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Mario Kart 8 Info Thread

It'd be a good choice, though it does violate another potential rule being one generation per cup since we know the Shell cup doesn't have a 3DS rep.

But when it comes to MK, I feel like they probably don't have a strict rule-set they follow anyway.

"Potential"? Every single retro cup in MKDS, MKWii, and MK7 follows the rule of "no two courses from the same game in one cup", and it's confirmed that the Shell and Banana cups from MK8 follow it as well. I very, very much doubt that that's a coincidence.

We already know they have a "don't use the same course as a retro course more than once" rule, no?
 
We already know they have a "don't use the same course as a retro course more than once" rule, no?

My point was that who knows what they consider to be "rules;" if they want to put 2 races from the same game together, I doubt they'd let that stop them. They could just as readily do away with the Bowser's Castle tradition too. This is also assuming there are only 4 Retro cups--maybe there will be more?

And speaking of which, I really want to know is how they're going to handle Retro tracks when they're on Mario Kart 17? They'd have to either start ignoring games, or adding more Retro cups
 
I thought they made it clear when they didn't bring back the SNES Mario Circuit track and Bowser's Castle from GBA just like the previous installments.
Never really saw them bringing back SNES Mario Circuits and GBA Bowser Castles as a rule, just that those are the courses they happened to choose every time. They CAN'T keep bringing them back over and over again, at least not without violating the "don't use the same retro track twice" rule.
 
My MK7 track preference:

Boring:
Toad Circuit/Cheep Cheep Lagoon/Daisy Hills

Okay:
Rock Rock Mountain/Mario Circuit/Wuhu Loop/Maka Wuhu/Rosalina's Ice World

Fun-Fun:
Neo Bowser City/DK Jungle/Shy Guy Bazaar/Music Park

WHEEEEEEEE:
Bowser's Castle/Rainbow Road/Wario Shipyard/Piranha Plant Slide
 
It's the worst Bowser's Castle in the series. Just terrible, confusing design choices with the most baffling thing being that rotating thing which is a "shortcut".

I hope it isn't that. I'm hoping for a GBA/SNES Bowser's Castle. Those are always fun to race on.

Agreed. I love MK7, but its Bowser's Castle is just awkward.
 
Would be funny if there was a hidden 5th retro cup with Wario Stadium in it.

Wario Stadium has so much potential with this antigrav idea. Racing on the side of the bleachers in the opening/closing stretches, power lifts everywhere a la GBA Mario Circuit, large half pipes replacing the outer "rims"/walls of the deeper dugout areas... Just add a few new track hazards/dynamics for the new factor and voila.
 
Double Dash had some great tracks, the problem was how heavy the game felt with the duel racer mechanic which did fit the idea of two characters per car but it feels the most different when compared to other Mario Karts
 
Triple-starring MK7 at the moment. I'd say:

Dull: Alpine Pass (I'm from yurop), the Wuhus, Toad Circuit

Average: Daisy Hills, DK Jungle, Piranha Plant Pipeway, Mario Circuit, Cheep Cheep Cape

Okay: Wario's Galleon, Koopa City, Rosalina's Ice World, Bowser's Castle

Good: Melody Motorway, Shy Guy Bazaar, Rainbow Road

It just dawned on me how uninteresting MK7's track line-up is compared to, say, MKDS or MK64.
 
Triple-starring MK7 at the moment. I'd say:

Dull: Alpine Pass (I'm from yurop), the Wuhus, Toad Circuit

Average: Daisy Hills, DK Jungle, Piranha Plant Pipeway, Mario Circuit, Cheep Cheep Cape

Okay: Wario's Galleon, Koopa City, Rosalina's Ice World, Bowser's Castle

Good: Melody Motorway, Shy Guy Bazaar, Rainbow Road

It just dawned on me how uninteresting MK7's track line-up is compared to, say, MKDS or MK64.

I always found MKDS to have, by far, the most uninspired courses of the series.
 
It's the worst Bowser's Castle in the series. Just terrible, confusing design choices with the most baffling thing being that rotating thing which is a "shortcut".

Not getting the hate for that part at all.

It's a shortcut that's shaped funny and takes some skill and timing to get the most out of it.

With that said, I'd rather the "last" unknown retro track be a different Bowser's Castle.
 
I always found MKDS to have, by far, the most uninspired courses of the series.

Some of the courses are real lame, like Shroom Bridge, but it also included Airship Fortress, Tick Tock Clock and Waluigi Pinball are still some of the best and unique tracks Mario Kart has ever had.

At the moment there's only been one Super Mario Kart level announced, which is Donut Plains 3. I like what they did with Mario Circut GBA though and the levitated part of the course. I hope whatever they do with a SMK level is a drastic, awesome change.
 
Some of the courses are real lame, like Shroom Bridge, but it also included Airship Fortress, Tick Tock Clock and Waluigi Pinball are still some of the best and unique tracks Mario Kart has ever had.

At the moment there's only been one Super Mario Kart level announced, which is Donut Plains 3. I like what they did with Mario Circut GBA though and the levitated part of the course. I hope whatever they do with a SMK level is a drastic, awesome change.

So stoked that Tick Tock clock will be in 8.

I didn't play the DS version but I watched video and I love courses like that.

The music too, the music...
 
Not getting the hate for that part at all.

It's a shortcut that's shaped funny and takes some skill and timing to get the most out of it.

With that said, I'd rather the "last" unknown retro track be a different Bowser's Castle.
Most of the timing is something you can't control or are even forewarned about before entering the tunnel for the shortcut. It doesn't take skill at all, just drive through. It does require timing, but like I said, the timing is not consistent and not easily clear like in other courses' shortcuts.

Then there are times where it acts all wonky and makes you fall to the sides or something.

It is poorly designed. Period. The whole course except the inside portion with the two paths is poorly designed.
 
Most of the timing is something you can't control or are even forewarned about before entering the tunnel for the shortcut. It doesn't take skill at all, just drive through. It does require timing, but like I said, the timing is not consistent and not easily clear like in other courses' shortcuts.

Then there are times where it acts all wonky and makes you fall to the sides or something.

It is poorly designed. Period. The whole course except the inside portion with the two paths is poorly designed.

Disagree.

A LOT of timing in Mario Kart courses isn't based on consistency.

You have to read and react very quickly.

I don't remember ever falling off the sides there.

I mean, yeah, I have before but if I focus, 9 out of 10 times I get through that part rather easily and don't lose much time.
 
Triple-starring MK7 at the moment. I'd say:

Dull: Alpine Pass (I'm from yurop), the Wuhus, Toad Circuit

Average: Daisy Hills, DK Jungle, Piranha Plant Pipeway, Mario Circuit, Cheep Cheep Cape

Okay: Wario's Galleon, Koopa City, Rosalina's Ice World, Bowser's Castle

Good: Melody Motorway, Shy Guy Bazaar, Rainbow Road

It just dawned on me how uninteresting MK7's track line-up is compared to, say, MKDS or MK64.
Id say the standout tracks were Wario's shipyard, Shy Guy Bazaar, Music Park, Maka Wuhu and Rainbow Road. In particular Wario's Shipyard and Rainbow Road were awesome tracks and two of the best in the series. Overall though the tracks were rather meh.
I always found MKDS to have, by far, the most uninspired courses of the series.
I disagree MKDS had Luigi's Mansion, Delfino Plaza, Airship Fortress, Waluigi's Pinball and Tick Tock Clock. The rest were kinda boring but Id put all of those tracks in my top MK tracks.
 
I always found MKDS to have, by far, the most uninspired courses of the series.


To each their own I guess. Imo it has the best RR track and Delfino Square, Yoshi Falls, Luigi's Mansion + every track the users below you said were tracks I always had a blast racing on.

Some tracks from 7 though (like MM / RR) are also really fun to go through.
 
Most of the timing is something you can't control or are even forewarned about before entering the tunnel for the shortcut. It doesn't take skill at all, just drive through. It does require timing, but like I said, the timing is not consistent and not easily clear like in other courses' shortcuts.

Then there are times where it acts all wonky and makes you fall to the sides or something.

It is poorly designed. Period. The whole course except the inside portion with the two paths is poorly designed.
Lol, what are you talking about? When you practice that track enough, you will understand that shortcut is pretty easy and knowing the timing isn't really needed, you just need to realign your kart if you are in a bad position and about to fall off or something.

I wouldn't say it's poorly designed, but it is very narrow.
 
Wait so are people saying the shortcut is too easy or too hard??

Anyway, it little matters. The last retro track will probably be a SNES Bowser's Castle (but hopefully Wario Colosseum.

Unless there's 8 extra tracks of course...
 
Wait so are people saying the shortcut is too easy or too hard??

Anyway, it little matters. The last retro track will probably be a SNES Bowser's Castle (but hopefully Wario Colosseum.

Unless there's 8 extra tracks of course...

Which Bowser's Castle???

I haven't played that version in years but there seems to be a hundred of them in it and I lose track of which ones have already been in other games.

Speaking on that, I guess I am in denial because I was hoping for Block Fort Battle Arena in 8 but it was done before.

Has Double Decker for the N64 been a retro course in any game yet???
 
Which Bowser's Castle???

I haven't played that version in years but there seems to be a hundred of them in it and I lose track of which ones have already been in other games.

Speaking on that, I guess I am in denial because I was hoping for Block Fort Battle Arena in 8 but it was done before.

Has Double Decker for the N64 been a retro course in any game yet???

There are three Bowser's Castle and none of them has been used as a retro track yet.
And about Double Deck, no, it hasn't been a retro stage yet.
Actually, it is also the last stage/arena left from MK64.
 
I always found MKDS to have, by far, the most uninspired courses of the series.

Airship Fortress is all kinds of amazing. n fact, that entire cup is awesome fun. =D

Triple-starring MK7 at the moment. I'd say:

Dull: Alpine Pass (I'm from yurop), the Wuhus, Toad Circuit

Average: Daisy Hills, DK Jungle, Piranha Plant Pipeway, Mario Circuit, Cheep Cheep Cape

Okay: Wario's Galleon, Koopa City, Rosalina's Ice World, Bowser's Castle

Good: Melody Motorway, Shy Guy Bazaar, Rainbow Road

It just dawned on me how uninteresting MK7's track line-up is compared to, say, MKDS or MK64.

Compared to MKDS, yes.
Though I'm surprised the Emblem designing feature isn't around when we have the gamepad...
I know why.

So stoked that Tick Tock clock will be in 8.

I didn't play the DS version but I watched video and I love courses like that.

The music too, the music...

Tick Tock Clock is one of my all time favourite tracks.
Airship Fortress already made it into MK7, so I'm happy. =D
 
Only 1 track left to "reveal" eh?

I actually still don't know the majority of tracks by heart. I've been side-stepping new info for the most part.

Anyone else with me? Or am I the only one trying to keep a semi-blackout going?
 
I didn't see a track list for a few pages (there probably is somewhere), so I put one together.

There's only 1 unknown new track and then we basically know every course in the game.

Both new and retro Bowser's Castle tracks are not confirmed, though.
There's this one I like to put directly in messages, ordered by hypothetical cups because it looks a bit clearer, feel free to copy-paste:



Mario Kart Stadium
Water Park
Sweet Sweet Canyon
Thwomp Ruins

Mario Circuit
Toad Harbour
Twisted Mansion
Shy Guy Falls

Dolphin Shoals
Sunshine Airport
Electrodrome
Bone Dry Dunes

Cloudtop Cruise
(unknown new track)
(unknown new track, but likely a new Bowser's Castle)
(Confirmed but unseen yet new Rainbow Road)


Wii Moo Moo Meadows
GBA Mario Circuit
DS Cheep Cheep Beach
N64 Toad's Turnpike

GCN Dry Dry Desert
SNES Donut Plains 3
N64 Royal Raceway
3DS DK Jungle

(unknown retro track)
(N64 Yoshi Valley?)
(GCN Sherbet Land?)

3DS Music Park

DS Tick-Tock Clock
3DS Piranha Plant Slide
Wii Grumble Volcano
N64 Rainbow Road


Only 1 track left to "reveal" eh?

I actually still don't know the majority of tracks by heart. I've been side-stepping new info for the most part.

Anyone else with me? Or am I the only one trying to keep a semi-blackout going?

I have a difficult time remembering the ones we haven't seen much… I often forget Dolphin Shoals even exists!
 
Nintendo really loves the gba bowser castles since they've had a retro course ever since ds lol so it's likely we'll probably get GBA bowser castle 4 to be done with them.
 
You can only assume, would they really cut Bowser's Castle? There's been a new and a retro Bowser's Castle track (Wii had 2) in every MK games since they introduced retro tracks.

Well I remember before MK7 came out a lot of people assumed it was a rule that Nintendo never put Rainbow Road as retro track. So you never know about those.
 
What is MK8 online going to be like? Will there be challenging gameplay with proper matchmaking or just blind chances of getting paired up with 5 year-olds? Are there any XP systems or stat tracking etc? I'm sort of starting to warm up to getting a Wii U for this. Last time I played a MK game was on the N64 :-)
 
I'm hoping for the DS Bowser Castle, that's the one I've probably spent then most time on.

On the subject of Wario tracks, Wario Colosseum would work so much better with the antigrav design than Wario Stadium, although either would be brilliant.
 
What is MK8 online going to be like? Will there be challenging gameplay with proper matchmaking or just blind chances of getting paired up with 5 year-olds? Are there any XP systems or stat tracking etc? I'm sort of starting to warm up to getting a Wii U for this. Last time I played a MK game was on the N64 :-)

We do not know about this yet, and so far the 3 online Mario Karts have had multiple differences regaring online stats & matchmaking, so we could well have a brand new system in MK8.

- MKDS has a win-loss ratio system, and a “Rivals” options where you get matchmaked with players who have a roughly similar ratio. You can also chose to be matchmade with random players instead in “Regional” (less lag) or “Worldwide” lobbies.

- MKWii uses a ELO-like ranking system (you start with 5000 points and then win or lose points depending on your performance and you opponent's points; maximum 9999 points). Matchmaking is so-so, you may meet players with thousands of points above or below you. It only keeps track of the win-loss ratio against your registered friends. Race and battle modes have separate point counters.

- MK7 uses MKWii's system BUT you start with 1000 points, the maximum is 99,999 and you barely lose points if you lose races (unlike in MKWii where you could lose hundreds of points in a single race). It's more about grinding. However matchmaking is better in that when you have a big point counter (like 10,000+) you are almost guaranteed to be matchmade with other players having high counters. Regional option is removed and race/battle counters are merged.


Points are usually referred to as VR (for “Versus Rating”) and, in MKWii battles, BR (for “Battle Rating”).
 
So with Nabbit in Mario golf, his inclusion in MK8 is looking more possible, right? Or do those leaked character lists make that unlikely?
 
So with Nabbit in Mario golf, his inclusion in MK8 is looking more possible, right? Or do those leaked character lists make that unlikely?

If this pic represents the final roster then I don't think he has any chance
mk8-2_zps13b80b8c.png


However, if there's an extra row below the one with the Koopalings, then it's possible to see Nabbit in MK8.
 
Both new and retro Bowser's Castle tracks are not confirmed, though.
There's this one I like to put directly in messages, ordered by hypothetical cups because it looks a bit clearer, feel free to copy-paste:



Mario Kart Stadium
Water Park
Sweet Sweet Canyon
Thwomp Ruins

Mario Circuit
Toad Harbour
Twisted Mansion
Shy Guy Falls

Dolphin Shoals
Sunshine Airport
Electrodrome
Bone Dry Dunes

Cloudtop Cruise
(unknown new track)
(unknown new track, but likely a new Bowser's Castle)
(Confirmed but unseen yet new Rainbow Road)


Wii Moo Moo Meadows
GBA Mario Circuit
DS Cheep Cheep Beach
N64 Toad's Turnpike

GCN Dry Dry Desert
SNES Donut Plains 3
N64 Royal Raceway
3DS DK Jungle

(unknown retro track)
(N64 Yoshi Valley?)
(GCN Sherbet Land?)

3DS Music Park

DS Tick-Tock Clock
3DS Piranha Plant Slide
Wii Grumble Volcano
N64 Rainbow Road




I have a difficult time remembering the ones we haven't seen much… I often forget Dolphin Shoals even exists!

The last Special Cup track is most likely an ice Donkey Kong track because traditionally Mario Kart always has both as new tracks and so far this game has neither. Plus DKCTF just came out.
 
I kept thinking it was crazy of them to put in Rainbow Road (64) as a Retro track like it was a new revelation.

I keep forgetting MK7 had SNES Rainbow Road lol.
 
The last Special Cup track is most likely an ice Donkey Kong track because traditionally Mario Kart always has both as new tracks and so far this game has neither. Plus DKCTF just came out.

I really don't see there being a Tropical Freeze track.

Just a hunch.

I'd be all for it though.

I'm not crazy about ice tracks but they could use one really good one(kind of prematurely writing off the Sherbet Land remake though it could be really cool).
 
That would make it the only 3d game without a DK track... There have been two snow DK tracks in the past, why couldn't there be another? Although it might be more of a frozen jungle track than a ski resort theme this time.

Maybe I'm not getting my hopes up because Donkey Kong Jungle is one of my favorite Mario Kart tracks of all time and I'm chomping at the bit for a Tropical Freeze track.

I wonder if they'd let Retro at least help designing it.
 
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