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Author Topic: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8  (Read 114988 times)

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June 03, 2014, 12:37:31 AM
Reply #570

Offline MusashiAA

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #570 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.

June 03, 2014, 04:01:51 AM
Reply #571

Offline Yuri Sakazaki

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #571 on: June 03, 2014, 04:01:51 AM »
I can only guess that Rosalina got a pretty big fanbase boost with SM3DW and SSB.

June 03, 2014, 02:12:55 PM
Reply #572

Offline Jakeinator

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #572 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.

June 04, 2014, 01:58:01 AM
Reply #573

Offline Geno

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #573 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!)

June 04, 2014, 02:09:34 AM
Reply #574

Offline MusashiAA

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #574 on: June 04, 2014, 02:09:34 AM »
So bunny hopping is a thing in Mario Kart 8 (sorta). 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.

June 04, 2014, 02:32:28 AM
Reply #575

Offline Rozark

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #575 on: June 04, 2014, 02:32:28 AM »
Quote from: "MusashiAA"
So bunny hopping is a thing in Mario Kart 8 (sorta). 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 >_>

June 04, 2014, 08:47:31 PM
Reply #576

Offline BiscuitSlash

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #576 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.

June 05, 2014, 05:21:31 AM
Reply #577

Offline Galactan

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Grrrr
« Reply #577 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.

June 08, 2014, 09:17:50 PM
Reply #578

Offline Ivory

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #578 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.

June 08, 2014, 09:59:25 PM
Reply #579

Offline Gumballtoid

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #579 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

June 08, 2014, 10:05:55 PM
Reply #580

Offline Ceridran

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #580 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.

June 09, 2014, 01:20:20 AM
Reply #581

Offline Geno

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predictable
« Reply #581 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.

June 09, 2014, 01:25:53 AM
Reply #582

Offline Ivory

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #582 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.

June 09, 2014, 02:50:06 AM
Reply #583

Offline Geno

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #583 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 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.

June 09, 2014, 02:52:09 AM
Reply #584

Offline Ivory

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #584 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.