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C'mon, c'mon! Let Pauline be playable in Mario Kart!J-Yoshi64 said:
Ten bucks says Pauline's character emblem incorporates this side-profile.
You know a thing I really really like and that Banjo-Kazooie (and Tooie) did but SM64 and SMS didn't?Paper Jorge said:i definitely do love the exploration aspect; it makes it feel more like banjo-kazooie than mario 64.
infinite8 said:C'mon, c'mon! Let Pauline be playable in Mario Kart!
And New Donk City battle arena.
Please, Yabuki-san.
The good news is, there is hope for this! I noticed a tradition that every Mario Kart game takes elements from the main 3D platformer of the same system it's on (except for Super Mario Kart and Super Circuit, which took elements from 2D platformers).infinite8 said:C'mon, c'mon! Let Pauline be playable in Mario Kart!
You should probably spoiler that.Semako said:I got the game on its release day and have played it a lot - and enjoyed it a lot - and collected almost 400 moons. However, there's one secret level in which I can't manage to get the secret power moon, it seems to have some major design flaws so that it is nearly impossible to get the moon. I'm talking about one of the "cappy-less" secret areas on the Dark Side of the moon, in which you have to run and jump along a path made of bricks to get a key, with bullet bills coming from both sides and destroying the bricks. To get the secret moon, you have to drop to the lower platform at the end of the path, where a banzai bill spawns, which has to be utilized to destroy a wall of bricks below the starting platform, behind which the moon can be found.
This level is played the first time in an earlier kingdom, with the only difference that you have Cappy on your head - this makes the whole thing very easy, as you can simply capture the banzai bill and steer it directly into said wall.
However, this time you have to do it without your hat friend. Getting the key and then the first moon still is very easy with some precise longjumps. For the second moon, you have to drop down to the lower platform to make the banzai bill spawn, and then you should use longjumps over a series of single brick blocks to get back to the starting platform, with the banzai bill behind you.
And here, the problems start. When you drop down to the lower platform, you have to manually turn the camera around to see where you have to jump - but you barely have enough time for this, as when the banzai bill gets too close, you don't see anything except its nozzle, and when it hits you, you're dead and when you avoid it, it destroys the blocks you need to get back, so that you have to suicide.
Then, you have to do those longjumps, but the blocks are a bit too far away from each other so that a simple longjump won't go far enough and when you hit a block's edge, it is an instant death due to the wall-bonk and the inability of cancelling the longjump with a Cappy throw. To make your longjumps long enough, you have to run a bit to build up speed for the first one, and then roll for a short amount of time between them. While the blocks barely provide enough space for this, the true problem is that during the roll animation Mario doesn't always jump immediately, so that sometimes you roll straight into doom. I still can't figure out what exactly causes Mario to not jump out of the roll, it's very weird.
After trying it for hours and losing more than 1500 coins just from dying, I came to the conclusion that it is - for now - (nearly) impossible to get the moon, unless you get extremely lucky with your longjumps. Luckily this moon is not required to finish the story nor to get to the Darkest Side, but it is still a drop of bitterness in an otherwise excellent game. Luckily I got my coins back by switching the Switch off without saving the game.
With the next Mario Kart (possibly) having elements from Super Mario Odyssey, there should be a battle mode involving Cappy. Some sort of "tag" mode.J-Yoshi64 said:The good news is, there is hope for this! I noticed a tradition that every Mario Kart game takes elements from the main 3D platformer of the same system it's on (except for Super Mario Kart and Super Circuit, which took elements from 2D platformers).infinite8 said:C'mon, c'mon! Let Pauline be playable in Mario Kart!
Super Mario Kart had a bunch of tracks based off Super Mario World, and the sprites resembled those from SMW.
Mario Kart 64 had Royal Raceway, plus Leslie Swan voiced Peach.
Super Circuit remade the SNES tracks, just like the Super Mario Advance games remade the SNES games.
Double Dash had all the Piantas, Nokis, Cataquacks, and Shine Thief. Plus, the Mushrooms were the same shape as the 1-Ups in Sunshine. And we got Bowser Jr. and our pal Petey Piranha as playable characters.
MKDS had Tick-Tock Clock and all the bosses from SM64DS.
Mario Kart Wii had Rosalina playable and Star Bits in Rainbow Road. And there was a Topman boss in the Galaxy Arena.
Mario Kart 7 had the wooden boards as obstacles, along with the Tanooki Leaf as an item.
Mario Kart 8 had the Cat Cruiser, Cat Peach, Bell Cup, Super Bell Subway, and the Piranha Plant item.
So yeah, I'm pretty confident that Pauline is going to be playable for the next Mario Kart.
Magolor said:Who the hell at Nintendo thought that locking a moon behind a shitty volleyball minigame would be fun?
I'd rather do Rolling Gizmo Galaxy over this since at least that doesn't take like 4+ minutes.
Aqua said:man i couldnt agree more. i was playing basically non-stop and was getting heaps and heaps of stuff done but that minigame just killed my momentum. i tried it for a little bit, but i stopped and havent gone back to the game yet since. one of the only major things about this game that i actually dislike.
Mcmadness said:Why must the darker side of the moon be so long and devoid of checkpoints?