Due to the lack of Donkey Kong themed courses (only a single retro course), I think a cool idea for the next set of downloads would be the Mario Kart x Donkey Kong pack.
The characters could include Diddy Kong, Funky Kong (both previous selectable characters), and Dixie Kong.
The carts could be a mix of new and previous DK type carts like the barrel train from Double Dash.
The 8 tracks for the 2 new cups would be all retro tracks, but hear me out on this.
3 of the tracks would be the N64 DK's Jungle Parkway, GCN DK Mountain, and Wii DK Summit (unfortunately, all 3 of these tracks were in MKWii which makes this unlikely). The other 5 tracks would be a track from each of the 5 worlds in Diddy Kong Racing. I don't know which tracks would work best, but obviously not the ones built mainly for the planes. Tracks that work the best with cars and hovercrafts (which would be changed to anti-gravity) would be ideal.
Then to make up for using all retro tracks, the other DLC pack would be Mario Kart in Space and have all newly designed tracks.
The characters would be Fox McCloud, Samus Aran, and Captain Falcon, and all the new karts and tracks would be themed around their three games (maybe 3 Star Fox, 3 Metroid, and 2 more F-Zero).
Anyway, just some ideas I had rolling around, while i wait for work to end so I can get home and play the new tracks.
Little fun question..
What language is the announcement on Super Bell Subway?
I thought it is German. I don't understand much because of other noices.
I undestand something with: Achtung! something, something Bahnsteig 6.
Translated: Attention! ** station platform 6.
Not sure tho. But the weird thing is, a frend told me the same thing. We heared it independently of each other. I told him nothing!
Would be weird if so.
(Btw. My Game is set to english.. So, should be the same for everyone anyway.)
Gotta say - not a fan of 200cc mode. These tracks weren't designed for you to be driving so fast on them, and it all really comes off as being unfinished and unpolished on certain tracks. Perfect example: the final stretch of Sub Coaster. You can clip right through the Ferris Wheel, but your character bump into the Mario Kart sign above the finish line, bringing you to a halt. There's other tracks where I've noticed this, too. Objects that before you could never reach: some you'll fly right through, while others are solid.
Also, you DO NOT need to constantly be using the brakes in 200cc, as Nintendo has been saying. I've simply been adapting how I drift/power slide and haven't had any moments when I've needed to slam on the brakes.
The 8 new DLC tracks are all incredible, but in my opinion at least 200cc is a bit of a disappointment.
My game library ranges from Mario Kart to Call of Duty to Tales of Xillia to Diablo 3 to Forza. To me gaming is about having fun - not blindly supporting only one company while thumbing your nose at "the evil other systems."
Played a bit tonight and I have to say I really enjoyed the new DLC tracks, in fact I think I enjoyed more this pack. One question is their a Nintendolife tournament online group that's not 200cc?
RetiredPush Square Moderator and all around retro gamer.
The new DLC tracks are cool but I can't say I was blown away by any of them. The Baby Park is interesting because it's 7 laps and I do like Cheese Land and Ribbon Road. Not a fan of F-Zero themed stages so I can't say I like Big Blue.
It appears that 200cc is randomly happening online now, which I hate.
One thing that worries me is now online is probably split into three categories:
People who bought both DLC packs.
People who bought just the first DLC.
People who bought none of the DLC.
I wonder how much that will affect lobbies and getting enough players into a race.
EDIT - maybe I'm wrong about the 200cc online. I read it's only in tournament mode, which I never play. Maybe it was just in my head but I could have sworn some of the races seemed faster than others.
Actually, the online is split into four groups now. You can choose lobbies that have no DLC, only the first DLC pack, only the second DLC pack, and both DLC packs.
Formally called brewsky before becoming the lovable, adorable Yoshi.
Now playing:
Final Fantasy XIV (PC) | The Legend of Zelda: Link's Awakening (Switch) | Celeste (Switch)
Actually, the online is split into four groups now. You can choose lobbies that have no DLC, only the first DLC pack, only the second DLC pack, and both DLC packs.
Actually, the online is split into four groups now. You can choose lobbies that have no DLC, only the first DLC pack, only the second DLC pack, and both DLC packs.
That seems even worse....
Well, it is the only way to handle it. I didn't have an issue when playing with all courses available, but that's most likely because it's the second largest lobby out of the four. The two lobbies that only have one DLC pack available will definitely be substantially smaller.
Formally called brewsky before becoming the lovable, adorable Yoshi.
Now playing:
Final Fantasy XIV (PC) | The Legend of Zelda: Link's Awakening (Switch) | Celeste (Switch)
Gotta say - not a fan of 200cc mode. These tracks weren't designed for you to be driving so fast on them, and it all really comes off as being unfinished and unpolished on certain tracks. Perfect example: the final stretch of Sub Coaster. You can clip right through the Ferris Wheel, but your character bump into the Mario Kart sign above the finish line, bringing you to a halt. There's other tracks where I've noticed this, too. Objects that before you could never reach: some you'll fly right through, while others are solid.
What's different compared to 150cc here? When you hang glide through a goal sign in 150cc, there will be a solid or soft stop depending on where you hit it.
Gotta say - not a fan of 200cc mode. These tracks weren't designed for you to be driving so fast on them, and it all really comes off as being unfinished and unpolished on certain tracks. Perfect example: the final stretch of Sub Coaster. You can clip right through the Ferris Wheel, but your character bump into the Mario Kart sign above the finish line, bringing you to a halt. There's other tracks where I've noticed this, too. Objects that before you could never reach: some you'll fly right through, while others are solid.
What's different compared to 150cc here? When you hang glide through a goal sign in 150cc, there will be a solid or soft stop depending on where you hit it.
The issue is that not every course is designed for it to be possible to hit the goal sign. Courses like Mario Circuit allow you to hit the goal sign because it is very easy to do so on 150cc. However, it's impossible to hit the goal sign on Water Park on 150cc, but it's easy to do on 200cc. As a result, the sign just stops you in place like it did in MK7.
It's a very minor issue, in my opinion, though. But I might as well clarify.
Formally called brewsky before becoming the lovable, adorable Yoshi.
Now playing:
Final Fantasy XIV (PC) | The Legend of Zelda: Link's Awakening (Switch) | Celeste (Switch)
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