BooDestroyer
Shriekbat
So with this out of the way, what's EPD9/Yabuki''s next move now?
Mario Kart X, probably sometime in late 2025 or later.So with this out of the way, what's EPD9/Yabuki''s next move now?
Final breakdown of all non OG circuits in MK 8 DX + BCP per game:
SNES - 4 (2 Base + 2 BCP)
N64 - 6 (4 Base + 2 BCP)
GBA - 8 (3 Base + 5 BCP)
GC - 6 (3 Base + 3 BCP)
DS - 7 (3 Base + 4 BCP)
Wii - 11 (3 Base + 8 BCP)
3DS - 8 (4 Base + 4 BCP)
Tour - 14
Its interesting how they double all previous games representation except Wii where they included almost thrice the amount of tracks.
Are you fine or do you have want a different representation per game?
So with this out of the way, what's EPD9/Yabuki''s next move now?
Final breakdown of all non OG circuits in MK 8 DX + BCP per game:
SNES - 4 (2 Base + 2 BCP)
N64 - 6 (4 Base + 2 BCP)
GBA - 8 (3 Base + 5 BCP)
GC - 6 (3 Base + 3 BCP)
DS - 7 (3 Base + 4 BCP)
Wii - 11 (3 Base + 8 BCP)
3DS - 8 (4 Base + 4 BCP)
Tour - 14
Its interesting how they double all previous games representation except Wii where they included almost thrice the amount of tracks.
Are you fine or do you have want a different representation per game?
1 Rainbow Road Wii - My favorite in the series. It lost some of its bite here, but it’s still a fun ride from start to finish.How would y’all rank all five of the Rainbow Roads in MK8D?
For me:
1) 3DS Rainbow Road. This one is my favorite in the series. It’s gorgeous, otherworldly, amazing music. drifting on the planets rings, bouncing on the moon… it’s just so memorable.
2) N64 Rainbow Road. Too short yeah, but I’m super nostalgic for 8’s version of this one. I remember when it was first revealed with the visual upgrade and new remix, it’s just pure joy to play through.
3) Wii Rainbow Road. Just a great and tricky track, and I’m a sucker for galaxy music.
4) SNES Rainbow Road. Loved the visual overhaul this one got too, simple but great
5) Rainbow Road. The brand new one is actually my least favorite. Just think I didn’t vibe too much with the space station setting, layout isn’t crazy memorable either. Good track, but I love the others.
Number one is unquestionably 3DS Rainbow Road for me. It has my favorite texture for the rainbow road itself, zooming through the planets is sheer delight, and I like that even if you mess up you can still enjoy the wonderful sights of the other path.How would y’all rank all five of the Rainbow Roads in MK8D?
Swap 4 and 5 and you got my list, although I do love both of them. It's a lot easier to appreciate Wii U Rainbow Road now that we've got 4 others, and it doesn't have to live up to being the Rainbow Road of the game, for lack of a better phrase. It can be it's own thing, and for what it is, it's a pretty rad space track.How would y’all rank all five of the Rainbow Roads in MK8D?
For me:
1) 3DS Rainbow Road. This one is my favorite in the series. It’s gorgeous, otherworldly, amazing music. drifting on the planets rings, bouncing on the moon… it’s just so memorable.
2) N64 Rainbow Road. Too short yeah, but I’m super nostalgic for 8’s version of this one. I remember when it was first revealed with the visual upgrade and new remix, it’s just pure joy to play through.
3) Wii Rainbow Road. Just a great and tricky track, and I’m a sucker for galaxy music.
4) SNES Rainbow Road. Loved the visual overhaul this one got too, simple but great
5) Rainbow Road. The brand new one is actually my least favorite. Just think I didn’t vibe too much with the space station setting, layout isn’t crazy memorable either. Good track, but I love the others.
Honestly I could be persuaded to swap 8 and Wii for #s 1 and 2. They're both strong technical tracks with fun cuts, aesthetically I've got no issues with either. RR8 is much tougher on 200cc, though I prefer Wii for 150cc. Never got the distate for 8's Rainbow Road, and I say that as someone who's been harsh on vanilla 8's track selection.re: RR, Wii > 8 > SNES > 7 > N64
Since Double Dash is the Mario Kart game I've played the most and Wii is one of my least played Mario Kart games, I would have wanted more GC courses at the cost of Wii. For Tour, I think it's maybe personally okay because I've barely touched the game and putting the circuits in a console game with versions that consolidate the various track versions feels almost like preservation. That said, I don't like the real-world themes, just like I don't like the Mercedes parts, so I'd probably cut the ones that are city-based and bump up the representation of the other console games that are lagging instead.Final breakdown of all non OG circuits in MK 8 DX + BCP per game:
SNES - 4 (2 Base + 2 BCP)
N64 - 6 (4 Base + 2 BCP)
GBA - 8 (3 Base + 5 BCP)
GC - 6 (3 Base + 3 BCP)
DS - 7 (3 Base + 4 BCP)
Wii - 11 (3 Base + 8 BCP)
3DS - 8 (4 Base + 4 BCP)
Tour - 14
Its interesting how they double all previous games representation except Wii where they included almost thrice the amount of tracks.
Are you fine or do you have want a different representation per game?
There's a lot of retro courses to include in next MK, plus some MK8 courses.
They’re only like that in Tour/BCP courses because of the whole changing up laps gimmick. It literally is a viable race path beyond them, because they’re blocking paths that are just made inaccessible for that lap. And they can’t be physically present in the course because it has to change between laps, and it has to be able to work for everyone regardless of what lap they’re on—for example, two players could be approaching the same split in the path, but one is lagging behind by a whole lap, so one player has to be allowed entry to the lap 2 path while the other has to stick to the lap 1 path.Seeing the Mushroom City footage reminded me: The red arrows warning of turns ahead used to be solid objects, integrated into the environment, and clearly convey they're a road block, rather than the semi-transparent, floating in the air signs of Tour's city tracks with what often looks like viable race paths behind them.
Thought this video was interesting! This Youtuber had users vote on all the tracks using a five star scale and ranked them all. 3DS Toad Circuit placed at the bottom, and Wii Rainbow Road placed on top.
Thought this video was interesting! This Youtuber had users vote on all the tracks using a five star scale and ranked them all. 3DS Toad Circuit placed at the bottom, and Wii Rainbow Road placed on top.
The track just feels awkward to race on for me. Especially the split path right before and during the anti-gravity section, the turns feel extremely awkward and I can never manage to do them right. And this is coming from a guy that loves playing and is good at 200cc.I will never, ever understand the hate for Bone Dry Dunes. Second to last???
maybe people mixed it up with Dry Dry Desert? I wouldn't go to bat for BDD but it's not even the worst desert track in this gameI will never, ever understand the hate for Bone Dry Dunes. Second to last???
When I drive on the left road at the mini split track before the turn to the the anti gravity section is much more manageable for me. But I get what you mean. I really hate the two sharp turns shortly before the Finish Line.The track just feels awkward to race on for me. Especially the split path right before and during the anti-gravity section, the turns feel extremely awkward and I can never manage to do them right. And this is coming from a guy that loves playing and is good at 200cc.
I don't think Toad Circuit would be as hated if the grass looked better.
The next Mario kart probably Is switch 2 launch year, it’s pretty clear form these credits that they have definitely been working on the next one for awhile..So with this out of the way, what's EPD9/Yabuki''s next move now?
???Switch RR
...doesn't exist!Switch Rainbow Road.
They’re only like that in Tour/BCP courses because of the whole changing up laps gimmick. It literally is a viable race path beyond them, because they’re blocking paths that are just made inaccessible for that lap. And they can’t be physically present in the course because it has to change between laps, and it has to be able to work for everyone regardless of what lap they’re on—for example, two players could be approaching the same split in the path, but one is lagging behind by a whole lap, so one player has to be allowed entry to the lap 2 path while the other has to stick to the lap 1 path.
...doesn't exist!
Sure, but as you pointed out, that can be super jarring to see in game, so it makes sense that for the most part they go with a better solution that works more smoothly.For the record, they actually fix this in other tracks by having physical walls and obstacles be present for other players but not for you.
Super noticeable in Kalimari Desert with the ramps that appear on the last lap to steer you into the train tracks. If a lapped player is present, they just see you fly in the air.
I was so confused.Haha you're right. I made a mistake.
Neither does the Wii U though!...doesn't exist!