12:04:49 AM
im FuPoo! :ugeek:
Title: j
Post by: LifeCraft J on January 25, 2012, 12:16:06 AM
I'm Lifeup! :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: Solar Equinox on January 25, 2012, 12:33:59 AM
I.M. Meen
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 25, 2012, 02:27:48 AM
I'm NIDOQUEEN

rawr :p
Title: Re: Mario Kart, yes, Mario Kart
Post by: Combotron on January 25, 2012, 05:35:32 AM
I'll be P4?Chie if you ever see me, or [&!]Koiwai off my main 3DS Mii.
Title: Re: Mario Kart, yes, Mario Kart
Post by: GameAndWatcher on January 26, 2012, 02:54:12 AM
I'm-a be in the cutstuff community.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LlamaHombre on January 26, 2012, 03:13:31 AM
I'll come too.

EDIT: Fuck, which one
Title: Re: Mario Kart, yes, Mario Kart
Post by: GameAndWatcher on January 26, 2012, 03:34:07 AM
Fupoo's
Title: Re: Mario Kart, yes, Mario Kart
Post by: LlamaHombre on January 26, 2012, 04:00:58 AM
Nobody told me Fupoo had one
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 26, 2012, 03:31:32 PM
Fupoo's race and my battle are the only ones we use anymore! :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on January 26, 2012, 08:37:19 PM
its not MINE

its...

-= OURS =-

group hug! :ugeek:
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 26, 2012, 08:41:47 PM
Hnnng Fupoo what's your community code?
Title: Re: Mario Kart, yes, Mario Kart
Post by: Max on January 27, 2012, 10:29:43 PM
Why don't we do a Saturday Night Sausagefest instead of Friday Night Flagfest because I'm tired as hell on Fridays and don't really feel like turning up at 00:30 especially when they're consistenly arse
Title: Re: Mario Kart, yes, Mario Kart
Post by: LlamaHombre on January 27, 2012, 10:30:26 PM
I'll be in about a half hour late tonight.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 27, 2012, 10:31:56 PM
I just assumed everyone but me kept forgetting :ugeek:

I guess we should make it a bi-weekly or once-a-month thing so people actually... you know, SHOW UP.
I was actually drawing shit to make a Smash and Nido video on uTub to advertise the change
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on January 27, 2012, 11:54:22 PM
a monthly thing would be noice. where me and cutman used to hang out, we had a monthly mariokart ds CHAOS RACING once a month and it was very grand and successful for awhile :ugeek:

Quote from: "Lifeup J"
Hnnng Fupoo what's your community code?
(http://i71.photobucket.com/albums/i154/FuPoic/1326437642007.gif)
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 28, 2012, 03:01:13 AM
I don't know how to respond to that.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Korby on January 28, 2012, 04:22:37 AM
Read the topic
Title: Re: Mario Kart, yes, Mario Kart
Post by: Rui on January 28, 2012, 04:38:34 AM
My goodness.


If I find another Japanese Metal Mario spamming Maku Wuhu then I'm going to throw a brick at someone.
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 28, 2012, 12:55:40 PM
Ooooohh.
I thought Fupoo meant that he MADE a community.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on January 28, 2012, 05:50:35 PM
he DID make a community

read the ENTIRE topic
Title: Re: Mario Kart, yes, Mario Kart
Post by: FuPoo on January 29, 2012, 04:58:00 AM
Quote from: "Lifeup J"
Ooooohh.
I thought Fupoo meant that he MADE a community.

(http://i71.photobucket.com/albums/i154/FuPoic/1273095814344.gif)
Title: Re: Mario Kart, yes, Mario Kart
Post by: LifeCraft J on January 29, 2012, 05:17:06 PM
Once again, I have no idea how to respond to that.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on January 29, 2012, 11:42:55 PM
You know, at this point it's probably better that way.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Duora Super Gyro on February 09, 2012, 10:49:51 AM
(click to show/hide)
Hooray 4 Tips! :D
Title: Re: Mario Kart, yes, Mario Kart
Post by: Hallan Parva on February 09, 2012, 03:04:08 PM
that, good sir, is a spoiler tag

you probably meant to use the youtube tag instead

sort of like this

Title: Re: Mario Kart, yes, Mario Kart
Post by: Joseph Collins on February 10, 2012, 12:35:01 AM
Quote from: "LlamaHombre"
MK7 makes me rage because of the lack of both Waluigi and Dry Bones.
Wah?!  FFFFFUUUUU--

I'm enjoying myself with Daisy at the moment.  The game played a bit different from Mario Kart DS at first, but once I got used to how to do mini-boosts, I slipped right back into it.  I'm by no means the best player on the 3DS Net, but I'm certain I'm borderline above-average.  At the very least, I can beat the 1st set of default staff ghosts!  :D

I should get to work unlocking all the carts and whatnot.  So many coins to collect!  T_T
Title: Re: Mario Kart, yes, Mario Kart
Post by: Atticus on February 10, 2012, 02:52:21 AM
Might be old news, but there's new glitched shortcuts on DK Jungle and Koopa Kape. Not as gamebreaking as Maka, but still.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Mr. X on February 10, 2012, 05:18:52 AM
Yeah, that's pretty old news but they're nowhere near as easy to pull off.  Koopa Cape's requires near perfection.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Joseph Collins on February 10, 2012, 11:00:03 PM
I'd just like to randomly interject here and say... that the AI opponents in the 100cc engine class are absolute cheating bastards.  I've raced and won on every 150cc track just fine, but I never saw the sheer ridiculous amount of items being spammed in that engine class.  And it's not like I can't beat the 100cc class just fine otherwise.  There's like... six poor opponents and one opponent who can almost keep up with you in 100cc.  It's just that they use items a hell of a lot more often!  Ever been hit by four Lightnings in one race?  Play 100cc.  Chances are, it will be a common occurrence.

Madness, I say.  Madness.
Title: Re: Mario Kart, yes, Mario Kart
Post by: Solar Equinox on February 11, 2012, 01:12:32 AM
If anyone is up for a little racing, I will be on the cutstuff community for an hour.
That and if more that 1 other person shows up here is the link to the chat room.
http://webchat.quakenet.org/?channels=cutstuff
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Smunch on February 11, 2012, 02:38:22 AM
Now that I finally have my cartridge back, I'd love to race with anyone that can tonight.  Don't be shy now.  I'll be sitting in the chatroom and community too because why not.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Magnet Dood on February 11, 2012, 09:01:21 PM
I finally got Mario Kart 7!!!!!111!!!!1

I want to race with all of you now
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Duora Super Gyro on February 11, 2012, 11:17:27 PM
I would play online more if I could but I cant.

I have managed to get 3 stars on all the cups in 50cc, 100cc and 150cc, and im half way done with mirror mode.
Title: thanks for helping me get the Gold Kart faster
Post by: Hallan Parva on February 12, 2012, 04:19:07 AM
> Star Dood
> Mario Kart 7

come at me bro :ugeek:


In other news, I played some Wi-Fi matches today for a little while. After I was done I was curious as to how many coins I was holding and checked... to realize I was holding EXACTLY 8888 Coins.

BEST DAY EVER.

Quote from: "SmashBro's stats page"
VR: 4801
Wins: 1608
Losses: 804
Coins: 8888
StreetPass: 72
also perfect 2-to-1 KDR lol
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Duora Super Gyro on February 12, 2012, 10:45:51 AM
Whenever I play online, most of the people just seem like noobs.
There are some good people up there. but mostly noobs.

In Other News!
I raced against a hacker... and got first. :cool:
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Magnet Dood on February 13, 2012, 01:15:43 AM
Quote from: "SmashBroPlusB"
Thanks for helping me get the Gold Kart faster

Do I sense a challenge?

Just played through the first of the 50c Grand Prixes. These courses are bland, damnit.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Hallan Parva on February 13, 2012, 01:25:09 AM
Things pick up at Flower Cup. Probably because Mario Circuit is the second-best Circuit track ever devised by man.

Star Cup is amazing as all-get-out too since Piranha Plant Slide and Wario Shipyard exist.

Honorable Mention goes to Rosalina's Ice World in Special Cup, a course I used to hate but now consider one of my favorites.



You need 10000 VR or 15000 Coins to get the Gold Kart, so yes, thanks for helping me get it faster. :p

ONLY 20 MORE STREETPASS GET UNTIL GOLD GLIDER
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Super Raveman on February 13, 2012, 01:43:09 AM
Anyone up for some Mario Karting?
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Duora Super Gyro on February 13, 2012, 10:40:44 AM
50cc is kinda boring, I just take my time and learn the tracks there, and collect as many coins as I can.

100cc the game defenetly gets more challenging here, you may rage a few times here but its ok.

150cc YOU WILL RAGE. You will endup redoing the cups alot, especially if trying to get 3 stars on this.

mirror mode, 150cc... but backwards... more rageing.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Hallan Parva on February 13, 2012, 03:01:50 PM
I got triple star rank on every cup except Mirror Star, Special, and Leaf the first time I played them.

Then I went and retried Mirror Star and Mirror Leaf. Picked up triple star rank the second time.

Mirror Special is probably the most diabolically sadistic shit ever devised.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Duora Super Gyro on February 13, 2012, 03:58:32 PM
Quote from: "SmashBroPlusB"
Mirror Special is probably the most diabolically sadistic shit ever devised.

Its so awsome but so annoying.
So who are you guys favorite characters, and is there a specific CPU player that is always being annoying.

In Other News: I now have 3 stars on all cups in each mode except Mirror Special because my sister really wants to beat it.
So im waiting for her to finally beat it... Im going to be waiting a long time.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Super Raveman on February 13, 2012, 05:02:19 PM
Quote from: "Duora Super Gyro"
Quote from: "SmashBroPlusB"
Mirror Special is probably the most diabolically sadistic shit ever devised.

Its so awsome but so annoying.
So who are you guys favorite characters, and is there a specific CPU player that is always being annoying.

In Other News: I now have 3 stars on all cups in each mode except Mirror Special because my sister really wants to beat it.
So im waiting for her to finally beat it... Im going to be waiting a long time.
I think my favorite charecter has to be my Mii, but for some odd reason in any cup I race in, METAL FREAKING MARIO, has to be there. I'm not saying I hate him but sometimes he is annoying.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: LlamaHombre on February 13, 2012, 10:13:31 PM
There's only 17 characters, so he has slightly less than 1/2 chance of being in a race if there's no duplicates.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Hallan Parva on February 13, 2012, 10:15:49 PM
Actually MK7 brought back the "rivals" system from Super Mario Kart, meaning that a particular character will ALWAYS have a particular opponent in a race. For example, Bowser's rivals are Peach and Mario. Mii rivals seem to differ between each Mii; Nidoqueen always teams up with Rosalina, but SmashBro has to put up with Metal Mario's ugly face.

You can check a character's rivals by starting a single-player Battle match and looking at the first two CPU slots.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Duora Super Gyro on February 13, 2012, 11:48:57 PM
Quote from: "SmashBroPlusB"
Actually MK7 brought back the "rivals" system from Super Mario Kart, meaning that a particular character will ALWAYS have a particular opponent in a race. For example, Bowser's rivals are Peach and Mario. Mii rivals seem to differ between each Mii; Nidoqueen always teams up with Rosalina, but SmashBro has to put up with Metal Mario's ugly face.

You can check a character's rivals by starting a single-player Battle match and looking at the first two CPU slots.

Dang... You beat me to the "rivals" things.
I just got 3 stars on all cups in each mode  :mrgreen:
I feel awsome  :cool:
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: BiscuitSlash on February 16, 2012, 04:04:47 PM
My thoughts on the new characters:

Metal Mario: Great character! Easily one of my favourites. I don't know why, but I just find his voice quite awesome.
Honey Queen: NO. She isn't character worthy. She's only appeared in the 2 SMG games and wasn't amazingly special back then. Characters like Bowser are awesome enough to be scaled down and put as a character, but why would nintendo scale her done 10 times to be a character?
Wiggler: Yes. Xe's a really cute character. I like the idea of getting pissed off a lot whenever xe gets hit, but it could have been improved a little....
Lakitu: Second favourite character! Not completely sure why, but there's something really awesome about him.

Also I wish there was less chance of certain characters using certain car parts. Things like the peach parasol glider simply doesn't work for some characters.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: FuPoo on February 18, 2012, 04:48:07 AM
LOL at the cutstuff community ranking decay

im back at first place! let me know if you guys would love to race on it! im down for it any day :ugeek:
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Hallan Parva on February 18, 2012, 05:14:24 AM
I'm down for any day as well now that I have THE GOLDEN PARAGLIDERRRRRRRR :cool:

100 StreetPass tokens, easy stuff when you go to a school full of nerds
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: BiscuitSlash on February 18, 2012, 12:18:41 PM
So far I've only ever played online with other cutstuff friends, and I've never had the chance to do that much.

I only have 4 more cups to get 3 stars on, so in time I guess I'll have to play online :(
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: LifeCraft J on February 20, 2012, 05:13:23 PM
Quote from: "SmashBroPlusB"
easy stuff when you go to a school full of nerds

A school full of nerds? Is that even possible?
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Magnet Dood on February 20, 2012, 05:26:46 PM
Who's registered me so far? I forgot to register anyone here, so...

I'm still up for a match q
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on February 21, 2012, 11:39:34 PM
whats everyones kart combinations for mk7?
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Hallan Parva on February 21, 2012, 11:45:04 PM
Standard Kart / Standard Wheels / Standard Glider

three star rank and over 5000 VR :p


sometimes when I'm feeling EXTRA-COMPETITIVE the Slick Wheels are brought out

you see me using Slick instead of the standards, you know shit's going down
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Duora Super Gyro on February 21, 2012, 11:45:59 PM
Cucumber Body (I think thats what its called)
Wood Wheels
Peach Parosul??? Sorry 4 bad spelling.

I own hard with this combination.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: MasterXman on February 21, 2012, 11:47:42 PM
Anything to be weightless... I'm not going to tell what though.
Anyways... Where is everyone? Me and Rozark are the only ones waiting... It just started...
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Max on February 21, 2012, 11:49:45 PM
Bumble-V, Rollers, Flower Glider. With Koopa.

Speed does not matter in this game, you heard it here first folks! Max out your acceleration!
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on February 21, 2012, 11:53:24 PM
i find a balanced combination between everything that not many people would use =p

EDIT: me and kirby are waiting again! join now :D
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Joseph Collins on February 22, 2012, 01:13:43 AM
Quote from: "Duora Super Gyro"
Cucumber Body (I think thats what its called)
Wood Wheels
Peach Parosul??? Sorry 4 bad spelling.

I own hard with this combination.
This.  Except I use the Swooper Glider.

It's also relevant that Daisy is my main, since she's one of the lighter characters.

Edit: Also, uh... which group is the official unofficial group for... whatever?  Is it "Unoff. Cutstuff", or "MM8BDM Cup"?  Neither group has had any action whatsoever as far as I can see, but I'm leaning toward "Unoff. Cutstuff", since it actually has the URL for Cutstuff on it. (The groups are pretty much identical otherwise: 150cc Grand Prix, All Items.)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Hallan Parva on February 22, 2012, 01:23:50 AM
Protip: it's NEITHER.

Use the one FuPoo made (I think it's on the third page).
Title: Re: Mario Kart, yes, Mario Kart
Post by: Joseph Collins on February 22, 2012, 01:36:49 AM
Quote from: "FuPoo"
Cutstuff.net
37-1514-6790-9864

ALL ITEMS
150cc
Well what do you know!  People!  Who'd've thought!  :D

No, not online.  In the group itself!  Huzzah!
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on February 22, 2012, 03:53:22 AM
yea, and i got 12 points today from racing against kirby =p. we need to organize a big group sometime to race on mariokart. someone.. do this plz >_> im no good at hosting.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: FuPoo on February 22, 2012, 06:30:31 AM
Quote from: "Rozark"
whats everyones kart combinations for mk7?

anything that maxes out that SPEED attribute

the moment im in the lead, noone can catch up to me! some of you have seen this first hand! :ugeek:
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Smunch on February 23, 2012, 08:45:21 PM
Quote from: "Rozark"
whats everyones kart combinations for mk7?

Zucchini/Mushroom Tires/Swooper Glider is where it's at, with good old Wario.  

3 Stars with almost no VR yet.  I'll get cracking on some more online races at some point, once I get over the Maka Wuhu Metals.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Combotron on February 23, 2012, 11:56:44 PM
Quote from: "Rozark"
whats everyones kart combinations for mk7?
I GOTS TOO MANY WHERE TO BEGIN

I will usually be playing as Daisy because she's a pretty cool girl, but when I feel like playing other characters I go for dudes like Donkey Kong, Rosalina, Toad, and the Mii, depending on what Mii I choose to use (I'm usually swapping between a Chie Satonaka Mii, a Slime Mii, and a Shin-Chan Mii).

As for combinations:

-Barrel Train/Standard/Peach Parasol (I will ALWAYS be Daisy with this combination because I just like Daisy in a train with her own personally coloured parasol.
-Pipe Frame/Standard/Beast Glider (I grew to love the Pipe Frame body it's really cool)
-Pipe Frame/Monster/Peach Parasol (Because it looks dumb and no one uses the Monster, it's always Red Monster)
-Cact-X/Gold Tires/Standard Glider (I only use Donkey Kong for this one. It's really awkward, but really fun)
-Cloud 9/Slim/Paraglider (It's cute is all)
-Koopa Clown/Monster/Paraglider (Only DK and Rosalina for this combination, because I love the idea of this kart being like some kind of mag wheel terminal defense system)
-Tiny Tug/Monster/Beast Glider (BEEP BEEP I'M PILOTING MY GIGANTIC-ASS BOAT GET OFF MY ROAD)

I tend to avoid stuff like the B-Dasher, Red Monster, and Mushroom Wheels, because the only massive quantites of red and white I wanna see on the track is of the Canadian flag, but even then that's rare as ever.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Joseph Collins on February 24, 2012, 02:56:02 AM
So!  We have plenty of people interested... we have an official group...  Why don't we have an official meeting time and date?  Like, once a month?  Twice a month?  Weekly?  Same time every time?  That'd be fantastic since I can't monitor Mario Kart 7 every hour of every day.  :B
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Hallan Parva on February 24, 2012, 03:40:59 AM
we had a thing like that but it died (http://www.cutstuff.net/forum/viewtopic.php?f=23&t=3801)

feel free to bring it back though
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Duora Super Gyro on February 24, 2012, 11:13:24 AM
I would so join if my internet wasnt craptastic.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on February 25, 2012, 12:36:30 AM
im always raring to go, lets get this rolling! (hey, author of this, im too lazy to check, could you make/change the poll so that it gives daily, weekly, and monthly options and people could vote on what time is best?

its only a matter of time before im on top anyways.. muhahaha!
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: BiscuitSlash on February 26, 2012, 02:32:31 PM
Got 3 stars on everything now! Guess this means I'll HAVE to start playing online....*deep sigh*

Would play online more, but the room that I play my 3DS in is too far away from the router to get a connection. So yeah, I can rarely be online.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: FuPoo on February 26, 2012, 10:06:10 PM
i plan to do 100 races today with the gyro ACTUALLY on as opposed to first person without gyro

WISH ME LUCK :ugeek:
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on February 27, 2012, 12:22:36 AM
good races fupoo. we sorta went to rainbow road snes alot, and youre pretty good O_o
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: FuPoo on February 27, 2012, 12:39:30 AM
my forearm hurts from tilting the 3ds like a fool! :ugeek:
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Joseph Collins on February 27, 2012, 01:05:34 AM
Welp, I hope you like gyro controls.  Because if you want to keep your Gold Steering Wheel icon, you'll need to keep on using them.  Apparently.  At the very least, 80 gyro control races to every 20 without. (Which is basically saying "don't do 20 matches without gyro controls in a row, I guess.)

Is it worth it?  Is it truly worth it, eh?  No, seriously, I'm curious since I've never once touched the first-person gyro controls.  XD
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: FuPoo on February 27, 2012, 01:13:58 AM
ive raced in first person WITHOUT gyro controls (theres a difference) to get my 11k VR... thats way more than 100 races in first person!

im curious about the "80 out of 100 races" myth thats floating around and im putting it to the test right now to see if its true and not more like "80% out of your entire races" :ugeek:

also, im very comfortable racing in first person. it lets me see corners really well and i honestly cant stand racing in third person anymore lol
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: FuPoo on February 27, 2012, 03:51:43 AM
i got it!

welp, it is true that you NEED to race WITH THE GYRO MODE ACTUALLY ON as opposed to racing in first person. i am currently in with 87/100 races with GYRO mode!

ALL HAIL THE ALL GOLDEN KART :ugeek:  :ugeek:  :ugeek:  :ugeek:  :ugeek:

(http://fc08.deviantart.net/fs70/f/2012/057/a/4/finally_golden_everything__by_fupoo-d4r4co9.jpg)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on February 27, 2012, 04:20:13 AM
so, its 80/100 not 80%? sweet...
btw fupoo, good races again =D too much waluigi pinball, but i rage quitted after i stayed in first for 2 laps for quite awhile, then people jumped in front of me (either huuuge lag [doubt it] or hacking. either way, i didnt like that group :L
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Dr. Freeman on February 27, 2012, 04:48:59 AM
Quote from: "Rozark"
so, its 80/100 not 80%? sweet...
btw fupoo, good races again =D too much waluigi pinball, but i rage quitted after i stayed in first for 2 laps for quite awhile, then people jumped in front of me (either huuuge lag [doubt it] or hacking. either way, i didnt like that group :L

Or because people just passed you using items/boosts?
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on February 27, 2012, 12:08:28 PM
or because they fell of the edge 20 times, and hopped back on the track like it was nothing. im awesome at the game, and rarely in the last 4 places, but when that stuff happens, who knows where i end up
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Hallan Parva on February 27, 2012, 03:30:13 PM
Quote from: "FuPoo"
ALL HAIL THE ALL GOLDEN KART :ugeek:  :ugeek:  :ugeek:  :ugeek:  :ugeek:
(click to show/hide)
GOD FFFFFFFFFFFFF--

I still don't have the gold chassis yet. It doesn't look good until you get the gold body to go with it.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Duora Super Gyro on March 01, 2012, 10:46:55 AM
I got gold wheels so far but thats it.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: GameAndWatcher on March 01, 2012, 12:49:50 PM
Quote from: "Duora Super Gyro"
I got gold wheels so far but thats it.
Same here.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Atticus on March 03, 2012, 05:46:20 AM
Why.

Why do I always get matched with laggy Japanese/Chinese people.

>:(
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on March 03, 2012, 06:23:14 AM
dont worry. i do too :L i hate it when you win 3rd, but online it registers as you won 4th or 5th, because the laggy japanese/chinese people cut ahead of you, and you didnt see them :L
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Joseph Collins on March 04, 2012, 08:20:54 PM
Heh.  Funny you mention that.  As some of you might know, I have satellite internet.  As such, my overall online gaming experience is generally less than ideal.  However, Mario Kart 7 seems to work just fine for me!  So long as I give myself about 1 or 2 second leeway with things like Red Shells and such, I can play a damn mean game.  However, if it's a really close race -- such as if someone is riding on my ass up to the very end -- I generally end up being bumped down a place or two, depending on the traffic congestion on the track.

And yes, I sometimes see people warp around.  Chances are, I warp around at times, too.  And unfortunately for other people, it's not my problem.  So!  If you happen to race against Nikki from Swapnote with no location posted and she up and vanishes on you, appearing ahead of you, you're probably racing against me.  ;3
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Atticus on March 05, 2012, 04:29:32 AM
Every time I play with them, I get booted from the game. That's even more annoying than their magic teleporting skills.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on March 07, 2012, 12:28:01 AM
mines fine, just the annoying teleporting. also when they GET a blue winger (thats what ive always called the spiny shell since i first started playing like 10 years ago) in second place, then throw it to first. Thats some pretty clear hacking right there.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Duora Super Gyro on March 07, 2012, 11:46:39 AM
I went against a hacker with infinite stars and some teleporting at Rock Rock Mountain.
And beat HIM! He was at the last part of the race right before the third air jump part when he got hit by a bolder(...fail) and I had three mushrooms and used it to boost past him. He used his stars but they weren't good enough. I'm Awesome :cool:
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on March 07, 2012, 08:29:00 PM
Nice.. let's see what I have in my big bag 'ole fun to give to you
-reaches in bag-
(click to show/hide)
My bag is random :L
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Blathers on March 11, 2012, 10:26:49 PM
I believe that I read a report somewhere that claimed that Nintendo has the ability to brick your Nintendo 3DS system permanently (Not even they can reverse it) and it is suspected that this is a measure against Piracy. It might also extend to hackers, so in one way or another hacking in Mario Kart 3DS hopefully won't be a rampant problem.

I remember once I was playing MKWii and the count down went something like this...
1.. *Red shell* 2.. *Blue shell, someone activates star power* 3... *Green shell barrage, big mushroom* ..Go!! *Bullet Bill*

It was pretty insane and hilarious. Mushroom Highway didn't even see the blue shell terrorists coming!
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on March 12, 2012, 04:16:45 AM
on mk wii, once at koopa cape, the countdown went off and a guy went ahead as a bullet bill. some ways ahead later, we get to the part where you enter the tube, the waterfall part. (steep dive, etc etc). well, at the end he was waiting, spamming bob-ombs like no tommorow. this went on for another 30 seconds when it said that the race has ended because a winner has been decided... lol. It was quite funny.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: WheelieCarbonate on March 13, 2012, 12:33:24 AM
I taught my dad how to play Mario Kart Wii.
Hilarity ensues.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Super Raveman on March 19, 2012, 02:16:54 PM
I finally got 3 stars in Mario Kart 7... Now what?
Also I got a new router and I can finally play online. :>
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Atticus on March 20, 2012, 02:17:54 AM
Now you can revel in glory, and laugh in the faces of those who have no stars.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: verifiaman on April 05, 2012, 03:55:55 AM
I love online here. So perfect.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: GameAndWatcher on April 26, 2012, 03:17:23 AM
Shameless Bump!
So, I hear that Nintendo's fixing the Maka Wuhu glitch.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Atticus on April 26, 2012, 04:06:30 AM
I heard DLC was confirmed for MK7. I hope that glitch gets patched.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Mr. X on April 26, 2012, 04:56:32 AM
I didn't hear anything about full fledged DLC, just the patch for the removal of the glitch.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Duora Super Gyro on April 26, 2012, 10:04:32 AM
Ok so im 14, my brother is 19, and my sister is 11.
Lately, I own everyone at mario kart 7. I literaly the best one wich is strange because my older brother usually owns everyone in video games. Mario Kart wii. Were all close to even in that.
Mario Kart double dash... Im just cant get use to the way the game feels. Im always in last place when i play that now.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on April 26, 2012, 04:27:50 PM
indeed. the maka wuhu and wuhu loop shortcuts (and one other one which i found the other day) will all be patched.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Jman on April 29, 2012, 01:48:25 AM
I honestly don't see the point of honey queen in this game...
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Duora Super Gyro on April 29, 2012, 10:24:29 AM
Quote from: "Jman"
I honestly don't see the point of honey queen in this game...

Me either, They could have had waluigi in the game.
Metal Mario on the other hand is fine, They always include some completly random character in the game
MK Wii had Funky Kong
MK DS had Rob
One thing I really want to know though.
(click to show/hide)
Yoshi's my favorite character.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: BiscuitSlash on April 29, 2012, 10:52:31 AM
Hmmm, a Yoshi based battle stage would have gone well. Really, they made 3 battle stages. None of them are overwhelming like they should be.

After getting 3 stars in everything, I realize how limited this game is. All there is to do now redoing Grand Prixs which are unlaughably easy and maybe do a few time trials and battles (on very limited maps). There's....yeah.

And before you ask, no I can't exactly go online. You people are (probably) never around.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Duora Super Gyro on April 29, 2012, 11:31:33 AM
Quote from: "Michael712"
Hmmm, a Yoshi based battle stage would have gone well. Really, they made 3 battle stages. None of them are overwhelming like they should be.

After getting 3 stars in everything, I realize how limited this game is. All there is to do now redoing Grand Prixs which are unlaughably easy and maybe do a few time trials and battles (on very limited maps). There's....yeah.

And before you ask, no I can't exactly go online. You people are (probably) never around.

Yeah. I cant play online due to crappy internet, at most, I might manage into a match during a blue super moon on friday 13th during an eclipse... But I just get lagged out before I can do anything.

The main thing I do is improve my skills, I try different karts to see whats best, and then I go beat all my time trials records.

Yoshi could have had a battle stage though, they need more.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Smunch on April 29, 2012, 04:27:40 PM
Returning Characters that didn't get a new stage; Luigi, Peach, Yoshi, Koopa.

Peach and Yoshi had no stage in the whole game, next to Bowser's 3, Daisy's 2, DK's 2, Koopa's 2 classic stages, and if you wanna be technical the 3 Mii stages.  

But that's how goes it, right?


Also, Shy guy got a stage.  Just sayin.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Duora Super Gyro on April 30, 2012, 09:45:36 AM
Quote from: "Smunch"
Returning Characters that didn't get a new stage; Luigi, Peach, Yoshi, Koopa.

Peach and Yoshi had no stage in the whole game, next to Bowser's 3, Daisy's 2, DK's 2, Koopa's 2 classic stages, and if you wanna be technical the 3 Mii stages.  

But that's how goes it, right?


Also, Shy guy got a stage.  Just sayin.
Wait, didnt peach get a battle stage?
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on April 30, 2012, 04:26:35 PM
nope. just wuhu town, an ice rink, and a beehive. then 3 others from past games.

but trackwise...
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: BiscuitSlash on April 30, 2012, 04:35:54 PM
Ice rink was peach's stage actually.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Mr. X on April 30, 2012, 05:02:03 PM
You can also do a heck of a lot of stretching and say Yoshi had Dino Dino Jungle.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Duora Super Gyro on May 01, 2012, 09:40:04 AM
Quote from: "Mr. X"
You can also do a heck of a lot of stretching and say Yoshi had Dino Dino Jungle.
Eh. I just went with yoshi owning the Mii stages since they showed him on those stages during the credits actually.
But yeah, Dino Dino Jungle would most likly be yoshi's stage.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: BiscuitSlash on May 01, 2012, 07:18:08 PM
How exactly do I do that cheap shortcut in Wuhu Mountain loop? (aka Maka Wuhu) I really want to try it for myself.

And no I'm not going to spam it online. As I keep saying, I only go online if stuff.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on May 01, 2012, 07:45:02 PM
This may answer your question.

(click to show/hide)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: BiscuitSlash on May 01, 2012, 07:49:37 PM
Quote from: "Rozark"
This may answer your question.

(click to show/hide)
*attempts it*
(click to show/hide)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on May 01, 2012, 07:50:42 PM
then theres that wuhu loop glitch shortcut... much harder to execute, as you need a mushroom, and it doesnt always work.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Mr. X on May 01, 2012, 09:52:59 PM
For Maka Wuhu, you could also just take a hard right, hop, and hit the cave wall close to the barrier between the water and the hole.  It's much easier and quicker, it's just not as 100% guaranteed.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Knux on April 03, 2013, 09:21:47 PM
Rise from your fuckin' grave.

I bought Mario Kart 7 about three weeks ago, and it's fine, I suppose. I wish they didn't rush it so that they included the Race VS mode and Missions the DS one had. I was gonna make a topic for this, but this one's better. Does anyone play this yet? I'd like to race people sometime.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Geno on April 04, 2013, 12:25:13 AM
I PLAYED MK7 a lot, but my L button broke so.........

Yeah.


GUESS WHAT CHARACTER I USED IT'S NOT THAT HARD




BTW, I have every Mario Kart known to man.


Except the arcade games.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Hallan Parva on April 04, 2013, 02:01:01 AM
Quote from: "geno"
my L button broke
This happened to me on my original model Nintendo DS during some Mario Kart DS.
I was pretty pissed until someone told me that the X Button can also use items.
I tried it out and...


HOLY BALLS IT'S SO GOOD


I never used the L Button again from that day forward
even in MK7 with a fully-functioning L Button
X Button man mode just feels so damn good with all your buttons on one hand
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: LlamaHombre on April 04, 2013, 02:39:19 AM
I on the other hand hate using the X Button and find the L Button considerably more comfortable, but perhaps this is because of how often I find myself just keeping Koopa Shells and other stuff behind me.

I'd be willing to dig out this game again if you guys wanna go for a race every once in a while.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on April 04, 2013, 04:34:56 AM
Someone go make a MK7 tourney
gogogo
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: BiscuitSlash on April 04, 2013, 10:54:38 AM
I think I'll hold back on getting whatever Mario Kart they make next.

MK7 was good for a few months until I realized how limited it is in single player. Mario Kart DS and Wii lasted ages.

And no, for some reason Mario Kart online just doesn't grab my attention. Especially since my 3DS nearly forces me to be nearer to the router than I'd normally prefer.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Knux on April 05, 2013, 05:17:24 PM
I was wondering if there's a trick akin to snaking in this game (I sure hope not). Also, the gold parts are ridiculously tedious to get. ANy tips for getting coins fast? I just race on Banana Cup (100cc) because Koopa Beach N64 and Mario Circuit 2 SNES have plenty.

Speaking of coins, do the ones you get after 10 add to your total? And, are the cc modes the only valid ones to get coins in?
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on April 07, 2013, 12:37:08 PM
Play online and focus on rating. The coins come naturally as you play; don't farm for coins because that's just tedious and boring.
Coins after 10 do NOT count, and snaking doesn't exist (At least, to my knowledge), so no worrying about that.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: brotoad on April 09, 2013, 01:00:35 PM
I've been playing Mario Kart 7 hella lots after getting my 3DS last christmas, which community do you guys usually use?

I've been trying to beat all the Time Trial staff ghosts, some of them are pretty darn hard!
I've beaten all the Mushroom Cup ghosts, and nearly all the Flower and Star Cup ones. Mario Circuit and Koopa City are giving me troubles, any hints?
I will not use any glitches.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Knux on April 09, 2013, 07:59:21 PM
I beat Neo Bowser City's staff ghost after dozens of tries. I got different characters, until I found one that was best for the track (something I do with all SGs). I used Lakitu + Cloud Nine + Roller Wheels (usually Mushroom) + Paraglider and beat it by about 20 milliseconds. Then, I used Daisy + Birthday Girl + Monster Wheels + Peach Parasol and beat the record by a more clear advantage (about half a second, could've been better).

I still have about 9 or 8 staff ghosts to go. Some look obscenely hard, but keep going. It's all a matter of having the right setup for the right track, and cutting down time at every single little chance. Don't try to drift boost too hard. Sometimes, just drifting and eating the corner closely saves more time from what I've seen.

By the way, are the parts one starts with random?
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: brotoad on April 10, 2013, 12:01:32 AM
I'm pretty determined to beat all the ghosts with my usual combo (Wario + Pipe Frame, Standard Wheels and Swoop Glider).

Everyone starts with the same parts, however, if you're unlocking them via coins, the order in which you unlock parts is random. The Ghastly Glider is always the final part you unlock, though, aside form the Golden parts.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: ChaoticChao on May 15, 2013, 11:34:55 AM
I normally use more of a lightweight racer. That is apparently how I normally choose characters (mainly Jigglypuff in brawl). I am well aware that heavyweights  can keep up (my brother uses bowser), but I don't use them.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Gumballtoid on May 15, 2013, 09:45:07 PM
Why have I not posted here yet?

I've had Mario Kart 7 for about 2 weeks at this point and I love it. Since it's on a handheld, it can be really easy to get a game going with other fellas online. I think my only gripe with this game is the character selection. I love Shy Guy. A lot. Honey Queen I don't mind a whole lot. She's at least her own character and not a second instance of another.

Metal Mario on the other hand...


Fucking

Hell.

Metal Mario is tailor-made for elitists that have 10,000+ VR, 3 stars, and pick Rainbow Road every time when they play online. This is partially why I've come to dislike him. He's also a second instance of Mario, which isn't necessary at all. My biggest gripe though is that most players using him use the combination of B Dasher, Slick, and Paraglider for top speed. He's the symbol of elitism in Mario Kart 7. Plain and simple.

And that still isn't the most bothersome part of it. They removed staple Mario Kart characters like Waluigi, Dry Bones, Baby Mario and Baby Luigi (these two I don't mind because they aren't reskins and are unique without being annoying) and replaced them with fairly minor and insignificant characters: Metal Mario, Honey Queen, Wiggler, and Lakitu. Shy Guy is something I see akin to Koopa Troopa and I like the character a lot so he doesn't bother me at all.

NOW WHAT THE FUCK DO I LIKE ABOUT THIS GAME?

A lot, actually.

Shy Guy is a really cool character and I haven't used any characters except him and Luigi (Luigi was until I unlocked Shy Guy). The "create-your-own-kart" gimmick is probably the coolest yet of any Mario Kart installment, even moreso than the addition of bikes in Wii, or the dual character combos in Double Dash. My personal favorite is Shy Guy + Soda Jet, Roller, and Paraglider.

The new items are practical and are really fun to use (the Lucky 7 can lead to some very interesting mishaps) and the Fire Flower can ruin someone's day with great ease. The frequency of blue Spiny Shells was reduced and I'm very glad it was. The items are prominent without being incredibly frustrating.

The land, sea, and air gimmicks are a lot of fun. The air especially. It's probably the most satisfying when you nail someone with an item while they're flying over the forest in Rock Rock Mountain. On that note, these tracks are some of the most unique in the series, and it's up there with Super Circuit. Music Park, Rock Rock Mountain, Piranha Plant Slide, and Neo Bowser City are among my favorites.

The retro track selection is fair, but lacking in some places. Wii Coconut Mall is probably the last track I would have put into Mario Kart 7, and DS Waluigi Pinball, while a really fun track, just makes the lack of Waluigi sting that much more. The inclusion of SNES Rainbow Road, while commonly chosen by elitist Metal Mario users, is a really fun track and is visually impressive on the 3DS.

All in all, Mario Kart 7 is a great game, both online and offline, and anyone who has a 3DS but doesn't have it should go out of their way to pick up a copy. You won't regret it.


EDIT: A thought occurred when I was in a Skype call with some fellas.

What do you want to see in the next Mario Kart installment?

Call me crazy, but if the obligatory Mario Kart U has 8,000 characters like Mario Kart Wii, then I definitely want to see the koopalings as playable drivers.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Magnet Dood on May 22, 2013, 02:49:52 AM
In the next Mario Kart installment, I kind of want the POW Block to return. I actually kind of enjoyed that item- it wasn't as bullshitty as the Thunder Cloud and was pretty useful in a pinch. It was kind of like a better Blooper.

I'd also like to see some more minor enemies get on the track, like Hammer Bro., Magikoopa, Mr. Blizzard, and maybe even Goomba make an appearance (Mario Party 2 bought us Thowmps driving space cars, there's no excuse for Goomba not to appear). I'd also love to see some nods to Paper Mario and Yoshi's Island- those games had amazing enemies and I would love to see them in karts.

Also, Shy Guy needs to change colors again.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Dataman on May 25, 2013, 02:46:52 AM
TBH I wish our Mii's size (Really big, really small, or medium) determined their Weight group and kart size. it just feels so bland how the only difference is the head, and the colour of the outfit. some size changes and maybe different outfits would make the Mii actually a bit more worth getting at least third place in each Cup.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on May 25, 2013, 08:57:42 AM
Quote from: "Dataman"
TBH I wish our Mii's size (Really big, really small, or medium) determined their Weight group and kart size. it just feels so bland how the only difference is the head, and the colour of the outfit. some size changes and maybe different outfits would make the Mii actually a bit more worth getting at least third place in each Cup.

I never really had a problem with third or higher in each cup. I usually star-triple star my first run through then just go back and triple star it @ MK7.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: CHAOS_FANTAZY on May 30, 2013, 03:01:22 PM
You know what I hope they do in Mario Kart niverse or whatever?
Coins were the stupidest thing ever.  They need to be gone.
Okay, so there are now coins on the track, and picking them up increases your top speed, right?  But you can only hold up to ten of them so you can't drive down the track at supersonic speeds and just wreck everything.  Then, whenever you get hit, you drop some coins Coin Battle style.  Not too bad, no more than three at a time...but now, not only are you dealing with the stun of the attack itself, but your decreased top speed, so you have to intentionally aim for coins again.
Now, factor in the fact that it's very common to get hit with more than one thing in a row.  A charging Starred foe can knock you into a pit as they drive by; a Blue/Red shell easily opens the window for another Red Shell; tripping over a Fake Item Box leaves you wide open to a stage hazard; et cetara.  Any of these events would lead to you dropping six coins (Not to mention everyone passing you while you're stunned) and therefore leaves you crippled.  By the time you've regathered your coins the race will be over, and you were not its winner.  Not to mention the fact you were probably pummeled with other things along the way.
This, combined with First Place's ever-dwindling defensive techniques, made Mario Kart 7 a game that screwed first over too hard.  I was sincerely disappointed, and these mistakes need to be fixed.

Also its items were dumb.  Super Leaf (A melee item in Mario Kart, I mean, what) never fails to do nothing and Lucky 7 was both lazy and useless due to the fact that the items were fired in an utterly random order.


Anyway, in a nutshell, here's my wishlist for niverse:
> Dry Bones returns as a playable character
> Remove the Coin system
> New items that appear in the front (Seriously, every new item is built for those floundering about in the very back of the pack, give the people that can actually drive something new)
> A course based off of the Galaxy games, so Rosalina has a more befitting home-field course
> Add Tick Tock Clock (DS) to the Retro lineup (...Please?)
...And I guess that's about it.  The rest is so obvious I don't even need to say it.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Dataman on May 30, 2013, 05:01:28 PM
Honestly Super Leaf is kinda useful if you're in first place and someone is about to pass you, you can just whack them with it and keep your first place. also I hope that Lakitu stays in the unlockable roster, since he looks interesting to me, and it would make sense, since Shigeru Miyamoto says that Lakitu represents him the best, according to the Mario Wiki.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Gumballtoid on May 30, 2013, 08:37:34 PM
Quote from: "CHAOS_FANTAZY"
Coins were the stupidest thing ever. They need to be gone.
Okay, so there are now coins on the track, and picking them up increases your top speed, right? But you can only hold up to ten of them so you can't drive down the track at supersonic speeds and just wreck everything. Then, whenever you get hit, you drop some coins Coin Battle style. Not too bad, no more than three at a time...but now, not only are you dealing with the stun of the attack itself, but your decreased top speed, so you have to intentionally aim for coins again.
Your coin total has a very minimal effect on your vehicle, from my experiences. It's there, but it's nearly unnoticeable and rarely affects the outcome of the race when you get hit. Coins being used to unlock parts offers an incentive to gather them, rather than just "complete x Grand Prix with y ranking."

Quote from: "CHAOS_FANTAZY"
This, combined with First Place's ever-dwindling defensive techniques, made Mario Kart 7 a game that screwed first over too hard.
Not at all. If anything, they improved defensive techniques with the addition of the Super Leaf and the removal of the Fake Item Box. The Super Leaf can knock away any Red Shells that happen to be coming your way, and clearing a minefield of Bananas is a breeze. The Super Leaf aside, when in 1st place, I often find myself with Triple Bananas and immune to everything short of a blue Spiny Shell.

Quote from: "CHAOS_FANTAZY"
Also its items were dumb. Super Leaf (A melee item in Mario Kart, I mean, what) never fails to do nothing and Lucky 7 was both lazy and useless due to the fact that the items were fired in an utterly random order.
The Super Leaf is fantastic for keeping slipstreamers and Shells at bay, and it's also great for increasing your air time when you happen to have it while gliding. Even when you don't mash the button, the tail is insurance from a single Shell, and upon its destruction, will clear your inventory. Those items aside, a melee item in Mario Kart is nothing new, given we've had both the Star and the Mushroom since the SNES title, as well as Triple Shells acting as sort of a barrier that can be used as a hugging attack or a defensive shield. The Lucky 7 isn't random at all. If your intent is to throw an item forwards, using an item when it's in front of your kart will fire it forwards. The same applies to using items backwards, though admittedly, it is a bit hard to get the timing right while drifting.

As for the next Mario Kart, I've been mulling around ideas that I enjoyed and would like to see again.

• Coins should return, but add a Sonic Riders style shop that allows you to purchase karts (parts?) of your choice using those coins.
• I definitely want to see the "build your own vehicle" return, but with a few changes. I loved the character-based vehicle palettes in Mario Kart Wii, and I want to see that combined with building your own vehicle. Also, a ridiculous amount of parts would be appreciated as it would allow for greater customization of your vehicle. Kart parts from Mario Kart Double Dash and Mario Kart DS could even return.
• The massive character roster in Mario Kart Wii was a delight and I'd like to see the same thing in the next installment. I'd like to see Honey Queen and Shy Guy return from Mario Kart 7, Petey Piranha and King Boo from Double Dash, as well as staples such as Toadette, Baby Mario, Baby Luigi, Dry Bones, and Waluigi. I'd especially like to see the Koopalings as playable drivers, regardless of how potentially redundant they may be.
• Kill Metal Mario and ensure he never returns.
• Give the Miis their variable weight classes and voices from Mario Kart Wii. I fucking hate them in Mario Kart 7.
• Bring back the Emblem Creator from Mario Kart DS. The Wii U GamePad would be ideal for it.
GCN Sherbet Land, GBA Sunset Wilds, and 3DS Music Park would be a blessing.

That's about it. Mario Kart is probably my favorite game and I want to see the next installment go above and beyond previous titles.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Dataman on May 30, 2013, 09:12:13 PM
TBH, I would only be fine with Lakitu being removed from the next game If a Regular Boo or Variable weight classes for Miis were added. or maybe Baby Mario/Luigi, they might be interesting too.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: CHAOS_FANTAZY on May 30, 2013, 09:37:19 PM
Quote from: "Gumballtoid"
Your coin total has a very minimal effect on your vehicle, from my experiences. It's there, but it's nearly unnoticeable and rarely affects the outcome of the race when you get hit. Coins being used to unlock parts offers an incentive to gather them, rather than just "complete x Grand Prix with y ranking."
Then explain why receiving multiple hits in a row is suddenly throwing off my game so much.  I would vouch to call myself adept at Mario Kart, and I fondly recall a race in Mario Kart Wii where I was slammed with four Blue Shells and still claimed first place as one of my finest hours.  Suddenly, Mario Kart 7 happens, coins appear, and suddenly I can't handle getting hit more than once in a row before losing most of my standing in the race?  Moreover, what was wrong with that incentive in the first place?
I suppose it's possible that it's the courses that are to blame, considering that getting hit by a charging Starred player that knocks me into a pit/lava is the most common way it goes, but I can't help but feel that the coins had something to do with it as well.  They had never tried a gimmick like that before, and in my honest opinion, it didn't work so well.  And letting players that didn't finish first start with more of them?  That was just weak.
I suppose I would not mind the return of Coins—if collecting them has no impact on the specs of the kart.  Otherwise, they can stay out of here.

Quote from: "Gumballtoid"
Not at all. If anything, they improved defensive techniques with the addition of the Super Leaf and the removal of the Fake Item Box. The Super Leaf can knock away any Red Shells that happen to be coming your way, and clearing a minefield of Bananas is a breeze. The Super Leaf aside, when in 1st place, I often find myself with Triple Bananas and immune to everything short of a blue Spiny Shell.

The Super Leaf is fantastic for keeping slipstreamers and Shells at bay, and it's also great for increasing your air time when you happen to have it while gliding. Even when you don't mash the button, the tail is insurance from a single Shell, and upon its destruction, will clear your inventory. Those items aside, a melee item in Mario Kart is nothing new, given we've had both the Star and the Mushroom since the SNES title, as well as Triple Shells acting as sort of a barrier that can be used as a hugging attack or a defensive shield.
Okay, let's ignore the fact that I love the Fake Item Box for a second and focus on the real issues.
Honestly, if you were to ask me, if you're not using a Star/Mushroom for its speed boost attribute, you're doing it wrong.  And what separates Shell Shields from the Super Leaf is one key factor:  timing.  The Shell Shields were good because they required no timing; enemies would often ram into you and hurt themselves like idiots anyway.  The Super Leaf requires timing, and therefore is scarcely a reliable choice.  Despite the warnings, I have never successfully deflected a Red Shell with it, and the fact it can only sustain one hit (As opposed to the Banana Trail's three (Which I never seem to get)) only adds to my negative opinion of it.  These supposed "Banana minefields" are little more than an urban legend, and I've swatted maybe two Bananas away with it in all my time using it.  One of which, I think I intentionally moved out of my path to hit.

Quote from: "Gumballtoid"
Coins should return, but add a Sonic Riders style shop that allows you to purchase karts (parts?) of your choice using those coins.
What is wrong with just unlocking things the way we always have?  The shop was always one of the things I disliked the most about Sonic Riders, as there comes a point when you've accomplished everything else in the game but you still have like 25,000 Rings to go before you've bought all the Extreme Gear.  So suddenly playing the game becomes something you have to do in order to 100% the game, and that's when playing a game stops being fun.  Moreover, unlockables double as a way of proving yourself to the game and then having something to show off (Now that I think about it, that's another thing I didn't like about MK7, how unlocking was either farming or stupidly easy).  I suppose I wouldn't mind a hearty blend of both, but for a shop to replace unlocking things would be criminal.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: *Alice on May 30, 2013, 10:04:05 PM
Weren't there coins in Super Mario Kart for the SNES/SFC already (which is the first game of the series)?

And I prefer Mario Kart DS's unlock system over Wii's. I never played 7 though.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Geno on May 30, 2013, 10:17:25 PM
I don't care what's in the next Mario Kart, other than it have N64 Wario Stadium (Should have been in MK7), N64 Royal Raceway (Would have made another good MK7 course), N64 Toad's Turnpike (want this one in the most), N64 Yoshi Valley, or N64 Rainbow Road (most likely, due to SNES Rainbow Road in MK7) in it.
And a new course with YI style Fuzzies in it.

I find it funny how the MK64 courses they have left for future games are all my favourites.

It's also funny how in MK7, the MK64 courses they chose have little to no height variation, OR jumps that could be converted to glide panels. Wario Stadium and Royal Raceway would have been PERFECT for that!
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Gumballtoid on May 31, 2013, 12:41:11 PM
Quote from: "CHAOS_FANTAZY"
And what separates Shell Shields from the Super Leaf is one key factor:  timing.  The Shell Shields were good because they required no timing; enemies would often ram into you and hurt themselves like idiots anyway.  The Super Leaf requires timing, and therefore is scarcely a reliable choice.  Despite the warnings, I have never successfully deflected a Red Shell with it, and the fact it can only sustain one hit (As opposed to the Banana Trail's three (Which I never seem to get)) only adds to my negative opinion of it.  These supposed "Banana minefields" are little more than an urban legend, and I've swatted maybe two Bananas away with it in all my time using it.  One of which, I think I intentionally moved out of my path to hit.
I see what you're getting at, but the Super Leaf deserves credit where credit is due. Mashing the button will spin the tail enough to protect you from a Red Shell or knock away another player while keeping the tail. Mashing it also increases your air time. With the shells you have the choice of firing them off or using them as a shield, but in the latter instance they will break when they hit something, whereas the tail will not unless you aren't spinning it.

Quote from: "CHAOS_FANTAZY"
What is wrong with just unlocking things the way we always have?  The shop was always one of the things I disliked the most about Sonic Riders, as there comes a point when you've accomplished everything else in the game but you still have like 25,000 Rings to go before you've bought all the Extreme Gear.  So suddenly playing the game becomes something you have to do in order to 100% the game, and that's when playing a game stops being fun.
Admittedly, that's one thing that ruined Sonic Riders for me. The same doesn't exactly apply to Mario Kart though. Whenever I boot up Mario Kart 7, I go straight to playing online, which is a helluva lot of fun and allows me to gather coins in the process. With Sonic Riders, playing against the AI is really never any fun, so I see what you're saying. But Rozark did put it nicely.
Quote from: "Rozark"
Play online and focus on rating. The coins come naturally as you play; don't farm for coins because that's just tedious and boring.
You can both savor the online experience and gather coins in the process, and it would allow you to freely choose what you want to add to your inventory. Sonic Riders had little to no variation, and there was no online to make it interesting or fun, but I feel it would work well in a Mario Kart environment where almost each online race is different.


I feel I should go out of my way to get my hands on Mario Kart 64 and Mario Kart DS at some point. I've never played either of those.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on May 31, 2013, 01:45:42 PM
I'm just going to throw out there that coins do NOT affect your vehicle unless you have 10 coins. Once you have 10 coins, your top speed increases slightly yet noticeably. Collecting a coin grants a minor speed boost upon gathering. So, if you get hit by an item/lose coins, get a coin to at least get a mini boost back into the game.

Oh right, I also don't use stars/mushrooms for speedboosts but rather SHORTCUTS. You know, the ones that get you farther than the speedboost.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Geno on June 01, 2013, 12:48:47 AM
Quote from: "Gumballtoid"
I feel I should go out of my way to get my hands on Mario Kart 64 and Mario Kart DS at some point. I've never played either of those.
MK64 is the best Mario Kart (of course, that's just my opinion), and MKDS is okay, but at least Waluigi Pinball is awesome.


But you should still get both of them. And watch out for N64 Toad's Turnpike in EXTRA (Mirror) mode!
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Shadow Blade on June 02, 2013, 10:27:54 AM
One thing I noticed in Mario Kart 7 is that Blue Shells are WAY too common, hell I was playing it for the first time and on the FIRST 50CC race I did in the Mushroom Cup I got hit with a blue shell....what the hell game.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Rozark on June 02, 2013, 02:35:54 PM
Quote from: "Shadow Blade"
One thing I noticed in Mario Kart 7 is that Blue Shells are WAY too common, hell I was playing it for the first time and on the FIRST 50CC race I did in the Mushroom Cup I got hit with a blue shell....what the hell game.

Think of it this way.
EVERY race is practically guaranteed to have one. Stay on your toes, and when it has been thrown, you're pretty much safe from further shells 19/20. That other 1 time however, oh man, it'll throw you off.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Gumballtoid on June 02, 2013, 02:47:28 PM
Pretty much. The thing with Mario Kart 7 is they decreased the rate of Spiny Shells on account of the truckloads you'd see in Mario Kart Wii, but at the same time, I feel as though the increased the rate of Lightning.

The best thing you can do is, when you see someone has a Spiny Shell, cede first place temporarily and let someone else take the hit.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Geno on June 02, 2013, 05:07:20 PM
Also, that trick you can do with a Mushroom in MKWii to escape the Spiny Shell works in MK7 as well.

I should know, because I did it several times in MK7.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: Geno on June 11, 2013, 09:36:20 PM
uh oh bump + double post.

So, I watched the Mario Kart 8  trailer.

WAA!

Also, Retro tracks I spotted:
-POSSIBLY GCN Dry Dry Desert
-3DS Piranha Plant Slide
-3DS Music Park

I hope there are at least 3 N64 tracks in the game AND THAT ONE OF THEM IS TOAD'S TURNPIKE.
Also, since gliding is back, NINTENDO DON'T SCREW UP THIS TIME, PUT IN N64 ROYAL RACEWAY AND N64 WARIO STADIUM THEY ARE PERFECT FOR GLIDE.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS
Post by: BiscuitSlash on June 11, 2013, 09:46:32 PM
On the subject of spiny shells I hope they nerf them for MK8.

The ones in MK7 were a bit urksome. The fact that it now feels nigh-impossible to avoid with a mushroom and that those cannon thingies don't protect you from them anymore isn't fun and removes most of any of that skill based evading that there was. Also the fact that not first place racers can easily get hit by it and get knocked off the track is a huge bother, that should be saved for Crash Team Racing.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: leoalex50 on June 26, 2013, 01:54:15 AM
why is mk7 unofficial cutstuff has no records on it?
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Spikeboy on June 26, 2013, 02:06:06 AM
Apparently, community points only reflect points earned during a month.
Since no one's played on the community this/last month, the points just disappeared, which is too bad.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: leoalex50 on June 26, 2013, 02:13:10 AM
ok i did not know that happens every month
edit: i'm on mk7 unof cutstuff right now
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Oliver on June 26, 2013, 01:40:24 PM
In mario kart 7, i was on 1st place vs dakin in streetpass, i been fu*consored*ed up by these CPUs. Lighting bolt, blue shell, red shell, and then M. Mario threw a green shell at me! and then i was 2nd place in finish.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: ZeStopper on June 27, 2013, 02:34:58 AM
Does anyone else have all of the characters? I suggest using Lakitu cuz he's small and good for acceleration.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Rozark on June 27, 2013, 10:56:20 AM
Quote from: "ThePlayer"
Does anyone else have all of the characters? I suggest using Lakitu cuz he's small and good for acceleration.

Size doesn't mean anything that he's more likely to dodge projectiles. Size however does determine their weight class, and seeing as Lakitu is classified under "Light" he has more acceleration. "Normal" is balanced, and "Heavy" has more top speed.

Basically I can go play as Toad he's in there right i'm too lazy to check right now and the basic/starting stats would be the same as Lakitu's because they're both "Light".
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Oliver on June 27, 2013, 11:41:37 AM
M. Mario is a perfect character to time trails. I mean, he is like big-char. If you use slick wheel, B dasher body and Super Glider (Or Golden Glider or other gliders that has more weight) and then choose Metal mario. Check your speed and there you go! Your own character with Sonic-speed to Time Trails! Go ahead and get your new time record!
Title: That post legitimately made me cringe
Post by: Gumballtoid on June 27, 2013, 02:20:05 PM
I would take Bowser or Honey Queen over Metal Mario any day. I honestly can't stand Metal Mario. I used to use Shy Guy a lot but Bowser is far more appealing because his weight class has the highest top speed and he can just sorta shove other racers around.

Speed doesn't always help you in Time Trials. It depends entirely on the course. If it has many straightaways like Toad Circuit or N64 Luigi Raceway, then sure, it'll help. But tracks like Neo Bowser City and DS Airship Fortress really emphasize on drifting efficiently and shaving time off that way. Clip a wall with your Metal Mario setup and all your speed goes out the window, as well as your record.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: leoalex50 on June 27, 2013, 04:03:02 PM
same with my setup with mii but i use mii on all tracks and the combination is good for snes rainbow road
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Thunderono on June 27, 2013, 04:18:00 PM
To Gumballtoid's regret, I'm an avid mii user.  Most people here would expect me to use a heavyweight, as they're much faster and you all know how much I like SPEED

But in this case, GBT is completely right.  Speed is great in any case, but in a lot of courses, you're expected to drift and manouver these complex turns a lot, and top speed tends to send you flying off the edge instead.  Mii is a great balance, as if you hit a wall you aren't entirely fucked.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: LlamaHombre on June 27, 2013, 05:20:30 PM
Considering every cart has the same Top Speed and Acceleration is how fast you reach your top speed, karts with great handling and acceleration (i.e. Lightweight in the Birthday Girl) can really mutilate a lot of the tracks in the game.

Needless to say I run a Daisy + Birthday Girl Combo. I forget which wheels, though.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Oliver on June 27, 2013, 05:34:44 PM
Neo Bowser City: Other language
Koopa City: Danish

No srrsly, it's true.
Same with that too.
Rock Rock Mountain: Other language
Alphine Pass: Danish
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on June 27, 2013, 07:18:46 PM
Aside from using Bowser, I like to mix things up. Combos I frequently use:

Mario with B Dasher/Standard/Super Glider
Luigi with Zucchini/Slim/Super Glider
Yoshi with Egg 1/Standard/Paraglider
Toad with Blue Seven/Mushroom/Super Glider
Donkey Kong with Barrel Train/Standard/Super Glider
Bowser with Koopa Clown/Slim/Super Glider
Shy Guy with Cact-X/Standard/Flower Glider
Honey Queen with Bumble V/Sponge/Flower Glider
Wario with Bolt Buddy/Standard/Swooper

Bowser in the Birthday Girl is where it's at.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Hallan Parva on June 27, 2013, 08:17:47 PM
I like pretending I'm pro when I'm really not so I always use Standard Kart / Standard Tires / Standard Glider :ugeek:


My main homeboys are Bowser, Luigi, and Nidoqueen (Mii). Fecking love Bowser though.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on June 27, 2013, 08:57:59 PM
Quote from: "Oliver"
Neo Bowser City: Other language
Koopa City: Danish

No srrsly, it's true.
Same with that too.
Rock Rock Mountain: Other language
Alphine Pass: Danish
I ASSUME then your Music Park is "Melody Motorway".

I find it funny how the banners in Music Park still say Music Park even in the European version where the course is known as Melody Motorway.

Also, the 2 Whuhu Island courses had their names changed.

US                        PAL
Wuhu Loop             Wuhu Island Loop
Maka Wuhu            Wuhu Mountain Loop

I wonder why Nintendo changed the names for the courses in each reigon?


And what with people all saying what character and kart combinations they use, I use either Rosalina or Shy Guy, in the Pipe Frame, Standard Wheels, and Paraglider combination, although I haven't played in a while because my R Button is messed up. It wont' work!
It's probably just some dust though.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Thunderono on June 27, 2013, 09:58:39 PM
Quote from: "Oliver"
Neo Bowser City: Other language
Koopa City: Danish

No srrsly, it's true.
Same with that too.
Rock Rock Mountain: Other language
Alphine Pass: Danish
Uh
Ok
So tracks
Good god the tracks
GBT favors Neo Bowser City, Spikeboy likes Coconut Mall, I like piranha plant slide, etc. etc. etc.
But we've played a lot and I've grown to hate Neo Bowser City
There's this ONE TURN I can almost never make.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on June 28, 2013, 04:08:25 AM
If Spikeboy persists in choosing Coconut Mall over and over to spite me, then by God, I'm choosing Neo Bowser City every chance I get.  :ugeek:
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Magnet Dood on June 29, 2013, 04:18:33 AM
Honeycomb Hive is probably the worst battle map in the entire world.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Galactan on June 29, 2013, 05:10:21 AM
Quote from: "Magnet Dood"
Honeycomb Hive is probably the worst battle map in the entire world.

If by worst you mean best, then I totally agree with you.
Title: #wuhutown4life
Post by: Gumballtoid on June 29, 2013, 06:00:53 PM
Difficult to navigate, hazardous bees that can cost you a balloon despite your best efforts, random aimless pipe that forces you to a different part of the course.

To me, this is like the Coconut Mall of battle courses.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Hallan Parva on June 29, 2013, 06:05:40 PM
Honestly, Mario Kart 7 did such a pisspoor job of presenting Battle Mode that I honestly forgot it even had one.


Also on that note, I hate all the battle courses except for Wuhu Town. Bringing back the giant flying space DS from Mario Kart DS (duh) would have been a logical choice considering the game system; just slightly modify the layout to include the Circle Pad and you're good to go. With the courses they have now, though, it just sort of feels like the developers slapped some random obstacles into boring areas, added some obnoxious-as-fucque gimmick, and called it a day. Combine this with the shitty timer system from Mario Kart Wii and you have the hands-down worst Battle Mode to ever have the nerve to show its face around a Mario Kart game.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Magnet Dood on June 29, 2013, 06:58:37 PM
Not to mention the retro battle maps were subpar at most. Palm Shore was the only one I could think of as decent.

I miss the old N64-style Battle Mode, where it was Last Man Standing. Block Fort  and Double Decker are still some of my favorite courses.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: *Alice on June 29, 2013, 07:08:10 PM
Mario Kart DS was so fun in battle mode.

Actually the thing that really made me get it was when I watched a few people play it between two rounds of a chess tournament.
That cake level looked so fun to play balloon mode on (And it really is).
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Rozark on July 01, 2013, 05:12:51 PM
I was never particularly fond of the cake level, (unless it was the one with the giant circle/jump thing in the center, then yes, I enjoyed it) but man, Bob-omb blast/just item battle in general was so much fun.
At least there's sorta a mod/group for that in MK7.
I miss Bob-omb Blast's officialness  :(
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: BiscuitSlash on July 02, 2013, 04:21:41 PM
What makes battle mode even worse in MK7 is how it takes up two options in the menu screen. It's as if they realized there was so little variety of gameplay after they've yet again removed a gamemode and used a sorry attempt to try and hide it.

It's not just the maps that are bad, but there's so little of them. There's like what, 6 tracks? Only half of them are new ones? The amount of new maps in MKWii almost matches the amount of maps that MK7 has, let alone the fact that MKWii actually had good new maps in it.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on July 02, 2013, 05:04:02 PM
I really hope MK8's Battle Mode is like the one in SMK, MK64, MKSC, and MKDD.

Also, N64 DOUBLE DECK FOR MK8!

In fact, Double Deck is my favourite Battle Course in the entire Mario Kart series!
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Hallan Parva on July 11, 2013, 05:13:48 PM
[1:04:40 PM] Cobbler: Shroom Ridge / Daisy Circuit for most unloved but still awesome as balls
[1:04:49 PM] Star Dood: yes for the first
[1:05:01 PM] Gumballtoid: Daisy Circuit is easily Wii's best track
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on July 11, 2013, 08:27:04 PM
I don't like Shroom Ridge.

Mind you, I don't like much of MKDS, except R.O.B., Waluigi Pinball, and Airship Fortress.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: WheelieCarbonate on July 31, 2013, 05:28:49 AM
Quote from: "SmashBroPlusB"
[1:04:40 PM] Cobbler: Shroom Ridge / Daisy Circuit for most unloved but still awesome as balls
[1:04:49 PM] Star Dood: yes for the first
[1:05:01 PM] Gumballtoid: Daisy Circuit is easily Wii's best track
Daisy Circuit has amazing visuals and an OK track
Shroom Ridge can die in about 1020034 fires
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Oliver on July 31, 2013, 10:59:47 AM
Man, i like that secret and fast shortcut in Wuhu Mountain Loop.  :D
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Balrog on July 31, 2013, 11:48:11 AM
Quote from: "Oliver"
Man, i like that secret and fast shortcut in Wuhu Mountain Loop.  :D
Die in 10^100 (http://en.wikipedia.org/wiki/Large_numbers) fires. That was (if I'm understanding you correctly) a horrible glitch that completely destroyed that course.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: ZeStopper on July 31, 2013, 05:54:02 PM
I like that bridge part near the end of the Plaza track (forgot it's name :( ) it's fun flying through the sky!
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Oliver on July 31, 2013, 05:56:46 PM
In Mario Kart 64, I used a scale cheat. The standard scale was 1.0 and mine was 1.2 So it was more taller. If it was 0.0 it was super scuished and can't never clear it.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on August 01, 2013, 12:59:57 AM
Quote from: "Oliver"
In Mario Kart 64, I used a scale cheat. The standard scale was 1.0 and mine was 1.2 So it was more taller. If it was 0.0 it was super scuished and can't never clear it.
Can you please explain how to get values OTHER than the default and 0.0 with that code?

No matter what I try, the code always flattens courses to the max.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: GameAndWatcher on August 01, 2013, 01:38:23 AM
I predict that DS Rainbow Road will return due to the Anti-Gravity gimmick, it would be, well, odd not to.  I'd like to see how they'd do GCN Wario Colosseum and N64 Royal Raceway.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on August 01, 2013, 02:32:46 AM
Considering MK7 had SNES Rainbow Road, I'm crossing my fingers for N64 Rainbow Road for MK8.

And you totally forgot N64 Wario Stadium.

Wario Stadium and Royal Raceway should have been in MK7, they both had HUUUUUUGE jumps!

I'll never figure out why they chose the 3 of the N64 courses with the LEAST height variation for the MK game that was supposed to show GLIDING IN THE AIR!
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: GameAndWatcher on August 01, 2013, 02:41:11 AM
Quote from: "geno"
Considering MK7 had SNES Rainbow Road, I'm crossing my fingers for N64 Rainbow Road for MK8.

And you totally forgot N64 Wario Stadium.

Wario Stadium and Royal Raceway should have been in MK7, they both had HUUUUUUGE jumps!

I'll never figure out why they chose the 3 of the N64 courses with the LEAST height variation for the MK game that was supposed to show GLIDING IN THE AIR!
GCN Wario Collosseum had a much larger jump than N64 Wario Stadium. Quality over quantity.  :ugeek:  And N64 Rainbow Road  was cool, but again, I'm expecting DS Rainbow Road because anti-gravity will be fun.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on August 01, 2013, 02:51:55 AM
Actually, both Wario jumps were about the same. (but GCN had Dash Panels, and N64's jump could be used to your advantage if you time a Lightning Bolt correctly.)

And, bear with me, I hope N64 Toad's Turnpike will be in MK8, not because of that weird gravity gimmick (that would ruin the course!), but because I've been wanting it remade since MKWii! it's probably the one course that's the most challenging in Mirror Mode.

In fact, I like Toad's Turnpike BECAUSE it's so hard in Mirror Mode! I cannot beat it without getting ranked out in 5th-8th at least once! And I enjoy that, considering how every other Mario Kart course (unless it's in 100cc mode of the original SMK) is a cakewalk for me! (still fun though!)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on January 20, 2014, 04:04:09 PM
Quote from: "Hilman170499"
KA-BUMP!!
I'm late but



Some new stuff for Mario Kart 8:
• Mario, Luigi, Peach, Yoshi, Donkey Kong, Wario, Bowser, Toad, Daisy, Koopa Troopa, and Rosalina return from Mario Kart 7.
• Waluigi, Toadette, Baby Mario, Baby Luigi, Baby Peach, and Baby Daisy return from Mario Kart Wii.
• Mario Circuit, Sunshine Airport, a San Francisco-esque city course, a dessert-themed course, a ruinous temple course, a badlands course with a Dry Bowser motif, and a course taking place in the sky are new to Mario Kart 8.
• GCN Dry Dry Desert, 3DS Music Park, and 3DS Piranha Plant Slide are confirmed Retro courses.
• Bikes, stunts, and motion controls (likely optional) return from Mario Kart Wii.
• Coins, customizable vehicles, gliding, and underwater driving return from Mario Kart 7. The vehicles appear to vary in color to match the driver's typical color motif, as in Mario Kart Wii.
• Anti-gravity segments that are new to Mario Kart 8.
• 1080p, 60fps swagularness.

Anything you want to see make a return? Courses? Characters? Items?


I myself want King Boo, Dry Bones, Diddy Kong, Shy Guy, and Bowser Jr. to return. I also want Metal Mario barred access from any game ever. If Miis are to return, Mario Kart Wii's Mii setup would be largely preferred. Mario Kart 7 made them irritating beyond belief.

There are so many GBA tracks I want to return it's not even funny. Lakeside Park and Cheese Land are up there, though. Sherbet Land from Double Dash would be nice, as well.

Let's get some decent battle modes here. Double Dash had the typical Balloon Battle, as well as Shine Thief and Bob-omb Blast. Throw Coin Runners in there, give it some decent battle courses (the ones in Mario Kart 7 sucked toids) and there you go.

Team games in Mario Kart Wii were great. I want to see those return as well.

============================================================================

Mario Kart 7 is starting to emerge as the new flavor of the month. I'll put down the communities we use regularly.

Cutstuff Race (150cc Race): 52-9312-0001-1555
Cutstuff Battle (Balloon Battle): 50-6849-2629-2064
Cutstuff Runners (Coin Runners): 34-9997-0574-3059

And just for kicks

Cutstuff Bombs (Balloon Battle, Bob-ombs only): 61-1603-5739-8779

There's a Skype chat with which we coordinate games. Let me or anyone in there know if you want to be added.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on January 20, 2014, 07:14:20 PM
Not quite sure about that desert course being GCN Dry Dry desert.
It doesn't look much like it.
No matter which screenshot I look at, I can't really see any resemblance to the original course.

And apparently it has Wii Dry Dry Ruins falling pillars, so if it is GCN Dry Dry Desert, they are probably gonna do what they did to n64 Koopa Troopa Beach, and completely change it. :(
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Kapus on January 20, 2014, 08:14:10 PM
I'm just happy Toadette's back.

The game does look really smooth and fun to play. GCN Dry Dry Desert is a pretty neat choice for a retro course, but I really hope they bring back Wario Coliseum and Baby Park from GCN as well. Bowser's Castle would also be super cool.

I can't wait to see what Rainbow Road is like this time around!
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Magnet Dood on January 20, 2014, 09:05:51 PM
How about a couple of more regular joe enemies? We already got Shy Guy, Dry Bones and Koopa Troopa- what's stopping a Hammer Bro, or a Chargin' Chuck (plausible since they just reappeared in 3D Land), or other enemies? Blooper would be nice too considering he was playable in MP8, and the item is still dumb. Lakitu returning would be nice as well.

Personally Amazin' Flyin' Hammer Brother would be the most amazing kart racer ever to exist, but that's just my opinion.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: VGS2 on January 20, 2014, 09:25:34 PM
I agree with everyone here. Dry Dry Desert's looking pretty realistic and seems to have less of those eyeball hills, which makes ya wonder if it's the real deal or not (though in the Airport stage, Dry Dry Desert was referenced in a poster, so hey), Wario Coliseum is a must-have for the next game (though Baby Park was in DS, so that one's unlikely, alas), and I've wanted a Chargin' Chuck since the days of Wii, I'm not gonna lie. Though a Hammer Bro would be pretty swell too, considering that they were in Mario Party 8 and Super Mario Football Fucktards Deluxe (which needs a Wii U sequel).

Honestly though, the only thing I really really want is more Super Circuit stages. They really got the shaft in 7 (Bowser Castle 1, anyone?).
If all goes well, I'm guessing we're gonna get Bowser Castle 4, Ribbon Road, and/or Riverside/Lakeside Park (one of the two). Though we might just get shafted and get none of the above again, who knows?

Is it sad that I'm more excited to see the retro stages than the newer stages by this point?  :?
#nostalgiafag
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Watzup7856 on January 20, 2014, 11:09:29 PM
so I took the time to make a list of every mario kart track that hasn't been used yet as a retro track

(click to show/hide)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Galactan on January 21, 2014, 12:28:33 AM
Just a quick compendium of things I'd like to see in Mario Kart 8:
(click to show/hide)

I'm literally not buying any games until this comes out, I'm that excited.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on January 21, 2014, 12:33:52 AM
Quote from: "Watzup7856"
Mario Kart 64 Nominations:

Toad's Turnpike
Wario Stadium
Royal Raceway
Yoshi Valley
Rainbow Road
I find it funny how all the N64 courses they HAVEN'T remade are all my FAVOURITES.  :mrgreen:

Realistically, seeing the pattern of previous games, MK8 will probably have 3 MK64 courses, then the next game will have the remaining 2.

Also, the only MK64 Battle Game course they haven't remade is my favourite of the four: Double Deck.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on January 21, 2014, 09:55:15 PM
Fake Item Boxes were pretty darn useless in Double Dash and Wii. If it's going to have any merit, it needs to be convincing. Without that, it's literally a Banana that can't protect your toids from Red Shells. At least color them to match the real deal. It's blaring red and the question mark is upside down. In what way is that convincing?

(click to show/hide)

I'd like to see some items come back. Mega Mushrooms were neat, and POW Blocks had merit, though they were terribly easy to negate. I'd like to see the Fire Flower adopt the application of Double Dash's fireballs personally, and bring back Yoshi Eggs as well. Despite them being exclusive to Yoshi and Birdo, they were neat items and it always felt good to nail someone with it and nab a Star in the process.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Kapus on January 21, 2014, 11:08:55 PM
Despite that artwork, Fake Items aren't always glaringly red like that during gameplay. Their coloring actually seems to alter depending on how far away they are from you, making you sometimes do a double take.

Either way, Fake Items are going to be pretty obviously fake if they're in a spot where you know items don't usually spawn. For that reason, I usually place them next to a group of other item boxes so somebody might hit it by accident.

Also, I wouldn't call Fake Items just another banana peel. They're a lot fatter and thus are harder to dodge. They also make you flip out instead of spin out, which decreases your speed much more.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Watzup7856 on January 21, 2014, 11:28:59 PM
here's my suggested retro stage list for mario kart 8:

(click to show/hide)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: GameAndWatcher on January 22, 2014, 12:29:13 AM
Quote from: "Watzup7856"
here's my suggested retro stage list for mario kart 8:

(click to show/hide)
Your lack of SNES Bowser Castle disturbs me.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on January 22, 2014, 01:07:07 AM
Also, it's funny how Nintendo has seemed to avoid remaking the SNES Bowser Castles. Every time, it's a GBA one instead.

Mind you, there's only 1 GBA one left, so maybe we'll get an SNES Bowser Castle soon.
OF all the SNES Bowser Castles, I'd have to say either 2 or 3 was my favourite.

2 had lots of turns and A DEAD END? IN MY MARIO KART?

3 had a crapload of jumps. Which is neat.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on February 13, 2014, 10:38:26 PM


The Koopalings have been confirmed for Mario Kart 8.

God dammit I've wanted this since I played New Super Mario Bros. Wii and holy shit I didn't expect it to happen. I'm so ecstatic I can't even describe. The only way the game could be even remotely spoiled for me is the addition of Metal Mario.

Also Wii Grumble Volcano and 3DS DK Jungle have been confirmed.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: doofusroad on February 13, 2014, 11:34:01 PM
At this point, this and SSB Wii U are very likely to get the Wii U off the ground.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on February 14, 2014, 01:29:10 AM
super koopa kart confirmed for wiiu

So I wonder if all the Koopalings are gonna each be unlocked separately?

It kinda bugs me that the only retro courses they've shown are from MKWii and MK7 (mostly), though.
Not really "retro", heh.

Unless that desert course REALLY is GCN Dry Dry Desert, but I don't think so, because it looks completely different.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Galactan on February 14, 2014, 02:47:22 AM
I think the course at 0:32 is a Mario Circuit from the SNES.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on February 14, 2014, 03:20:31 AM
No, it's GBA Mario Circuit.

...which means they'll be forcing the gravity gimmick into the retro courses. :(

WELP, I hope there are NO N64 course now, as I'd really dislike for them to be modified THAT drastically (N64 Koopa Troopa Beach looking completely different in MK7 was the last straw)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Watzup7856 on February 14, 2014, 03:40:22 AM
Quote from: "Geno"
No, it's GBA Mario Circuit.

...which means they'll be forcing the gravity gimmick into the retro courses. :(

WELP, I hope there are NO N64 course now, as I'd really dislike for them to be modified THAT drastically (N64 Koopa Troopa Beach looking completely different in MK7 was the last straw)

I actually checked up on that and I think it is the GBA Mario Circuit.

Awhile back, I mentioned how I could see them doing an anti-gravity effect on N64 Rainbow Road. I think that'd be really cool.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Galactan on February 14, 2014, 04:22:26 AM
Quote from: "Geno"
No, it's GBA Mario Circuit.

...which means they'll be forcing the gravity gimmick into the retro courses. :(

WELP, I hope there are NO N64 course now, as I'd really dislike for them to be modified THAT drastically (N64 Koopa Troopa Beach looking completely different in MK7 was the last straw)
I can understand nostalgia, but complete hatred of modifications is a bit drastic, no?
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on February 14, 2014, 11:32:12 AM
I just dislike the whole "Let's change an old course completely to use new gimmicks" thing.

And I though the whole idea of the retro courses, was to revisit the old courses as they were in the original games.
MKSC, MKDS, and MKWii all remake them in a way that would suggest that goal.

Forcing new gimmicks into courses that weren't designed for that just is awkward.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Thunderono on February 14, 2014, 04:39:42 PM
Well you can't really assume that the entire course would be destroyed simply to add a gimmick.  Seven used its gimmicks in unique places like the basement in Daisy Cruiser or the shortcut in Dino Dino Jungle.  You can only assume they'll be adding gravity spots, but not changing the entire map because of it.  It IS retro, after all.

Also, having gravity gimmicks in only the modern stages would be pretty awkward. :cool:
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on February 14, 2014, 06:13:58 PM
Still, I can't see how they'd be able to add the gravity gimmick to any of the remaining MK64 courses (or battle courses) without messing it up somewhat.
(Being able to drive on the wall of N64 Toad's Turnpike would ruin any and ALL potential challenge.)

Except for Rainbow Road.


And yeah, MK7's gimmicks were okay. Just a few underwater sections and a few modified shortcuts.

This is basically lifting (and maybe even rotating) large masses of land into the air, in order to use funky gravity gimmicks.

Sure, it COULD work in some places (GBA Mario Circuit isn't really one of them), but they'd better not force it into all courses.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on February 14, 2014, 08:36:03 PM
I don't see why they can't recycle courses that have already been featured in the Retro Grand Prix at some point. I wouldn't complain.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on February 14, 2014, 09:44:01 PM
Well, they're gonna have to do that soon for the MK64 Battle Courses, 'cause Double Deck is the last (and best) one!
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: GameAndWatcher on February 15, 2014, 12:06:44 AM
So, who else is expecting Nintendo to bring back DS Rainbow Road?
Title: honk honk
Post by: Gumballtoid on February 15, 2014, 03:03:57 PM
Out of curiosity, what characters do you guys wanna see in this next installment? There's already an enormous roster of 25 characters, which beats Mario Kart Wii's roster of 24 (excluding Miis):
Mario, Luigi, Peach, Yoshi, Bowser, Donkey Kong, Toad, Koopa Troopa, Daisy, Toadette, Wario, Waluigi, Rosalina, Larry, Lemmy, Roy, Iggy, Ludwig, Morton, and Wendy.

Excluding the Mario Kart Arcade GP games, this roster is over half of the 41 characters to be included in the entire Mario Kart franchise. There's also a chance some these guys could come back:
Donkey Kong Jr., Birdo, Paratroopa, Diddy Kong, Bowser Jr., Petey Piranha, King Boo, Dry Bones, R.O.B., Funky Kong, Dry Bowser, Metal Mario, Shy Guy, Honey Queen, Wiggler, and Lakitu.

That's the whole of the series, right there.

Personally, I want to see Birdo, Diddy Kong, Bowser Jr., King Boo, Dry Bones, and Shy Guy make a reappearance. And Miis, if they're not infuriating like Mario Kart 7's.


I more expect GCN Rainbow Road than DS Rainbow Road, but there's no telling yet.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Ceridran on February 15, 2014, 03:09:32 PM
What do you mean they included the Koopa Kids



oh well-- I say no to the clone characters (Dry Bowser, Metal Mario,) but we need Shy Guy and (King) Boo. King or not, I'm not sure. Oh, and maybe R.O.B. because he is just this weird exception for everything.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on February 16, 2014, 12:18:24 AM
Although this is mostly a joke, I'd like to see Cranky Kong in a Mario Kart game.

And make his "personal kart", his rocking chair from DKC, because in DKC's credits sequence, he is shown to be able to goREALLY FAST while on that thing.

Or maybe Dixie, seeing that she was ALREADY in a Mario game (Superstar Baseball was the one)
Still, I doubt either of these two newcomers will ever be in a Mario Kart game.
AFTER ALL, DK characters in a racing game is what Donkey Kong Racing is for. Or was for, at least...  :(

Characters coming back, however, I'd like to see maybe Paratroopa (was cut from MKWii), Petey Piranha (was ALSO cut from MKWii, and was pretty cool), King Boo (quite a cool dude as well), Diddy Kong (HE'S BACK AGAIN, AND ABOUT TIME TOO! AND THIS TIME, HE'S IN THE MOOD!), Shy Guy (awesome), Dry Bones (also awesome), R.O.B. (pretty cool) Pac-Man and Hammer Bro..

"But wait, Hammer Bro. wasn't in a previous Mario Kart game!"

Well, he ALMOST was... (http://tcrf.net/Mario_Kart_Wii#Hammer_Brother)

And it'd be a neat surprise if DK Jr. came back (although that'd technically make there be 5 babies, if DK Jr. even counts as a baby in the first place), although considering YIDS, if DK Jr. showed up, he'd probably be mutated into Baby DK.

Bowser JR. can go die in a hole for all I care.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Korby on February 16, 2014, 01:54:46 AM
I'd like it if Kamek was made playable. I enjoy Dry Bones very much, and I wouldn't mind Dry Bowser or King Boo returned as well.

Also Waluigi should totally be included a second time.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on February 16, 2014, 04:16:51 AM
Oh yeah, Kamek!

He was planned for MK64, if I recall.

Yeah, he'd be a pretty neat character too, although I don't know about you, but that may be a bit too many Koopas.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on February 22, 2014, 10:51:43 PM
double post oh no

And now, an idea for a Mario Kart.... uh, Kart.

If Shy Guy comes back, why not have an Autobomb for a Kart?

You know, those black (cyan in SMAS, grey in SMA) fire-spewing kart-like things the Shy Guys ride in World 4 of SMB2?

They'd make amazing Karts, and after MK7 and SM3DW's references to SMB2, I'd hope for something like this to be a likely inclusion.

(If they make an Autobomb Kart, and anyone can ride it, I'd use it all day, every day.)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Watzup7856 on February 27, 2014, 04:13:50 AM
Okay, I literally just found out that the factory looking level in the third Mario Kart 8 trailer is in fact...

Tick Tock Clock from Mario Kart DS

It changed so much, I hardly noticed.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: MusashiAA on February 27, 2014, 08:18:31 AM
Guys, Nintendo's pulling the plug on Wii and DS online play. (http://kotaku.com/nintendo-killing-online-services-for-wii-ds-1532216462)

Say goodbye to your Mario Karts DS and Wii :(
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on February 27, 2014, 05:11:34 PM
Oh well.

Didn't really use online for MKWii anyway (and I didn't use if for MKDS at all!)

Too many hackers.  :roll:

Quote from: "Watzup7856"
Tick Tock Clock from Mario Kart DS

It changed so much, I hardly noticed.
I didn't notice it either.
Although Tick Tock Clock wasn't one of my favourites in MKDS anyway.

Also, Dry Dry Desert from MKDD appears to have changed a lot in MK8 (at least the inclusion of gimmicks from MKWii's Dry Dry Ruins, and the change from the course being shades of yellow and orange to being shades of yellow and yellow-green)

And not to forget Koopa Troopa Beach from MK64, in MK7.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Magnet Dood on March 01, 2014, 04:22:34 AM
Aw man, what? Why would they do that so soon- does that mean Mario Kart 8 and Super Smash Bros are coming out that soon?

I have a feeling that the Project M guys are gonna be pissed...

Also Tick Tock Clock coming back is totally badass, I hope they bring Shroom Ridge back too.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on March 15, 2014, 12:11:13 AM
I discovered a thing in Mario Kart Wii. You need at least 2 players to do it.

You know how Toad's Factory is one of those courses where the music changes when you're in different sections of the course?
And how unlike the other ones, the music restarts when you switch from the 2nd track back to the first one?

Well, if you have the player in 1st place go on the dash panel at the end of the second indoor portion and use it to go straight into the wall, and just carefully go towards the edge while not exiting the area, you can get the music to restart, but you can go back to the conveyor belt area. (The other players should just stay in the conveyor belt area during all of this)

The first time this is done, the music will restart as normal, but the second time you do it, it disappears completely.
The only time it'll come back, is after the Final Lap jingle.

Neat, huh? (And sorry, I'm not the best at explaining things.)

And now for something completely different: time to waluigi it up (http://www.youtube.com/watch?v=UeKAXS4GCmY)
Title: Re: Super Hype Train Super Curcuit Double Dash 64 7 Wii DS 8
Post by: VGS2 on April 03, 2014, 10:59:10 AM
Holy BatmanJesus, you guys! Lookie what I found! (http://www.gonintendo.com/s/225469-mario-kart-8-tons-of-footage) (Spoiler alerts ahoy!)

Man, this game's looking sexy as all hell, and I'm really lovin' those artistic liberties they took with the retro stages.
Didn't expect to see so many changes, though. The stages are looking way more modern, it seems!

Thoughts?
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: GameAndWatcher on April 03, 2014, 12:02:12 PM
Welp, you guys can make fun of me now for thinking that DS Rainbow Road would make it in.
It'll come back eventually.
EDIT: Dat GBA Circuit Remix though.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Rozark on April 03, 2014, 04:16:59 PM
MOO MOO MEADOWS
MOOOOOOOOOOOOOOOOO MOOOOOOOOOOOOOOOOOO MEADOWS

Seeing as that's only half of the "expected" 32 courses, I'm still hoping for either Ribbon Road or Macaroni Land/whatever it's called.
Unless they already revealed the entire track list then woops
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Knux on April 03, 2014, 04:20:26 PM
It's Cheese Land, and I only remember it because of those epic Time Trial maneuvers I used to do in it.  :ugeek:
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: LlamaHombre on April 03, 2014, 05:02:15 PM
Metal Luigi when?
Title: Re: Super Sonic Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: VGS2 on April 03, 2014, 05:26:29 PM
With help from the Super Mario wiki, I've compiled this list of Retro stages for everyone!
(click to show/hide)
So that leaves three tracks left to speculate on, it seems...
I'm guessing it'll be Super Circuit's Bowser's Castle 4, Double Dash's Wario Coliseum, and... I dunno, maybe Mario Circuit 4 from the Snes, or something.

Could be wrong, though!
Honestly, I'd much prefer Cheese Land and/or Toad's factory (making three toad stages for the game if that happened), but that's just me.

And dude, it should totally be Ice Luigi! If only to be unique and, dare I say... cool.  :cool:
Sorry, melee...
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: LlamaHombre on April 03, 2014, 05:37:28 PM
I forget - was Dry Bones ever re-confirmed?

Also, anti gravity on Wario Colosseum would be incredible.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: VGS2 on April 03, 2014, 05:43:05 PM
I don't think so. Not yet, anyway.
Considering that Dry Bowser was heavily hinted in one of the modern stages though, which had 'bone dry' in the name, I wouldn't put it past the realm of possibility!
Title: oh no
Post by: Geno on April 03, 2014, 06:36:57 PM
uh oh, watch out, insane MK64 fan rant coming up

Toad's Turnpike looks cool, but.....

They ruined any potential challenge the course had by sticking those bloody anti-gravity walls all over the place.
At least they're optional.
And it looks a little bit TOO different, if it weren't for the remixed music, and the courses name, then I'd have no idea it would BE Toad's Turnpike.
 
Also N64 Rainbow Road BARELY looks like the original. Heck, the LAYOUT ITSELF is completely different!
And I had hoped that they kept the black, mostly featureless background, as it added quite a bit to the original course's atmosphere. (same thing with Toad's Turnpike)
Only one lap?! aw man, I bet GCN Wario Colosseum will get that treatment too!
I miss those neon character portraits. Only a few days ago, I said that if they were to remake it, I thought the neon portraits would look SO cool, and now they're GONE?
And what the heck's up with that train!?

Both these "remaked" courses could be passed off as brand new, they're so different.

Looking at something that ISN'T one screenshot, GCN Dry Dry Desert doesn't look as different as it seemed (well, except that last bit. Where'd all the Pokeys go?). And DS Cheep Cheep Beach (and GBA Mario Circiut) look almost identical to the originals. Why are the N64 courses (plus DS Tick Tock Clock) the ONLY ones to look 100% COMPLETELY different?! The GBA & SNES courses only got a few extra details!

And OF COURSE, they are all MY FAVOURITE N64 courses that they changed a ton!
Oh well, at least I can still just get out my N64 (and Gamecube) and experience the courses how I actually like them.
I also miss the old MARIO KART banners.

i don't really like the remixes either
and after playing a ton of MKWii, Rosalina's new voice sounds so weird.

am I the ONLY one who actually LIKED all these courses in their ORIGINAL forms more than these very VERY VERY different versions? It's cool that they made them all HD and stuff, but to make them look completely different is something... well.... COMPLETELY DIFFERENT

EDIT:
(click to show/hide)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Korby on April 03, 2014, 06:55:07 PM
seeing as toad's turnpike is the spawn of satan, I'm fine with it getting changes.

edit: also, rainbow road still looks to be relatively the same layout, just really skewed because of all the gravity shenanners going on
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on April 03, 2014, 07:01:21 PM
Well, it's just.

MKDS: Basically the same
MKWii: A ramp or two, and higher res textures
MK7: Same as MKWii, but maybe a glide panel or two
MK8: WHOA COMPLETELY DIFFERENT, WHAT

Too radical a change really.

Quote from: "Korby"
toad's turnpike is the spawn of satan
Oh, and let me guess. Super Mario Bros. The Lost Levels is the spawn of satan too, eh?
(unless you did not mean what I thought you meant)

(click to show/hide)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on April 03, 2014, 07:36:09 PM
I'll let you interpret my nerdgasm for yourselves.
(Actual spoilers)
(click to show/hide)
(More actual spoilers)
(click to show/hide)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on April 03, 2014, 08:26:40 PM
Well, I overreacted. Oh well.

Really, my only gripes (besides the courses looking completely different) are that they've been made easier.
Like one bit of a conversation thing I said on Skype

[3:55:30 PM] OrangeMario: TOADS TUNPIKE!
[3:55:47 PM] Geno 2925: grumble grumble
[3:56:11 PM] Geno 2925: I liked it for it's challenge when in Mirror mode, having to dodge both cars and enemy karts
[3:56:28 PM] Geno 2925: now, all one has to do is go on a wall, and boost panel to victory

also the path to the castle in Royal Raceway is closed off now
...
oh well, I suppose I shouldn't get too bothered about them. Different or no, they still look cool!

(don't worry, I'm leaving now, you don't have to listen to me anymore.)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: BiscuitSlash on April 03, 2014, 09:43:22 PM
Ha ha! Metal Mario haters have to put up with him again!

Nintendo need to get the message across that that Metal Mario is a rival clone of sorts and not Mario with the metal powerup. I know that's where some of the hate comes from.


All I want for Mario Kart 8 is for someone to tell me if the single player lastability is any better than it was in Mario Kart 7. Without a Wii U, that's all I can ever want from this game.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Rozark on April 03, 2014, 09:49:52 PM
Add either mission mode or All Tour cup and your problem is solved.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: VGS2 on April 03, 2014, 10:39:51 PM
To be honest, Geno; while most, if not all of the new age retro tracks made me mess myself, I'll agree that there's a few annoying things about 'em.
Like in Toad's Turnpike with the lack of risk vs reward that seems to be going on there, like you said. Though it's impossible to tell for sure until we play, really. I doubt Nintendo would make a super easy to abuse shortcut just for shits and giggles.
The track is in the Shell Cup now though, so it's not too surprising that it's a little bit easier.

And yeah, that Royal Raceway thing with the locked up castle is a bit depressing. I was really hoping that we'd be able to use it as an alternate route by actually driving into the castle (such as in MK7's Mario Circuit), maybe on the final lap or something to mix things up. But alas, it seems that Peach has finally gotten paranoid about letting people into the castle grounds. Pity...

Oh well, aside from small things like that, it's been a real exciting day! 10 outta ten, GOTY, Nobel Peace Prize, etc.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: VGS2 on April 04, 2014, 09:11:22 AM
Guys, sorry for the double post, but I have vaguely breaking news!

(Again, thar be spoilers, so check yourself before you spoil yourself)
(click to show/hide)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on April 04, 2014, 07:14:53 PM
(click to show/hide)
I myself expect another SNES track, another GBA track, and another GCN track, but that remains to be seen. More than three for one game seems unlikely.
Really, I just hope they don't the give GBA the shaft LIKE THEY DID IN MARIO KART 7 ASDFWEDS.

EDIT: Also
Quote from: "Gumballtoid, as of Wed May 15, 2013 5:45 pm,"
Call me crazy, but if the obligatory Mario Kart U has 8,000 characters like Mario Kart Wii, then I definitely want to see the koopalings as playable drivers.
LOOK AT THAT
I FUCKING CALLED IT
I SAID IT AND IT WAS SO
AAAAAA
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on April 06, 2014, 11:04:50 PM
THE PIPE FRAME, IT'S BACK (https://24.media.tumblr.com/3333e5efd6395fe771f21fbdbc24c621/tumblr_n3fo4dBjZH1s9oln7o6_500.gif)

This time, it appears to be based off the ones from the original Super Mario Kart.
Title: wow i'm late
Post by: Gumballtoid on April 07, 2014, 07:33:20 PM
Quote from: "BiscuitSlash"
Ha ha! Metal Mario haters have to put up with him again!

Nintendo need to get the message across that that Metal Mario is a rival clone of sorts and not Mario with the metal powerup. I know that's where some of the hate comes from.
I hated Metal Mario in Mario Kart 7 for two reasons: not only was he a direct Mario clone with Bowser stats and a reverbing voice that took up one of sixteen precious character slots, but everyone praised the fucker like he was the goddamn Helix Fossil. The Mario Kart 7 meta LOLZ, made up of players with 40,000 VR and 3 stars, works like so: Metal Mario, rockin' the B Dasher with Slick tires and the Super Glider. What better way to show off your m@d skillz yo than SNES Rainbow Road every race. That's why I can't stand him, though it's not entirely because of the character itself. Partly, but not entirely.

I'm optimistic for Mario Kart 8, though. First of all, I would just like to say that he looks fucking spectacular in HD. However, it also seems like they're trying to differentiate him from his ordinary counterpart. He already has his own lines, instead of being whupdeedoo Mario edits. So far, it's acceptable, but in my mind, if I consider him a rival character to Mario as opposed to POWER UP LOLZ, he really doesn't bother me terribly much, especially now that the roster has grown so large that it has already exceeded that of Mario Kart Wii at a whopping 27.

On that note, I still want to see Dry Bones, Birdo, Diddy Kong, Bowser Jr. and King Boo make their reappearances was well, bringing it up to 32. Throw Miis in there and the roster would just feel complete.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on April 30, 2014, 01:17:54 PM
So, apparently there was a Mario Kart 8 Nintendo Direct TODAY.

It revealed the last 3 characters.

Mii is one of them.

The other two?


Baby Rosalina and "Pink Gold Peach"



(click to show/hide)

Seriously, what the hell is "Pink Gold Peach" supposed to be?!?!

Also after MK8, the only N64 course left will be Wario Stadium.

AAaaaaand they added a DK Cannon to Yoshi Valley...

Luckily, they only stuck it onto a part where it shouldn't be too odd, although it's really pointless.
One second after being launched out and you already land.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Hallan Parva on April 30, 2014, 01:40:56 PM



... Well. That was moderately disappointing. :ugeek:


So let's recap:
- seven Koopalings
- baby Daisy showing her non-existent face again
- baby Rosalina ?????
- a Peach version of Metal Mario ????????????????????
- no Diddy Kong
- no Bowser Junior
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Rui on April 30, 2014, 01:49:08 PM
ok i know i talked shit about metal mario before but

gold peach was certainly something i wasn't expecting
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Ceridran on April 30, 2014, 02:14:47 PM
well at least Bikes and Karts are only better than eachother depending on the course now

Looks like MK8 comes out on may 30, and between may 30 and june 31 you can get a code to use at the club nintendo site to get one of four games: New Super Mario Brothers U, Pikmin 3, Windwaker HD, or Wii Party U. Ohok.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on April 30, 2014, 03:30:27 PM
it has begun.


the babyification of the Mario series has started.


soon, any future Mario Kart will have around 50 characters, with half of them being baby versions of the other half.

Also, I'm a bit annoyed that they took a hazard of GCN Sherbet land and made it into a shortcut.

Although I will probably just ignore all those things that annoy me when I play the game myself.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: VGS2 on April 30, 2014, 03:36:53 PM
I was happy for Metal Mario, seeing as he's an actual character in his own right (Smash Bros, Mario Golf 64/3DS, etc), and was quite fleshed out this time I thought, but bugger me silly, fecking Gold-pinkass Peach! Where the hell did she come from??

I wouldn't be annoyed usually, but looking at the character select screenshots, there is a surprising lack of recognisable characters at the moment. If it wasn't for the koopalings, there'd be less characters than MK Wii! I sure hope there'll be more character slots than the ones in the sceenies we've seen so far.

As for the stages, I'm a bit put off that the Snes and GBA games got shat on again, but the retro stages we have gotten are looking super nice, so I'll get over it, I guess.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: LlamaHombre on April 30, 2014, 05:25:02 PM
They put seven koopalings, five babies (two of which don't exist), and two metal reskins of existing characters in

Over Dry Bones
Or someone cool

I was kinda hype for this game, was willing to get back into it with the direct after Smash stole its thunder

Nah, I might get it for Christmas or something but I have no incentive to buy this game anymore, sorry.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on April 30, 2014, 05:44:39 PM
Although the radically different N64 courses, babyification of Rosalina, and pointless metal princess irritate me to no end, I'm probably still gonna get this as soon as possible. After all, it IS Mario Kart.

Mind you, since my birthday is only 9 days after MK8 comes out, I'm almost certain I'll get it for my birthday anyway. (And if not, then the money I'll get on my birthday will most likely be enough for me to purchase it anyway)

thing 'bout the "new" characters
(click to show/hide)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Dr. Freeman on April 30, 2014, 05:46:23 PM
Quote from: "LlamaHombre"
They put seven koopalings, five babies (two of which don't exist), and two metal reskins of existing characters in

Over Dry Bones
Or someone cool

I was kinda hype for this game, was willing to get back into it with the direct after Smash stole its thunder

Nah, I might get it for Christmas or something but I have no incentive to buy this game anymore, sorry.

I have to agree with you. I was planning to get this on release, but it had an opposite Smash effect. The hype started high and just went down while Smash started ok and just skyrocketed.

Seriously though, Metal Peach?
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Knux on April 30, 2014, 05:50:06 PM
Or even better yet, they could've used characters from the Mario and Luigi series. Just picture it.

Fawful on a motorcycle.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Sora on April 30, 2014, 05:52:10 PM
Geno would have been the coolest but it would never happen.  

Also I'm concerned that bikes are back, kinda stole the show in the Wii game.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: chuggaafan1 on April 30, 2014, 07:05:06 PM
OKAY NOW HOLD ON A MINUTE

ok so babby daisy makes some sense, she's a normal person but
BABBY ROSALINA?!
keep in mind, before she was like 10 she lived a normal life with a normal family, she wasn't "Princess Rosalina" before then
this is so much bullshit i can not even believe
i'm totally fine with pink gold peach by the way
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Ceridran on April 30, 2014, 07:27:18 PM
Quote from: "LlamaHombre"
Nah, I might get it for Christmas or something but I have no incentive to buy this game anymore, sorry.

I don't even care about Mario Kart anymore, didn't care about 7, didn't care about 8 to begin with.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on April 30, 2014, 07:53:19 PM
Three of those babies and both of those metal clones upset me when there could have been Dry Bones, King Boo, Diddy Kong, Birdo, Bowser Jr., SOMEONE COOL

But seven Koopalings caters to what I've wanted for several years so I can't complain too much

I really hate it when they create characters JUST FOR MARIO KART though, sans Toadette
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Galactan on April 30, 2014, 09:24:03 PM
Feh.  The characters don't bother me in the slightest, it's track quality that I care about.  So this actually looks pretty good to me.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Rozark on April 30, 2014, 09:31:32 PM
Moo Moo Meadows.
The Grass.
That Sunset. (or Sunrise)
Cows.
The music.

I'm a person who judges games based on the experience/doesn't really care about graphics, but hot damn, that track is just beautiful looking. I love it. Gorgeous. 10/10.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on April 30, 2014, 11:34:20 PM
I suppose in hindsight I thought the roster of Mario Kart Wii was really stupid when I first bought it (FUNKY KONG?! BABY DAISY?! DRY BOWSER?!) so maybe this one will grow on me.

The characters aside, the game's tracks and online play seem to be absolutely superb, not even mentioning the HD graphics and the orchestrated soundtrack.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Hallan Parva on May 01, 2014, 12:11:57 AM
Quote from: "chuggaafan1"
OKAY NOW HOLD ON A MINUTE

ok so babby daisy makes some sense, she's a normal person but
BABBY ROSALINA?!
keep in mind, before she was like 10 she lived a normal life with a normal family, she wasn't "Princess Rosalina" before then
this is so much bullshit i can not even believe
ironically enough, if they had announced Young Rosalina / Little Girl Rosalina I probably would have blown a fuse from so much hype


look at how cute this little dork is

(click to show/hide)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Watzup7856 on May 01, 2014, 12:20:21 AM
Pink Gold Peach is the biggest bullshit excuse for a character in any Mario Kart game. FACT

Mario Kart has been about the courses more than characters so it's not the worst thing ever, but I'm severely disappointed by the lack of variety in the roster. Although, there still may be more characters yet to be revealed. More Kong characters might save this for me.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Rozark on May 01, 2014, 01:16:48 AM
Quote from: "Watzup7856"
Pink Gold Peach is the biggest bullshit excuse for a character in any Mario Kart game. FACT

Mario Kart has been about the courses more than characters so it's not the worst thing ever, but I'm severely disappointed by the lack of variety in the roster. Although, there still may be more characters yet to be revealed. More Kong characters might save this for me.

The entire roster was revealed.
http://i.gyazo.com/9dc3be88aff4fb567a03981e276fc933.png
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: chuggaafan1 on May 01, 2014, 01:58:13 AM
Quote from: "SmashBroPlusB"
Quote from: "chuggaafan1"
OKAY NOW HOLD ON A MINUTE

ok so babby daisy makes some sense, she's a normal person but
BABBY ROSALINA?!
keep in mind, before she was like 10 she lived a normal life with a normal family, she wasn't "Princess Rosalina" before then
this is so much bullshit i can not even believe
ironically enough, if they had announced Young Rosalina / Little Girl Rosalina I probably would have blown a fuse from so much hype


look at how cute this little dork is

(click to show/hide)

This would have been fucking fantastic


Quote from: "Rozark Kyouko"
Quote from: "Watzup7856"
Pink Gold Peach is the biggest bullshit excuse for a character in any Mario Kart game. FACT

Mario Kart has been about the courses more than characters so it's not the worst thing ever, but I'm severely disappointed by the lack of variety in the roster. Although, there still may be more characters yet to be revealed. More Kong characters might save this for me.

The entire roster was revealed.
http://i.gyazo.com/9dc3be88aff4fb567a03981e276fc933.png

are you seriously expecting nintendo not to put in secret characters
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Rozark on May 01, 2014, 02:07:28 AM
Are you seriously expecting that all 30 are available from the start of the game?
What you're looking at ARE the starters/secret characters.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Sora on May 01, 2014, 02:12:22 AM
Quote from: "Rozark Kyouko"
That track is just beautiful looking. I love it. Gorgeous. 10/10.

That pretty much sums up how I feel about MK8.  The character roster may be a little wacky, but the game itself looks fantastic.  So happy about this game, Ludwig all day every day~

Also this:

Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Kapus on May 01, 2014, 02:26:31 AM
Quote from: "SmashBroPlusB"
ironically enough, if they had announced Young Rosalina / Little Girl Rosalina I probably would have blown a fuse from so much hype
Couldn't agree more.

The lack of any Kong other than Donkey as well as Bowser Jr. being absent is really fishy to me. Maybe this isn't the full roster? Then again, Diddy and Bowser Jr. are super weird characters to leave as unlockable compared to the rest of the roster.

I dunno.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Korby on May 01, 2014, 06:10:31 AM
bowser jr. not being included makes sense given we already have all of the koopalings
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: !o! woohoo on May 01, 2014, 01:06:26 PM
Quote from: "SmashBroPlusB"



... Well. That was moderately disappointing. :ugeek:


So let's recap:
- seven Koopalings
- baby Daisy showing her non-existent face again
- baby Rosalina ?????
- a Peach version of Metal Mario ????????????????????
- no Diddy Kong
- no Bowser Junior

HOLY SMOKES, do you see that bike at 10:25? Yeah, that Yoshi one. That is sooo mine, I don't even care about Gold Pink Peach anymore, as soon as I saw that Yoshi speed skating kart touch the ground I was like OH BOY, THEY KNOW WHAT I WANT!

The stages also look very exciting compared to Mario Kart Wii, Mario Kart Wii sucked. You also gotta love how they stole Crash Nitro Kart's anti-gravity gimmick tho. I'm Hype, I don't know about you.
Title: At least bring back Diddy Kong.
Post by: BiscuitSlash on May 02, 2014, 12:00:45 AM
Why have Nintendo been raving over the Koopalings so much lately? Do the fans actually share this interest because I haven't noticed anything sort of fan approval.

Part of me thinks that Metal Peach was just a subconscious way of saying "Look guys Metal Mario in MK7 wasn't a terrible choice at all, he had reasoning". I wouldn't be surprised if it is.

I think Nintendo are losing the plot a bit with large scale Mario Kart character rosters. When there's at least 25 characters to choose from in 12 character races, it's a big exciting thing to have loads of recurring and/or familiar characters in intense-ish races like this, yet they're throwing in pointless and unfamiliar editions and wasting space on the rosters. In my opinion Hammer Bro. was a great edition to the character set in Mario Party 8, and for a high rank member of the Koopa army that appears in nearly every main game, he should get his promotion to be in Mario Kart 8.

And I bet the Single Player lastitivity in MK8 will be crap like it was in MK7. I still have no reason to get a Wii U due to the lack of games that will be truly worth my time. Or any next gen console tbh.
Title: Pay this rant no mind.
Post by: Galactan on May 02, 2014, 12:35:56 AM
Tell me: when was the last time you played a racing game (or even a Mario Kart game, for that matter) and said "Wow!  I love the characters here!  The lack of bullshit drivers makes me overjoyed!"
Racing games are made with track quality in mind, not character rosters that appeal to everybody.  I think it would be cool if Blooper were a racer, but that's not gonna happen, is it?  Look past the characters and at the gameplay instead, and maybe you'll find something.
Title: you are all sick and tired of me, aren't you?
Post by: Geno on May 02, 2014, 01:35:45 AM
So apparently Nintendo released 1 minute samples of pretty much all the retro track music in MK8 (as well as a few new courses)

I know I've said this too many times, but I really do not like how N64 Royal Raceway, N64 Rainbow Road, and GBA Mario Circuit were remixed.
Yes, they sound cool, but the fact that they barely sound like the originals, unlike ALL the other remixes in MK8, isn't really good in my opinion.
I was expecting basically the original music, except preformed by actual real-life instruments, maybe with a few additional instruments added for good measure. And instead, I get trumpet and saxophone(?) spam.

not to mention how different they LOOK OKAY, I'll shut up now.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: BiscuitSlash on May 02, 2014, 04:51:16 PM
Quote from: "Waruigi"
Tell me: when was the last time you played a racing game (or even a Mario Kart game, for that matter) and said "Wow!  I love the characters here!  The lack of bullshit drivers makes me overjoyed!"
Racing games are made with track quality in mind, not character rosters that appeal to everybody.  I think it would be cool if Blooper were a racer, but that's not gonna happen, is it?  Look past the characters and at the gameplay instead, and maybe you'll find something.
I'm aware that the tracks and gameplay are the key part, but having a great character roster adds to the overall experience and enjoyment.

Honestly I liked the roster in Mario Kario Wii quite a bit. There were plenty of different and familiar characters, and with the exception of one character, they all had certain existence in the series (two if Waluigi is discarded as canon).

Remembering how good Mario Kart Wii was is making me want to go back and play it. I had many good times with that game, and I highly doubt another Mario Kart game will live up to it.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Watzup7856 on May 02, 2014, 07:48:48 PM
BEST

Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on May 02, 2014, 07:58:04 PM
Things I dislike about this game:
• Baby Space Peach
• Pink Gold Dog Man

Things I like about this game:
• Literally everything else

Personal bias aside, the Koopalings were relevant far before Mario Kart 8, and have appeared in a total of 9 games beforehand. These two others fellas, though, were created exclusively for Mario Kart 8, and that kind of upsets me. Even Baby Peach and Metal Mario were relevant before their appearances in the preceding two games, but these two fellas were essentially pulled out of someone's ass for the sake of existing.

Little rant aside, I'm definitely capable of overlooking these two faults if the rest of the game tastes as good as it smells. Ignoring the HD graphics and the orchestrated soundtrack, the game looks absolutely spectacular, and you can count on me chomping at the bit up until the 30th rolls around.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Rozark on May 02, 2014, 08:17:57 PM
Quote from: "Watzup7856"
BEST


ahhhhhhhhhhh
This is the second track I'm excited for, the third being sky garden if that's actually a thing/I haven't looked at the track list Cloudtop Cruise is good too, and fourth being Dry Dry Desert. Let's throw Tick Tock Clock into this. Hell, I've never been more excited for a Mario Kart game before that isn't Double Dash.

Ice.
Nostalgia.
The whistle.
Ice.

This track is also delicious 10/10 I had to upgrade bodies because it wasn't ready.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Kapus on May 02, 2014, 08:19:25 PM
Everything Rozark just said.

Nothing could describe the nostalgia I get from that track.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on May 02, 2014, 08:39:23 PM
Yeah, the remake of GCN Sherbet Land is one of my favourites of the remixed music.
Same with the remakes of N64 Yoshi Valley, and GCN Dry Dry Desert
The SNES Donut Plains 3 remix also sounds neat, but the lack of the whistle sound from the original  makes it a little odd.

I bet you that I like these ones because they sound like just updated versions of the originals, unlike a few other music tracks which I have already mentioned several times.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Hallan Parva on May 02, 2014, 08:56:10 PM
in case you haven't already heard me from Skype
GameXplain is my new best friend for videos


Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on May 02, 2014, 09:38:33 PM
Now that I've finally seen the new Rainbow Road, I have finally figured out why I dislike the N64 remake so much (besides music, and shortening it from 5 min length to SMK course length)

It looks too mechanical.

Same with the new Rainbow Road, actually more so.
I liked it when the Rainbow Roads were made out of some mysterious rainbow stuff suspended in space (or in MKDD's case, in the earth's atmosphere)


Also, looking at all the old courses, most of the anti gravity segments are really pointless. Like the ones added to GBA Mario Circuit, and 3DS DK Jungle.
And new "cheap" shortcuts are annoying to me too, like driving on the walls in Toad's Turnpike, or going underwater to avoid every (and I do mean EVERY) single hazard in Sherbet Land. Not to mention the ONLY hazard in Donut Plains 3 is gone now (which was falling in the water)
Also, it seems most of the old courses don't even HAVE any anti-gravity in them, of course, those are the ones I don't really care for (with the exception of Royal Raceway and Yoshi Valley).
Although the anti-gravity in the now-mechanical N64 Rainbow Road is neat, I wish it looked similar to the original. Heck, they could keep the anti-gravity, pointless random train, and fireworks, but if would have been better in my eyes if it looked closer to the original, and stayed 3 laps. If people have any problem with a long course, then it just proves that people are getting shorter attention spans. Seriously, I have no problem with a 5 minute race.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Hallan Parva on May 02, 2014, 09:45:29 PM
Quote from: "Geno"
If people have any problem with a long course, then it just proves that people are getting shorter attention spans. Seriously, I have no problem with a 5 minute race.
okay that's cute and all but

that's not having a short attention span
that's called "being reasonable"


I mean let's say I've been playing online races for a bit, each one averaging around two minutes
gotta do something in a bit / getting tired of the game, say "okay one last race"

Metal Mario shows up
Metal Peach shows up
B-Dasher
Slick Tires
Beast Glider
all of them vote N64 Rainbow Road
I'm just like "oh god no please don't do this"
the cursor stops at my track choice
"YEEEEEEEESSSSSSSS"
it goes one over and picks N64 Rainbow Road
"fuck this game"
and then 5-6 minute bullshit endurance slogfest
starring Useless Characters and the Blue Shell Quartet



that's

not

fun
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on May 02, 2014, 09:56:56 PM
Really, with all the anti-gravity and trick shenanigans, even if they DID make it 3 laps, it'd probably be as long as Wario Colosseum was in MKDD because of the amount of trick spots and the whole bumping-into-people-on-anti-gravity-makes-you-go-faster thing.

And the shortening is all because of online play now?

I got bored with MKWii and MK7's online play. So I'll probably not even try MK8's, even if my WiiU actually would be able to connect to the internet for once.

(Hey, they could have done a weird thing where it would be 1 lap online, and the normal length offline)

OH well, it's not like anybody gives a crap anyway.

i prefer my n64 rainbow roads to be calm, long, and relaxing, not chaotic, short, and frustrating

WHATEVER, I'M GOING TO SHUT UP NOW UNTIL I ACTUALLY GET THE GAME SO I CAN FINALLY FIGURE OUT IF I STILL DISLIKE ALL THE CHANGES OR NOT
although I probably will
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Kapus on May 02, 2014, 10:11:32 PM
I actually agree on the Rainbow Road thing. I prefer it to be much more of a mysterious magical, cosmic formation rather than something that looks more physically constructed. Both Rainbow Roads look super pretty anyway though so in the end I don't mind too too much.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Galactan on May 02, 2014, 11:51:02 PM
Yeah it's a pretty well known thing that if you go into something with the mindset of "I will hate this" then you're probably going to hate it.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: BiscuitSlash on May 02, 2014, 11:59:35 PM
Haven't been following the game all too much in comparison to everyone else, so this is probably a noob question.

They doing anything with that Wii U gamepad?
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on May 03, 2014, 12:44:27 AM
If you press the icon on the gamepad, it'll make horn sounds and things.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: VGS2 on May 03, 2014, 04:40:14 PM
You can use it like a heavy wiimote too. And it has a map and stuffs.
And it lets you see who picked Pink Gold Peach, so you can throw your blue shell with more confidence.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Hallan Parva on May 03, 2014, 11:51:02 PM
F-ZERO GX

Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on May 04, 2014, 01:24:29 AM
what

Most of that "Rainbow Road" isn't even Rainbow!
And the parts that are, look extremely dull.
Rainbow Road is turning into generic space station course.

If it weren't for that unmistakable MKDD sound for driving on the Rainbow Road, and the greyish coloured track parts, I probably would not have known it was Rainbow Road.

Also looks real easy.

*Goes back to Toad's Turnpike on Mirror Mode.
I MUST TRAIN

Obviously, MK7 was a warning, how they changed N64 Koopa Troopa Beach so much, and they made a surface of RR not a rainbow, clearly, it was only the beginni- screw it, I'm obsessing about this too much.

To put it in simple terms, I don't like it.

more insane rambling that I 100% believe nobody will care about
(click to show/hide)


EDIT: woo, 1700th post
Title: I enjoy debates like this, as long as it stays friendly
Post by: Gumballtoid on May 04, 2014, 02:49:33 AM
I personally adore the new Rainbow Road and the futuristic vibes I get from it. Sure, a big rainbow in space is neat and all, but that's been done so many times. The space station twist it is a very welcome breath of fresh air. I would hardly call that generic, as it's a first for the series. I think their intent was to really push the fact that Mario Kart 8 is easily the most graphically impressive Mario game to date. Plus, it's a nice complement to the futuristic anti-gravity gimmick, which, when you consider the Mario Kart setting, is pretty significant. Even the remixes deviating from the originals is Nintendo's push to make them feel like they belong on the Wii U, and they're doing it quite well.

In looking at it, it doesn't seem to be all that easy, either. Mario Kart 8's tracks are somewhat more narrow than those of previous installments, and in looking at things like Mount Wario and Bowser's Castle, they seem to be more difficult to navigate as well, instead of fake difficulty derived from an easy track filled with a truckload of hazards. This was one of the biggest problems with Toad's Turnpike and Moonview Highway (in the case of these two, obviously, it was a truckload of, uh... trucks). Mushroom Bridge and Mushroom City had similar problems, but they were marginally less severe.

I also grew up playing Mario Kart, and I can easily see where you're coming from, but I really hope you walk into it willing to give these changes a chance. I find them to be absolutely revitalizing, making old, familiar elements feel new and exciting. That's partly why I'm so eager for this game.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Thunderono on May 04, 2014, 03:02:15 AM
I can pretty much parrot what Gumball said.  I ADORE the new Rainbow Road concept and I'm honestly ecstatic that they're willing to try new things in their game and level design.  In general, the stages look absolutely amazing, and it's even better in that new HD orgasmic goodness.
Title: I think I'll just shut up after this
Post by: Galactan on May 04, 2014, 04:21:52 AM
Quote from: "Geno"
Most of that "Rainbow Road" isn't even Rainbow!
Gack
You legitimately just complained about that OF ALL THINGS
The fact that it's no longer made out of rainbow SHOULD NOT be something that turns you away.
At all.
The track texture IS A RAINBOW TEXTURE.  It's a ROAD with a RAINBOW of colors on it.  RAINBOW ROAD.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on May 04, 2014, 11:08:59 AM
Well, it just so happens to be that making Rainbow Road more mechanical was not to my liking.
Especially since every Rainbow Road since MK64 has looked pretty much the same.
Also, the colours on the new one are not quite as vivid as I would have expected from Rainbow Road.
In my opinion, there are places where mechanical everythings are good, and in my opinion, Rainbow Road is not one of them.

Oh well. Also, considering how much the new courses use anti-gravity, it won't be treated like MKDD was, unless they do no remade WiiU courses in later games, so I guess I'd better get used to it.

Plus, the apparant lack of Battle Courses bugs me.
Because N64 Double Deck, the best battle course, will forever be not remade.
And at least I am getting used to the completely different looking N64 courses (especially Toad's Turnpike, which once I thought about it, with the exception of the forced gimmick and difficulty reduction in Mirror Mode, it isn't a whole lot different from the original). After all, if I want remakes that resemble the originals, I can just play the original.
...
or Mario Kart DS
...
or Mario Kart Wii
...
or Mario Kart 7
...

whatever

Although despite the weird N64 courses, mecha-Rainbow Road, Metal Mario, Baby Rosalina, and Pink Gold Princess Peach Toadstool, I gotta say that the other 87% of the game looks really really cool and I want it now.
i also want it to see if actually playing it would change my strong opinions on the things you guys are probably sick and tired of me going on about
Title: There's no point me complaining b/c I can't play the game.
Post by: BiscuitSlash on May 04, 2014, 02:37:31 PM
Classic Mario Kart Rainbow material > Mechanical Rainbow material

Part of the enjoyment I've always gotten from the Rainbow Roads was how the rainbow terrain made it feel more adventurous and less ordinary. Making the track feel more artificial and metallic as opposed to solidified rainbow will take away some of that excitement imo.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on May 05, 2014, 12:50:23 AM
You know what's incredibly funny about both N64 Toad's Turnpike an N64 Yoshi Valley?

Literally a day before Toad's Turnpike was revealed, I was saying to my friends that "I hope Nintendo doesn't add the anti-gravity gimmick to Toad's Turnpike, as that would ruin any and all difficulty that the course had, which was my favourite part of it!"

And guess what happened? Gimmick Time! (http://cutstuff.net/molly/DBBKUP/icons/facepalm.png) :lol:

Also, a day before Yoshi Valley was revealed (with footage), I was thinking that "Wow, Yoshi Valley actually would be pretty neat with anti-gravity. The mazelike paths would be even MORE confusing with that there!"

And guess what happened? No gimmick there! And a pointless DK Cannon instead! (http://cutstuff.net/molly/DBBKUP/icons/facepalm.png) :lol:

Also, dark days will be upon us when MK9 happens eventually. Only one N64 course left! And it's all MK7's fault!
(Actually, MK7 bugged me a bit, 'cause all the N64 courses were just ripped from Mushroom Cup.)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Magnet Dood on May 05, 2014, 03:15:40 AM
I can't believe they left Wario Stadium as the last one. It's one of the best tracks, like, ever.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Galactan on May 05, 2014, 03:34:16 AM
A couple of things
1. I know I mentioned this on Skype but damn I love the new Bowser Castle theme.  Listening to it makes me happy.
2. If the previews of the courses on the official website are pulled from the new replay system, then I'm super hype for that.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: *Alice on May 05, 2014, 03:38:44 AM
Quote from: "Geno"
You know what's incredibly funny about both N64 Toad's Turnpike an N64 Yoshi Valley?

Literally a day before Toad's Turnpike was revealed, I was saying to my friends that "I hope Nintendo doesn't add the anti-gravity gimmick to Toad's Turnpike, as that would ruin any and all difficulty that the course had, which was my favourite part of it!"

And guess what happened? Gimmick Time! (https://dl.dropboxusercontent.com/u/5237238/icons/facepalm.png) :lol:

Also, a day before Yoshi Valley was revealed (with footage), I was thinking that "Wow, Yoshi Valley actually would be pretty neat with anti-gravity. The mazelike paths would be even MORE confusing with that there!"

And guess what happened? No gimmick there! And a pointless DK Cannon instead! (https://dl.dropboxusercontent.com/u/5237238/icons/facepalm.png) :lol:

Also, dark days will be upon us when MK9 happens eventually. Only one N64 course left! And it's all MK7's fault!
(Actually, MK7 bugged me a bit, 'cause all the N64 courses were just ripped from Mushroom Cup.)
But there are retro courses that appeared in multiple Mario Kart games.

GBA Bowser's Castle 2 was in DS and Wii, for example.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Galactan on May 05, 2014, 03:51:19 AM
...Bowser's castle 3 was in Wii.
Also I just noticed that every time someone does a little mini-spinout during an anti gravity section, they to a mini-boost right afterwards.  Strange.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on May 11, 2014, 02:30:17 AM
wow, more stamps for me to colour (http://www.mariowiki.com/Stamp_%28Mario_Kart_8%29)
and Mario Wiki doesn't even have all of them yet.

But considering what those unlock requirements are, I'll have play as Non-Existent Baby #1, Non-Existent Baby #2, and Metal-Clone-Character #2 in order to 100% complete the game!

At least 4 Player GP could help with this.

Actually, speaking of Babies, there's only one Baby I'd be willing to play as that wasn't in MKDD.
And to be honest, he'd be amazing

Of course, I'm talking about
(click to show/hide)
To be honest, I believe he's more deserving of a spot on the roster than any of those 2 original-the-characters (or you-know-who who is returning from MKWii, what they were created for)


No matter how many of these thing bug me though, I'm still getting this game no matter what.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: GameAndWatcher on May 12, 2014, 09:46:26 PM
For those who want to continue playing MKWii and other games on Wi-Fi.

MKWii FC: 3953-5945-5207
You'll know it's me if the Mii's name is Home(Star)Runr.
SSBB FC: 4598-0426-0578
Profile Name is "G&W" (without the quotation marks)
Title: Why can't today be the 30th?
Post by: Galactan on May 16, 2014, 03:40:14 AM
I am now in super-hype mode for MK8.  A brief summary of the reviews I've read is as follows:
(click to show/hide)
So yeah.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Watzup7856 on May 27, 2014, 04:56:07 AM
So for fun I've made a Mario Kart 9 Suggestions list while waiting for Mario Kart 8

Shell Cup:
Figure 8 Circuit (DS)
Koopa Beach 1 (SNES)
Toad Harbor (Wii U)
Rock Rock Mountain (3DS)

Banana Cup:
DK Summit (Wii)
Mario Circuit (DS)
Sunshine Airport (Wii U)
Neo Bowser City (3DS)

Leaf Cup:
Dry Dry Ruins (Wii)
Ribbon Road (GBA)
Mushroom City (GCN)
Bowser's Castle 3 (SNES)

Lightning Cup:
Wario Stadium (64)
Lakeside Park (GBA)
Cloudtop Cruise (Wii U)
Rainbow Road (GCN)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on May 27, 2014, 03:16:05 PM
hey, HEY.
HOLD IT

Super Circuit came BEFORE Double Dash!

So, considering Nintendo appears to be going in order with the Rainbow Road remakes, GBA will be next, NOT GCN.

They also are probably not gonna have 2 DS circuits, considering how Nintendo appears to no longer wants 2 (or more) courses with the same music in the same game.



On a slightly different note, I'm surprised they did not pick GBA Sunset Wilds for MK8. Imagine how that time-of-day-changing thing would look in HD!
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Sora on May 27, 2014, 05:17:20 PM
So I dunno if any of you guys follow Nintendo's twitter, but they've been really pumping the MK8 hype.  And while I am looking forward to crushing people as Ludwig, there's something that's been bugging me about these screenshots....

(click to show/hide)

(click to show/hide)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Stardust on May 27, 2014, 05:28:36 PM
Because they were on steroids ; but not to worry, they're not the only ones suffering from that problem. Far, far away, in the opposite dimension...
(click to show/hide)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Watzup7856 on May 27, 2014, 06:14:28 PM
Quote from: "Geno"
hey, HEY.
HOLD IT

Super Circuit came BEFORE Double Dash!

So, considering Nintendo appears to be going in order with the Rainbow Road remakes, GBA will be next, NOT GCN.

They also are probably not gonna have 2 DS circuits, considering how Nintendo appears to no longer wants 2 (or more) courses with the same music in the same game.



On a slightly different note, I'm surprised they did not pick GBA Sunset Wilds for MK8. Imagine how that time-of-day-changing thing would look in HD!

IK calm down son. I just like GCN Rainbow Road better. Who said there has to be a pattern?
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on May 27, 2014, 06:21:42 PM
Really, DK's head only seems to be REALLY big on the first screenshot.

Although in the second one, his head seems just about the right size. At least when compared to the DKC and DK64 artwork.
THIS SPOILER CONTAINS THE DKC AND DK64 ART FOR DK, AS WELL AS THAT 2ND SCREENSHOT THAT WAS POSTED, SO THAT YOU CAN COMPARE THEM YOURSELF
yes I am using "outdated" references, shut up
(click to show/hide)
And DK's face in the first screenshot makes up for the random head size increase.

ALSO
Quote from: Watzup7856
IK calm down son. I just like GCN Rainbow Road better. Who said there has to be a pattern?
female pronouns/gender-specific "nicknames" please
Whoa, I didn't mean to sound.... uhh... angered? by that statement.

I guess the use of "HOLD IT" wasn't good.

Also, I like GCN Rainbow Road better too. Although GBA Rainbow Road is still awesome!
/me takes out her GBA and plays MKSC

Actually, I generally like most Mario Kart installments more than MKSC.

Must have something to do with MKSC's slippery handling.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on May 27, 2014, 07:19:50 PM
I appreciate Super Circuit and Lakeside Park is one of my favorite tracks.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Dataman on May 29, 2014, 03:59:38 AM
I'm so hyped for MK8 right now

I already reserved a copy at my local EB Games, and I get to pick it up on friday.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: leoalex50 on May 29, 2014, 04:07:47 AM
mk 8 is out in japan and some parts of usa lol
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: VGS2 on May 29, 2014, 06:55:50 AM
I literally just woke up to find this (http://www.gonintendo.com/s/229298-japan-mario-kart-8-getting-free-mercedes-benz-dlc-this-summer) on Gonintendo.

Am I... still in a dream, or something?

If this truly is real, I sure hope this means we'll also get some character DLC in the future! Even if it probably will be more palette swaps of characters, like silver Luigi and White, Spotty Bowser, or whatever.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on May 29, 2014, 12:23:21 PM
Or they could take the time to add in characters people actually wanted and forget Pink Gold Hard Man for a few seconds
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: VGS2 on May 29, 2014, 01:50:58 PM
Here's hoping! As long as it's not something stupid like Danica Patrick, or something.

I'm not gonna lie though, I really want to play as Pink Gold Hard Man. Let's keep the dream alive!
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Ceridran on May 29, 2014, 01:54:32 PM
Quote from: "VGS2"
Here's hoping! As long as it's not something stupid like Danica Patrick, or something.

I'm not gonna lie though, I really want to play as Pink Gold Hard Man. Let's keep the dream alive!

No, they're going to add Adrien Brody. (http://www.youtube.com/watch?v=ygI-2F8ApUM)
Make sure your body is ready.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: VGS2 on May 29, 2014, 02:06:44 PM
I have no idea who this guy is and I already think he'd be the next Funky Kong.

...Dang, I just made myself feel sad.  :|
Here's hoping DLC fixes that too!
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Yuri Sakazaki on May 30, 2014, 03:19:58 AM
Been playing a lot, and I'm really bummed out that Diddy never made it... Oh well, Donkey Kong is the next best thing~

(click to show/hide)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on May 30, 2014, 11:19:12 PM
I finally discovered why I really do not like the music in MK8 at all!

It's because Kenta Nagata, the composer of the soundtracks for every Mario Kart game since Mario Kart 64, as well as Soyo Oka, the main composer for Super Mario Kart, are NOT among the people who wrote music for MK8!

No wonder I think the new music is "not Mario Kart enough"! It's because it ISN'T like the previous 6 games!

Sure, Kenta is credited as "Sound Director", but that's not the same as composing the actual music.

And of course, one of the stylistic differences between MK8 and all the other Mario Karts is the huge HUGE "jazz influence".
Brass instruments up the wazoo, and (for remixes) random misplaced or completely different notes. (which is why mixing together the GBA and WiiU versions of the MKSC Circuit music is IMPOSSIBLE. Well, it's impossible to actually get it to sound nice.)

Welp, as it turns out, remixing my favourite tunes from the older games like that is not to my liking.

Of course, even if the soundtrack's not as good as it could have been, I'm still gonna get the game as soon as possible. Which, for me, is June 8th, my birthday.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Rozark on May 31, 2014, 12:45:56 AM
I recently unlocked that Teddy Bear kart and came across this:
https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnz6ArxYA

The eyes. They burn.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: MusashiAA on May 31, 2014, 01:08:21 AM
Quote from: "Geno"
I finally discovered why I really do not like the music in MK8 at all!

It's because Kenta Nagata, the composer of the soundtracks for every Mario Kart game since Mario Kart 64, as well as Soyo Oka, the main composer for Super Mario Kart, are NOT among the people who wrote music for MK8!

Wait, Kenta Nagata didn't work on Mario Kart Wii...did he? And as far as I know, Soyo Oka has not been involved with any Mario game for a long time.

Also, I like the music in MK8, there's nothing glaringly bad, and it's actually pretty decent by itself. All that jazz reminds me of Super Mario Kart music.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Yuri Sakazaki on May 31, 2014, 01:15:28 AM
Yeah. Kenta Nagata was a Sound Director for Wii, much like he is in MK8, and had no involvement with either Super Circuit or DS.

That said, I do like the music in MK8 a lot, myself.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on May 31, 2014, 01:28:34 AM
Huh.
Ah well, guess I was mistaken.
although it explains why i like mk64's and mkdd's music over the mkds, mksc, and mkwii music

Still, my point still stands that this game sounds completely different from the other games music-wise. (With the only exception being the Wii Grumble Volcano "remix", as it sounds almost identical to the original. Why couldn't they do that for the other tracks?)
And that happens to not be to my liking. Jazz just happens to not seem "Super Mario" enough in my eyes- err, ears.


how the heck would jazz remind one of SMK anyway?

Speaking of things that don't seem right in my opinion, SHY GUY! PLEASE STOP! (https://d3esbfg30x759i.cloudfront.net/ss/zlCfzR_Ov2QKKafsRG)
Seriously, Shy Guy looks SO WEIRD like that! I mean, like, how the heck is his head even like that?
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: MusashiAA on May 31, 2014, 01:36:14 AM
Quote from: "Geno"
how the heck would jazz remind one of SMK anyway?

Super Mario Kart's soundtrack is all jazz-influenced. That MK8 follows suit is not, in my opinion, coincidential.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Galactan on May 31, 2014, 02:07:21 AM
Quote from: "Geno"
Still, my point still stands that this game sounds completely different from the other games music-wise.
Except for the part where it
you know
Doesn't.

ANYWAY WOWOWOWOWOW MK8 is amazing!  Go buy it.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on May 31, 2014, 02:46:50 AM
GAAH, I guess I forgot to state that it was in my own opinion AGAIN!

whatever.

Screw it, you guys are probably fed up with my complaining anyway. I'm outta here! ("here", being this topic)
You know what? no.
Off topic crap
(click to show/hide)

Mario Kart 8 looks neat, I will get it despite my irritatedness at some of the changes, the end, bye bye, see you later
sorry for all my stupid rambling that probably no one cares about anyway
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Yuri Sakazaki on May 31, 2014, 03:18:14 AM
All I can say is, perhaps you should wait till you've tried em before deciding if you like them or not! Myself, I like it when old things get a new coat of paint to make them feel fresh~

(click to show/hide)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on May 31, 2014, 03:28:17 AM
Well, yeah. I kinda said the same thing about trying the game first before I get 100% sure of how things are, about 90000000000 times before.

I, however, do no really see this as old stuff getting a new coat of paint. A new coat of paint, was MKWii's higher res textures. This is a completely different re-creation of the original.

STUPID THEORY TIME
I'm beginning to think that in the Mario universe itself, the original (for example) Royal Raceway & the SM64 Castle were probably torn down years ago. The one in MK8 is a completely different place entirely.
Actually, this would make N64 Rainbow Road's mechanical appearance and N64 Toad's Turnpike's completely different location make sense (as well as every single bit where there's anti-gravity)
The Mushroom Kingdom probably has some sort of construction-type thing, that goes around and destroys old courses. Then builds imperfect re-creations of them later for the remakes.

meh, whatever. I don't care for the remakes. But they're okay.

i still miss the old royal raceway trees though

EDIT: Some time later...

*Looks at Mario Wiki
*Sees an incomplete list of the in-game rivals for each character (basically which characters will most likely be those annoying ones in 2nd-4th place that continuously bug you)
Wait, why is Rosalina's rival Lakitu?
Also, Waluigi having DK as a rival is equally weird.
Seriously, neither of these characters have interacted with these "rivals" at all (outside of Waluigi and DK both being playable in the same spinoff games)

THEN
*Looks at list of MK8 Staff Ghosts
* WiiU Rainbow Road's and N64 Rainbow Road's staff ghosts are Pink Gold Peach and Metal Mario.
I see what you did there, Nintendo. -_-
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Bikdark on May 31, 2014, 04:00:01 AM
Quote from: "Geno"
GAAH, I guess I forgot to state that it was in my own opinion AGAIN!
too bad saying that changes literally nothing

Mk8 is awful solely because of that absurd coin mechanic.

also most of the tracks are pretty meh
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Dataman on May 31, 2014, 04:10:51 AM
I actually don't mind Baby Rosalina so far (Possibly because I haven't unlocked her yet)... Please don't hurt me
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: MusashiAA on May 31, 2014, 05:06:02 AM
Quote from: "Geno"
I have an opinion.
Quote from: "Other people in response to Geno's opinion"
I'm not sure I agree with you, here's my opinion.
Quote from: "Geno in response to other people's response to her opinion"
Wow, you guys are fed up with me, I'm leaving.

What, don't be like that...you can not like MK8's music: that's ok, it's a matter of personal preference (like/dislike)... and I don't think anyone's bothered by your "complaining". I certainly am not.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: VGS2 on May 31, 2014, 08:08:33 AM
Gawd, I think it's safe to say that this may be the most controversial game in the series yet. Even Double Dash and MK7 never got this many people pointing fingers!

Not that I disagree, though. I've got the game downstairs as I speak, and even I can't dredge up the hype needed to be bothered to play...
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on May 31, 2014, 12:36:40 PM
It's probably my favorite game in the series. Like any other game, it has flaws, but I like every single course in the game, it plays like a dream, the recent issue with overly-aggressive items has been resolved, and the game looks and sounds fantastic. My only qualms are that the vehicle parts are sort of boring, the character selection is questionable, and the battle mode is downright boring.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: chuggaafan1 on May 31, 2014, 02:59:52 PM
Loving the game. Only issue is the items are weird. Like...
[5/30/2014 8:41:55 PM] chuggaafan1: >7th Place
[5/30/2014 8:42:00 PM] chuggaafan1: >Mushroom
[5/30/2014 8:42:16 PM] chuggaafan1: >meanwhile 2nd Place Morton gets Crazy 8s
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: LlamaHombre on May 31, 2014, 03:16:24 PM
He's not Dry Bones but I guess I can live in harmony with Ludwig ;_;

Fun game, though, and a gorgeous one at that. Wario Stadium DS is probably my favorite course in the game, but they're all really solid this time around.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: MusashiAA on May 31, 2014, 08:41:38 PM
Quote from: "chuggaafan1"
Loving the game. Only issue is the items are weird. Like...
[5/30/2014 8:41:55 PM] chuggaafan1: >7th Place
[5/30/2014 8:42:00 PM] chuggaafan1: >Mushroom
[5/30/2014 8:42:16 PM] chuggaafan1: >meanwhile 2nd Place Morton gets Crazy 8s

That can probably be patched. I want to believe that there is some design thought for stuff like that, and not just a huge oversight. Maybe some items appear based on chance and/or place, and some don't.

Also, it appears coins boost your speed by 2%, giving you a total of 20% speed increase on 10 coins, which is just 1/5th of your normal speed. It's not broken, but it can make a difference...also coins respawn, so they're not scarce.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on May 31, 2014, 09:57:54 PM
We tried out the team games.

Utter garbage. You can harm your allies with your items and completely screw them over without such intent (and also with such intent!). As controversial a release as Wii was, at least its team games were done properly.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: VGS2 on June 01, 2014, 09:33:24 AM
Guys, I've played it, and I hate to be on the super negative bandwagon for this game as always, but I do have to ask... was that not the most boring (3D) Rainbow Road of all time?
(click to show/hide)

I do love the 64 Rainbow Road though. Now that stage had some thought put behind it! Not very nostalgic anymore, honestly, but I don't really mind too much, because it was just a joy to race on. Would've preferred two laps as opposed to a point A to B stage though, but hey.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on June 01, 2014, 08:42:49 PM
Enjoying the game, and I've made lots of progress. I've got all the stamps, beaten every Grand Prix and every staff ghost, and I've got every character and kart part, sans the Gold Glider.

And I'm still not burned out yet.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Yuri Sakazaki on June 02, 2014, 01:39:41 AM
So, what's the favourite tracks for everyone? Personally, I really like Thwomp Ruins, Twisted Mansion, Electrodrome and Mount Wario.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Thunderono on June 02, 2014, 01:43:31 AM
Electrodrome forever takes the place of my favorite.  Just the way the music changes as you progress through the level~
also I call it Electrodome verbally because it sounds better but it is Electrodrome

Mount Wario, Twisted Mansion, Water Park, and Dolphin Shoals are still things I'll reliably vote for.  Mount Wario is fun as shit and has amazing musical diversity, Twisted Mansion is trippy as balls and I love it, Water Park has an amazing atmosphere and solid gameplay, and Dolphin Shoals is a beautiful course with a fantastic musical transition.

All these tracks are really good, though.  I do tend to groan when maps like Donut Plains 3 and Toad's Turnpike get picked, but that's only because of their relative flatness.  I'm a sucker for vertical races.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Rozark on June 02, 2014, 01:56:03 AM
Favorite Wii U Tracks: Cloudtop Cruise, Bone-Dry Dunes
Favorite Retro Tracks: Moo Moo Meadows, Dry Dry Desert, Sherbet Land, Tick-Tock Clock.

I've been playing on and off.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: MusashiAA on June 02, 2014, 02:12:18 AM
My favorite new tracks are Electrodrome, Toad Harbor, Sunshine Airport, Mount Wario, Mario Circuit, Twomp Ruins and Shy Guy Falls. It seems almost every cup has at least one track that's a favorite.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on June 02, 2014, 02:36:19 PM
If basing them off of each up, then Mario Kart Stadium, Toad Harbor, Sunshine Airport, Bowser's Castle, Toad's Turnpike, Royal Raceway, Music Park and Piranha Plant Slide are probably my favorites.

I absolutely love the updated visuals in the retro courses, particularly those of the N64 courses, Donut Plains 3, and Mario Circuit. They feel as if they actually belong in the game, especially with some of the ways the anti-gravity mechanic is worked in. I would argue the best incorporation of the anti-gravity mechanic is on Piranha Plant Slide. It still flows much like the 3DS version, but it's much more visually impressive and feels much more open.

In playing online more, I'm seeing Rosalina a lot. I wonder if she's MK8's Metal Mario.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: MusashiAA on June 03, 2014, 12:37:31 AM
From what I've heard, Morton riding a Mach 8 with Metal Tires is apparently the fastest character in the game.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Yuri Sakazaki on June 03, 2014, 04:01:51 AM
I can only guess that Rosalina got a pretty big fanbase boost with SM3DW and SSB.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Jakeinator on June 03, 2014, 02:12:55 PM
Quote from: "MusashiAA"
From what I've heard, Morton riding a Mach 8 with Metal Tires is apparently the fastest character in the game.

Probably has shit traction and handling, though.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on June 04, 2014, 01:58:01 AM
I saw a full video of someone going through all 3 1 laps of the new N64 Rainbow Road.

Yeah, I probably will never like it.
It looks neat and all, but
That loop that goes around the star goes the wrong way.
Also, Wario and DK neon portraits fireworks are completely missing.
And as I said before, it's all mechanical now.
(Yes, I know those are all minor nit-picky things, but I believe that the appearance played a lot in the course's atmosphere)
And also, as I said before, I preferred the N64's solid rainbow and pitch-black sky to the WiiU's robo-road and cityscape. That last one is really the GCN's thing.

And although I do not like the remix, it still sounds neat.
...
Except that in normal gameplay, you can barely even hear it play HALF WAY before you go to the final lap section. -_-

(plus, my earlier assumption that it is now "Super Mario Kart length" wasn't hyperbole. Completing this remake takes about the same amount of time as the average course in SMK. Heck, it even takes less time to finish than Luigi Raceway did in the original game!
It went from longest to shortest, all with the inclusion of a gimmick from MK7!)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: MusashiAA on June 04, 2014, 02:09:34 AM
So bunny hopping is a thing in Mario Kart 8 (sorta). (http://kotaku.com/mario-kart-has-a-new-controversial-technique-1585596362) I'll explain: after a turbo boost, if you hop repeatedly, you can keep the momentum of it a little longer...but only after a turbo boost.

Game-breaking bug or unintended advanced racing technique? Should it be patched or not? Try it out for yourselves.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Rozark on June 04, 2014, 02:32:28 AM
Quote from: "MusashiAA"
So bunny hopping is a thing in Mario Kart 8 (sorta). (http://kotaku.com/mario-kart-has-a-new-controversial-technique-1585596362) I'll explain: after a turbo boost, if you hop repeatedly, you can keep the momentum of it a little longer...but only after a turbo boost.

Game-breaking bug or unintended advanced racing technique? Should it be patched or not? Try it out for yourselves.

I've been doing that in every Mario Kart game ever/I knew this existed, why its only getting publicity now I have no idea.

Seriously, I figured out the hopping technique during my DS snaking days. It isn't difficult >_>
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: BiscuitSlash on June 04, 2014, 08:47:31 PM
I really don't feel like I'm missing out on much.

I should go play some Mario Kart Wii again. Imo that was the strongest Mario Kart game.
Title: Grrrr
Post by: Galactan on June 05, 2014, 05:21:31 AM
Hey Geno maybe you should wait until you've PLAYED THE GAME before you pass judgement.

ANYWAY
Some details I really like:
Bob-ombs walk if they're thrown way off the center of the track.
You can control which way your character turns/flips when doing tricks.
Unique horns for almost everybody.
Super horn plays your horn sound.
Triple items are auto-deployed.
The poofy things on Thwomp Ruins actually go poof.
The destinations from Sunshine Airport.
The music change segment in Electrodome.
Mount Wario.  All of it.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Ivory on June 08, 2014, 09:17:50 PM
So, out of curiosity, what is everyone's favored character(s) per weight class?

Feather: Lemmy
Lightweight: Toadette
lighter mediumweights: Yoshi
Mediumweight: Luigi or Ludwig
Cruiser: Rosalina or Roy
Metal: doesn't matter, I don't even use metal characters anyways!
Heavyweight: Bowser or Wario.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on June 08, 2014, 09:59:25 PM
Light 1: Baby Mario
Light 2: Larry
Medium 1: Yoshi
Medium 2: Ludwig
Heavy 1: Roy
Heavy 2: They're both kinda dumb
Heavy 3: Wario
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Ceridran on June 08, 2014, 10:05:55 PM
Quote from: "Jakeinator"
Quote from: "MusashiAA"
From what I've heard, Morton riding a Mach 8 with Metal Tires is apparently the fastest character in the game.

Probably has shit traction and handling, though.

Just like Jetsetter Funky Kong in MKW.
Title: predictable
Post by: Geno on June 09, 2014, 01:20:20 AM
YAY, I finally got MK8!
So, you know that my real I-finally-played-the-game opinion on N64 Rainbow Road is?


(click to show/hide)

If anything, this quote form the Doctor Who episode The Three Doctors is basically my opinion on all the retro courses

Quote from: "The Second Doctor"
Oh, you've redecorated! I don't like it.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Ivory on June 09, 2014, 01:25:53 AM
I wish Rainbow Road 64 was two laps on the whole thing. One 'lap' is way too short. But then, it also beats taking 6 minutes to do 3 laps.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on June 09, 2014, 02:50:06 AM
Oh PUH-LEEZE. It wasn't 6 MINUTES

It was...... 5.
...
STUFF ABOUT N64 RAINBOW ROAD
(click to show/hide)

And, other opinions.
(click to show/hide)

And, actually, in MK8 as a whole, I kept seeing parts of courses that look like the number 8.
Wii U Mario Circuit is shaped like an 8
Wii U Rainbow Road has an 8 shaped curve in it
The N64 Toad's Turnpike map was rotated JUST so that it'd be an 8
And, of course, that one bit of N64 Rainbow Road was turned into an 8

Not to mention that the road signs on the loading screen all have 8s on them

"Crazy 8" indeed.

Although, despite all this stuff I dislike, I still really like MK8.
Even though it's INCREDIBLY EASY. (mind you, haven't tried 150cc yet, trying to finish 100cc first)
I keep getting (http://cutstuff.net/molly/DBBKUP/TextStarMK.png) (http://cutstuff.net/molly/DBBKUP/TextStarMK.png) (http://cutstuff.net/molly/DBBKUP/TextStarMK.png) on everything FIRST TRY.
although still, it's fun.
The highlights reel stuff is funny, Luigi's constant pissed-offness is also funny, Iggy's insanity is funny as well, and the Super Horn is so damn useless.

I can DEFINITELY see me alternating between it, MKWii, and MK64 when playing in the summer.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Ivory on June 09, 2014, 02:52:09 AM
Quote from: "Geno"
the Super Horn is so damn useless.
Then you aren't using it right. Super Horn is amazing. The only useless item is the dreaded COIN ITEM.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on June 09, 2014, 03:13:29 AM
Meh. I just find that whenever anything comes up to me when I have it, I'm either not quick enough (I blame the fact that those warning things from MKDD aren't as noticeable as they used to be), or it's like 2 MINUTES after I got it, and I got fed up with waiting.

Now, if I were able to hold an extra item in the item box, then I'd be fine.

However, I have to agree with you on the Coin bit.

I must have gotten 200+ coin items just when playing today.

Heck, every single GP race had me unlocking a vehicle part, that's how many coins I got!

In other words
(click to show/hide)
and the cycle will repeat itself
over and over and over again

Well, I'll look on the bright side. At least the random unlocking was merciful on my part. I got Rosalina and the Pipe Frame relatively early, so I'm all set.

Although, you know what the first character I unlocked was?
(click to show/hide)

also Rosalina's rival is totally Baby Rosalina, if any of the GP races I played were any indication
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Rozark on June 09, 2014, 04:32:16 AM
Apparently you'll keep getting vehicle parts up to 2800 coins. When it reaches 1000, you'll start unlocking them at increments of 100 instead of 50.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: MusashiAA on June 09, 2014, 05:23:46 AM
Super Horn exists for the sole purpose of nerfing the Spiky Blue Shell...when you get it. I think it's too a rare item for its use to be noticeable at the places its actually useful. I would totally make that item, at the very least, Red Shell tier of obtainability chance: after all, it's just a small AoE weapon with the side effect of blocking more powerful projectiles.

Coins, on the other hand, prove to be useless for everything other than unlocking new parts...but I haven't confirmed that they prevent you from spinning if you're bumped by another racer. IIRC, Super Mario Kart did that: if you're bumped by another racer while having coins, you lose one coin, and if you're out of coins and bumped, you spin. Also, the way Lakitu picks you up so fast and taking three coins really looks as if that fast pickup "costs" coins, and not having enough coins would make Lakitu pick you up like he did in previous games: slow as hell.

EDIT: I really, really hope Nintendo plans on patching MK8 in the near future. The possibilities of players providing feedback would make Mario Kart such a better experience, if Nintendo just listened. But they're a japanese company acostumed to releasing "definitive, polished" games, so I don't think that'll be likely :(
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Rozark on June 09, 2014, 07:23:29 AM
Coins steadily increase your max speed.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Ivory on June 09, 2014, 07:31:21 AM
To be exact, with 10 coins, you gain 1/5 of your max speed (so 20% faster). I'm fine with coins on the race course, but the coin item is dumb and needs to be taken out asap. It really ruins the game for me when I lose a race because I kept getting damn coins.
Title: Re: predictable
Post by: Bikdark on June 09, 2014, 01:30:21 PM
Quote from: "Geno"
YAY, I finally got MK8!
So, you know that my real I-finally-played-the-game opinion on N64 Rainbow Road is?


(click to show/hide)

If anything, this quote form the Doctor Who episode The Three Doctors is basically my opinion on all the retro courses

Quote from: "The Second Doctor"
Oh, you've redecorated! I don't like it.
Got those nostalgia goggles on tight, don't you?

Seems you dislike anything that deviates from what you liked as a child.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on June 09, 2014, 02:21:37 PM
Well, maybe I do.

Maybe I happen to have an opinion that's different from everybody else's.

Although I still think it looks cool, I just prefer the long, calm, mysteriousness of the original over the short, hectic, looks-like-it-was-man-madeness of the remake.

Maybe it could be due to the 16 years I've been playing the original, or maybe it's just that I like my Rainbow Roads not mechanical looking, who knows?

Although I can still understand why others like it. It does look sort of neat.
It's not like I believe the rest of the universe's opnion is invalid, it's a valid as any other opinion is.

(That being said, I also expect others to regard my opinion as a valid take on things, nostalgia or no nostalgia.)

If it's anything, I don't like the new Rainbow Road either. It's pretty boring. Even the MKWii style launch star isn't as cool as it was in MKWii.
With new RR, I prefer bright colours to slightly tinted metal.
Title: This is one of those games where safe assumptions can be mad
Post by: BiscuitSlash on June 09, 2014, 03:30:35 PM
Quote from: "Geno"
Although, despite all this stuff I dislike, I still really like MK8.
Even though it's INCREDIBLY EASY. (mind you, haven't tried 150cc yet, trying to finish 100cc first)
I keep getting [The stars weren't carried over through quoting or copy and pasting] on everything FIRST TRY.
although still, it's fun.
This is pretty much what ruined Mario Kart 7 for me.

Don't get me wrong, the game was really fun, but that's the thing, it was fun rather than is fun. By heavily dumbing down the AI and not including a free play VS. thing to up the difficulty, there was little to no challenge and it got tiring really quickly.

Mario Kart DS and Wii lasted me years. Mario Kart 7 lasted only a few months, which is unacceptable. Even if just the lack of difficultly and reduced single player content was enough to turn me off after a few months sounds like dumb reasoning, the point still stands. You can't have a good house of cards without every card being solid and in place.

I really need to go back and play Mario Kart Wii soon. That game will at least give me the feeling of overcoming a difficult challenge, if I even do win. If I can easily win at a game with little effort and practice, the game should give me an indication that what I'm going through is meant to be easy and not be all "Aw man look 150cc will be hard for you it might wreck your shit or something".

Okay rant over for now.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Ivory on June 09, 2014, 03:33:35 PM
MK Wii is anything but fair difficult challenge. It's item spam galore that likes to absolutely rip you to shreds for being in first.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on June 09, 2014, 03:48:59 PM
I don't really mind the aggressive CPU players of MKWii at all.
Every time I play MKWii's VS Mode, I set the CPUs to hard, the mode to 150cc, and the items to aggressive.
Still manage to win 90% of the time.
Mind you, I like being utterly destroyed when in 1st place, as in all MK games (except SMK), I spend the majority of every race in first, which means I never get to experience the mayhem of being in 5th or something, unless I am trying to do terrible.

Really, MK8's 100cc is more comparable to the 50cc modes of other games.

Heck, even MK7 is harder. At least in MK7, you'd actually get items tossed at you several times per race.
In MK8's 100cc, I spend entire GP races with a single Banana behind my Kart.
Which is the same Banana
that I got
in the first Item Box
in the entire course.

Also, from my observations, in 100cc of MK8, on average, I get 0.25 Spiny Shells lobbed in my general direction per race (in other words, one Spiny Shell every 4 courses)

And I remember prior to it's release, people were going on about how the CPU players were unforgiving in this game. To be honest, the CPUs seem more brutal in MKDD's 50cc than they are in MK8's 100cc. (Well, in the "item chucking" department. If it's speed we're talking about, they are just about the same)

I am hoping that there will be a large difficulty spike in MK8 when I try 150cc. Because right now, it seems as if I am just playing through the game in 50cc mode twice in a row.

BY THE WAY, speaking of difficulty, am I the only one who does NOT find Mirror Mode harder than 150cc?
Because if Nintendo Power's MKDD guide is any indication, people generally find Mirror Mode super hard.
I don't understand why, as long as you look where you are going, then you will be fine.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Ivory on June 09, 2014, 04:36:38 PM
Mirror Mode is such a dumb mode that I wish would get removed. It's still about as hard as 150cc (and yes, 150cc is a difficulty spike. CPUs are relentless in 150cc/Mirror... except for when they are not). Flipping the course rarely effects me and there aren't any other course differences as far as I can tell. The worst part about it is while cups are retroactive in MK8, Mirror Mode is not. So getting three stars in Mirror would not pass those three stars to 150, 100 and 50. But getting 3 stars in 150 would pass them onto 100 and 50 as well.
Title: Time for a small rant while only half awake
Post by: Galactan on June 09, 2014, 05:20:10 PM
The thing is, online is actually a true challenge most of the time.  Harder than 150cc AI for sure.  But you've already declared your intent not to play online.  So if you want a truly difficult challenge, you're probably not going to get one.  Not only that, but crushing the AI on hard mode gets boring for me.  Online mode adds replayability, especially when I can play against other cutopians.
But whatever.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on June 09, 2014, 06:15:32 PM
It's not so much that I don't want to play online.

It's just that my Wii U refuses to connect to the internet unless it's updating or something.


Plus, just as "online, wow" shouldn't be an excuse for track shortening, "online, wow" shouldn't be an excuse for a laughably easy AI.

Mind you, Kapus told me over Skype that her buddies said that the 150cc AI is INSANE.
I hope that I will find it the same way, or I can easily see me playing 64 & Wii more than 8 (once I (http://cutstuff.net/molly/DBBKUP/TextStarMK.png) (http://cutstuff.net/molly/DBBKUP/TextStarMK.png) (http://cutstuff.net/molly/DBBKUP/TextStarMK.png) all the cups, that is).

Which I hope never happens. Because, even though I dislike the retro remakes, I can't deny that the entire game looks GORGEOUS!
(I still find it funny how Microsoft and Sony are going on about how their new consoles' graphics are as good as a computer even though their last systems also looked as good as a PC, while Nintendo seemingly got their new console to be able to have the best graphics around without even making a big fuss over it.)

Actually, here is my list of favourite Mario Kart games, now with MK8!
(click to show/hide)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: BiscuitSlash on June 09, 2014, 07:03:27 PM
Quote from: "Ivory"
MK Wii is anything but fair difficult challenge. It's item spam galore that likes to absolutely rip you to shreds for being in first.
And I would still take it over MK7's "difficulty" any day. I'm not a fan of fake difficulty or anything, but at least it can feel competitive and make me feel good for winning.

Quote from: "Ivory"
Mirror Mode is such a dumb mode that I wish would get removed.
This so much. I've only ever done it for completion sake. Mirror modes such as in Mario Kart do a bad job at making the player feel immersed with the world that the game takes place in. There doesn't feel like there's any reasoning for it.

When I find out that the Wii version of Legend Of Zelda: Twilight Princess that I've been playing for so many years is a mirror flipped version of how it was originally made (and released on the Gamecube), I felt really let down and disappointed, especially since it would have made more sense to flip Link if the player was right handed. It's true that this mirror mode is part of the port, but playing it mirrored to what is real does irritate me. I hate how they flipped the 3DS Master Quest too, as that was just really unnecessary.
Quote from: "Geno"
Mind you, Kapus told me over Skype that her buddies said that the 150cc AI is INSANE.
*disbelief*

Probably not the case considering this current generation average level of challenge in games. Almost wish I could get the game myself and see if the AI is easier or harder than in MK7. Wouldn't be surprised if it's easier.

Although....did they bring back hard AI setting for MK8?
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Magnet Dood on June 09, 2014, 09:28:31 PM
The only fun thing about Mirror Mode was running through traffic in Toad's Turnpike and seeing if you could do it without getting hit.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on June 10, 2014, 12:28:53 AM
Quote from: "BiscuitSlash"
Although....did they bring back hard AI setting for MK8?
Yes.
Yes they did.

Quote from: "Magnet Dood"
The only fun thing about Mirror Mode was running through traffic in Toad's Turnpike and seeing if you could do it without getting hit.
Oh yeah, by the way, MK8 is terrible.
Mirror Mode acts just like 50cc, 100cc, and 150cc.
In that, the cars do NOT change direction!  :(

Also, I discovered that MK8 has the worst ever feature ever.
If you start driving backwards, after a few seconds, Lakitu picks you up and places you back where you were before driving backwards!
I remember in the older games, playing through the courses in reverse for fun, and going all like "wow, they look so cool!"
And my sister and I would mess about and find secret areas like those climbable walls in MK64's Koopa Troopa Beach, or that long OB track in MKWii's Wario's Gold Mine.

So much for that. :(


EDIT:
(click to show/hide)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Beed28 on June 10, 2014, 12:50:31 AM
Quote from: "Geno"
EDIT:
(click to show/hide)
I bet Donkey Kong's going all like "RAAAAGH LOOK AT MY GAPING MOUTH RAAAAGH". Or is he trying to eat the camera? :shock:

It's not as great as the Luigi Death Stare, though.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: MusashiAA on June 18, 2014, 03:43:06 AM
Quote from: "Beed28"
Quote from: "Geno"
EDIT:
(click to show/hide)
I bet Donkey Kong's going all like "RAAAAGH LOOK AT MY GAPING MOUTH RAAAAGH".

(http://i.kinja-img.com/gawker-media/image/upload/s--qrAXIlIK--/c_fit,fl_progressive,q_80,w_320/pfgjf57zffifnd3lhzvx.gif)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on June 24, 2014, 11:48:44 AM
Huh. So as it turns out, not only does Mario Kart Wii have an unused icon for Paratroopa (http://tcrf.net/Mario_Kart_Wii#Koopa_Paratroopa), but MKWii's Koopa model still has the bones for Paratroopa's wings from MKDD, as well as supposedly a wing texture (http://tcrf.net/Mario_Kart_Wii#Unused_Bones).

Which means the only things missing for Paratroopa in MKWii are voices and special animations (in other words, not Koopa's) (and maybe red Koopa textures as well?).
So I assume that Paratroopa was pretty close to being finished.

...

Did Nintendo REALLY have to (technically) replace him with Baby Daisy?
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: BiscuitSlash on June 24, 2014, 08:22:14 PM
There's also an unused icon for Hammer Bro. Honestly I would love to see Hammer Bro. as a Mario Kart racer. He would certainly be a far better choice than those racers that don't even exist. Honestly I thought Hammer Bro. being a playable character in Mario Party 8 was a neat addition.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on June 24, 2014, 11:58:29 PM
I know Hammer Bro has an icon. Petey does too.

However, Paratroopa is the only one to have more than just an icon in MKWii's data.

Since I was bored, I was fooling around in MK8.
Turns out, Lakitu won't turn you around in Time Trials, so I can fool around in that mode all I want!
Of course, the maximum time limit has been decreased from 59:59:999 to just 9:59:99.
And unlike MK64 (the only other game that I maxed out the timer on), the Time Trials match automatically ends when you hit the limit.

But I was able to do some silly things, which even though my Wii U can't connect to the internet, I can still make "screenshots" the old fashioned way! 3DS camera ahoy!

In Wii Moo Moo Meadows, you can glide surprisingly far out of bounds before Lakitu picks you up.
(click to show/hide)

Also, the colours of the minor enemy characters on the sidelines changes every race (and in some cases, their locations do too!)
Here's two pictures of the same place in two different matches. Also, pissed off Lakitu.
(click to show/hide)

In Electrodrome, there are Grand Stars on some of the tiles.
(click to show/hide)

Also in Electrodrome, one of the paths has flashing SMB NES Invincibility Star sprites on the sides.
(click to show/hide)

Electrodrome again. You know those 2 paths that have these weird square things show up on the screen?
Well, they aren't there if you use rear-view mode!
(click to show/hide)

Have some neat pictures of DS Wario Stadium's shiny new Wario statue!
(click to show/hide)

no this will not send you to Noki Bay
(click to show/hide)

Just like MKWii and MK7, you can do stuff like this (similar thing is happening in that second Wario statue screen)
(click to show/hide)

have a moving goomb
(click to show/hide)

Whenever a character is driving on terrain that slows down their Kart, they look downwards
(click to show/hide)

You can actually get on top of one of the platforms that a collapsing pillar is on in GCN Dry Dry Desert
It is the third of the three ones that actually WERE in the original.
(click to show/hide)

wow. It's weird how most of those cropped photos ended up being the same size.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: ZeStopper on June 27, 2014, 12:25:58 AM
So when is that Mercedes Benz DLC coming West?
I really want to pimp up Metal Mario.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Doctor Jughu on July 11, 2014, 01:36:17 PM
Quote from: "BiscuitSlash"
There's also an unused icon for Hammer Bro. Honestly I would love to see Hammer Bro. as a Mario Kart racer. He would certainly be a far better choice than those racers that don't even exist. Honestly I thought Hammer Bro. being a playable character in Mario Party 8 was a neat addition.

that sounds like kinda good
if they brought back the mission system back from mk DS
they might could used this as a boss icon?
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: GameAndWatcher on July 30, 2014, 06:27:59 AM
I'm just going to leave this list of retro tracks I'd put in Mario Kart 9 here, for no real reason, and in no particular order.
(click to show/hide)
Please critique.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on July 30, 2014, 02:11:33 PM
You're a little wrong with the amount of GCN courses left.

GCN Mushroom City wasn't remade yet.


But other than that small mistake (that didn't even impact the list!), they all look good.
And I agree that the lack of SNES Bowser Castles, and SNES Vanilla Lakes needs to end
(Same with the lack of "unique GBA courses"basically anything that's not a circuit or a Bowser Castle and DS Circuits even though the DS ones aren't my favourites)


Also, I noticed something.
Considering how MK8 has unique music tracks for each of it's courses (the first to do so), and I assume that newer games will continue that, I thought I'd list how many musics per game (not counting "retro" courses)
The first number is how many unique music tracks there are, the second is the total amount of courses in the game.
The spoilers contain all the tracks that share music.

SMK- 8/20
(click to show/hide)
MK64 - 11/16
(click to show/hide)
MKSC - 13/20
(click to show/hide)
MKDD - 10/16
(click to show/hide)
MKDS - 14/16
(click to show/hide)
MKWii - 15/16
(click to show/hide)
MK7 - 14/16
(click to show/hide)
MK8 - 16/16

So, in the order of most music tracks to least music tracks, it goes
MK8, MKWii, MK7, MKDS, MKSC, MK64, MKDD, SMK.
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: GameAndWatcher on July 30, 2014, 02:20:38 PM
Quote from: "Geno"
You're a little wrong with the amount of GCN courses left.

GCN Mushroom City wasn't remade yet.
I completely forgot about Mushroom City, thought it had been remade (I guess I was thinking of the MKWii custom track).
In that case, I'm going to replace Wario Colosseum with it. When I revise it, I mean. I don't really want two Wario tracks. (I wouldn't mind multiple Bowser Castles, though, considering one of them is from a game with 4 of them.)
Title: Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
Post by: Geno on July 30, 2014, 02:35:12 PM
Err, SMK has THREE Bowser Castles, not four.

I think you're thinking of MKSC.

Still, I think it's good to keep Wario Colosseum for a console installment.
I dunno. It just seems that the MKDD courses happen to always be downgraded when on a handheld system.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: GameAndWatcher on July 30, 2014, 02:56:05 PM
Quote from: "Geno"
Err, SMK has THREE Bowser Castles, not four.

I think you're thinking of MKSC.
:lol: I can be an idiot sometimes. Thanks for pointing that out.

Quote from: "Geno"
Still, I think it's good to keep Wario Colosseum for a console installment.
I dunno. It just seems that the MKDD courses happen to always be downgraded when on a handheld system.
Nintendo always alternates between making a new handheld then a new home console and back and etc., so Wario Colosseum (post-track-list-revision) would probably be on a console. (Only assuming if my choices are the same as Nintendo's, which most likely it's not.)
Edit: Fixed a typo on the title of the thread.  :shock:  How long has it been there?
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Mr.Faq2014 on July 31, 2014, 12:04:50 AM
Does someone here know something about MKWii Custom tracks and textures stuff?
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: GameAndWatcher on July 31, 2014, 03:05:17 AM
Quote from: "Mr.Faq2014"
Does someone here know something about MKWii Custom tracks and textures stuff?
Yep, I've got the CTGP installed on my Wii.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Mr.Faq2014 on August 02, 2014, 05:58:10 AM
Would you like to add me? I often play CTs with friends
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: GameAndWatcher on August 02, 2014, 04:08:06 PM
Quote from: "Mr.Faq2014"
Would you like to add me? I often play CTs with friends
Sure, later.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Geno on August 08, 2014, 12:01:19 AM
So apparently Mario Kart 8 will have an update soon.

It adds a minimap to the TV screen, swaps the "Highlight Reel" and "Next Race Buttons", adds a "Records" section that's like the one in MKWii, and saves the last Kart combination used.

All stuff that I want.

*me crosses fingers that it will work like Wii U system updates

Or else I won't be able to get it. My Wii U only ever successfully connects in order to get system updates.
(Alternatively, I could try and fix it, but I already spent way too much time trying)
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: GameAndWatcher on August 08, 2014, 03:20:35 AM
Quote from: "Geno"
My Wii U only ever successfully connects in order to get system updates.
(Alternatively, I could try and fix it, but I already spent way too much time trying)
If I could help, I would, but I can't. I feel very sorry for you.  :(
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Geno on August 08, 2014, 03:40:12 AM
Although considering how there's four phone cables in my house, three of them are for phones, and the router's in the last one.
And one of said phones doesn't quite work very well.
It's not like I couldn't move the router and that one phone.

That'd make the router basically right next to the NES, SNES, N64, GameCube, Wii, and Wii U.

So I guess that could be done, so no worries....?

Dunno if I'll actually ever get around to doing it though, depends on how fed up I get with waiting (for my dad to do it)


Still, (more on topic) I'm surprised that on-screen minimaps weren't in MK8 to begin with.

Sure, touch screen ones worked in MKDS and MK7, but that was ONLY because the bottom screen was right next to the top one.
With the Wii U, I have to LOOK DOWN to see it, which means I'm taking my eyes off of the road, which usually leads to a kart crash.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Galactan on August 08, 2014, 05:42:23 AM
OR
or
You could utilize your arms to put the controller at such an angle that you only have to glance down to see the map.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Geno on August 08, 2014, 12:20:36 PM
Yeah, well I already tried that.
Several times.
Didn't feel comfortable at all.
(I'd have to be an idiot to not try doing that, I guess I should have mentioned it)

Also, with the gamepad screen being way closer to me than the TV was, it either made it harder to focus on the TV, or it just made there be a big blurry thing in my vision when I WAS focusing on the TV.

The point is, minimaps are useful, and I am more used to consoles where you DON'T have to look at a screen on the controller at the same time as one on the screen (like, well, consoles from back when Nintendo ones had names that were longer than four letters), so this update is a good thing for me.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Geno on August 13, 2014, 12:36:40 AM
WHAT IS THIS (http://tcrf.net/Mario_Kart_8#Cup_Icons)
MORE CUP ICONS IN MK8?

MORE RETRO CUPS AS DLC????????????????

ALTHOUGH I DON'T LIKE MK8'S RETRO REMIXES THAT MUCH, I'D LOVE TO HAVE MORE OF THEM TO GET ANGRY ABOUT PLAY.
(Because maybe my opinions may change if I get an entire game's worth of those kinds of remakes)

????????????????????????????????????????????????????????????????????????????????????
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Mr.Faq2014 on August 14, 2014, 02:44:42 AM
Quote from: "Geno"
With the Wii U, I have to LOOK DOWN to see it, which means I'm taking my eyes off of the road, which usually leads to a kart crash.
I've got a question about that, can you alternate between viewing the the character icon while you run across the circuit (MKDS and MK7 default view) and full view of the minimap (the entire track, like MKW, MKDS pressing X and MK7 tapping the touch screen)? You must know, I don't have MK8, neither a Wii U :( someway I could get enough money to get a 3DS and MK7 so the point is that I don't know how is MK8 like (I mean, you know, it's not the same to play a game yourself that seeing other people playing it on a video).
Anyway, I get a bit surprised just by thinking that there are DLCs for this game, I mean, is there a mario game that has had DLCs you would download after purchasing the game? I don't know, I find it a bit strange, even after knowing it's for solving some issues in the game and it's for free. However, I'm not opposed to it, neither thinking about complaining. Thinking about that, it becomes nearly impossible to ask every MK8 original copy owner to return the game to developement so they can return them with the issues fixed xP, that's insane. So... what do you think?
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Geno on August 14, 2014, 03:49:55 AM
MK8's Touch Screen display defaults to a screen where the characters (without names, but it still shows what items they have and places they're in) are displayed on the left, the other 2 options and control configurations on the right, and a round button with the current character's emblem on it that acts as a rather inconvenient way to honk the Kart's horn in the middle.
(The reason why it' inconvenient, is that you can just honk the horn using the L or ZL buttons when you do not have an item)
Here's an example of what it looks like (http://www.mariowiki.com/images/e/e5/MK8-horn_Rosalina.jpg)
yes, I could have chosen a screen for any other character, but whatever

Choosing the option that displays what the TV is displaying (top-right) makes the touch screen display what the TV is displaying.

Choosing the option that shows a map of the course (middle-right) brings you to a minimap, very similar to the ones in MKDS and MK7.
Also, unlike the minimaps in past games, it also shows Bullet Bills and Spiny Shells that are travelling on the course.

Tapping the option that displays the Game Pad (bottom-right) toggles between normal controls and gyro controls.
You can also do this on the Pause screen.

Tapping anywhere else on the default screen will honk the horn (no matter if you actually tap the horn or not)
Tapping anywhere in the two subscreens will take you back to the default screen

Currently, there is no overhead view like in MKDS and MK7, nor can you stick the minimap on the TV screen
However, an update will be released on August 27th that adds the TV screen minimap (among other things, but not the overhead view)

I hope my describing is understandable! I'm TERRIBLE at describing things!
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Mr.Faq2014 on August 14, 2014, 12:31:35 PM
Quote from: "Geno"
I hope my describing is understandable! I'm TERRIBLE at describing things!
I got it perfectly. Thank you. So (yet) it has no overview mode... Well, now I get it, yup, it must be pretty awkward
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Geno on August 26, 2014, 09:58:31 PM
guys GUYS

NEW STUFF FOR MK8

NEW COURSES
CHARACTERS
wow
LINK! DRY BOWSER! SOME ANIMAL CROSSING THINGS! Tanooki Mario and Cat Peach.
COLOURED YOSHIS AND COLOURED SHY GUYS

ZELDA COURSES
F-ZERO COURSES
WARIO'S GOLD MINE
OTHER THINGS

WOW

They are two "sets" of stuff, one that's coming out in November, and the other next May.

...
I gotta fix my Wii U's internet, holy crap
Title: The hype is real
Post by: Rozark on August 26, 2014, 10:26:29 PM
All of its pretty neat but

(click to show/hide)
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Hallan Parva on August 26, 2014, 11:04:53 PM
(http://static1.thcdn.com/design-assets/images/nintendo/en/carousel/10991121/small/10991121-4.jpg)


my body
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Yuri Sakazaki on August 27, 2014, 12:21:09 AM
Well this was certainly the best thing I've woken up to!

RIP Diddy Kong though ;~;
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: MusashiAA on August 27, 2014, 12:29:28 AM
tfw f-zero ded
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Geno on August 28, 2014, 01:29:18 AM
wow, I've barely have had internet for my Wii U and I already have all the MK8 DLC.

Also, Orange Shy Guy is the best made-for-Mario-Kart-8 character.

Mind you, there isn't much of a competition, considering the only two others are Baby Rosalina and Pink Gold Peach.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Geno on August 30, 2014, 12:43:07 AM
double post, whatever.

no one cared about the other one anyway

So, I was thinking about the DLC.

And I'm pretty sure that the Yoshi Egg and Super Bell cups will be all Retro courses.
Yes, I know the select screen puts the Zelda cup withthe retro ones, but that's most likely a mistake. (The screens that show up when you try to select them put the Zelda one on top and the Yoshi Egg one on the bottom, like it probably should be)
Plus, it'd be weird if the Zelda one had retro courses, right?

Anyway, I was thinking about the retro courses.
Aside from Wii Wario's Gold Mine in the Yoshi Egg cup, none of the others have been revealed.

I tried to guess what the most likely courses for inclusion in the two cups will be
(click to show/hide)

Additionally, here's a few ones that I considered, but decided against "predicting"
(click to show/hide)
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: leoalex50 on August 30, 2014, 01:25:26 AM
well not all of your track dlc hope list will be added in the first two packs but maybe later on
(p.s. i hate warios gold mine)
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Geno on August 30, 2014, 01:31:28 AM
what

The first spoiler contained 7 tracks, which, if both the Yoshi Egg and Super Bell cups are retro tracks like I predict, then that'd be enough to fill them, counting the already-announced Wario's Gold Mine.
(Also, a replacement for my predicted N64 Wario Stadium if 5 N64 courses is not gonna happen)

The second one is just filled with ones that I was going to put in the first list, but replaced for reasons.

I made sure to predict an amount of courses that could actually fit in the two cups
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: GameAndWatcher on August 31, 2014, 04:27:36 AM
I came up with an idea that just might work for MK8 DLC;
(click to show/hide)
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Korby on August 31, 2014, 04:29:21 AM
If you're doing a WarioWare pack, wouldn't it make more sense to have the recolors be something relevant to Wario?
For example, you could replace 9-Volt with Jimmy T and have all of his recolors available.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: GameAndWatcher on August 31, 2014, 02:39:26 PM
Quote from: "Korby"
If you're doing a WarioWare pack, wouldn't it make more sense to have the recolors be something relevant to Wario?
For example, you could replace 9-Volt with Jimmy T and have all of his recolors available.
I'd be fine with Jimmy T. instead of 9-Volt (even though I'd still rather have 9-Volt).
Considering recolors, the two sets released so far (Yoshi and Shy Guy) don't relate to Zelda or Animal Crossing (the two have references to the Mario series, but neither set of recolors are relevant to the two).
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Yuri Sakazaki on October 22, 2014, 02:00:51 PM

I think this ought to be posted here.

More news about the upcoming DLC is always good.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Geno on October 22, 2014, 10:02:33 PM
Yoshi Circuit! Cool!
And it's already better than the DS version, cuz the shortcuts are back!

... although this kinda makes my predictions invalid, because hey, clearly they don't care about re-re-making courses.


But this still means, that HD Waluigi Pinball is still possible!
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: sa173533 on October 23, 2014, 01:18:48 PM
Upcoming DLC for Mario Kart 8?

AWESOME!
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Yuri Sakazaki on October 23, 2014, 01:56:20 PM
I wouldn't doubt they will still re-remake some courses though, Molly! HD Waluigi Pinball is a must if possible.

Here's some nice comparison pics between the generations:
(click to show/hide)
Lookin' sharp!
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Mr.Faq2014 on October 23, 2014, 03:26:29 PM
Everyone talking about MK8... and I still play MK7 or Wii when bored :s
It may take several years for me to buy a Wii U
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Geno on October 23, 2014, 06:31:17 PM
Well, really, although I wished that I'd keep playing MK8 constantly, it's lack of difficulty made me go back to playing MKWii and MK64.

Although the DLC will definitely make me go back and play MK8 again for a while!
(Also, I've obtained everything except the Gold Glider, so that's a thing)
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Yuri Sakazaki on October 23, 2014, 07:16:39 PM
Unfair rubberband AI to the extreme isn't exactly my type of difficulty so I rather like MK8's.

...Is what I would say if I wasn't tired of playing against CPUs
Title: oh well, at least I still have the other 7 games
Post by: Geno on November 06, 2014, 03:23:33 AM
Welp, looks like they revealed all there is to the Zelda DLC pack..

And yep, my predictions of Retro courses were WAAAAAY off, because they clearly just stuck in random ones everywhere..

There's 5 new ones.... and only 3 retro ones.
There's an easier & shortcutless Yoshi Circuit (second short cut is missing, and there are less Piranha Plants), a waaaaay easier Wario's Gold Mine (the minecarts supposedly give you SPEED BOOSTS instead of knocking you out), and an almost-the-same-as-MK7 SNES Rainbow Road. SNES Rainbow Road isn't even at the end of a cup, what's up with that?

thats okay i do not need difficulty

(I may sound like I'm overreacting, but I'm not. It's MK8, I expected it to be easier anyway.)
(Still sucks, though. 8 looks cool, but it's soooo easy, that I can't play it for long before getting tired of winning so much)

maybe it'd seem harder if I didn't play so much of the first 6 games
and hey, I already got this MKWii hack that adds virtually every "retro" course to the game, so I can play near-perfect versions of the originals, without the issue of not being able to play as Rosalina
maybe the second pack will have 3 new and 5 retro courses, to balance it out, again
Title: Re: oh well, at least I still have the other 7 games
Post by: GameAndWatcher on November 06, 2014, 04:29:24 AM
Quote from: "Geno"
Welp, looks like they revealed all there is to the Zelda DLC pack..

And yep, my predictions of Retro courses were WAAAAAY off, because they clearly just stuck in random ones everywhere..

There's 5 new ones.... and only 3 retro ones.
There's an easier & shortcutless Yoshi Circuit (second short cut is missing, and there are less Piranha Plants), a waaaaay easier Wario's Gold Mine (the minecarts supposedly give you SPEED BOOSTS instead of knocking you out), and an almost-the-same-as-MK7 SNES Rainbow Road. SNES Rainbow Road isn't even at the end of a cup, what's up with that?

thats okay i do not need difficulty

(I may sound like I'm overreacting, but I'm not. It's MK8, I expected it to be easier anyway.)
My only disappointments are the disbalance between the retro tracks and new tracks, the rereuse of TWO tracks (not including SNES Rainbow Road's appearance in Super Circuit), and the character selection (aside from Link).
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Yuri Sakazaki on November 06, 2014, 10:13:37 AM
I don't care for difficulty in a Mario Kart game since pretty much the only difficulty in this series has been from unfair rubber banding which is just fake difficulty. Not the tracks themselves.
They are only ever difficult if you have a hard time controlling your vehicle. That said, play online and you're sure to get your real difficulty there!

I'm thankful for 5 new tracks and 3 old tracks. I want more new content as opposed to old, as it's a new experience rather than same ol, same ol.

Only Super Mario Kart was ever hard and that's to thank controls and bullshit CPUs
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: LlamaHombre on November 06, 2014, 11:39:58 AM
I personally really would've rather forgotten that Wario's Gold Mine existed but whatever
The rest of the stuff looks pretty nifty.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Mr.Faq2014 on November 06, 2014, 04:40:40 PM
I had a curious issue a short time ago with CTGP: it was saturday afternoon, I usually play CTGP on Friday nights and forgot to play the night before, so I decided to play that saturday. I got stunned when, all of a sudden, the CTGP channel stopped loading the game and displayed the message "The disc drive appears to have stalled". Plus, the wii crashed and when hitting the shutdown button once the screen only turned black. Hard reset.
Inmediately after that, I turned the Wii back on and loaded normal MKW via the disc channel (to make sure the disc drive wasn't damaged). I got quiet when the game displayed normally and without any problem.
Some days later (I couldn't continue searching the problem that afternoon), I decided to try playing a GC game via the disc drive just to test it again. Same as before, no appreciable problem, the game worked normally.
So then, what the heck is wrong with my disc or CTGP?
I will never know, some days after trying to solve the issue (reinstalling CTGP, inserting the game when required and not before, updating CTGP, etc.) after some hours brawling against CPU in SSBB, I decided to give a try again to the CTGP. It loaded normally O_O
Bottomline: my wii is cursed
I beg for it not to happen again :s
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: BiscuitSlash on November 08, 2014, 12:30:35 PM
I'm glad I haven't considered getting MK8. Ever since MK7, Mario Kart has become casual.

I understand that this simply goes against my preferences and that it's somehow okay for most people to want to go for the pansy easier options. But for toughened up gamers like me, this really easy stuff is hard to enjoy.

Also why even are they called retro tracks? "Retro" means something new made to look like something old, when these returning tracks are something old made to look like something new.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Yuri Sakazaki on November 08, 2014, 04:02:10 PM
...Nintendo has been "casual" for the last decade, where the heck have you been?

People need to let go of this "casual" and "hardcore" business, it's embarrasing, really.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Mr.Faq2014 on November 08, 2014, 05:29:34 PM
(click to show/hide)
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: BiscuitSlash on November 08, 2014, 06:21:54 PM
Quote from: "Yuri Sakazaki"
...Nintendo has been "casual" for the last decade, where the heck have you been?
Since around 2004? I wouldn't go back that far. New Super Mario Bros. back on the DS offered me a good amount of challenge back in the day, and New Super Mario Bros. Wii wasn't too bad about it either. It's the 3DS titles they've made that are far too easy and casual, especially when they show skipping a level that the player dies on repeatedly as a selling point.
Quote from: "Geno"
a waaaaay easier Wario's Gold Mine (the minecarts supposedly give you SPEED BOOSTS instead of knocking you out)
Original track: 2008
Easier version: 2014

There is however A Link Between Worlds, which is pretty challenging game for the most part. Then there's the hard mode, with the player receiving 4x the damage. They can retain the level of challenge that a SNES game would have, yet they're so hasty at making Mario Kart appeal to casual players.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Dr. Freeman on November 08, 2014, 06:54:12 PM
Unless your name is SNES Rainbow Road, Mario Kart tracks have never been hard.
If anything people who played the old games have gotten better at video games

Besides even if there were stupidly hard tracks they wouldn't be fun. If the track interferes more than the other racers, you did something wrong
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Rui on November 08, 2014, 08:01:37 PM
Accessibility also sells and appeals to a much larger general audience aside from "toughened" gamers.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Yuri Sakazaki on November 08, 2014, 09:44:46 PM
Mario Kart has also ALWAYS appealed to "casual" players. MK Wii didn't sell 35 million by being hardcore. I even got my own parents who never play video games into Double Dash back in the day.

And what Freeman said is true, people have grown up and become better, Nintendo never really changed their difficulty. I mean, Super Mario World is just as much a breeze as any New Super Mario Bros game of today.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Bikdark on November 08, 2014, 10:33:18 PM
Quote from: "BiscuitSlash"
Since around 2004? I wouldn't go back that far. New Super Mario Bros. back on the DS offered me a good amount of challenge back in the day, and New Super Mario Bros. Wii wasn't too bad about it either.
Yeah, and "back in the day" you were younger and worse at video games than you are now.
Title: "Play online" is no solution for me.
Post by: BiscuitSlash on November 08, 2014, 10:48:38 PM
Quote from: "Yuri Sakazaki"
Mario Kart has also ALWAYS appealed to "casual" players. MK Wii didn't sell 35 million by being hardcore. I even got my own parents who never play video games into Double Dash back in the day.
I'm more so comparing Mario Kart DS and Mario Kart Wii to Mario Kart 7 (and based on what I've heard, Mario Kart 8). Mario Kart 7 offers pretty much no challenge whatsoever, and that's not just me having got better at games. The AI in MK7 are essentially always in easy mode, and I've only ever not won a GP 3 times at most, which is not something I could ever pull off with MKDS and MKWii.

The only way Mario Kart 7 could ever give me a challenge is if I was to play online, but series such as Mario Kart and Smash Bros. are series that I couldn't care less about when it comes to online play. Playing with AI players has a better sense of racing against the actual characters, but in MK7, there's the addition of effortlessly champing every Grand Prix I do, which gives no satisfaction of overcoming a difficult challenge.

My problem isn't that MK7+8 are casual, it's that they've become far too casual when compared to the previous titles.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: SmashTheEchidna on November 08, 2014, 11:10:29 PM
Why not just say it's become easier, then?
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: BiscuitSlash on November 08, 2014, 11:44:05 PM
Actually I'm not too sure.

I guess I've just had a lot of anger built up lately because of how a lot of modern game developers rarely add in things such as hard modes to satisfy challenge seeking gamers like me.

Yeah just ignore me.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Bikdark on November 09, 2014, 12:41:38 AM
Quote from: "BiscuitSlash"
Actually I'm not too sure.

I guess I've just had a lot of anger built up lately because of how a lot of modern game developers rarely add in things such as hard modes to satisfy challenge seeking gamers like me.
u wot

look at nearly any game in today's market, and you'll see casual ways to play such as easy modes, as well as challenging ways to play such as hard modes or ball-bustingly difficult challenges at the end of the game.

Icarus Uprising has a 1.0-9.0 difficulty system, Mario games have those retarded challenges at the end where you need to play perfectly or you get shit on, pretty much ANY rpg or FPS game will have a difficulty setting, etc

hell, there are also self imposed challenges too, like nuzlockes

pretty sure it's just you getting overall better as a video game player
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Geno on November 10, 2014, 01:25:39 PM
I think it's both us getting better, and the games being a little easier.

If I can nowadays, play MK64 or MKWii in their hardest difficulties, and sometimes lose, then immediately go to MK8 and win every race on the hardest difficulty, without even using ONE item, then I'm pretty sure it's gotten easier.

(seriously, I don't even know what happens in MK8 if you finish a GP race at anything lower than 1st place)


Sure, MK64 had "rubber band" AI, and MKWii had item spam. And I'm pretty sure that, without those, they'd be super easy as well. But that's alright, because, cheap AI or not, they can be difficult for more experienced players.

Really, the only time MK7 or 8 were actually hard for me, was when playing with other people/online. (and even then, the opponents I got in 8 online were all easy to beat as well)
If you need an internet connection to actually give the game difficulty, that's rubbish.

Although, difficulty or no difficulty, MK8 is still a pretty neat game. It has cool NEW courses, and some cool NEW music, and anti-gravity isn't as "difficulty destroying" as I thought it would be (except in Toad's Turnpike and Wario's Gold Mine).
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on November 14, 2014, 02:33:19 AM
It's worth noting pack 1 of Mario Kart 8's DLC came out today. It includes Link, Tanooki Mario, and Cat Peach as new drivers, and the Blue Falcon, B Dasher, Master Cycle, Tanooki Kart, Triforce Tires, and Hylian Kite as new vehicle parts. There's also two new cups: The Egg Cup, featuring Yoshi Circuit, Excitebike Arena, Dragon Driftway, and Mute City, and the Triforce Cup, featuring Wario's Gold Mine, SNES Rainbow Road, Ice Ice Outpost, and Hyrule Circuit, which tacks on additional Grand Prix to complete. The new tracks are pretty neat so I urge you folks to get a hold of it, though even if you don't, you'll have to download a nice little patch before you can play.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Yuri Sakazaki on November 18, 2014, 01:39:24 PM
The new DLC is great, people should get it!

Excitebike Arena is my new love <3
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Geno on November 18, 2014, 02:45:21 PM
My #1 extreme best most favourite Mario Kart 8 course ever is now SNES Rainbow Road.

The tiled look looks SOOOOOOOO much better on this one than it does on Wii U (dull colours), or N64 (completely different look, hnnng).
Also, the colour scheme is super vibrant! It reminds me of Christmas lights, ESPECIALLY when it's dark nighttime place world.

I like it so much, that I'm making an entire level in that SMW hack of mine that's based on it!
(click to show/hide)
Title: YOU GOT BOOST POWER
Post by: Rozark on April 01, 2015, 11:08:07 PM
(click to show/hide)
NINTENDO HAS SPOKEN
150CC IS FOR PUNY SISSIES
WE WELCOME 200CC AS THE LOVE CHILD OF CAPTAIN FALCON AND THE ITALIAN PLUMBER MARIO
GOTTA
GO
FAST
WOOOOOOOOOOOOOOO


This and the ballot were the things that had me screaming for hype in years I'm probably sorry
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Dr. Freeman on April 02, 2015, 12:07:14 AM
WE MELEE NOW
GOTTA GO FAST

NEVER STOP NEVER LOOK BACK
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: leoalex50 on April 03, 2015, 12:35:34 PM
I know everyone is pumped far 200cc (I'm jelly since I don't have a wii u) but would it be cool if someone was to make megaman custom tracks, racers and vehicles?
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Rozark on April 03, 2015, 05:41:53 PM
Megaman's outfit/suit will exist as an amiibo costume once the update happens.
yay another use for Hub
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Geno on April 03, 2015, 09:09:01 PM
200cc looks pretty cool!


And, that Mega Man Mii outfit is super neat!

The only annoying thing, is now I need the two most expensive Amiibo (Rosalina, and Villager) to complete the game
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: GameAndWatcher on April 13, 2015, 03:38:13 AM
Quote from: "Geno"
200cc looks pretty cool!


And, that Mega Man Mii outfit is super neat!

The only annoying thing, is now I need the two most expensive Amiibo (Rosalina, and Villager) to complete the game
No, you'd need Little Mac if you needed the most expensive amiibo.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Yuri Sakazaki on April 15, 2015, 01:44:30 AM



Trailers for the newest DLC Packs.

RIBBON ROAD AND CHEESE LAND AAAAAAAAAA
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Kapus on April 15, 2015, 02:21:13 AM
[8:56:28 PM] ?Kapus: I'm going to main the heck out of female villager
[8:56:32 PM] ?Kapus: well
[8:56:33 PM] ?Kapus: sub main
[8:56:37 PM] ?Kapus: gotta stay loyal to toadette
[8:56:39 PM] ?Kapus: but still


also the animal crossing music in that new course aaaaaaahhhhhhhhhh

It's like a medley of all the different Animal Crossing theme songs, it's amazing
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: LlamaHombre on April 15, 2015, 10:06:22 AM
I'll probably throw Isabelle into my rotation - Green Shy Guy and Waluigi can only fill a void for so long.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: Gumballtoid on April 15, 2015, 06:17:54 PM
Now I can main Villager in Smash Bros and Mario Kart. What a time to be alive.

Neo Bowser City is my favorite course from Mario Kart 7 and now it's going to be back in full force.
Title: Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
Post by: GameAndWatcher on May 13, 2015, 12:56:28 AM
Pardon the bump, but I updated my list of tracks that I'd like to see in a Hypothetical Mario Kart 9. (I know it's a bit early, considering that DLC Pack 2 for MK8 just released, but why not?)
(click to show/hide)
I'm open to criticism.