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Author Topic: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8  (Read 114984 times)

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June 10, 2014, 12:28:53 AM
Reply #600

Offline Geno

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #600 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)

June 10, 2014, 12:50:31 AM
Reply #601

Offline Beed28

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #601 on: June 10, 2014, 12:50:31 AM »
Quote from: "Geno"
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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.

June 18, 2014, 03:43:06 AM
Reply #602

Offline MusashiAA

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #602 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".


June 24, 2014, 11:48:44 AM
Reply #603

Offline Geno

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #603 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, but MKWii's Koopa model still has the bones for Paratroopa's wings from MKDD, as well as supposedly a wing texture.

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?

June 24, 2014, 08:22:14 PM
Reply #604

Offline BiscuitSlash

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #604 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.

June 24, 2014, 11:58:29 PM
Reply #605

Offline Geno

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #605 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.

June 27, 2014, 12:25:58 AM
Reply #606

Offline ZeStopper

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #606 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.

July 11, 2014, 01:36:17 PM
Reply #607

Offline Doctor Jughu

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #607 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?

July 30, 2014, 06:27:59 AM
Reply #608

Offline GameAndWatcher

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #608 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.

July 30, 2014, 02:11:33 PM
Reply #609

Offline Geno

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #609 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.

July 30, 2014, 02:20:38 PM
Reply #610

Offline GameAndWatcher

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #610 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.)

July 30, 2014, 02:35:12 PM
Reply #611

Offline Geno

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Re: Super Mario Kart Super Curcuit Double Dash 64 7 Wii DS 8
« Reply #611 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.

July 30, 2014, 02:56:05 PM
Reply #612

Offline GameAndWatcher

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Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
« Reply #612 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?

July 31, 2014, 12:04:50 AM
Reply #613

Offline Mr.Faq2014

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Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
« Reply #613 on: July 31, 2014, 12:04:50 AM »
Does someone here know something about MKWii Custom tracks and textures stuff?

July 31, 2014, 03:05:17 AM
Reply #614

Offline GameAndWatcher

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Re: Super Mario Kart Super Circuit Double Dash 64 7 Wii DS 8
« Reply #614 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.