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Evolving Mario Kart - what would you like to see?

Funny how everyone is screaming for the same old Mario Kart. Aren't you guys the same people who championed Nintendo as the king of innovation?:lol
 
Oblivion said:
Well, yeah that's pretty much my problem. I loved the two player gimmick (It's hella fun to punch people off Rainbow Road :D ), but the level design was pretty meh as was the single player.

Double Dash Rainbow Road had the most bad ass music ever and was the most bad ass Rainbow Road track ever. The amount of skill required to succesfully drive through that course at 150cc was great, meanwhile the MKDS Rainbow Road was as easy as it gets. Hell, it belonged in the Mushroom Cup it was so easy, but all of MKDS's tracks were easy. I can't name one that gave me a hard time like Rainbow Road, Dry Dry Desert, Dino Dino Jungle or DK Mountain in Double Dash.

One thing is for sure, Double Dash had the best track design, 3d anyway(SNES had the best).
 
I think tilt control would ruin the tight feel of Mario Kart though and I think EAD knows that.

Tilt could work for F-Zero though.

Besides from a "pick up and play" P.O.V. the 1 nunchaku for 2 players thing works well. The more experienced player can steer, the less experienced newbie can just aim and fire weapons.

I'd like to see more 2-player games using 1 nunchaku actually ... I think that's a great setup for social gaming and bringing in people who don't play or would just sit on the couch and watch. Ie: 2 player horror game where one person controls the analog stick, the other person uses the Wiimote as a flashlight and they have to work together.
 
billymcnilly said:
Funny how everyone is screaming for the same old Mario Kart. Aren't you guys the same people who championed Nintendo as the king of innovation?:lol

I know, its funny, because in every thread for an existing franchise(Zelda, Mario, Super Smash Brothers, Mario Kart) there are always people complaining about how they don't want the controls changed or it will ruin the franchise.

I still think Mario Kart Wii won't use the nunchuck because its still an optional attachment for the Wii Remote, and since Mario Kart is a multiplayer centric game than it would be wise not to use it. There really is no point either, as the remote has all the buttons necessary anyway unless they add something new.

It may seem like Mario Kart wouldn't work with tilt controls, but they could just design tracks around them. Rainbow Road from Double Dash would control perfectly Excite Truck style
 
I don't buy that the nunchaku is just an optional accessory. That's PR speak, but it's really stretching it. There are more games on the Wii that require the nunchaku than those that don't.

It's basically a requirement.

Besides, in "Excitetruck" style ... getting 4 Wiimotes is actually more expensive than just having 2 Nunchakus for a 4-player game the way I've described for a 4 player match. Or having to get 2 Wiimotes for 2 player ... instead of just having one nunhacku (right out of the box).
 
Super Mario Kart is my favourite game of all time. Every game in the series since has deviated from what I like about the original, and I honestly haven't enjoyed any console MK game (MKSC was ok. Haven't played MKDS but it still has the cornering mechanics I dont like). So I'd like to see

- a return of the SMK powerslide (with the hop)
- a return to the tight mechanics of SMK
- increased speed of the karts
- single character per kart
- character affects kart handling/speed
- the return of coins & spins
- the return to the balanced selection of weapons from SMK (including the feather)
- the return to 5 tracks per cup
- the removal of gimmicky on-track obstacles
- the removal of any Super Mario Sunshine art/characters
- online play, including online GP play

If they can't do that, just give me SMK with online play and more multiplayer options.
 
MrSardonic said:
Super Mario Kart is my favourite game of all time. Every game in the series since has deviated from what I like about the original, and I honestly haven't enjoyed any console MK game (MKSC was ok. Haven't played MKDS but it still has the cornering mechanics I dont like). So I'd like to see

- a return of the SMK powerslide (with the hop)
- a return to the tight mechanics of SMK
- increased speed of the karts
- single character per kart
- character affects kart handling/speed
- the return of coins & spins
- the return to the balanced selection of weapons from SMK (including the feather)
- the return to 5 tracks per cup
- the removal of gimmicky on-track obstacles
- the removal of any Super Mario Sunshine art/characters
- online play, including online GP play

If they can't do that, just give me SMK with online play and more multiplayer options.

I agree. The one thing that set SMK apart from the rest is the tight mechanics of the track design. I remember spending weeks just trying to clear the cups at 150cc on SMK because if you didn't drive the course well you wouldn't win, plain and simple. That's because the track design was made to make it require skill to succesfully drive it well. But in the 3d versions, the track design is easy, with wide paths, easy turns, and no real challenge, making it less fun. Double Dash had good track design, and was up there with SMK, but there was still room for improvement. Mario Kart DS had by far the worst track design of all time. All the tracks(new ones anyway) were Mushroom Cup difficulty.

I think the biggest thing they need for next-gen Mario Kart is at least 8 player online races, hands down. Anything less would be disappointing. Have rankings, leaderboards, online tournaments, etc., but for the LOVE OF GOD REMOVE MINI TURBOS.
 
Make freaking more multiplayer maps, idiots ! I mean seriously FOUR battle maps ? And one of them was just a box ! Still riddiculous...
 
I think they should remake the original Super Mario Kart like they did with the 2D Mario games for Mario All-Stars and also add online play. Sell it through the Virtual Console.

Nintendo honestly should maybe take all their classic games and re-release them this way ... easy money, smart use of your back catalog, and a good way to possibly get younger kids to play these older titles.
 
billymcnilly said:
Funny how everyone is screaming for the same old Mario Kart. Aren't you guys the same people who championed Nintendo as the king of innovation?:lol

No.

Anyway, do something about the blue shell if you're really going to keep it. It gets more ridiculous with each iteration.
 
Probationsmack said:
Take out the mario characters and items. Replace with new characters and different items that nevertheless function the same.

Do the same for smash brothers.

how bout you stay out of my mario kart and go play crash team racing?
 
billymcnilly said:
Funny how everyone is screaming for the same old Mario Kart. Aren't you guys the same people who championed Nintendo as the king of innovation?:lol

/yawn
 
Well I agree they definitely need to address the snaking issue. I don't think they should completely eliminate the miniboost though. Just design the courses to be less wide and maybe adjust the handling a bit on the karts so if you try it outside a turn, you shoot off to the side or something of that nature.

I like the idea of bringing back the coins. It could bring a bit of the "perfect line" nature of the F Zero series to Mario Kart if you know the track well enough. Perhaps they could have it so that if you get hit with something, you drop your coins, and people behind you could grab them for a slight increase in speed.
 
Maybe the answer to the weapons/turbos issue is simple -- allow the player to select/deselect which weapons/race configs they want for multiplayer/online/single player matches.

Also allow players to select the frequency of certain weapons showing up.
 
As for the controls, you guys have to think of one thing:

Nintendo wants to attract non-gamers.
The best way to achieve this, is to use ONLY the wiimote for controlling Mario Katr, forget about the nunchuck.
And it could work quite well:

Steering through tilting left/right.
Accelerating and Brakes through pointing the wiimote down or up.
And items would be used with A and B, A as the standard-attack, B for throwing green shells behind yourself.

That´s all. Classic MarioKart-gameplay, perfect.
 
Harder, much narrower courses. The new courses in the latest mario karts are too freakin wide and easy to navigate. Special Cup of SMK was sublime.
 
Coins are a must, these are what made SMK deeper than the rest.

The more coins you have, the faster you go - Get smacked with a shell and loose 'um.
 
MasterMFauli said:
As for the controls, you guys have to think of one thing:

Nintendo wants to attract non-gamers.
The best way to achieve this, is to use ONLY the wiimote for controlling Mario Katr, forget about the nunchuck.
And it could work quite well:

Steering through tilting left/right.
Accelerating and Brakes through pointing the wiimote down or up.
And items would be used with A and B, A as the standard-attack, B for throwing green shells behind yourself.

That´s all. Classic MarioKart-gameplay, perfect.

Using that method to accelerate and steer would just not be tight enough for the series IMO. Besides, this is Mario Kart - not Wii Sports. They have a hardcore following they need to satisfy. Using the nunchuku in addition to the Wiimote is still easy enough for the kids out there who might be new to the series.

By the point it is released, a Wiimote/nunchuku bundle will probably be out anyway.
 
Of all of Nintendo's racing franchises ...

Wave Race
1080
F-Zero
Exitebike/Truck
Mario Kart

I think tilt steering would be the worst for Mario Kart. Tilt steering would be fine for Wave Race, 1080, even F-Zero ... but Mario Kart ... I think it would just totally ruin the feel of the game. Mario Kart is really built around the tightness of the controls that you can only get with a analog or d-pad.

Yes it would make it perhaps easier to pick up and play, but so would Wiimote-only control for Mario Galaxy, and Nintendo opted not to go there with Mario.

You could still make it fun for non-gamers to play by having the Double Dash = Nunchaku setup. This is actually more fun for non-gamers I think because it adds a social element, now your friend who's steering is screaming at you to fire at a balloon floating overhead or you're laughing/high fiving as you're working together as a team... just makes it more funny/frantic to play.

Things like activating super-turbos or super-attacks only when both players hit a button in synch could also add to the fun. Add more stuff that makes it more of a co-operative fun experience for both the driver and the person firing weapons. One nunchaku for 2 players brings a "potato sack race" type feel to the races, if you get what I'm trying to say.
 
Fourth Storm said:
Using that method to accelerate and steer would just not be tight enough for the series IMO. Besides, this is Mario Kart - not Wii Sports. They have a hardcore following they need to satisfy. Using the nunchuku in addition to the Wiimote is still easy enough for the kids out there who might be new to the series.

By the point it is released, a Wiimote/nunchuku bundle will probably be out anyway.

I doubt 99% of the hardcore following would care if the control scheme changed, plus the hardcore following makes up probably 0.1% of the total Mario Kart fanbase
 
Yeah, Soundwave, I'm really digging your ideas in this thread. Let's hope Reggie is listening. Isn't he supposed to be doing some "lobbying" in January?
 
I haven't read the rest of the suggestions on this thread so not sure if it's been said yet. But what I want is the ability to control the kart movement fully with the Nunchuk's analogue stick and accereration/brake with either C or Z trigger which will then allow the Wiimote to be used as an arm letting the player pick up and aim the throwing of projectiles and other items to allow a more accurate aiming system. I think they should also implement some sort of freelook system allowing you to look behind you and aim with the Wiimote. Simple, but effective i think.
 
MoxManiac said:
Harder, much narrower courses. The new courses in the latest mario karts are too freakin wide and easy to navigate. Special Cup of SMK was sublime.

SMK Special Cup was the best. Hell, SMK Flower Cup tracks, each of them were harder than any of the MKDS tracks.

But back to SMK special cup.. start with the pain in the ass Donut Plains 3, that narrow bridge was annoying and if you didn't get their fast enough were going to play catch-up the rest of the race. The turns were sharp and the track was narrow.

If you happened to place good there, Koopa Beach 2 awaited, with the narrow shallow water surrounded by deep puddles if you didn't navigate that part succesfully you lost, the track was too short to catch up and items didn't help either. Did I mention you had to do this 5 times?

Ghost Valley 3 was the hardest apart from Rainbow Road. There were so many potholes in this track it made me sick, and the narrow boardwalks with no sides meant that you stay on track and hope you get lucky that no one bumps you or that you get hit by a shell.

Vanilla Lake 2 wasn't too bad, but it was still a challenge and provided hectic multiplayer races.

And who could forget Rainbow Road... beating that course back in the day meant you walked around wearing the fact you beat it like a ****ing badge.

Meanwhile, on MKDS for example:

Wario Stadium: Easy, too wide, no sharp turns, no difficult obstacles
Peach Gardens: Joke
Bowser Castle; Easy, too wide, no sharp turns, no difficult obstacles
Rainbow Road: Disgrace to the Rainbow Road track series
 
threeball said:
I doubt 99% of the hardcore following would care if the control scheme changed, plus the hardcore following makes up probably 0.1% of the total Mario Kart fanbase

Yeah, but by 2008 new gamers who have been pulled in by Wii Sports and Wii Play should hopefully be getting used to games that use both parts of the controller. Like somebody mentioned above - I think Nintendo is smart enough to know when the nunchuku is necessary, like in SM Galaxy. Pick up and play is all well and good, but that's what games like DK: Bongo Blast are for. If they want to make Mario Kart a major online title, the play mechanics need to be somewhat deep for the community to actually thrive.

And yeah, given the option, the first thing I'd turn off in online would be the damn Blue Shell. Many times all it effectively does is switch first and second place, with no benefit to the person in back who actually got the item.
 
Yeah good point ... Donkey Kongo Blast Racing or whatever will likely use the tilt race mechanic too ... so Nintendo sorta has that covered.
 
Hey, at least Mario Kart DS's Rainbow Road was much better than Mario Kart 64's Rainbow Road. If it weren't for trying to do the course-jumping shortcut there would have been nothing at all to do on this course besides listen to the music loop as you went around that rediculously large, completely guard-railed track.
 
caldazar said:
Hey, at least Mario Kart DS's Rainbow Road was much better than Mario Kart 64's Rainbow Road. If it weren't for trying to do the course-jumping shortcut there would have been nothing at all to do on this course besides listen to the music loop as you went around that rediculously large, completely guard-railed track.

Heh, the reason I like MK64 Rainbow Road over MKDS is the music. MKDS had the shittiest Rainbow Road music ever known to main. And at least there were chain chomps and a somewhat interesting MK64 Rainbow Road environment with the neon items in the background. IMO:

1. Double Dash Rainbow Road - Best music, track design, difficulty, length, etc.
2. SNES Rainbow Road - Good difficulty and hard to master
3. GBA Rainbow Road - Nice music but way too easy with all the shortcuts
4. MK64 Rainbow Road - Good music and background but that was it
5. MKDS Rainbow Road - Easy track design, loop/corkscrew was more of a gimmick to cover up this disgrace of a track, awful music too
 
Netrunner2k2 said:
Heck no! Bring back the old way it was: travel along on the ground to hit other people in the way. It was avoidable in MK DS if you had the right weapon anyways.
How, FOR THE LOVE OF GOD TELL ME!

(and don't say star, you dont have one if you're in first)
 
What are the chances of you having a bomb if you're in first? Or anything besides a green shell, a banana, or a fake question block.
 
Mario Kart has been stale since the first sequel. Stick an online mode in Double Dash and leave the franchise alone Ninty.
 
What you propose to use the Wiimote for locking on would be way too difficult when steering through corners and it would never work or happen. I loved Double Dash! But I'm not woried about the next installment of MK. I'm more worried about another Super Mario Strikers. I felt the game, while fun, was not developed enough. And I hope the next one has more depth and development.
 
Online mode, alternate modes that actually mean something, deepen the mechanics, add customization...

Basically copy Jak X racing because that has 1up'ed Mario Kart in every way.
 
For the love of all that's holy and sacred, no Double Dash! Not even as an option. Not every idea is a good one. :D :D :D

Kart was almost perfect in it's first iteration. I can't tell you how much time my friends and I lost to that game. I would absolutely love to have VC version with online 2-4 player support.

The 64 version is also one of my all-time favorite games. Still play it to this day when I go home and visit my friends. 4 player online VC version is a must for this. Framerate was it's only downfall in MP.

Kart DS is my single most played game on a daily basis. It has the feel of classic Kart, with good track designs. New weapons are fairly cool, and the balance is pretty good. Snaking doesn't bother me that much, as anyone can learn it, but I can see how people are turned off by it. My only gripe is character balance. The sand and mud slow my character (Kong all the way baby) to a dead stop, while Peach and other lighter characters, barely take a hit when driving thru it.

As for the Wii version, I would hope they would come up with something more original this time. Definitely needs some crazy, over the top track designs. Afterall, they are the star of the show. Online support for up to 8 would be fantastic as well.
 
I think having different control setups for people to choose would be for the best. There could be Setup A, which is for the hardcores that use both components of the Wii remote. There could also be Setup B for newbies. Setup C for a mixture of the two setups... etc or something along that line.
 
Double Dash had some of my most favorite tracks - and i'd like them to go a bit more extreme with them.

Online, more custom options, at least one new "special" move to master, and some wacky vehicles that control different is about all I ask. 2008 sounds good to me.
 
Vustadumas said:
For the love of all that's holy and sacred, no Double Dash! Not even as an option. Not every idea is a good one. :D :D :D .

How stupid. You realize the idea of an "option" is for people like you who don't like it, right?

As I already said, the Double Dash element was GREAT in multiplayer. Why would you care if it were an option?
 
At least include Double Dash as an option. If you hate it, don't play it. My wife and I had a great deal of fun with that mode, especially on 150cc.
 
omg rite said:
How stupid. You realize the idea of an "option" is for people like you who don't like it, right?

As I already said, the Double Dash element was GREAT in multiplayer. Why would you care if it were an option?

Nintendo could use the effort they´re putting into the dobueldash-option for making the normal mode even better (look at Metroid Prime 2, meh).
Also, DD sucks too much :P

One thing i want:

Broader tracks.
Like in the Arcade Version "Mario Kart GP"
There even could be less tracks, but more variable. Letting the player choose different routes on the same track and such.
 
Evolving Mario Kart - what would you like to see?

Cancel it and get started on a new ip. If they really need a MK game just port that arcade mario kart with online and a few tweaks.
 
I would like to see this game return to greatness.

I think they can do this by making it Super Smash Brothers Kart. Basically, take the entire fighting game and turn it into a racing game.

Characters
I want tons of characters to choose from. All the classic ones and any that might lend themselves well to a kart game. Which makes you wonder, why not put Koopa Troopa in SSB? Anyway...each character can have different racing attributes, just like normal, but give each of them one special power-up that can only be used under special circumstances. I seriously want all the characters. Mario, Luigi, Link, Ganon, Pika, Ness, the fire emblem guys, etc.

This could be awesome.

Tracks
Just like SSB, I want tracks (environments) that correspond with each character. They don't have to be huge, actually, the SHOULDN'T be huge. That's part of the problem with the past couple Mario Karts is the sense of speed has been diminished in part because of the size of the tracks. Why does it feel like I'm going faster in the SNES version than in the GC version? That isn't right.

I specifically want a Paper Mario track, a Yoshi's Island track, a SMB2 track, a Hyrule track, and all the rest. Donkey Kong, Fire Emblem, Pokemon...I want tracks from all my favorite series from Nintendo.

Speed
I don't care what they have to do, but they have to speed it up. The games just don't feel fast enough since the SNES version. Smaller tracks, bigger characters, speed lines, some peripheral effects...whatever it takes guys. Speed this up.
 
Linkup said:
Evolving Mario Kart - what would you like to see?

Cancel it and get started on a new ip. If they really need a MK game just port that arcade mario kart with online and a few tweaks.

Why cancel one of the best selling IP's they have? It's universally excepted to be the genre-king in kart racing, it can be played by people from 6 till 66, it's family fun - everything the Wii stands for.

Also, the arcade mario-kart seems to suck according to reviews (it was based on another namco kartgame, not in the mario-kart engine).

Mario kart is quite simply among the best multiplayer racing fun you can have. Nintendo should be carefull with the IP (ie, one polished game per generation sounds ok) - but they would be crazy to cancel something as succesful as MK.
 
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