Mario Kart Wishlist

[quote name='PagingDrUgly']
1. Mii character integration
[/QUOTE]
I think it's an awesome idea, but I'm pretty sure Nintendo will want to keep their IPs front and center. These Smash and Kart games are more about showcasing IPs than anything else.

The arcade version of MK has a camera that takes a shot of your face and incorporates it into the character whose kart you're using. I don't know that they'd do that with Miis, though.

My younger sisters and their kids would go nuts if they could have their Mii racing a kart in the game instead of a Nintendo character. It sounds stupid, but I'm pretty sure they'd buy the game on the promise of that feature alone. They really dig making Miis. Incorporating Miis in a large measure will really appeal to the non-traditional gamers.
 
- Pretty much everything in the OP
- Bring back the hop (I know that's in the OP but it's big for me)
- No snaking
- No cheating (Computer or others. Shortcuts are Ok, impossible moves/luck not ok)
- SIMILAR PLAY CONTROLS. Being good at one Mario Kart should give you an advantage in the next Mario Kart. I find that if I play too much MK 64 it completely throws me off with DD, etc. That's crap. If they want carts that handle differently, they should do a Diddy Kong update.
 
[quote name='dmaul1114']I guess. :D

But my point is that pedals only add to the experience in games where you have to realistically brake and accelerate.

I'd rather hold A down all the time than press as gas pedal down continuously.[/QUOTE]

Yeah, I guess that's true. One reason that this might appeal to me is that the 'A' button could then be freed up for some other purpose if one were to go with this optional control scheme.
 
Maybe the Reggie comment that 'More racers means more fun' means they are incorporating Miis into the game. Or hell maybe they'll let you design your own car using a Mii-like system.
 
[quote name='trip1eX']Maybe the Reggie comment that 'More racers means more fun' means they are incorporating Miis into the game. Or hell maybe they'll let you design your own car using a Mii-like system.[/QUOTE]
Now that the dust has settled after E3 there are more MK Wii rumors coming to light. One is that races will be 12P instead of 8P from now on. It's tough to tell what's legitimate and what is fiction. Right now I'm guessing it's all bullshit.
 
I can't believe there are actually people who want snaking kept in the game. Unbelievable. That fucking destroyed online in MKDS.
 
[quote name='dothog']Now that the dust has settled after E3 there are more MK Wii rumors coming to light. One is that races will be 12P instead of 8P from now on. It's tough to tell what's legitimate and what is fiction. Right now I'm guessing it's all bullshit.[/quote]

Don't one of the pictures of the game actually have 12 racers in it?
 
For everyone saying no snaking, is that even possible? I mean, if they have the ability to hop and drift won't they be able to snake too?
 
Hopping and sliding was in the original, what was a mistake was adding the ability to boost after a slide. That is what allows snaking, the boosts. I'd rather hopping and sliding be just a way to do a better sharper turn.

I'd really like if there were some super hair pin turns, like a single block barrier that requires some skill at turning.
 
To answer my own question earlier, YES, I found that one of the pictures did have 12 karts lined up at the starting line, so it looks like 12 karts per race is in the game.
 
[quote name='tiktok0']Hopping and sliding was in the original, what was a mistake was adding the ability to boost after a slide. That is what allows snaking, the boosts. I'd rather hopping and sliding be just a way to do a better sharper turn.

I'd really like if there were some super hair pin turns, like a single block barrier that requires some skill at turning.[/QUOTE]

i think at this point, far too many people have fallen in love with the boost for them to take it away. myself included.

all hops and no boosts makes for a big lack of control. it's so nice being able control how wide you take a turn. to perfectly steer yourself through fireballs while in the slide. to give yourself a boost to dodge a red shell.

as for the hair pin turns. i think the last couple kart games have had them, you just had so much control so it wasn't too difficult.

and to avoid snaking. i like the idea of having a charge meter that doesn't allow you to do two boosts too close together.
 
[quote name='Staind204']No more cheap "equalizer" blue shell that hits the first place player. It's so cheap/unfair.[/QUOTE]

I used to hate the blue shell, but I sort of liked it more recently. Now that it has a blast radius, it can often take out 1st-3rd or so places and can really make stuff interesting.
 
I don't mind the blue shell either. I don't really mind any of the weapons. I just hated them being character specific in DD.

The giant banana was the bomb.
 
[quote name='Staind204']No more cheap "equalizer" blue shell that hits the first place player. It's so cheap/unfair.[/QUOTE]
I wouldn't have a problem with the blue shell if it spun everyone on its way to taking out the current leader. Then that moves the shooter up a spot or two into the pack and pulls a potential lagger back into the mix. That's a fair weapon.

I see the bolt and this kind of ideal blue shell serving similar purposes, though the bolt's effects are more noticeable. When they occur, the bolt should fall to a racer in 8 or 7 and the shell should go to 6 or 5. Maybe they can fall to a one higher place on very rare occasions.

The point is if the weapon is designed correctly it can narrow the gap between 8th and 1st in as equitable a manner as possible. I think that's a good thing. But when a weapon just snipes #1 and doesn't necessarily give any advantage to the shooter, I agree that that's stupid.
 
I'm a little late to the thread, so probably nothing that hasn't been said already, but...

No friggin snaking... or they could have a thing where if you do it too much your cart overheats and you get *severely* behind... like Excite Bike or Excite Truck with the turbo...

Everything should be online... they need time trial leaderboards, cups should be online, along with the user picked course racing like the DS version has, online battle mode, and voice chat.

It seems to me like making a new Mario Kart game isn't rocket science... it's not like they're taking a completely new idea and building it from the ground up... so, I want to see a crazy huge amount of game content. Tons of racers to pick from, TONS of tracks. I wonder how many tracks they could conceivably put on a Wii game disc? if they wanted to? I'd be interested to know. And it doesn't seem like there'd be too much to adding new racers - not really much animation to it...

Oh, and ditch Waluigi, cause he's just too disturbing :)
 
I don't care so much about having a million different racers or karts.

Having more levels would be nice - I would rather they tone down the background details and extras in levels and just include a larger variety of levels instead. This is Mario Kart, it doesn't need to be super detailed, just modest is fine.


Not that I necessarily want different weapons, I decided to make a list of weapons that could possibly work:

1) Hammer (Like Hammer Brothers) - allows you to throw an arcing hammer in front of you, perhaps 5 hammers you can throw. Not easy to use because they have to land exactly right to hit someone and disappear pretty quickly from the course after they land.

2) Bowser's fireball similar to SNES Mario Kart - drop behind you and it moves side to side across the course like a snake. Harder to dodge than a banana, but not as easy to place in a "perfect" location since it moves.

3) Mega Mushroom from New Super Mario Bros.- opposite of a lightning bolt but works on the user only, allows you to squish others but hard to turn, can drive through small obstacles.

4) Mini Mushroom from New Super Mario Bros. - exactly what princess and toad had in the original game, same as lightning but only hits whoever runs into it.

5) Yellow Switch - someone hits it the ground sinks in around it in a deformed pit, slowing you down as you have to drive out. Permanent for that race after hit, so it is best to drive around the pit in subsequent laps.

6) Ball and Chain - different from the old one. This one latches on to the person in front of you (if it hits) then tries to drag the kart backwards effectively slowing the person down. Jump around a lot to get it off.

7) Pirahna Plant - you drop a pipe that remains on the course for the entire race, with a pirahna plant coming out of it that snatches at anyone who comes near. Could backfire if you forget where you put it as you come around the course on the next track.

8) Lakida's Cloud - Simply allows you to hover for a short time. Turning isn't as easy, but you can go over shells/bananas/water.


Other: Put coins back in like the original Mario Kart had, but add a P-Switch as a possible item or a spot in the course you can run into, which turns all uncollected coins into blocks for a while.
 
[quote name='Corvin']I don't mind the blue shell either. I don't really mind any of the weapons. I just hated them being character specific in DD.

The giant banana was the bomb.[/QUOTE]

yea, that giant bananna.
the way the blue shell keeps 1 and 8 close, the bananna fights to keep them apart.

i remember my first time playing against friends in that game. i couldn't believe how effective that bananna was. from then on, if the game was serious, i had to be either dk or diddy. get in first place and then place those puppies on every ramp. so good.

as for the blue shell. it only sucked when there were less then 8 karts out there. it really messed up 3 and 4 player matches. but with 8, the bomb doesn't really slow you down that much, and there's a good chance it'll blow up the karts around you as well. and for me, there was always the challange of slowing down and having it aim for someone else, or better dodge it completely. just by timing the boost correctly. mind you this was a rare feat, but i tried it every chance i could.

if i could have one weapon taken away, it's the lightning bolt. i wouldn't mind going small if my weapons didn't dissappear. lots of times i'm in 2nd or 3rd place, about to make my move, and bam, we're all small. and this doesn't seem to punish the 1st place player much at all.
 
I don't see how anybody could want the mini boost to be axed in this game. It's a classic, and it's great for dodging blue/red shells. Or at least it was in MK:DD. From what I've been hearing, it's an even bigger deal on the DS version. I tried playing it, but I couldn't mini boost for the life of me. I was also using a fatty DS d-pad, but that's a seperate issue.

The point is that just because people can do it well, doesn't mean that you should axe it completely. But if it's really such a huge problem, then the best thing to do is th change the timing that the boosts require so that they can't be hit completely in succession.
 
Putting hops back in that can jump red shells like they could in the original would fix what you want boosts for. The problem is that boosts are not used for that reason...and I personally don't like them for any reason. They really ruined the online in DS, just making the game not fun online if you have to play with them.

Hopping shells was not that easy, you had to learn to time it just right.


When I used to play Mario Kart original all the time, my friends and I would set up our own rules to limit things. For example, all red shells had to be shot into a wall during battle, not allowed to be used on each other since they were too easy to hit with. One rule would have been no boosting, had that been an option then, as it just destroys the fun.
 
the bannanas annoy me the most...but... here are really the only things for mario kart that are on my wish list that have not been confirmed to my knowledge

-have lots of characters... as much as smash bros melee
-have non-nintendo characters like Sonic, Tails, Knuckles
-be able to use gamecube controllers
-MSRP at like $19.99 (lol... thats unrealistic, but thats why its a wishlist)
-a nice leaderboard time system for online
-prizes for leaders by state (like the top 3 in each of the 50 states gets liek a free mario kart shirt)

lol... i still have my mario kart shirt that i won from nintendo back when mario kart 64 came out...although it doesn't fit anymore...so a mario kart wii one would nice
 
[quote name='WiiGame']-MSRP at like $19.99 (lol... thats unrealistic, but thats why its a wishlist)
[/QUOTE]

Yeah, but c'mon, you have to be realistic with a wishlist for a game. There's no way, no how this is happening. It might possibly be $19.99 3 or 4 years after release ;). Though probably not - look at MKDD!

I want them to include free Wii points cards in every game, but that ain't a-happenin'!

In a perverse sort of way, I'm glad Nintendo games don't (often) drop so quickly. I can buy this game at $50 (in trade-in credit from Gamecrazy most likely) with confidence that it won't be in the clearance bin in 6 months or even slightly reduced in price any time soon (barring the odd $40 sale at CC or something which wouldn't bother me at all).

I'm definitely holding off on stuff like the Harry Potter game. SSX Blur, Kororpina, etc, because I know they will be $20 soon enough. Though, actually, I'm seeing a disturbing trend for Wii game price drops. It seems most of them are staying at or near MSRP well after I would have expected them to drop. Pretty much everything but the real stinkers (Far Cry) and the lesser licensed kids stuff (Ice Age, Barnyard, etc) is staying at original MSRP. I wonder how much of that is due to the high ongoing sales of Wii systems? Otherwise I would have expected drops on games like Rayman (especially with the sequel announced).
 
[quote name='tiktok0']
Other: Put coins back in like the original Mario Kart had, but add a P-Switch as a possible item or a spot in the course you can run into, which turns all uncollected coins into blocks for a while.[/quote]

Honestly, I hope that coins don't come back. They were fucking annoying.
 
After thinking things over, I just hope this thing actually comes out in Q1 2008. Initially, I didn't question Reggie's announced release date because it kind of fit in with another rumor that Nintendo had two unannounced, "big" titles nearly complete prior to E3 (i.e. WiiFit and Mario Kart).

But as I look at Mario Strikers and wonder if I really want to get it (MP3 in a month, then SMG shortly after, then Brawl), I can't help but think that Nintendo will want to take a long breather after SSBB. By then third parties will have hopefully caught up, too. If Nintendo did release MK in Q1, that would be 4 enormous first party titles in the space of 8-9 months. That just seems like a lot, especially with the newest Mario and SSBB (which is kind of a Mario title--kinda) so close together.

I wish that MK comes in Q1, but I'm expecting a release similar to that of MKDD: Nov, just ahead of the holiday. MKDD certainly had its share of delays IIRC.
 
What do I want in this game, well I want to keep it's randomness but at the same time also add a bit of skill to the mix.

Mini Turbo Cooldowns- Have a meter that fills up with turbo boosting, if you do it like twice in 15 seconds your kart will overheat or something.

Actually be able to lead a race- Every time I get the lead it is ok how long to someone hits me with a blue shell and ruins my chance of winning. Seriously whenever I am in first, I feel that there is no strategy, just wait for someone to take you out. I would like a way to advoid shells and stuff (but only make it work sometimes to keep with the randomness).

Tracks- Have a good number of them, but also be able to download every Mario Kart Track ever made for a fee of course and have them online.
 
[quote name='Sir_Fragalot']
Mini Turbo Cooldowns- Have a meter that fills up with turbo boosting, if you do it like twice in 15 seconds your kart will overheat or something.

Actually be able to lead a race- Every time I get the lead it is ok how long to someone hits me with a blue shell and ruins my chance of winning. Seriously whenever I am in first, I feel that there is no strategy, just wait for someone to take you out. I would like a way to advoid shells and stuff (but only make it work sometimes to keep with the randomness).
[/QUOTE]
MT Cooldown is a popular idea, and as far as I can tell it's because many of the people who support it are people such as you who can't keep a lead in a race (no offense intended).

I would suggest that these people accept that the MK games have some depth in gameplay. It takes practice to consistently dominate in them. If you want to have a solid, comfortable lead, race on 50cc/100cc or with people of your skill level locally or online. But don't ask the developers to simplify the game control (e.g. remove MTs) just so you can feel better about your performance in 150cc/Mirror or versus advanced karters.

I hope to god they don't remove MTs or insert a cooldown. All they need to do is revert to the MKDD turbos, which were just a touch harder than the MKDS turbos to engage. MTs that are a little more difficult should be enough to keep casual karters from giving all of online snaking nightmares.
 
[quote name='Sir_Fragalot']Mini Turbo Cooldowns- Have a meter that fills up with turbo boosting, if you do it like twice in 15 seconds your kart will overheat or something.

Actually be able to lead a race- Every time I get the lead it is ok how long to someone hits me with a blue shell and ruins my chance of winning. Seriously whenever I am in first, I feel that there is no strategy, just wait for someone to take you out. I would like a way to advoid shells and stuff (but only make it work sometimes to keep with the randomness).[/quote]MT's help you avoid all shells, whether they be green, red, or blue. I've dodged several blue shells in MKDD thanks to the MT's.
 
[quote name='Mr. Beef']I've dodged several blue shells in MKDD thanks to the MT's.[/QUOTE]
It is tough to pull off, though--the timing has to be just so. But when it works, my god does it feel good. In a local MP race it's the last step to establishing complete domination. The blue shell dodge is guaranteed to break your opponent.
 
[quote name='dothog']It is tough to pull off, though--the timing has to be just so. But when it works, my god does it feel good. In a local MP race it's the last step to establishing complete domination. The blue shell dodge is guaranteed to break your opponent.[/quote]Not to sound braggy (honestly), I've dodged somewhere around 30-40 blue shells. My friends, amazed at this feat, made me keep track of it. Now they hesitate when firing them, and make loud profanities in my general direction if I dodge one. I still remember when I first did it. I thought I glitched the game, then I did it again, and I knew I was on to something.
 
[quote name='Mr. Beef']Not to sound braggy (honestly), I've dodged somewhere around 30-40 blue shells. My friends, amazed at this feat, made me keep track of it. Now they hesitate when firing them, and make loud profanities in my general direction if I dodge one. I still remember when I first did it. I thought I glitched the game, then I did it again, and I knew I was on to something.[/QUOTE]

i can do it pretty easily with mini turbos. but often times, in first place, i've only got green shells and banana peels. using blue sparks in double dash, i've only been able to dodge 3 blue shells. but oh man, it feels like heaven when you do it.
that's really cool that you've dodged so many, i've never been able to get the timing quite right.
 
[quote name='buttle']i can do it pretty easily with mini turbos. but often times, in first place, i've only got green shells and banana peels. using blue sparks in double dash, i've only been able to dodge 3 blue shells. but oh man, it feels like heaven when you do it.
that's really cool that you've dodged so many, i've never been able to get the timing quite right.[/quote]Because of the profanities, I always feel like a cheaty-pants when I dodge one. But to be fair, I use Diddy and Bowser Jr., so I have a limitless supply of huge bananas and koopa shells to throw behind me to solidify my lead.
 
[quote name='dothog']MT Cooldown is a popular idea, and as far as I can tell it's because many of the people who support it are people such as you who can't keep a lead in a race (no offense intended).

I would suggest that these people accept that the MK games have some depth in gameplay. It takes practice to consistently dominate in them. If you want to have a solid, comfortable lead, race on 50cc/100cc or with people of your skill level locally or online. But don't ask the developers to simplify the game control (e.g. remove MTs) just so you can feel better about your performance in 150cc/Mirror or versus advanced karters.

I hope to god they don't remove MTs or insert a cooldown. All they need to do is revert to the MKDD turbos, which were just a touch harder than the MKDS turbos to engage. MTs that are a little more difficult should be enough to keep casual karters from giving all of online snaking nightmares.[/quote]I actually didn't know you can advoid blue shells in MKDD, yeah if they keep the turbos like in MKDD I am fine because they are a bitch to pull off at some of the later levels, and having that instead of a cooldown also works. Also it really has nothing to do with skill about removing snaking, but more of a I generally don't want to snake because it is not fun.
 
[quote name='Sir_Fragalot']Also it really has nothing to do with skill about removing snaking, but more of a I generally don't want to snake because it is not fun.[/QUOTE]
Well, in both MKDS (which I admittedly haven't played in a year) and MKDD (which I play all the time) I can get a very comfortable lead in 150cc and Mirror without snaking/chaining MTs. The key is to stick to the fast lines in the track and use MTs at the right times, which isn't necessarily all of the time (though you can do it that way). As far as online play goes, I couldn't say, as I got tired of disconnects and waiting for a legitimate race via MKDS. Besides, using the DS for MK makes my hands numb.

I really hope this newest MK improves on MKDS in every respect, especially with the game control (make MTs a touch harder, make general control more like MKDD but keep the hop to make people happy) and online play. If Nintendo thinks they've got a spotless online model with MKDS, they are sorely mistaken. I want to connect quicker for a quick match, and I want to be able to see each racer's number of disconnects vs. total races attempted.
 
bread's done
Back
Top