Mario Kart 8 / Mario Kart 8 Deluxe

Re: Mario Kart 8

Going of subject here, people say the battle mode was disappointing. I agree that it's the worst part of the game, it can be enjoyable at times though. I'm a person who loved the battle mode of Mario Kart DS.
 
Re: Mario Kart 8

Iggy Waffles said:
Going of subject here, people say the battle mode was disappointing. I agree that it's the worst part of the game, it can be enjoyable at times though. I'm a person who loved the battle mode of Mario Kart DS.

Strong disagree. I think that other than the 12 people and no restoring of balloons, it was really reminiscent of MKDS.
 
Re: Mario Kart 8

Iggy Waffles said:
Going of subject here, people say the battle mode was disappointing. I agree that it's the worst part of the game, it can be enjoyable at times though. I'm a person who loved the battle mode of Mario Kart DS.

I actually thought the battle mode was unique. Using courses instead of battle courses, although, it still didn't feel the same.
 
Re: Mario Kart 8

Raven said:
Iggy Waffles said:
Going of subject here, people say the battle mode was disappointing. I agree that it's the worst part of the game, it can be enjoyable at times though. I'm a person who loved the battle mode of Mario Kart DS.

I actually thought the battle mode was unique. Using courses instead of battle courses, although, it still didn't feel the same.
Probably because the courses are giant. Natural Battle arenas are smaller and compact, so it doesn't become tedious.
 
Re: Mario Kart 8

Just dropping by to say that I can't believe I'm the creator of this thread when I don't even like Mario Kart 8 that much. I had forgotten I made it, and it's been the most succesful one... 417 pages, wow. Boy was I disappointed with that game. I even sold it.
 
Re: Mario Kart 8

What didn't you like? The battle mode?

Or was it that the coin was an all too common item and screwed you over a lot?
 
Re: Mario Kart 8

Probably the item system or the character roster.

Neither which I personally have a problem with.
 
Re: Mario Kart 8

Actually, I never really considered the item system a problem. The only thing about it that I didn't like was that you could get the Coin as an item. That was stupid. I also didn't appreciate the exclusion of the Fake Item Box, but whatever.

The roster, on the other hand, was a really important point for me. I absolutely hated it. I think that they went overboard with the Koopalings, and the fact that things as illogical and stupid like Baby Rosalina and Pink Gold Peach are a thing just disappoints me. But that's not my biggest problem with the roster. My biggest problem with the roster is the amount of important characters that were cut. How in the world can you leave Diddy Kong, Bowser Jr, Birdo, King Boo (my main in Mario Kart Wii) and Dry Bones out of the roster? The DLC characters didn't make it any better, as they added yet another Mario and another Peach. I'm not a big fan of having non-Mario characters like Link, Villager and Isabelle in it, but maybe that's just me. I think those spots should have better gone to characters like Lubba, E. Gadd, Toadsworth, Plessie, Hammer Bro, Pianta or whatever. Mario characters, you know. The unlocking criteria was horrible, too. Just winning cups in whatever difficulty and you'll randomly get characters, none of which I liked, except for Rosalina, whose voice is just unbearable for me in this game. This is a major nit-pick, I know. I felt like playing the game to unlock stuff wasn't worth it.

The Battle Mode just sucks and is an absolute disaster, but so it was in Mario Kart Wii so I was used to not having a likeable Battle Mode since Double Dash.

However, my biggest beef was that the game itself never convinced me. I just felt like something was missing. The tracks were too easy, the music was generic (good music, but it doesn't have that Mario feel to me, just generic jazz music and that's about it), and I felt like there was nothing new. The anti-gravity I barely noticed, and sometimes it felt too slow-paced, I don't know... Yes, I know that 200cc is a thing, but it still doesn't make it any better to me.

I'm not saying that Mario Kart 8 is a bad game at all. It's great, and a must-have for Wii U owners and fans of the series. It's just that it never convinced me. That's all.
 
Re: Mario Kart 8

To me, I think the jazz music nailed down the Mario feel of the Mario series. It feels far more pizzazzy and spicy than Mario Kart had ever been; it has far more personality than any Mario Kart games before and that's a great thing. Mario Kart benefits from more upbeat and snazzy beats, and the jazz nailed it down perfectly for a Mario Kart game.
 
Re: Mario Kart 8

Anser said:
Just dropping by to say that I can't believe I'm the creator of this thread when I don't even like Mario Kart 8 that much. I had forgotten I made it, and it's been the most succesful one... 417 pages, wow. Boy was I disappointed with that game. I even sold it.

Looking at the first page...

Marcia said:
C'mon, let Bowser jr. be playable, that's the one thing I hated about MK7, lack of Bowser Jr.

lol rip
 
Re: Mario Kart 8

Well your wish got corrupted

Bowser Jr. appeared as part of the Baby Park DLC instead of being playable.
 
Re: Mario Kart 8

Anser said:
Actually, I never really considered the item system a problem. The only thing about it that I didn't like was that you could get the Coin as an item. That was stupid. I also didn't appreciate the exclusion of the Fake Item Box, but whatever.

The roster, on the other hand, was a really important point for me. I absolutely hated it. I think that they went overboard with the Koopalings, and the fact that things as illogical and stupid like Baby Rosalina and Pink Gold Peach are a thing just disappoints me. But that's not my biggest problem with the roster. My biggest problem with the roster is the amount of important characters that were cut. How in the world can you leave Diddy Kong, Bowser Jr, Birdo, King Boo (my main in Mario Kart Wii) and Dry Bones out of the roster? The DLC characters didn't make it any better, as they added yet another Mario and another Peach. I'm not a big fan of having non-Mario characters like Link, Villager and Isabelle in it, but maybe that's just me. I think those spots should have better gone to characters like Lubba, E. Gadd, Toadsworth, Plessie, Hammer Bro, Pianta or whatever. Mario characters, you know. The unlocking criteria was horrible, too. Just winning cups in whatever difficulty and you'll randomly get characters, none of which I liked, except for Rosalina, whose voice is just unbearable for me in this game. This is a major nit-pick, I know. I felt like playing the game to unlock stuff wasn't worth it.

The Battle Mode just sucks and is an absolute disaster, but so it was in Mario Kart Wii so I was used to not having a likeable Battle Mode since Double Dash.
Well, if you consider that there is no victory ceremony either, that the item system was meant to be a position-based one and changed to a distance-based one likely at the last minute (the PRIMA gudie still syas that it is position-based, and it was discovered that the distribution in MK8 are actually pretty much the same ones reported in that guide with just one getting a patch discovered so far), that the physics of 150cc had bugs exploited to enhance speed and lose less speed after boosts but only if you're not using inside drifting bikes (that have correct physics even in 150cc), that the Battle Mode has no arenas, that the HUD pales compared to Double Dash!! (no speedometer but also no timer in VS races!), that the game is not balanced at all with speed and weight-based combinations being clearly favored in 150cc you can see that the game has that "rushed" feel. I honestly am really happy with the Koopalings being in as it is the first time since they were introduced 25 years earlier that they have been playable, but there's no doubt that the roster has important holes (the ones you mentioned, that appeared in at least two other Mario Kart games), with Bowser Jr. being the worst offender since MK8 is the debut of the Koopalings.

Anser said:
the music was generic (good music, but it doesn't have that Mario feel to me, just generic jazz music and that's about it)
Well, not all tracks are jazzy: I wouldn't say that the background music of Mario Kart Stadium, Electrodrome, Twisted Mansion, Bowser Castle, Wild Woods, Dragon Driftway, Cloudtop Cruise is jazzy (the retro tracks have their original music remastered which is why I'm not counting them, as of course not many Mario Kart games had jazzy music before). I personally think it's a step up from previous games, and I would like the developers to focus on live performance music also for their next game.

Anser said:
sometimes it felt too slow-paced
Well, a speedometer was hacked into the game and the results is that, if the units are in km/h as in Mario Kart Wii, the speed of 85/86 km/h is only reached with 10 coins. 10 coins are pretty much the equivalent of the speed difference between 1.0 and 5.75 speed, which is by itself around 7.5%, so the speed range is about 75 km/h - 80 km/h without coins and 80 km/h - 86 km/h with coins. So, without coins MK8 is slower than Mario Kart Wii and slightly slower than Mario Kart: Double Dash!!

Anser said:
Yes, I know that 200cc is a thing, but it still doesn't make it any better to me.
You're not alone in this. I actually like 200cc a lot, driving-wise is perhaps my favorite way of playing Mario Kart games and surely I am enjoying it a lot in worldwide races,, but I think it came too late.
It's interesting because it fixes the exploits that made inside drifting bikes disadvantaged (even though their bad handling while drifting remains), it also makes the middleweight combinations more competitive, which means that acceleration and handling-based combination are no longer that penalized since they are not far from the sweet spot, also because they have to brakedrift less, their Mini-Turbo often lasts the entire straight sections, allowing them not to lose much speed, and they can immediately recover from the now-unavoidable speed loss after boosts. You can see here two examples of what I'm saying:
That the developers had to increase the speed by 50% to make this happen is a testament of how easy 150cc is. Also, almost a year was needed to properly fix the physics and try to devise some kind of balancing between the various combinations, which makes me think what would have happened if Mario Kart 8 was released a year later.
Anyway, in my opinion the issue is that it came almost a year after release, when all the competitive community had learned to properly use the 150cc exploits (that are important to distinguish less skilled players from skilled players) while the non-competitive community probably was interested in other games and also not very interested in a mode in which you have to brakedrift a lot to properly approach many turns, and in which small mistakes send you out of track, not to say that 200cc Time Trials ar not a thing and so proper learning of tracks is difficult, like in the original Super Mario Kart!
 
Re: Mario Kart 8

Thanks for your thorough answer, Mister Wu! I had never seen any of those videos.

I think you said the right word: rushed. That's exactly how I felt the game. I also think it was a huge missed opportunity to once again let eight people play together locally (like in Smash) by re-introducing the Double Dash mode.
 
Re: Mario Kart 8

I think one of the biggest problems that Mario Kart 8 had was the fact that the acceleration system just wasn't punishing enough for the weak accelerating combos, especially with the presence of acceleration tiers for the 50cc, 100cc, and 150cc. Maybe if the system was more like the following, it would feel a bit more fair.

Note: Times shown below are for when the vehicle's current speed is set at 0 mph..
  • 1.00/6
    • 75% top speed = 0:05.00
    • 100% top speed = 0:10.00
  • 1.25/6
    • 75% top speed = 0:04.75
    • 100% top speed = 0:09.50
  • 1.50/6
    • 75% top speed = 0:04.50
    • 100% top speed = 0:09.00
  • 1.75/6
    • 75% top speed = 0:04.25
    • 100% top speed = 0:08.50
  • 2.00/6
    • 75% top speed = 0:04.00
    • 100% top speed = 0:08.00
  • 2.25/6
    • 75% top speed = 0:03.75
    • 100% top speed = 0:07.50
  • 2.50/6
    • 75% top speed = 0:03.50
    • 100% top speed = 0:07.00
  • 2.75/6
    • 75% top speed = 0:03.25
    • 100% top speed = 0:06.50
  • 3.00/6
    • 75% top speed = 0:03.00
    • 100% top speed = 0:06.00
  • 3.25/6
    • 75% top speed = 0:02.75
    • 100% top speed = 0:05.50
  • 3.50/6
    • 75% top speed = 0:02.50
    • 100% top speed = 0:05.00
  • 3.75/6
    • 75% top speed = 0:02.25
    • 100% top speed = 0:04.50
  • 4.00/6
    • 75% top speed = 0:02.00
    • 100% top speed = 0:04.00
  • 4.25/6
    • 75% top speed = 0:01.75
    • 100% top speed = 0:03.50
  • 4.50/6
    • 75% top speed = 0:01.50
    • 100% top speed = 0:03.00
  • 4.75/6
    • 75% top speed = 0:01.25
    • 100% top speed = 0:02.50
  • 5.00/6
    • 75% top speed = 0:01.00
    • 100% top speed = 0:02.00
  • 5.25/6
    • 75% top speed = 0:00.9375
    • 100% top speed = 0:01.875
  • 5.50/6
    • 75% top speed = 0:00.875
    • 100% top speed = 0:01.75
  • 5.75/6
    • 75% top speed = 0:00.8125
    • 100% top speed = 0:01.625
  • 6.00/6
    • 75% top speed = 0:00.75
    • 100% top speed = 0:01.50
 
Re: Mario Kart 8

Anser said:
Thanks for your thorough answer, Mister Wu! I had never seen any of those videos.

I think you said the right word: rushed. That's exactly how I felt the game. I also think it was a huge missed opportunity to once again let eight people play together locally (like in Smash) by re-introducing the Double Dash mode.
I too agree that double drivers with special items are an aspect that will have to be reconsidered, although I understand that, as of now, if even basic single driver mechanics are hard to master from a development point of view, double drivers would be insane (even just from a graphical point of view, just think how many animations Double Dash!! has for each driver! They even had to make a different set of animations for whether or not the driver on the back seat is holding an item or not!), so I'm not holding my breath on this aspect to return soon.
In my opinion the only way this could return is if the developers are smart enough to fix the aspects of MK8 that needs further development (e.g. 200cc Time Trials, speedometer and timer in the HUD, item distributions and stats balancing, many more info and customization in online races and also taking the track number to 64 and reintroducing victory ceremonies and all the characters that appeared at least twice in the series), rerelease it on the NX and then taking all the time to properly redevelop double drivers mechanics for MK9.
The lack of LAN mode is also surprising, by the way, it was a great idea in Double Dash!! (16 player locally, even though without custom stats for the vehicles) but then it got dropped. I suspect that Nintendo doesn't yet consider Mario Kart a competitive series like Super Smash Bros.
 
Re: Mario Kart 8

I know i'm repeating myself over and over, but I don't care

MKAGPDX tank>>>>>>>>>>>>>>>>>>Double Dash karts
 
Re: Mario Kart 8

MnSG said:
I think one of the biggest problems that Mario Kart 8 had was the fact that the acceleration system just wasn't punishing enough for the weak accelerating combos, especially with the presence of acceleration tiers for the 50cc, 100cc, and 150cc. Maybe if the system was more like the following, it would feel a bit more fair.

Note: Times shown below are for when the vehicle's current speed is set at 0 mph..
  • 1.00/6
    • 75% top speed = 0:05.00
    • 100% top speed = 0:10.00
  • 1.25/6
    • 75% top speed = 0:04.75
    • 100% top speed = 0:09.50
  • 1.50/6
    • 75% top speed = 0:04.50
    • 100% top speed = 0:09.00
  • 1.75/6
    • 75% top speed = 0:04.25
    • 100% top speed = 0:08.50
  • 2.00/6
    • 75% top speed = 0:04.00
    • 100% top speed = 0:08.00
  • 2.25/6
    • 75% top speed = 0:03.75
    • 100% top speed = 0:07.50
  • 2.50/6
    • 75% top speed = 0:03.50
    • 100% top speed = 0:07.00
  • 2.75/6
    • 75% top speed = 0:03.25
    • 100% top speed = 0:06.50
  • 3.00/6
    • 75% top speed = 0:03.00
    • 100% top speed = 0:06.00
  • 3.25/6
    • 75% top speed = 0:02.75
    • 100% top speed = 0:05.50
  • 3.50/6
    • 75% top speed = 0:02.50
    • 100% top speed = 0:05.00
  • 3.75/6
    • 75% top speed = 0:02.25
    • 100% top speed = 0:04.50
  • 4.00/6
    • 75% top speed = 0:02.00
    • 100% top speed = 0:04.00
  • 4.25/6
    • 75% top speed = 0:01.75
    • 100% top speed = 0:03.50
  • 4.50/6
    • 75% top speed = 0:01.50
    • 100% top speed = 0:03.00
  • 4.75/6
    • 75% top speed = 0:01.25
    • 100% top speed = 0:02.50
  • 5.00/6
    • 75% top speed = 0:01.00
    • 100% top speed = 0:02.00
  • 5.25/6
    • 75% top speed = 0:00.9375
    • 100% top speed = 0:01.875
  • 5.50/6
    • 75% top speed = 0:00.875
    • 100% top speed = 0:01.75
  • 5.75/6
    • 75% top speed = 0:00.8125
    • 100% top speed = 0:01.625
  • 6.00/6
    • 75% top speed = 0:00.75
    • 100% top speed = 0:01.50
Your proposal is interesting, but tier 1 and 2 acceleration probably already surpass 10 seconds to reach full speed! I suspect, though, that like in MKDD and MKW, when you start drifting your acceleration skyrockets. So the really critical part would be when you can start drifting (which is, by the way, the moment when smoke stops coming out from the exhaust pipes). The tier 5 acceleration combinations are really nice in this regard, because they can pretty immeditaly start drifting (this is especially useful in 200cc, where getting a wrong lines can result in your vehicle going off-road or falling off the track). Maybe the lower tiers should be more penalized. Also, when acceleration is high enough other factors start to become limiting, like the hitstun, which can be quite long in MK8, so probably also that should be tweaked for high acceleration combination.
 
Re: Mario Kart 8

Mister Wu said:
Your proposal is interesting, but tier 1 and 2 acceleration probably already surpass 10 seconds to reach full speed! I suspect, though, that like in MKDD and MKW, when you start drifting your acceleration skyrockets. So the really critical part would be when you can start drifting (which is, by the way, the moment when smoke stops coming out from the exhaust pipes). The tier 5 acceleration combinations are really nice in this regard, because they can pretty immeditaly start drifting (this is especially useful in 200cc, where getting a wrong lines can result in your vehicle going off-road or falling off the track). Maybe the lower tiers should be more penalized. Also, when acceleration is high enough other factors start to become limiting, like the hitstun, which can be quite long in MK8, so probably also that should be tweaked for high acceleration combination.

My acceleration list also has to do with the items, where if you get hit by a Banana Peel, Green Shell, Red Shell, or Spiny Shell, your speed would end up dropping back down to 0 mph.. With 5/6 acceleration or better, you would very easily regain your top speed, while the slower accelerating combos would end up taking longer to regain their top speeds; 1/6 would be hit the hardest, as it would take 10 whole seconds to even reach top speed, while the higher accelerators would reach top speed at a shorter time period.

In other words, item spam wouldn't hinder the high accelerators very much, if at all, while for the low accelerators, item spam could prove to be very detrimental to them.

Another benefit for having high acceleration is so that in the case where you want the Spiny Shell to target someone else, you can put on the brakes, and quickly get back up to top speed in a matter of seconds. You won't be able to do that very well with the low accelerators, since if they ever hit the 0 mph. mark, they'll have to endure their long acceleration times all over again if they're lacking a Mushroom.

Edit

I took a look at the link that you've posted, and the information there sure looked interesting. Still, the acceleration tiers pretty much throw a monkey wrench into the mix, and based on the data, Mario Kart 8's A-tier acceleration takes longer to reach top speed than the 3.25/6 acceleration rating on my acceleration list (5.97 vs. 5.5). Looks like I've got more things to learn about the acceleration calculations then, because my acceleration scale apparently makes the higher values reach top speed quicker than even the highest accelerating karts in Double Dash!!.

Edit 2

Okay, I went back to my acceleration list and made some adjustments to it.

Note: Times shown below are for when the vehicle's current speed is set at 0 mph..
  • 1.00/6
    • 75% top speed = 0:05.00
    • 100% top speed = 0:15.00
  • 1.25/6
    • 75% top speed = 0:04.75
    • 100% top speed = 0:14.25
  • 1.50/6
    • 75% top speed = 0:04.50
    • 100% top speed = 0:13.50
  • 1.75/6
    • 75% top speed = 0:04.25
    • 100% top speed = 0:12.75
  • 2.00/6
    • 75% top speed = 0:04.00
    • 100% top speed = 0:12.00
  • 2.25/6
    • 75% top speed = 0:03.75
    • 100% top speed = 0:11.25
  • 2.50/6
    • 75% top speed = 0:03.50
    • 100% top speed = 0:10.50
  • 2.75/6
    • 75% top speed = 0:03.25
    • 100% top speed = 0:09.75
  • 3.00/6
    • 75% top speed = 0:03.00
    • 100% top speed = 0:09.00
  • 3.25/6
    • 75% top speed = 0:02.75
    • 100% top speed = 0:08.25
  • 3.50/6
    • 75% top speed = 0:02.50
    • 100% top speed = 0:07.50
  • 3.75/6
    • 75% top speed = 0:02.25
    • 100% top speed = 0:06.75
  • 4.00/6
    • 75% top speed = 0:02.00
    • 100% top speed = 0:06.00
  • 4.25/6
    • 75% top speed = 0:01.75
    • 100% top speed = 0:05.25
  • 4.50/6
    • 75% top speed = 0:01.50
    • 100% top speed = 0:04.50
  • 4.75/6
    • 75% top speed = 0:01.25
    • 100% top speed = 0:03.75
  • 5.00/6
    • 75% top speed = 0:01.00
    • 100% top speed = 0:03.00
  • 5.25/6
    • 75% top speed = 0:00.9375
    • 100% top speed = 0:02.8125
  • 5.50/6
    • 75% top speed = 0:00.875
    • 100% top speed = 0:02.625
  • 5.75/6
    • 75% top speed = 0:00.8125
    • 100% top speed = 0:02.4375
  • 6.00/6
    • 75% top speed = 0:00.75
    • 100% top speed = 0:02.25

To be a bit closer to the acceleration times that were recorded in Mario Kart 8, I had to modify the 100% top speed times so that they're 3x the time it takes to reach 75% top speed.
 
Re: Mario Kart 8

MnSG said:
Mister Wu said:
Your proposal is interesting, but tier 1 and 2 acceleration probably already surpass 10 seconds to reach full speed! I suspect, though, that like in MKDD and MKW, when you start drifting your acceleration skyrockets. So the really critical part would be when you can start drifting (which is, by the way, the moment when smoke stops coming out from the exhaust pipes). The tier 5 acceleration combinations are really nice in this regard, because they can pretty immeditaly start drifting (this is especially useful in 200cc, where getting a wrong lines can result in your vehicle going off-road or falling off the track). Maybe the lower tiers should be more penalized. Also, when acceleration is high enough other factors start to become limiting, like the hitstun, which can be quite long in MK8, so probably also that should be tweaked for high acceleration combination.

My acceleration list also has to do with the items, where if you get hit by a Banana Peel, Green Shell, Red Shell, or Spiny Shell, your speed would end up dropping back down to 0 mph.. With 5/6 acceleration or better, you would very easily regain your top speed, while the slower accelerating combos would end up taking longer to regain their top speeds; 1/6 would be hit the hardest, as it would take 10 whole seconds to even reach top speed, while the higher accelerators would reach top speed at a shorter time period.

In other words, item spam wouldn't hinder the high accelerators very much, if at all, while for the low accelerators, item spam could prove to be very detrimental to them.

Another benefit for having high acceleration is so that in the case where you want the Spiny Shell to target someone else, you can put on the brakes, and quickly get back up to top speed in a matter of seconds. You won't be able to do that very well with the low accelerators, since if they ever hit the 0 mph. mark, they'll have to endure their long acceleration times all over again if they're lacking a Mushroom.

Edit

I took a look at the link that you've posted, and the information there sure looked interesting. Still, the acceleration tiers pretty much throw a monkey wrench into the mix, and based on the data, Mario Kart 8's A-tier acceleration takes longer to reach top speed than the 3.25/6 acceleration rating on my acceleration list (5.97 vs. 5.5). Looks like I've got more things to learn about the acceleration calculations then, because my acceleration scale apparently makes the higher values reach top speed quicker than even the highest accelerating karts in Double Dash!!.
I would suggest looking at http://www.mariowiki.com/Mario_Kart:_Double_Dash!!#Actual_stats and at http://www.mariowiki.com/Mario_Kart_Wii#Actual_stats.
If you dare to read a barely readable wall of text, I will try to explain what I discovered so far and some speculation, through the help of some experiments.
In both Mario Kart: Double Dash!!, Mario Kart Wii and Mario Kart 8 acceleration is a relative stat: it measure how fast your relative speed (actual speed/maximum speed) increases. You can see what this means in those videos:

This video shows that in MKDD two karts having the same acceleration parameters but different speed have different absolute acceleration.

Although the purpose of this video is different, you can clearly see that in MK8 combination having different (Land) Speed values with the same Acceleration value have different absolute acceleration.

In Mario Kart: Double Dash!! acceleration is probably governed by 5 values (plus 2 values related to the drifting condition), but only two vary depending on the kart chosen, that are reported in the table of the stats as "first parameter" and "second parameter". The first parameter is the first acceleration-related value in the raw in-game data and it apparently determines acceleration from a standstill until a set threshold speed (should be 15 km/h, the speed at which you can start drifting) is reached, while the second parameter is the fifth acceleration value and determines acceleration once a threshold speed of around 40 km/h is reached:

An acceleration test. You can see combinations that share either the first or the second acceleration parameter here

A neat test. Both karts share the same first parameter and their maximum speed differs only by 1 unit, so they start with a very similar acceleration, but once the threshold speed is reached the Toad Kart, with its second acceleration parameter of 0.01 instead of 0.005, has way higher acceleration.

Acceleration itself, in the parts where the parameter remains unchanged, follows a shape similar to the generalised logistic function, with it being slower at the beginning and near maximum speed.

Mario Kart Wii uses different set of parameters but the same principles. There should be threshold speeds (relative speed in this case, so something like 55% of maximum speed and so on), that determine the stage of acceleration and thus what S value is governing acceleration. It seems that the same values governing acceleration seen in Double Dash!! can be obtained by multiplying S by E, so for example, the equivalent of Double Dash!! first parameter is S1 X E, while the equivalent of the second parameter is S4 X E.

Now, we are still waiting for the actual in-game parameters of MK8 to be revealed, but test done on acceleration tiers suggest that an acceleration system akin to that of MKW might still be in MK8, with the subtiers changing the S values, while the E value is changed when the tier changes. So, for example, in 200cc going from 3.5 to 3.75 acceleration increases only the S values by little, while going from 3.5 to 4 increases both the S values and the E value, resulting in the stark difference observed.

If you just want the numbers, the Toadette Kart reaches full speed from 1 km/h in around 380 frames, so around 6.34 seconds. If you start from a standstill by drifting (slower acceleration until 15 km/h are reached, then way higher acceleration, with respect to the acceleration after a speed around 40 km/h is reached, when drifting begins at 15 km/h), it reaches full speed from 1 km/h in around 190 frames, or around 3.17 seconds.

The straight acceleration test, same as before, actually, but if you didn't read the wall of text I post it here too!

Acceleration while drifting test.
 
Re: Mario Kart 8

@Mister Wu: Yeah I've tried to study the acceleration system in Double Dash!! a decent number of times, but it's not easy when you're not working with flat terrain that's long enough.

As for Mario Kart Wii, its information is definitely a lot more complex, and I can't really understand most of it; at least Double Dash!!'s information is simpler to study.

Anyway, what I've been trying to do is design an acceleration scale that uses a constant formula (excluding the stat values that are greater than 5/6), but I guess formula consistency has never been a thing in any of the Mario Kart installments.
 
Re: Mario Kart 8

hax


it's only a matter of time before........wario gets a load of misery from me
 
Re: Mario Kart 8

To be honest, I hope that soon the vehicle stats, the stats translation table and the item probability distributions get transcribed, the files where they should be have even been found...
 
Re: Mario Kart 8

Too bad this hack won't get rid of the coin item but...


Also, infinite bombs


at least he's a ftl hacker

oh no the hacking's got started...
 
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