MannyToons
Member
I hit beginning players with the Tanooki Tail as I am lapping them:[
:[
I hit beginning players with the Tanooki Tail as I am lapping them:[
I get a feeling if they did put the course in, they will block that section offThe only retro course I truely want more than anything else. Really wanna drive to peach's castle courtyard in HD.
You mean 58? It's coming in April, not May.
I have a new idea for a new item.
It's a black shell that once you get it(it's rare), it lets you scroll through whoever is racing for who it will target.
Yes please. That was one of the best GCN tracks.Aww yiss!!
Hope to see Wario Colosseum back.
![]()
Yes please. That was one of the best GCN tracks.
Aww yiss!!
Hope to see Wario Colosseum back.
![]()
Aww yiss!!
Hope to see Wario Colosseum back.
![]()
Apparently, a canon block (from 3D Land/World) and an 8 item were seen in the item roulette in the IGN video.
Battle mode was confirmed. They couldn't play it but saw the option screen.
http://nintendoeverything.com/more-mario-kart-8-details-including-expanded-item-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 4s remake has a fancy, elevated anti-gravity U-turn in one corner of the race
- Toads 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. Were going to have that plus a little bit more, actually, in Mario Kart 8. I think were going to be able to answer that feeling of, I dont want to race with items. Well, OK, then no items. Or, I only want to have bananas. Well, OK. I think were going to be able to provide a system to answer that desire this time around. director Kosuke Yabuki
Were 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 were playing. At the end, we come up with what we hope or feel is a really good balance. Its 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 doesnt 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 youre just playing on an off day, and youve lost a race or two. We hope that you step away going, Oh well, I just didnt feel it today. My luck wasnt with me. Whatever the cause, it just wasnt my day, but Im going to come back and play again. And thats sort of what were 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 youll see with the later courses is antigravity being given to the player as an option, so youll 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, weve been able to add more variety to the course design, and it fundamentally changes the players 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 thats always happened in previous Mario Karts is if youre 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 didnt 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 youre 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 were not aware of. Yabuki
RETRO
Shell
Wii Moo Moo Meadows
GBA Mario Circuit
DS Cheep-Cheep Beach
N64 Toad's Turnpike
Should I worry about no map being displayed on the TV?
It can. There's three button toggles at the side of the horn, one of which being the map. The map then gets blown up on the pad along with the current positions. The other two are quick toggling a switch between motion and traditional controls and a rear view screen display.
I have yet to see a video with the map on the main screen; I am not sure pressing the map button on the GamePad sends the map to the TV. It just removes it from the GamePad and displays something else (off-TV or the horn).
It can. There's three button toggles at the side of the horn, one of which being the map. The map then gets blown up on the pad along with the current positions. The other two are quick toggling a switch between motion and traditional controls and a rear view screen display.
I know you can see it in the gamepad. My question was if it's going to be displayed on my TV (if I decide I don't want to use the gamepad)
Ah, I'm not so sure on that sorry. Misunderstood. I presume it must do if you're playing Pro Controller, but Gamepad I presume not.
Oh well, hope it is still a demo thing.
After all, the timer wasn't around either so..
Holy crap, awesome!Mario kart 8 gameplay
http://youtu.be/MK1J1O13Ddk
http://youtu.be/NcpK0_f1whs
http://youtu.be/C8E0qbMsrGE
It seems they want to get rid of the timer during non-time trial races & battles, I believe it already got a reduced importance in Mario Kart 7.
Mario kart 8 gameplay
http://youtu.be/MK1J1O13Ddk
http://youtu.be/NcpK0_f1whs
http://youtu.be/C8E0qbMsrGE
Why does everyone look like they have never played a Mario Kart in these previews? Swerving everywhere, hitting every fence.. Do Nintendo force people to play it with the GamePad as the motion wheel or something?
Why does everyone look like they have never played a Mario Kart in these previews? Swerving everywhere, hitting every fence.. Do Nintendo force people to play it with the GamePad as the motion wheel or something?
Here's footage of the first 16 racetracks in one video:
https://www.youtube.com/watch?v=W4wxCtCvXO4
Some of those Retro courses took me a few seconds to figure out--and I played the crap out of those games as a kid
Why does everyone look like they have never played a Mario Kart in these previews? Swerving everywhere, hitting every fence.. Do Nintendo force people to play it with the GamePad as the motion wheel or something?
Rear view camera angle from MKW confirmed from a retro track comparison video I saw.
https://www.youtube.com/watch?v=_Z1lUrAgImE
Big but unnoticeable (visually) changes in handling may disturb even experienced players. I remember a lot of people had a difficult time moving around during glider sections with the E3 demo.
http://nintendoeverything.com/more-mario-kart-8-details-including-expanded-item-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 4s remake has a fancy, elevated anti-gravity U-turn in one corner of the race
- Toads 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. Were going to have that plus a little bit more, actually, in Mario Kart 8. I think were going to be able to answer that feeling of, I dont want to race with items. Well, OK, then no items. Or, I only want to have bananas. Well, OK. I think were going to be able to provide a system to answer that desire this time around. director Kosuke Yabuki
Were 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 were playing. At the end, we come up with what we hope or feel is a really good balance. Its 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 doesnt 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 youre just playing on an off day, and youve lost a race or two. We hope that you step away going, Oh well, I just didnt feel it today. My luck wasnt with me. Whatever the cause, it just wasnt my day, but Im going to come back and play again. And thats sort of what were 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 youll see with the later courses is antigravity being given to the player as an option, so youll 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, weve been able to add more variety to the course design, and it fundamentally changes the players 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 thats always happened in previous Mario Karts is if youre 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 didnt 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 youre 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 were not aware of. Yabuki