Mario Kart 8 Info Thread

#1


Seems we don't have a thread that has all the information in one spot. So here is my attempt to create one.

Release Date:
30th May 2014

http://nintendoeverything.com/more-m...customization/

Below are even more details regarding Mario Kart 8:

- Gain small bursts of speeds by jumping off ramps
- Water Park: oscillates between underwater sections and an amusement park-themed gauntlet on land
- Mario Kart Stadium: huge event alongside a dizzying set of anti-gravity sections
- Thwomp Ruins: giant rolling stone wheel eventually collapses a special section of walls to reveal a potential shortcut after the first lap
- Cheep Cheep Beach from Mario Kart DS completely skips the anti-gravity flair in favor of tight turns and a fun spread of boost pads and ramps
- Mario Circuit 4’s remake has a fancy, elevated anti-gravity U-turn in one corner of the race
- Toad’s Turnpike from Mario Kart 64 adds anti-gravity walls lined with booster pads and jumps to help speed racers along, but also tosses ramps and pads onto the backs of other large moving vehicles
- Donut Plains 3 returns
- DK Jungle back
- Can toss the Boomerang item up to 3 times

“There was some item customization in Mario Kart 7, in that you could choose to have a mushroom-only race or shell-only race. We’re going to have that plus a little bit more, actually, in Mario Kart 8. I think we’re going to be able to answer that feeling of, ‘I don’t want to race with items.’ Well, OK, then no items. Or, ‘I only want to have bananas.’ Well, OK. I think we’re going to be able to provide a system to answer that desire this time around.” – director Kosuke Yabuki

“We’re going to have some rule customization for folks who want to be able to go in and set that up for themselves. Game balance is a really important element of Mario Kart that we look very, very closely at and place a lot of value on. I think that item balance, from the time we start working on development, a thousand times, maybe even tens of thousands of times, we adjust that balance while we’re playing. At the end, we come up with what we hope or feel is a really good balance. It’s our strong hope that folks would want to play with the items as we have balanced them.” – producer Hideki Konno

“That feature is not random (Blue Shell). It just doesn’t happen. There is a lot of adjustment, and there is a lot of thought and effort put into that system and developing it in a way that actually promotes game balance. So I would hope people would understand that as well.” – producer Hideki Konno

“One of the things we actually hope for is that if you’re just playing on an off day, and you’ve lost a race or two. We hope that you step away going, ‘Oh well, I just didn’t feel it today. My luck wasn’t with me. Whatever the cause, it just wasn’t my day, but I’m going to come back and play again.’ And that’s sort of what we’re aiming for. We want people to feel that way when they step away, that they want to come back.” – producer Hideki Konno

- Konno said the developers’ main priority was creating interesting courses that encourage new and different ways of playing

“One of the things you’ll see with the later courses is antigravity being given to the player as an option, so you’ll be driving on the course, and now the course branches off and you can either continue driving on the ground, or maybe go into the antigravity area to avoid an enemy or pick up an extra block. You might decide you want to take a different route that has a boost that allows you to take off and use your glider. So with the addition of the antigravity feature, we’ve been able to add more variety to the course design, and it fundamentally changes the player’s strategy.” – Konno

- When players collide with each other while in an antigravity zone, they will receive a speed boost
- Yabuki anticipates that many players will use this feature strategically

“One thing that’s always happened in previous Mario Karts is if you’re racing a light character and you bump into a big character like Bowser, you were at a disadvantage. However, with the antigravity section, and again the ability to give a speed boost from actually running into someone, even the lighter characters are able to strategize around using the antigravity sections to either keep the playing field even or to give them an advantage. So it does alter the strategy.” – Yabuki

- Risks usually outweighed the benefits, so players usually didn’t want to collide
- With the antigravity sections of Mario Kart 8, Yabuki believes players will find ways to use collisions to their advantage

“The speed boost you get from colliding with a character while you’re in the antigravity portion of this course alters the paradigm [of risk outweighing benefit]. So we may see some new strategies come out of this — some that maybe even we’re not aware of.” – Yabuki

General Stuff:
- Anti Gravity.
- 12 players return from Mario Kart Wii.
- Underwater racing and gliding return from Mario Kart 7.
- If you tricked on the glider ramp, you will get a speed boost after landing.
- Re-spawns are slightly faster than MK7, and the screen doesn't go black anymore.
- Bikes return but it is unknown if there are any inward drifting bikes
- Bikes are able to get red mini-tubos now.
- Wheelies are also back but it appears you can only wheelie when boosting.
- You can view other peoples' items with the GamePad.
- Coins return from Mario Kart 7, maximum is still 10.
- Mini turbos charge a lot faster.
- Kart customization is back for both bikes and karts.
- Two sets of kart bodies and bike bodies were shown and three sets of tires: standard, pink-rimmed tires and Monsters.
- Bullet Bill and Bomb-omb did not appear in the demo.
- Mario Kart 8 runs on 60 FPS.
Confirmed Characters:
Mario
Luigi
Princess Peach
Princess Daisy
Toad
Yoshi
Bowser
Koopa Troopa
Donkey Kong
Wario
Waluigi
Toadette
Baby Mario
Baby Luigi
Baby Daisy
Baby Peach
Rosalina
Larry Koopa
Morton Koopa Jr.
Wendy O. Koopa
Iggy Koopa
Roy Koopa
Lemmy Koopa
Ludwig von Koopa
Metal Mario
Lakitu
Shy Guy

Confirmed Items:
Green Shell
Triple green shells
Red Shell
Triple red shells
Banana
Triple bananas
Mushroom
Triple mushrooms
Golden mushroom
Blooper
Fire Flower
Thunderbolt
Blue Shell (grounded)
Bomb-omb
Star
Bullet Bill
Boomerang
Piranha Plant

New Tracks:
Mario Circuit
Toad Harbour
Twisted Mansion
Cloudtop Cruise
Thwomp Ruins
Dolphin Shoals
Sweet Sweet Canyon
Sunshine Airport
Shy Guy Falls
Bone Dry Ruins
Water Park*
Larry's Lights*


* = Name not confirmed as of now

Confirmed Retro Tracks:
3DS Music Park
3DS Piranha Plant Slide
3DS DK Jungle
DS Tick Tock Clock
Wii Grumble Volcano
GCN Dry Dry Desert
GBA Mario Circuit
Moo Moo Meadows
Rainbow Road 64
Toad Turnpike
Royal Raceway
Yoshi Valley

Confirmed Controllers:
GamePad
Wii Wheel
Wii U Pro Controller
Classic Controller Pro
Wii Remote








Creator of Walking Dead Robert Kirkman eager for Mario Kart 8
http://www.gonintendo.com/s/224042-the-walking-dead-creator-very-eager-for-mario-kart-8
 
#8
I'm really impressed with how fun the new tracks look. I hope they're all good. One complaint I have about Mario Kart 7 is that there are a few tracks that I flat out hate. Music Park was awesome though and I'm glad it's coming back.
 
#10
This game looks so damn pretty.

Do we have info on whether or not you can play multiplayer through the GP?
I hope they'll do 5 player split-screen or special gamepad modes like Sonic Racing Transformed but knowing Nintendo they won't.

When they talked about using Mario Kart 8 to show off the gamepad they talked about having the system start quicker so the gamepad comes up faster. Nintendo themselves don't seem to understand how to use the gamepad to its full potential.
 
#25
good lookin. can't wait for the return of toadette (first appearance since double dash i believe) and the smaller characters/karts in general. not a fan of bikes.
 
#29
This reminds me that it will be the first game where the lack of gamecube controller support will be a huge diference =|

So now my "need to know as soon as possible" news are :

1) Will it acept Classic Controller ?

2) 5 Player local with the gamepad, right ?
 
#30
- Re-spawns are slightly faster than MK7, and the screen doesn't go black anymore.
Good! Should make it easier to lessen the blue shell's impact when in 1st place.

- Bikes return but it is unknown if there are any inward drifting bikes
- Bikes are able to get red mini-tubos now.
- Wheelies are also back but it appears you can only wheelie when boosting.
I hope that inward drifting is gone and that the they've been heavily nerfed, as I really really hated the MK Wii bikes, as they completely broke the game. No one used Karts anymore. Should this be the case in MK8 as well, then I'm not gonna get the game. I'm serious!

- Mini turbos charge a lot faster.
I feel they are already charging pretty fast in MK7, if you only take narrow drifts and even more so if you have the right driver-kart-parts-combination.
 
#31
I just hope Nintendo does more than just a horn, map, leaderboard/items on the screen.

Let us customize our vehicles, with the gamepad. Even let us create our own decals(to at least some extent).

If Nintendo doesnt at least let us do that, they are being foolish with their gamepad.
 
#33
I just hope Nintendo does more than just a horn, map, leaderboard/items on the screen.

Let us customize our vehicles, with the gamepad. Even let us create our own decals(to at least some extent).

If Nintendo doesnt at least let us do that, they are being foolish with their gamepad.
Agreed. But while I bet they've thought of it, chances are, they're afraid to go through with it thinking people will draw dicks or something when a lot of kids will be playing online...


I would say this and Smash would benefit from atleast having a mode where the gamepad player fucks with everyone else Split/Second-style by triggering chaotic events during races/battles. Maybe have a mode where the gamepad player has to defend something while the other racers are throwing items and shells to destroy it.
 
#34
Toadette was in Mario Kart Wii. :)
ah, thanks. mk wii had such a big roster and such was my distaste for the game it didn't register. always loved to use her in double dash.

also the million dollar unanswered question, as far as i'm concerned - will the game implement any form of voice chat? it can be locked to private/community games, whatever, but it really should be in there this time. especially as nintendo haven't and will likely never build proper chat functions into the wii U OS. bring forth the doodles :/
 
#35
I just hope Nintendo does more than just a horn, map, leaderboard/items on the screen.

Let us customize our vehicles, with the gamepad. Even let us create our own decals(to at least some extent).

If Nintendo doesnt at least let us do that, they are being foolish with their gamepad.
Car-customization on the Gamepad will be an option 100%. I can't immagine it not being the case.
 
#36
Agreed. But while I bet they've thought of it, chances are, they're afraid to go through with it thinking people will draw dicks or something when a lot of kids will be playing online...


I would say this and Smash would benefit from atleast having a mode where the gamepad player fucks with everyone else Split/Second-style by triggering chaotic events during races/battles. Maybe have a mode where the gamepad player has to defend something while the other racers are throwing items and shells to destroy it.
Meh, at this point I have zero hopes for gamepad utilization and as that's not my preference, i am OK with it. Honestly, I buy Nintendo platforms for the games. Just like motion controls were all the rave, I couldn't have cared less about them. MK8 looks fantastic and if all it has is a horn on the pad, then so be it. Besides, it makes a great tablet while laying in bed and watching TV.
 
#38
Agreed. But while I bet they've thought of it, chances are, they're afraid to go through with it thinking people will draw dicks or something when a lot of kids will be playing online...


I would say this and Smash would benefit from atleast having a mode where the gamepad player fucks with everyone else Split/Second-style by triggering chaotic events during races/battles. Maybe have a mode where the gamepad player has to defend something while the other racers are throwing items and shells to destroy it.
Yeah, I agree on people drawing inappropriate things. I edited my comment with "(to some extent)". They could have it moderated, like wii sports club. Where you submit, and have to wait up to an hour. Even then, I still see inappropriate things in a game of wii sports club. Thoughs messages pop up are more obvious than seeing a decal zooming by. So I think its possible.

I feel this can be the game that gives the system an appeal.

It may sound silly and simple, but the idea of showing the gamepad as a steering wheel, with a horn on it, in a commercial, could really appeal to the casuals.

My gut feeling is they'll have more for the gamepad than what was shown at E3. This game looks like the game Nintendo put a large amount of effort into. Like Mario Galaxy effort.

The number 8 is considered lucky in Japan, and Nintendo said this will be the definitive Mario Kart. The 8 also represents the mobius strip track. So I feel they're working off some symbolism with this game, to drive their efforts.
 
#43
I just hope that they deliver on providing not only the online leaderboards but also the ability to organize tournaments in communities (improve upon MK7 communities obviously). Being able to set up a personal miiverse subset of sorts to talk about the tournament/community and provide a leaderboard just for that community would be wonderful. I'm not sure but I remember them at least talking about this in the past so hopefully they are able to implement it in time for launch considering the game's been delayed back long enough now.
 
#46
Aw Tick Tock Clock is in this game? I might have to get it after all. Do we have pics of the unofficially named stages?

Edit: Just saw that Baby Daisy is back. Eh.