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Mario Kart 8 Info Thread

I know most people here disagree with me completely, but the 'tactical' kart customisation goes against what makes this game work so well as an accessible multiplayer experience for me. The people I play MK with tend not to be regular gamers and just want to choose a character they like and set off. Having this tactical customisation gives me a big advantage because I'll know in advance a set-up which suits me, but they won't have had the game time to experiment and work out what fits for them. Even MKWii tended to annoy them, as they didn't know the advantages and disadvantages between karts and bikes, auto or manual handling, or if it made any difference which character they selected. We tend to just go back to MK64, where you pick a character and set off, because it's simpler and therefore more egalitarian: you might make a poor choice, but ultimately there's only seven alternatives so it won't take long to settle on one which works. Customisation is fine for people who get to spend lots of time playing these things, but I get the feeling that there are plenty of MK fans who don't fit that criteria and can enjoy at least a somewhat reasonable chance of success against more experienced players in a pick-up-and-play session.

You're probably correct that there is an inverse relationship between gameplay depth (kart customization) and accessibility.

That said, as a person that buys each Mario Kart game, I prefer the depth, even if the game sells less.
 
About the size of Download version, you can refer to this online shop pre-ordering Download code

http://joshinweb.jp/game/26572/4902370521931.html

ソフト容量(ブロック数)(※本ソフトをダウンロードするのに必要なWii U本体(もしくはUSBハードディスク)の保存メモリーの空き容量) :  4.9GB以上

It suggests the software size is above 4.9GB

Website says 2.4 GB for SM3DW, 2.6 GB for ZWWHD, 5 GB for Pikmin 3 and 12.9 GB for TW101 which is correct. Those are slightly bigger than the actual install sizes, which themselves are slightly bigger than the download sizes, so I guess Mario Kart 8 will be a ~4GB download.
 
I know most people here disagree with me completely, but the 'tactical' kart customisation goes against what makes this game work so well as an accessible multiplayer experience for me. The people I play MK with tend not to be regular gamers and just want to choose a character they like and set off. Having this tactical customisation gives me a big advantage because I'll know in advance a set-up which suits me, but they won't have had the game time to experiment and work out what fits for them. Even MKWii tended to annoy them, as they didn't know the advantages and disadvantages between karts and bikes, auto or manual handling, or if it made any difference which character they selected. We tend to just go back to MK64, where you pick a character and set off, because it's simpler and therefore more egalitarian: you might make a poor choice, but ultimately there's only seven alternatives so it won't take long to settle on one which works. Customisation is fine for people who get to spend lots of time playing these things, but I get the feeling that there are plenty of MK fans who don't fit that criteria and can enjoy at least a somewhat reasonable chance of success against more experienced players in a pick-up-and-play session.

This is truth. For a lot of casual players of the series it often comes off as daunting. It's the main reason why we always go back to double dash when i'm playing with my older siblings. I wish you could turn stats off or regulate everything to default.
 
Since nobody's mentioned it I doubt ts still in. I found it a nice alternative and you could choose to use gyro or circle pad in 7.

Aww, it would've been pretty cool with the anti-gravity.

I found confirmation here here too, well only that "motion controls don't force you into first-person mode, which seems to be gone completely"
 
Life must have been hard for them pre 2001.

I guess but their first exposure to Mario Kart was on the GameCube and they played MK64 on the Virtual Console so they know nothing else... I myself will just happily buy a Wii U Pro Controller and be done with it :P
 
As much as I love the Gamecube controller, it makes my hands too damn sweaty when playing for long periods of time (which tends to happen with Mario Kart games). The Wii U Gamepad has that problem as well.
 
Is there any way they would call pre-written/approved text messages (like Wii/7) as "Game Chat"?

Edit: oh I see this is already covered in a new thread.
 
Aww shit. I'm guessing it's just for friends and private communities, but this is still awesome.

Im perfectly okay with that. I'd rather not hear a kid cuss me out as he hits me with a red shell.

So "game chat" is their way of saying voice chat, correct? As in, thats whats in the description for games like Monster Hunter?

Can someone quickly confirm this with other eshop games that support voice chat by checking their description?
 
I posted this in the other thread but I'll post it here too...

Mario Kart 8 lists Game Chat as a feature.

Games like Need For Speed, Monster Hunter, and Call of Duty lists Game Chat as a feature AND either microphone or headset as an accessory.

Seems likely to me that Mario Kart 8 will just have text chat or something based on this.
 
Im perfectly okay with that. I'd rather not hear a kid cuss me out as he hits me with a red shell.

So "game chat" is their way of saying voice chat, correct? As in, thats whats in the description for games like Monster Hunter?

Can someone quickly confirm this with other eshop games that support voice chat by checking their description?

Can confirm that it does, though MH also says it supports the Wii U Microphone as an accessory right above that.
 
Can confirm that it does, though MH also says it supports the Wii U Microphone as an accessory right above that.

I see. Thanks for checking.

So, its still on the fence, whether or not it'll support voice chat. There's still the possibility that they'll add to the description that it supports the Wii U Microphone. Just as they didn't add "Game Chat" until later on.
 
I posted this in the other thread but I'll post it here too...

Mario Kart 8 lists Game Chat as a feature.

Games like Need For Speed, Monster Hunter, and Call of Duty lists Game Chat as a feature AND either microphone or headset as an accessory.

Seems likely to me that Mario Kart 8 will just have text chat or something based on this.

gamepad has mic, no headset needed for NFS at least.
 
I know, but the listing would still say that a headset/microphone could be used as an accessory if it had voice chat. At least, that's how the few voice chat enabled games are listed currently. No reason to assume otherwise.

Is Wii Sports Club the only game that only allows text chat/picture messages, and doesnt say "Game Chat" in the eshop description?
 
Is Wii Sports Club the only game that only allows text chat/picture messages, and doesnt say "Game Chat" in the eshop description?
I can't think of any others to check, so at the moment yea that's the only one. Though one could argue that they don't count those short messages as a full chat, so maybe Mario Kart 8 will have full text chat and not just some short messages like Mario Kart 7.
 
So the last new track is Mount Wario and the last Retro is Wario Stadium DS. Sherbet Land and Yoshi Valley are confirmed.

Proof, if it was ever needed, that Nintendo don't have to adhere to past 'traditions' they themselves put on previous games...tbh I thought '1 retro bowser castle + 1 new dk / snow track' was more of a pattern users here noticed than an intentional recurrence.

Anyway Wario Stadium DS is in the list of my anticipated retro tracks so I'm totally fine with this! You also get to listen to dat sweet waluigi pinball music once again.
 
VERY disappointed at the total lack of battle arenas. I'm sorry but race tracks are not suitable for battles (except maybe Baby Park?), especially the long ones like N64 Toad's Turnpike, Mario Circuit or Toad Harbour.
 
You guys are going NUTS

mk8lykac.jpg
 
Proof, if it was ever needed, that Nintendo don't have to adhere to past 'traditions' they themselves put on previous games...tbh I thought '1 retro bowser castle + 1 new dk / snow track' was more of a pattern users here noticed than an intentional recurrence.

Personally, I think it's rather odd to see no new DK tracks at all and no retro Bowser Castle. Before Mario Kart 8, those seemed as guaranteed as every game having a new and retro Rainbow Road.

Although, considering how they didn't even bother bringing back Diddy, it sounds like they might be wanting to phase out the Donkey Kong influences from the series...
 
weight classes.

Light -
Toad
Koopa
Toadette
Lakitu
Shy Guy
Wendy
Lemmy
Larry
Baby Mario
Baby Luigi
Baby Peach
Baby Daisy
Baby Rosalina

Medium -
Mario
Luigi
Peach
Yoshi
Daisy
Ludwig
Iggy

Heavy -
Bowser
DK
Wario
Waluigi
Rosalina
Metal Mario
Roy
Morton
Pink Gold Peach
 
That character roster is horrendous.

-7 koopalings
-5 babies
-2 fucking metal reskins

meanwhile
-no diddy
-no boo
-no bowser jr
-no birdo
-NO DIDDY
 
So, I went through all the retro tracks footage we've got on the official site and a lot of press footage to see which ones we can really point to as major overhauls:

Shell Cup
Moo Moo Meadows: Relatively unchanged, aside from the great aesthetic overhaul. Only major addition appears to be a glider ramp toward the end of the track.
Mario Circuit: The course is no longer flat, and features a large raised portion as a big antigrav section early in the lap. Mushroom accessible shortcuts have been changed a bit and include glider ramps too. Moderate overhaul.
Cheep Cheep Beach: No dramatic changes to layout, but the addition of underwater driving opens alternate routes with a few trick ramps, coins and item boxes now located underwater. The boardwalk section ends with a glider ramp now, instead of just a jump. Moderate overhaul.
Toad's Turnpike: No major layout changes, but the vehicles on the track are modified to involve a lot of mechanics added since MK64. Trucks carrying surfboards can be used to perform tricks and dump trucks act as glider ramps, allowing karts to chain tricks on top of trucks and busses that used to act solely as hazards. Several sections of walls are now feature antigravity, which allows drivers to bypass traffic at the cost of a longer route. All in all, a pretty major overhaul.

Banana Cup
Dry Dry Desert: The majority of the track is unchanged, with most of the hazards from Double Dash returning. The collapsing pillars from MKWii's Dry Dry Ruins make an appearance and you can still perform tricks off them. The dunes toward the end of the track are replaced by an oasis with underwater driving, allowing you to perform tricks off of the "islands". Moderately overhauled.
Donut Plains 3: No significant layout changes, but the course is no longer completely flat. All the water hazards have been removed to allow for underwater driving, and coins and item boxes are placed accordingly. The bridge toward the end of the lap is now collapsed and leads to a short unavoidable water section and monty mole trails now provide an opportunity for tricks. Minor overhaul (but super pretty).
Royal Raceway: Most importantly, the course is no longer hideously barren and features a lot of new scenery. The actual track is relatively unchanged, with the large jump toward the castle changed to a glider ramp and a few mushroom trick shortcuts scatted throughout the track. Peach's Castle isn't an accessible area anymore, but it's more prominently displayed on the track. Minor overhaul.
DK Jungle: Virtually unchanged aside from a short antigrav section in the golden temple.

Leaf Cup
Wario Stadium: The first part of the track plays out similarly to the original with a few minor changes, but the section with fire bars is modified to be an antigrav section with sharper turns, and the final curve before the starting line appears to be underwater. Major overhaul.
Sherbet Land: Holes in the ice are no longer falling hazards, but lead to totally new sections of underwater and antigrav tracks, some of them reconnecting to the main route with trick and glider ramps. Major overhaul.
Music Park: Completely unchanged from the 3DS version.
Yoshi Valley: Some major changes, with the several of the paths modified to involve new mechanics. To be honest I don't know the original track well enough to comment on it in depth, but it appears to be a major overhaul. Someone with a better trained eye can hopefully point it out.

Lightning Cup
Tick Tock Clock: The majority of the track is the same, with some alterations. The alternating gears section now has a glider ramp at the star allowing you to avoid touching the first two gears, and the clock hands that previous acted as walls now act as a bridge shortcut allowing you to skip two curvy portions of the track, if you're daring enough. Minor overhauls.
Piranha Plant Slide: The majority of the track is unchanged. The underwater section toward the end is now antigrav and even deeper blow the track, though it retains the same basic layout. Because of its lower exit point, it's no longer possible to glide over the final curves of the track. Moderate overhaul.
Grumble Volcano: The majority of the track appears unchanged, with the exception of several of the jump ramps now acting as glider ramps. Relatively unchanged.
Rainbow Road: Major changes all around. The track loses most of the walls that once covered the sides, and many of the loops are converted into antigrav segments. Speed boosts are sprinkled throughout the course, some of them requiring glider maneuvering to access, and the Chain Chomp hazards no longer work their way around the course but instead remain in set positions and bounce, allowing you to perform tricks on elevated track. Major overhauls.

Just based on footage, five of the tracks appear to be so greatly overhauled they may as well be new, and only four returning tracks appear to not have any interesting changes. The rest have additions and shortcuts strewn about that ought to still make them fresh.

tl;dr I watched a lot of Mario Kart footage and I'm almost more excited for some of these retro cups than I am the main cups. Mock me relentlessly.
 
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