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MnSG said:Cirdec said:If that's the case, for me it is a sign that MK8 is not as fun as MKWii. The main reason is the item distribution is really terrible in MK8, first set of item boxes often decides the race outcome, it is so frustrating. At least in MKWii you can make comebacks with good item usage.
Unfortunately, Mario Kart Wii is far less balanced than Mario Kart 8 when you take into account the sheer abundance of Spiny Shells taking away your items, the stand-still mini-turbo negates the main weakness of the poor accelerating vehicles, the stat bonus system is heavily imbalanced, and the bikes are too overpowered with their ability to perform wheelies.
Mario Kart 8 does fix up these issues, so the Spiny Shell is less common and doesn't leave you itemless, everyone's stats are balanced out (excluding mini-turbo), and bikes are far less overpowering.
Cirdec said:boo hoo items
Cirdec said:I would glady take an abundance of blue shell for a fair item distribution, something like, not getting a banana when you are 12th or a mushroom for being 7th while the guy in front of you gets triple. MKWii may have imbalanced vehicules and stat distribution, but at least the game is fun to play.
And Mario Kart 8 still has vehicule imbalance, because max speed with 2 or 3 acceleration is the way to go, that means heavyweights are again the characters to pick. Instead of Funky Kong, the choice is up to 4 characters, but result is the same.
Swiftie_Luma said:Yes , that's also true.
While Funky Kong and also Daisy were abused in Wii Online , this is the same in 8 with characters like Bowser , Morton Koopa or Rosalina being totally abused only. Once again , heavy characters dominate and lightweights suck more than ever.
MnSG said:I'm rather surprised that there still isn't a guide for modifying character and/or vehicle part attributes. Must be rather hard to crack, or no one even cares.
A51_Trooper said:
Swiftie_Luma said:I will also argue that MKWii took a bigger leap than 8 at being inovative and making the franchise something else.
Wii added several faces to the roster , added bikes , the wii wheel stuff that many people use (dont know why , i honestly dont use it) , tricks , 12 character races and the first big online mode.
The only outstanding thing 8 really added over wii was graphical improvement and somewhat control/physics improvement ; i wont say ''balance'' because everything OP item wise was eliminated in 7 not in 8.
8 is HD Mario Kart with a forgettable gimmick , terrible voice acting and on a very underrated console that Nintendo decided to not to support properly.
Of course its gonna fall in the abyss. Im honestly prepared to move on to MK9 because 8 clearly has nothing i would miss ; all the items i miss are in MKWii and the car part i miss are in 7.
Baby Luigi said:Warning, highly opinionated post ahead. Had to strongly disagree with a statement being made about Double Dash being regarded as "undoubtedly the best of them all".
Double Dash is outdated and inferior to recent Mario Karts who have refined and improved driving mechanics and course design.
I can never find a reason to go back to Double Dash aside from "I can use Baby Mario and Baby Luigi at the same time." Virtually everything else about that game, later Mario Karts did the said mechanic a magnitude better.
Course design? Mario Kart: Double Dash has pretty bland and same-y ones. You have the stock three circuits, two city courses, desert, two ocean/beach courses, two stadiums, and two jungles. Baby Park is one of the more unique courses. It's an improvement over Super Circuit and 64, but later Mario Karts received more course diversity and better designs due to better production value and you know, having more entries and more ideas with stuff like gliding and anti-gravity allows for more interesting courses to be thought up of. People like to diss on anti-gravity and gliding and underwater for being like, gimmicky, but I think they add more to interesting stage design rather than offer something entirely new. Also, later Mario Kart games have more tracks in general, having the new retro and refurbished line-up of courses.
Kart control? Double Dash's karts felt like butterwagons. Later games having tighter controls make me kinda hate Double Dash's control scheme now. It hasn't aged gracefully at all.
Kart variety? Nearly half of Double Dash's karts are recolors, and a good portion are locked away because of your class. It is the first game to introduce unique karts, yes, but again, later games expanded upon the kart variety and I think Mario Kart 7's system of changing kart stats depending on your size is a brilliant idea compared to being unable to use a nice car you want to drive in simply because you're too small for it.
Mario Kart only started receiving good graphics at the generation with Mario Kart 8, something that I was very pleased to see. The previous Mario Kart installments now utterly pale in comparison with the graphics leap.
Soundtrack? Mario Kart 8 destroys the earlier installments in terms of sound tracks, plus I love the first place beat thing they introduce to Mario Kart 7.
Battle mode? Mario Kart DS introduced the idea of a single player battle mode and that was a great thing to introduce. I could never touch the earlier Mario Kart battle modes because I did not like battling against my sister and I prefer CPU opponents. Mario Kart 8 doesn't have a good battle mode but it's still leagues ahead of the multiplayer-exclusive battle modes in the first Mario Karts.
Items? All Mario Karts had their fair share of bullcrap, no games are an exception to bad items, and this varies from user to user but for me, Mario Kart 8's items are bad as Mario Kart Wii's and Mario Kart: Double Dash's items.
So in the end, a lot of problems I have with Double Dash is mostly due to its age and because later Mario Karts had improved the formula with more installments and better hardware. What made it good for its time doesn't mean it'll be exactly as fun to play now so hence why I'd rate it lower than Kart 7 even though it did introduce the phrase "Baby Luigi" to my overall lexicon and identity in general.
Anser said:Your opinion is fascinating because it states things that are nothing but the pure truth.
Anser said:I I happen to think that Double Dash has many tracks that require a lot of skill, its Rainbow Road being the hardest Rainbow Road so far, at least for me. Wario Colosseum, DK Jungle, Bowser Castle, and Sherbet Land are not easy tracks.
Anser said:I don't really care about car variety because I just go for whatever looks cool. I never, ever look at stats. Sometimes you guys start talking about the data and tons of numbers here and I'm like "Ok, they're taking it way too far" but that's ok if you guys are into that.
Anser said:BONUS: Mario Kart Double Dash has the most beautiful and balanced roster of the entire franchise. Relevant characters, a nice amount of them, no obscure characters, it was perfect. I just can't appreciate bull*bleep* like Funky Kong and Honey Queen and the seven goddang Koopalings, let alone Pink Gold Peach and Baby Rosalina.
Swiftie_Luma said:i dont know.
I have a blast (lol) playing MK7 Bombs Only
On paper, I think that Mario Kart Wii has a good selection, and ultimately no Mario Kart game has particularly bad tracks, Mario Kart Wii included. But really, when I played Luigi's Circuit in Mario kart Wii for the first time I had a true "ugh!" moment: everything was so underwelming, from the track layout (where are the double lanes of MK:DD? Or even just a glider section, or something that wasn't actually done in MK: DD but in a better way?) to the soundtrack which was neat, but too litlle, to the visuals. And in my opinion that wasn't the only case unfortunately, with Mario circuit being too similar to MK: DD one, DK summit having too many sections with plenty of snow that slowed you down for little reason other than "lol you have to go there just because" and Daisy Circuit offering little. There are interesting moments with Coconut Mall, Grumble Volcano and Koopa Cape and I still think that Maple Treeway is ultimately the most interesting track because it presents a unique theme which is both interesting to drive in and beautiful to look at, with an appropriate soundtrack. Not much to say about the retro tracks, I think the selection is still pretty good.Anser said:I kind of agree with the course design thing in terms of there not being too much variety, style-wise. I think that the award for the best track compilation goes to Mario Kart Wii, in terms of both difficulty and style. I happen to think that Double Dash has many tracks that require a lot of skill, its Rainbow Road being the hardest Rainbow Road so far, at least for me. Wario Colosseum, DK Jungle, Bowser Castle, and Sherbet Land are not easy tracks. In Mario Kart 8, I didn't find a single track that made me say "Wow, that was hard". All of them are boring and plain in terms of layout. The only thing they have going for them is that they're beautiful. That's all.
Sorry, but I think you're picking a well made jazzy arrangement of Mario Kart Stadium epic theme to state that mario Kart 8 soundtrack is generic. Ignoring Mario Kart Stadium, Cloudtop Cruise, Bowser's Castle, Wild Woods, Twisted Mansion, Shy Guy Falls, Dolphin Shoals. And I din't even cover in this list the wonderful rearrangements of some retro tracks. Jazz might not be your genre, but I wouldn't say that because of this MK8 soundtrack is generic, unMario-ish, indie-like themed. MK: DD was an interesting move forward at the time, and some tracks are catchy or nice. It has a nice Mario Circuit/Luigi Circuit/Yoshi Circuit theme, a nice Waluigi Stadium/Wario Colosseum theme, a nice Bowser's Castle theme and a beautiful Rainbow Road theme (apart from the linking part before the N64 part). You might even add Baby Park, it's a funny complement to the circuit, and the Mushroom Bridge theme as being nicer that the one used in Moonview Highway. The main theme is joyful as well. Still, there are not as many tracks, while Mario Kart 8 has a track for each course, with actual instruments playing some parts. Really, Wii Moo Moo Meadows, Dolphin Shoals, GBA Cheese Land, Cloudtop Cruise, Mario Kart Stadium and Shy Guy Falls are simply missing from MK: DD, there are no substitutes for them (I didn't mention Electrodrome as it is a pretty niche track, being disco music). MK8 however has MK: DD Mario Circuit theme, Dry Dry Desert, Sherbet Land and Baby Park theme, along with N64 Rainbow Road's theme, that made an important part of MK: DD beautiful Rainbow Road theme. Sorry, I simply cannot agree here, as I think the series made a huge step forward with Mario Kart 8 in terms of soundtrack.Anser said:The soundtrack in 8 SUCKS hard for me. I'm not going to lie, I don't like it in the slightest. Let me set this straight: none of the songs in Mario Kart 8 are bad. All of them are beautifully arranged songs. My beef with them is that they're generic at best. They're not catchy at all, and they sound like music you could hear in any indie game. It just doesn't sound Mario-ish, whereas Double Dash's soundtrack, while made up of simple MIDIs, has some of the catchiest music the franchise has had the grace to have. I can't even think of what 8's Mario Circuit song sounds like, while Double Dash's Mario Circuit's I'll never forget.
Anser said:BONUS: Mario Kart Double Dash has the most beautiful and balanced roster of the entire franchise. Relevant characters, a nice amount of them, no obscure characters, it was perfect. I just can't appreciate bull*bleep* like Funky Kong and Honey Queen and the seven goddang Koopalings, let alone Pink Gold Peach and Baby Rosalina.
As much as I like the characters you mentioned (especially Bowser Jr.) and definteily am not fond of them being cut out and of the alternate version of existing characters (don't worry, I'm not against Baby Mario and Baby Luigi, those are also featured in other spin-off games and the first time they were introduced they weren't a common trend), you know my unpopular opinion on the matter: to me the Koopalings were the best addition of Mario Kart 8 and one of the best addition to the Mario Kart series. I'm really sad that compromises had to be made (I would have liked more an appraoch like that of Mario & Sonic, with the core roster untouched and a gradual addition of all of them, starting from a few ones) but in the end I am so glad to have them that I almost feel guilty when others complain about the lack of veterans in Mario Kart 8 roster, because I feel like Nintendo made me a really welcome present at the expense of other people's favorites.Baby Luigi said:In Mario Kart 8, dang, all new Mario characters suck. I'm not happy that some veterans like Bowser Jr. and King Boo were forgoed in return of Koopalings, Pink Gold Peach, Baby Rosalina, Tanooki Mario, Cat Peach, and the return Dry Bowser. The Mario character picks in the DLC pack would have been the worst extra content I have ever seen if it weren't for the Mario Tennis Open Yoshis. The fact that they were about to put Kamek a second time in (he has his own kart emblem in MK8), good lord.Karma bites Kamek in the ass though, so I'm not too upset at that.