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Mario Kart 8 Info Thread

Nice videos, thanks everyone!

I wonder if the right, left, through the bridge/tunnel (bridge is no longer there in the remake) is still the fastest way on Yoshi's Valley.
 
I thought they were doing that Super Mario Kart theme remix for fun, but no, it's actually part of the Mario Kart 8 theme!
 
Do they have some Retro Cup planned or are they mixed in the other cups?

They have 4 retro cups, each retro cup has a course from one of the previous games. So like as an example, one cup could have N64, 3DS, GBA, and a SNES track. Or, one cup could have GCN, GBA, N64, and a DS track. They're mixed together instead of each cup consisting of courses from the same game.
 
They have 4 retro cups, each retro cup has a course from one of the previous games. So like as an example, one cup could have N64, 3DS, GBA, and a SNES track. Or, one cup could have GCN, GBA, N64, and a DS track. They're mixed together instead of each cup consisting of courses from the same game.

Ahh I see. Would be nice to be able to make a custom cup of N64 tracks. :D
 
I wonder if Nintendo will let people download this game 2 weeks early like they did with Wind Waker.

They did that with WW HD? :O That's the only way they could get me to buy a digital version over retail, lol.

I swear Music Park is just a texture upgrade. The track layout and hazards are completely identical.

Yeah, it's kind of boring. I mean, it still looks nice (graphically), but I don't think anything was really changed much. To be honest, I wasn't a big fan of that track in MK7 either.
 
I swear Music Park is just a texture upgrade. The track layout and hazards are completely identical.

I must agree with you & GameXplain. That's the most disappointing retro track change, along with Wii Grumble Volcano.

Do you think you could upload a video showing the part names and their stats (just pressing + is fine, not providing extreme details)? Or is that too much to ask?

Yeah that would be cool. The Tournament options video was already really informative.
 
Do you think you could upload a video showing the part names and their stats (just pressing + is fine, not providing extreme details)? Or is that too much to ask?
I kinda want to know the stats with Rosalina, I should add. But you can use anyone for this.
 
I must agree with you & GameXplain. That's the most disappointing retro track change, along with Wii Grumble Volcano.



Yeah that would be cool. The Tournament options video was already really informative.

I like to believe they kept Grumble Volcano mostly unchanged because they know no one actually raced on it in MKW.
 
Same, but it was IN MK7 and they don't reuse tracks twice:'(

Well, I can almost understand why, since every new iteration adds 16 new tracks. But at this point, there's only so many courses that people actually like enough from each iteration.

The case for DLC courses really comes to the fore here. I imagine they might do some originals, but truthfully, with the anti-grav mechanic, even the old courses feel new again, so I have this feeling we'll get a whole new set of 4 cups, with a large mix of retro tracks and a few new ones.
 
For once, I'm glad they didn't shove anti-gravity down our throats in every single retro track.
All the anti-gravity sections in retro tracks feel forced, tacky and cheap due to their old nature.

Their attempts in Mario Circuit, DK Jungle and Sherbet Land were lame tbqh... the only one that got it right was Rainbow Road
 
Well, I can almost understand why, since every new iteration adds 16 new tracks. But at this point, there's only so many courses that people actually like enough from each iteration.

The case for DLC courses really comes to the fore here. I imagine they might do some originals, but truthfully, with the anti-grav mechanic, even the old courses feel new again, so I have this feeling we'll get a whole new set of 4 cups, with a large mix of retro tracks and a few new ones.
This I agree with. If they did DLC with a mix of the most popular old (even those already reused) and some new all with anti gravity built in I would not super happy. I'm hoping for DLC!
 
I wonder if Nintendo will let people download this game 2 weeks early like they did with Wind Waker.

Pre-load or straight up buy?

This plan is the only way I would ever go digital over physical.
Best Buy for the win GCU deal $48 + $10 gas card + RZ credit.
 
Shouldn't be a problem. I'll try to get to that tonight.

That would be so great, to see the interface and rendering times. Thank you so much

For once, I'm glad they didn't shove anti-gravity down our throats in every single retro track.
All the anti-gravity sections in retro tracks feel forced, tacky and cheap due to their old nature.

Their attempts in Mario Circuit, DK Jungle and Sherbet Land were lame tbqh... the only one that got it right was Rainbow Road

This the first time I have evr heard someone said this. I have actually heard people complain about music park because it was the same thing, no antigrav parts. Have you played MK8 yet?
 
For once, I'm glad they didn't shove anti-gravity down our throats in every single retro track.
All the anti-gravity sections in retro tracks feel forced, tacky and cheap due to their old nature.

Their attempts in Mario Circuit, DK Jungle and Sherbet Land were lame tbqh... the only one that got it right was Rainbow Road

I disagee.

While they are subtle, I think they add something to the tracks.

The Mario Circuit track is so boring and simple that they spiced it up a tad and the same with Donkey Kong Jungle(it's not much but the way you are going downhill and the sense of speed at that part seems cool).

I think they handled it very smartly.

Look at Piranha Plant Slide:

The last stretch where you come off the glider section; they made it so you are gliding upward.

Nothing major at all but a different tweak that probably makes it feel fresh.
 
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Muhahahahaha.

I'm still jelly.
Ahah that one's mine! It's not very good, but hey, it's the thought that counts.

Unfortunately I didn't have time to record videos yet, I'll see if I can do it tomorrow.
 
More comparable to MK7.
Is the drifting tighter than MKWii?

Aside from the inside drifting bikes I just hated the drifting mechanics in darn near everything. Everything handled like a dump truck. That drastic outside slide before leaning into the turn... never got used to it.

I preferred MK64 in that department, by far. I haven't played MK7. How does MK8 compare to MK64 in terms of drifting and handling? Closer to MKWii or MK64? Thanks!
 
Is the drifting tighter than MKWii?

Aside from the inside drifting bikes I just hated the drifting mechanics in darn near everything. Everything handled like a dump truck. That drastic outside slide before leaning into the turn... never got used to it.

I preferred MK64 in that department, by far. I haven't played MK7. How does MK8 compare to MK64 in terms of drifting and handling? Closer to MKWii or MK64? Thanks!

Here's a video with MK8 kart drifting, and one with inside-drift bike.
 
I'm happily surprised that they didn't use Figure 8 Circuit as a retro track in this game. It would've been a good excuse to do it and would've required less work than Wario Stadium.
 
That would be so great, to see the interface and rendering times. Thank you so much



This the first time I have evr heard someone said this. I have actually heard people complain about music park because it was the same thing, no antigrav parts. Have you played MK8 yet?

I disagee.

While they are subtle, I think they add something to the tracks.

The Mario Circuit track is so boring and simple that they spiced it up a tad and the same with Donkey Kong Jungle(it's not much but the way you are going downhill and the sense of speed at that part seems cool).

I think they handled it very smartly.

Look at Piranha Plant Slide:

The last stretch where you come off the glider section; they made it so you are gliding upward.

Nothing major at all but a different tweak that probably makes it feel fresh.

It's hard to explain..
I'm not criticizing the anti-gravity mechanic per se, I'm talking about how it was implemented in the segments of the tracks where it is supposed to be a thing. The anti-gravity was just an excuse.
If GBA Mario Circuit had this elevated U but without antigravity, I'm sure we could cross it without any problem.. but if it were like the Mario Kart Stadium "U" turn then yeah, I would understand its inclusion.

Why they didn't turn the last curve in Yoshi Valley into an antigravity section? Or the Bridge in Royal Raceway? Why they didn't tilt the shit out of them? They certainly could but they don't need it and that's where my problem lies with the rest of the retro tracks.
 
It's hard to explain..
I'm not criticizing the anti-gravity mechanic per se, I'm talking about how it was implemented in the segments of the tracks where it is supposed to be a thing. The anti-gravity was just an excuse.
If GBA Mario Circuit had this elevated U but without antigravity, I'm sure we could cross it without any problem.. but if it were like the Mario Kart Stadium "U" turn then yeah, I would understand its inclusion.

Why they didn't turn the last curve in Yoshi Valley into an antigravity section? Or the Bridge in Royal Raceway? Why they didn't tilt the shit out of them? They certainly could but they don't need it and that's where my problem lies with the rest of the retro tracks.

I like the anti-gravity on Toad's Turnpike. Gives the stage a new element by allowing players to glide the walls. But they also made a number of improvements to that stage with car ramps and flying over an overpass.
 
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