Seems we don't have a thread that has all the information in one spot. So here is my attempt to create one.
30th May 2014
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
- 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.
Morton Koopa Jr.
Wendy O. Koopa
Ludwig von Koopa
Triple green shells
Triple red shells
Blue Shell (grounded)
Sweet Sweet Canyon
Shy Guy Falls
Bone Dry Ruins
* = 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
Wii U Pro Controller
Classic Controller Pro
Creator of Walking Dead Robert Kirkman eager for Mario Kart 8