It'll bring me back to SNES Mario Kart and GBA Mario Kart then where boosting is risky@RESHIRAM5 - Iwata did say that we should be prepared to use the breaks so it seems like for certain tracks we might not have a choice, SNES Rainbow Road for example is going to be absolute mayhem. The power you get from boosts now seems ridiculously over-charged...drift spamming may prove to be more harmful than beneficial so it is very exciting times to be playing this game I'd say. All the videos thus far have shown new shortcuts to be conquer and new race-lines to consider.
@Pseudopod - It is dragging in big time.Cannot wait to re-learn all the tracks and try to 3-star all the cups all over again for 200cc. I'd love for there to be a mirror 200cc cup but I doubt it...that being said, I've been shocked before(Mercedes Benz DLC) so who knows! This update will usher in V4.0 probably so maybe we will get some other improvements, a lap count would go a million miles for replayability.
That will really come down to how effective it is at that speed, quite annoyingly all footage shown thus far has been in the Circuit Special complete with Slick tyres so that the overall grip stat falls around 4.75. Even at that, it seems to be pretty great at going around corners at that speed. Inside drifting has always been an advanced technique alongside demon-drifting and to a lesser extent Fire-hopping/snaking, the change in speed could make any of the advanced techniques less worth the hassle. We really won't know until we get our hands on this update I would say.It'll bring me back to SNES Mario Kart and GBA Mario Kart then where boosting is risky. However, do you think Inside Drifters have a slight advantage since they hog the inside when Drifting???
I was more worried about 150cc not being available in mirror anymore. I would be absolutely mad if you can't do 200cc+mirror!That will really come down to how effective it is at that speed, quite annoyingly all footage shown thus far has been in the Circuit Special complete with Slick tyres so that the overall grip stat falls around 4.75. Even at that, it seems to be pretty great at going around corners at that speed. Inside drifting has always been an advanced technique alongside demon-drifting and to a lesser extent Fire-hopping/snaking, the change in speed could make any of the advanced techniques less worth the hassle. We really won't know until we get our hands on this update I would say.
One thing is for certain, the jump from 150cc to 200cc seems to be a much larger jump than the one from 100cc to 150cc.
To be honest, I don't think Item tweaking is necessary, what is necessary is the ability to turn items on and off like in Smash.I imagine that Mount Wario would just have to be the way it is, I can't think of anything unintrusive to fix the issue of it being too short.It seems like the most wanted features are a Lap-Count and Item Tweaking. Can't say I disagree, maybe some real friend leaderboards for time trials since the leaderboard we have now is a bit 'eh' when trying to find your friends' times.
To be honest, I don't think Item tweaking is necessary, what is necessary is the ability to turn items on and off like in Smash.
Pipe-portals at the end that send you to the top. It would work if the WiiU has enough RAM to cache the top of the track ahead of time.I imagine that Mount Wario would just have to be the way it is, I can't think of anything unintrusive to fix the issue of it being too short.It seems like the most wanted features are a Lap-Count and Item Tweaking. Can't say I disagree, maybe some real friend leaderboards for time trials since the leaderboard we have now is a bit 'eh' when trying to find your friends' times.
Unfortunately, my internet still hates live play.When the update for 200cc arrives, I will make a new tournament for the GTP people with the game, Hopefully we can organize some races a bit easier than the initial attempts.
It's just some fun Pseudo, don't worry about winning and stuff.I'd join but so far I think 150cc is difficult enough for me. I would be permanently stuck in a wall on 200 i bet
I'm not the best at EnglishIt's just some fun Pseudo, don't worry about winning and stuff.
@RESHIRAM5 I like the premise, It is a bit early to offer any improvements until the first chapter takes place I'd say. Also, there's a one or two spelling mistakes and a few pieces of questionable grammar but otherwise it is looking solid. 👍
The one trend I really don't like in the new Mario Karts are the universal widening of the tracks as of MKWii forward.I'm not the best at English...
After driving through Dragon Driftway, I just thought of something. Maybe for 200cc they should change its name to Dragon Brakeway
I've been playing all the retro tracks more recently though I must say, Wario's Gold Mine has received the worst change (along with Dry Dry Desert), they stripped the tracks of what made them awesome (WGMs, Difficulty and DDDs, Tornado) and now just feel pretty boring... I kinda wanted to get my 🤬 kicked by Wario's Gold Mine again like in Mario Kart Wii
I can understand that but I still feel like the tracks are just way too wide now, that's why something like Fire Hopping is so easy once you get a grasp of it, so much room to do it on each track. That being said, here's hoping that 200cc will get rid of the issue.With 12 cars on track, I think there needs to be room so lightweights don't get shoved into walls every start of the race. I replayed MKDD on the lightest kart and I always ended up 8th to 5th on the firdt corner because of how much I got bumped out front.
Anyway, finally beat my old, N64 RR Time Trial
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The mechanic is, the actual implementation is a result of track design.Fire Hopping is more of an issue with the programming... Slimmer tracks could cause unbalanced gameplay for all the Lemmys and Babies of the world.
That is exactly my point, doing it in risky areas shows skill and it means it can be considered a top level technique. Jumping about like a loony on something like Toad's Turnpike though? Not exactly the Nurburgring.Partially true, but even in narrow areas people still find ways to hop. Narrow spaces just make it a little more difficult and risky due to a higher chance of bumping into a wall or falling off an edge or something.
There are still the cars to avoid though.That is exactly my point, doing it in risky areas shows skill and it means it can be considered a top level technique. Jumping about like a loony on something like Toad's Turnpike though? Not exactly the Nurburgring.![]()
However, it could be fixed by, probably making boost time based for anything instead of just on the grounf or Hopping actually slpws you down. If it was "fixed" with making the tracks narrower, we're going to see Lighter characters get shoved into walls and pit falls by the Heavier Characters which really can't be fixed in any other way unless we get rid of weight all together...The mechanic is, the actual implementation is a result of track design.
However, it could be fixed by, probably making boost time based for anything instead of just on the grounf or Hopping actually slpws you down. If it was "fixed" with making the tracks narrower, we're going to see Lighter characters get shoved into walls and pit falls by the Heavier Characters which really can't be fixed in any other way unless we get rid of weight all together...