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.
Its not the stages.
Its the controls that is stiff in this game.
If this game had super circuit or Super Mario kart controls...it would play perfectly.
Oh and some objects aren't solid because one was never supposed to reach them in any mode before 200cc.
New Super Mario Bros. Deluxe, a remake of Super Mario Bros 1 and The Lost Levels for NSMBDS.
new 3DS: 0276-2211-7514
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.
Its not the stages.
Its the controls that is stiff in this game.
If this game had super circuit or Super Mario kart controls...it would play perfectly.
Oh and some objects aren't solid because one was never supposed to reach them in any mode before 200cc.
Eww, please dear God, no! Those games controlled with all the precision of warm butter.
Eww, please dear God, no! Those games controlled with all the precision of warm butter.
Yes, I agree. The 2D-Mario Kart games are hard to control. On the other hand, the controls of Mario Kart Double Dash and Mario kart 8 are great and precise.
I love the 200ccm mode. Finally you have to brake in curves like in real kart races. Of course, I really try to avoid hitting the brake but sometimes it is the better choice
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.
It's a shame that you're forced to glide all the way to the sign then isn't it.
QUEEN OF SASS
It's like, I just love a cowboy
You know
I'm just like, I just, I know, it's bad
But I'm just like
Can I just like, hang off the back of your horse
And can you go a little faster?!
I don't like Neo Bowser City or Big Blue. The Baby Park is kind of a mess but I guess it can be fun. It's just item mayhem though so I don't know how much racing skill it actually involves.
My favorite of the new DLC stage is probably Animal Crossing but playing online now, a ton of stages that area already in the game will rarely show up now because every selection has usually 2 DLC stages to pick from.
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.
I understand, although I don't even think this is an issue. Naturally, the jump length will differ at different speeds, and different opportunities/problems will arise at different speeds (such as the water fall short cut on Yoshi Circuit without a mushroom on 200cc).
Neo Bowser City, Mario Circuit, Wario Stadium (and probably some more tracks) are all easy to hit the goal sign with the right vehicles in 150cc. And on Mario Circuit, the goal sign can even be jumped above in 150cc (which is risky but rewarding).
But the player can control the jump (such as the height) while gliding. So if the player hits a sign (regardless of cc) it's not the fault of the course design.
I'm now trying to learn the drift+brake technique for sharp turns in 200cc. Difficult stuff for someone like me who haven't used anything but the A button until yesterday.
^^^ Hitting the sign is part of the fun - that satisfying CLANG
They could do a lot more with the gliding sections; the balloon boxes in Animal Crossing are a nice touch, perhaps they could add more moving targets, such as a juicy shortcut with a moving entrance.
Overall I really enjoyed this DLC pack. I think it's a big improvement over the first one personally, and I can't wait to try some of these tracks online. Here are my impressions of each track:
Baby Park
Not a huge fan of this track in general, as I think it only works well in Double Dash, but it did turn out better than I expected here. Bumping into people to get speedboosts is a nice twist for an otherwise unimpressive track.
Cheese Land
Can I just say how happy I am that they finally remade this track? It's more challenging than I expected, but that makes it all the more engaging. I am slightly disappointed that Nintendo didn't do more with the aesthetic, but it's still a great track.
Wild Woods
This may be the best looking track in the game, seriously. I absolutely love the atmosphere and setting, but the track itself is also a blast to race on. It's fast paced with a lot of variety, I only wish it was longer!
Animal Crossing
Pretty much a love letter to animal crossing in the form of a race course, much like the Zelda track from the previous DLC pack. Much like the Zelda track though, I am disappointed by how simple the track actually is. While it is a pleasure to look at, they could have made it more interesting to race on.
Neo Bowser City
I liked this track in Mario Kart 7 for how pure it was. It doesn't have a lot of gimmicks, just a solid course overall. They didn't really add much to it here, but boy does it look impressive.
Ribbon Road
I'm still somewhat torn on whether or not I like the toybox design, but much like Cheese Land I'm extremely happy this track was finally remade. It's actually a lot of fun to race on, especially the part with the undulating ribbon for easy speed boosts.
Super Bell Subway
I like the concept here, as well as the abundance of shortcuts and alternate paths. it can be pretty tricky to nail them, but that's part of the fun.
Big Blue
Mute City was great, but Big Blue is even better. Making it one long, continuous course was a smart move. Nintendo, please make a new F-Zero! You can't keep teasing me like this.
It seems like they have tweaked the CPUs in the single player cups quite a bit in the 4.0 update? When I play 150cc, the CPU players behave much more logical (with much less feeling of rubber banding) and the cups are much more pleasant to play. Anyone else feeling a difference with the update?
Really? I thought the controls for Super Circuit as well as for Double Dash were slippery and not very good..
Eh, in the case for super circuit, it has a high entry barrier. But once you learn to drift, the controls becomes really fluid. You can do sharp turns easily.
As for double dash, I agree there. The controls were really stiff there, and I hated not being able to jump.
Eww, please dear God, no! Those games controlled with all the precision of warm butter.
>Warm butter
Did you ever tried to get used to the controls? At first I thought this too, when I tried for the first time super circuit. The controls were awful at first. But once you get used to them (aka drift every time to turn) they are more responsive and you can do precise stuff. You are no longer subjected to the slipperiness when drifting.
New Super Mario Bros. Deluxe, a remake of Super Mario Bros 1 and The Lost Levels for NSMBDS.
new 3DS: 0276-2211-7514
Here's my opinions of the tracks being split into 150cc and 200cc given that my views sometimes change a lot between the two:
GCN Baby Park
150cc: Surprisingly quite dull, there wasn't the chaos I was expecting and extending the lead while in 1st was very common.
200cc: Very chaotic, many times I started out in 1st towards the end and get passed by 4 or 5 people because I took the corner slightly too sharp.
GBA Cheese Land
150cc: Finally, Nintendo decides to remind people that Super Circuit exists! This version is harder than the original though I do miss the Mousers. Joint favourite on 150cc with GBA Ribbon Road.
200cc: Very hard to turn corners but a lot of fun nevertheless.
Wild Woods
150cc: Beautiful track and very interesting hidden details (see GX analysis), not that fun in terms of actual racing though.
200cc: The faster speed really helps this track become more fun to race on.
Animal Crossing
150cc: To be honest, I've never played an Animal Crossing game but the course is fun to race on. Really shows how much common sense Animal Crossing U being announced at E3 would be.
200cc: Very chaotic, especially in winter.
3DS Neo Bowser City
150cc: This course was boring in MK7 and it's just as boring here.
200cc: The extra speed makes this a very fun course, expect to be falling off the sides a lot!
GBA Ribbon Road
150cc: More Super Circuit tracks are always great but were the Yarn Yoshi amiibo really necessary? Very trolling-like though that aside it's joint favourite DLC pack 2 course with GBA Cheese Land on 150cc.
200cc: I'll need a lot of practice here, keeping falling off the sides in the Rosalina part but like the others on 200cc it's a fun course.
Super Bell Subway
150cc: I really like the attention to detail as this track basically confirms that all the MK8 tracks are interconnected via this subway system. You could essentially have a full platforming game (like DK64 but without a ridiculous amount of collectibles) which occurs in the MK8 universe. It's ok to race on though most of the other tracks are better.
200cc: Another track largely improved by the extra speed, rather difficult to avoid the trains!
Big Blue
150cc: This track was actually a somewhat disappointment on 150cc, way too slow!
200cc: This is what you expect from an F-Zero track, easily my favourite track on 200cc and I really hope this isn't just Nintendo trolling and that F-Zero does see a return in the future.
So there you have it, on 150cc my favourites are the GBA tracks and for 200cc it's Big Blue.
Isn't this game just ridiculously fun even after a year? Top notch gameplay.
As for the download. I got home. Launched the game from the quick start menu thinking it would be downloaded in the background. Turns out it was still on 3.0. I had to exit, go to the main menu of the Wii U and then launch the game for it to detect that an update was needed. I did the update, it installed, then I launched the game and it had to download more for some reason in-game. That installed and then I was able to play.
Isn't this game just ridiculously fun even after a year? Top notch gameplay.
I completely agree. Though, the DLC helped a lot at least for me. Link, Villager, Isabelle and Dry Bowser are my favourite drivers. They have so much charm. Just look at those trick jumps animations and sound effects. It's amazing.
After playing the DLC pack 2 over and over again for the past couple hours, I have to say that pack 2 is better in every aspect than pack one. The drivers and karts are way better (screw you Tanooki Mario and Cat Peach), the tracks are more diverse and the soundtrack is just amazing. I also love the difficulty of Cheese Land, which I totally misjudged from the first trailer. Also, Wild Woods is my new favourite course in this game (even beating my previous #1: Shy Guy Falls). The track also heavily reminds me of Frontier Village from Xenoblade Chronicles, which I've just recently beaten.
And as others have already stated: 200 CC is insane. It's frustrating and fun at the same time. Well, I just gotta practice more! Hopefully 200 CC is implemented at release in the next Mario Kart game and the tracks are designed with it in mind.
Really? I thought the controls for Super Circuit as well as for Double Dash were slippery and not very good..
Eh, in the case for super circuit, it has a high entry barrier. But once you learn to drift, the controls becomes really fluid. You can do sharp turns easily.
As for double dash, I agree there. The controls were really stiff there, and I hated not being able to jump.
Eww, please dear God, no! Those games controlled with all the precision of warm butter.
>Warm butter
Did you ever tried to get used to the controls? At first I thought this too, when I tried for the first time super circuit. The controls were awful at first. But once you get used to them (aka drift every time to turn) they are more responsive and you can do precise stuff. You are no longer subjected to the slipperiness when drifting.
Yes, I did try. I've attempted to complete every Mario Kart to date, and I don't give up easy. The controls aren't just slippery, they're nearly unusable for me. Super Circuit is by far my least favorite MK, followed by SMK, and the buttery controls are probably a big part of the reason. (Also, flat tracks don't appeal to me. I know hardware limitations and all, but that doesn't make the tracks better. Just explains why they're so boring, for the most part.)
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