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Swiftie_Luma said:Actually they would be if they are exactly like in MK8 as the game would totally make you have 2 coins, is just that easy.
GalacticPetey said:May as welll post some hopes for the Switch port here.
My hope is that it's essentially MK8 (plus DLC) but with more tracks, characters, karts, and a better battle mode.
I remember hearing about a rumor that stated that there would be a grand total of 64 tracks in this game. The 48 from MK8 plus 16 more. I would add eight new ones and eight retro courses.
As far as retro courses go, I would like to see the following come back.
Wario Coliseum (GCN)
Mushroom City (GCN)
Waluigi Pinball (DS)
Choco Mountain (N64)
Shy Guy Bazaar (3DS)
Toad Factory (Wii)
Sunset Wilds (GBA)
Sky Garden (GBA)
Don't really have thoughts on new tracks. A Woolly World or Tropical Freeze one would be cool. Maybe a Kirby themed level.
As for characters, I would say six is a good number to add.
Bowser Jr.
Diddy Kong
Birdo
King Boo (confirmed)
Dry Bones
Petey Piranha
In my opinion these were the most glaring omissions from the base game. It would be great to see these six again. As far as cosmetic additions, give some pallete swaps to Toad and maybe Birdo too, in addition to the Yoshi and Shy Guy colors. Throw in some more Mii costumes too.
Battle Mode needs a total overhaul. Just replaicte the original format. Might be nostalgia speaking, but I think Double Dash nailed battle mode. Replicate that. Especially bob-omb blast.
More kart parts is a given. Maybe add in more retro ones from past games.
We already know that dual items will be a thing. I can't think of anything else in this category. Double Dash mode, maybe?
Anser said:While I don't have anything against Petey Piranha, he has only been in one Mario Kart game, so I'd replace him with at least one newcomer. Magikoopa, maybe? Since he was planned to appear in Mario Kart 64? Or maybe E. Gadd, who was supposed to appear in Mario Kart DS. I don't know.
Besides, Petey is huge... He covers way too much screen.
Deinosuchus said:Petey was planned to be in Mario Kart Wii, but was cut for unknown reasons. I've also never had much of a problem with Petey covering the screen because of his size, because I've experienced worse screen-covering than that.
MnSG said:Still, the camera had to be zoomed out for Petey, which doesn't really happen with any other character in Double Dash!!.
I'll admit, adding Petey was my own personal bias. I recognize he is the least likely out of everyone on that list. IIRC an icon for Kamek was found in the game files. He's a likely addition. I know the director did express interest in having King Boo, Diddy, Junior, and Dry Bones. So those four plus Kamek and Birdo make the most sense I think.Anser said:GalacticPetey said:May as welll post some hopes for the Switch port here.
My hope is that it's essentially MK8 (plus DLC) but with more tracks, characters, karts, and a better battle mode.
I remember hearing about a rumor that stated that there would be a grand total of 64 tracks in this game. The 48 from MK8 plus 16 more. I would add eight new ones and eight retro courses.
As far as retro courses go, I would like to see the following come back.
Wario Coliseum (GCN)
Mushroom City (GCN)
Waluigi Pinball (DS)
Choco Mountain (N64)
Shy Guy Bazaar (3DS)
Toad Factory (Wii)
Sunset Wilds (GBA)
Sky Garden (GBA)
Don't really have thoughts on new tracks. A Woolly World or Tropical Freeze one would be cool. Maybe a Kirby themed level.
As for characters, I would say six is a good number to add.
Bowser Jr.
Diddy Kong
Birdo
King Boo (confirmed)
Dry Bones
Petey Piranha
In my opinion these were the most glaring omissions from the base game. It would be great to see these six again. As far as cosmetic additions, give some pallete swaps to Toad and maybe Birdo too, in addition to the Yoshi and Shy Guy colors. Throw in some more Mii costumes too.
Battle Mode needs a total overhaul. Just replaicte the original format. Might be nostalgia speaking, but I think Double Dash nailed battle mode. Replicate that. Especially bob-omb blast.
More kart parts is a given. Maybe add in more retro ones from past games.
We already know that dual items will be a thing. I can't think of anything else in this category. Double Dash mode, maybe?
While I don't have anything against Petey Piranha, he has only been in one Mario Kart game, so I'd replace him with at least one newcomer. Magikoopa, maybe? Since he was planned to appear in Mario Kart 64? Or maybe E. Gadd, who was supposed to appear in Mario Kart DS. I don't know.
Besides, Petey is huge... He covers way too much screen.
Baby Luigi said:I like how drastic people think holding two items is going to change the gameplay.
It's not. The same item balance issues will be there, the same dreaded coin item frequencies with 1st having a one in two chance of receiving it. You have more options yes, but that's provided the item system doesn't screw you over first.
Baby Luigi said:I like how drastic people think holding two items is going to change the gameplay.
It's not. The same item balance issues will be there, the same dreaded coin item frequencies with 1st having a one in two chance of receiving it. You have more options yes, but that's provided the item system doesn't screw you over first.
Swiftie_Luma said:Petey was most likely cut because , just like Waluigi in MK7, he was not priority.
Waluigi's omission from Mario Kart 7 was a hard one for us here at Nintendo. It was due to the time constraints associated with the Christmas deadline for the game. Rest assured Waluigi will be making further appearances in the Mario series for at least the next few years. Also understand some characters, such as Waluigi, are more expendable then others and space was limited. The game needed Bowser, DK, Wario and it didnt need the few expendable characters that we here consider "cult classics". We needed a balance between new racers and our standards.
I'll be honest: I don't agree with distance-based being detrimental. I anything, getting a Blue Shell at the first item box in Mario Kart: Double Dash!! was broken as well. Or getting three Red Shells and maybe an additional one in 1st place. Or the Lightning at a ridiculously low distance from the 1st in MK64, because you can get it in 2nd place and there's no distance table that prevents you from doing so. And those games had a position-based system.Cirdec said:I agree with this, bad item distribution will remain even with two items. All other games allow to hold two items and have an item distribution based on ranking, with no useless coin.
To be fair, there are many fixes for the "coins in 12th" that can be done even without removing the distance-basedness, like putting a mild 2nd distribution immediately behind the 1st without Coin item or, well, getting rid of the Coin item altogether...MnSG said:Getting a coin in 12th place is NOT okay though. A system like the one below would feel more tolerable to have.
Mister Wu said:To be fair, there are many fixes for the "coins in 12th" that can be done even without removing the distance-basedness, like putting a mild 2nd distribution immediately behind the 1st without Coin item or, well, getting rid of the Coin item altogether...
Looking at the table above, I would make the probabilities for Lightning and Blue Shell lower. Mario Kart 8 has them even lower (2.5% and 7.5% in All Items) and still uses the around 30 seconds limiter after one of them is obtained. I'm pretty sure MK7 does as well, and I suspect this is one of the reasons why it is often considered a position-based system that works well, beside the double items thanks to dragging and the possibly well-thought item probability distributions.
Define dead last, though.MnSG said:Mister Wu said:To be fair, there are many fixes for the "coins in 12th" that can be done even without removing the distance-basedness, like putting a mild 2nd distribution immediately behind the 1st without Coin item or, well, getting rid of the Coin item altogether...
Looking at the table above, I would make the probabilities for Lightning and Blue Shell lower. Mario Kart 8 has them even lower (2.5% and 7.5% in All Items) and still uses the around 30 seconds limiter after one of them is obtained. I'm pretty sure MK7 does as well, and I suspect this is one of the reasons why it is often considered a position-based system that works well, beside the double items thanks to dragging and the possibly well-thought item probability distributions.
I did use that image for a different thread, so it's quite old. I'm just saying that if you're that one player who's dead last, you should be guaranteed to get a strong item, whether it's a Golden Mushroom, Star, Bullet Bill, or Lightning. Getting a Coin, Green Shell, or even a Blooper while in 12th place is very illogical for a human player.
Mister Wu said:Define dead last, though.
What I liked about distance-basedness is exactly that: at the beginning someone must be 12th, but this doesn't mean they must get an extremely powerful item because of that, as they are very near the 1st. Same thing if a cluster happens during the race, and the 1st happens to be just slightly ahead of the 12th. The 15 seconds initial limiter only fixes the case of the first item boxes, not all the others. Again, don't think Mario Kart 8 is an appropriate example of distance-basedness and all distance-based systems must work like MK8, I actually think they shouldn't work at all like that.