First off, I'd like to announce that I picked up a streetpass this evening when out shopping at the mall. I admit that I brought my 3DS with me in the hopes that I might catch someone who plays Mario Kart in my area. Hopefully we can race together! Considering I just bought the game yesterday, this is quite a surprise!
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Oh no, please do NOT discourage this type of conversation (MARIO KART 8). The makers really should listen to what ALL the fans have to say, especially now before the production begins. After all, weren't there rumors that Mario Kart 7 was RUSHED in order to be released on time? < - I personally don't believe that, I just think they got lazy and only put forth the minimal effort (as they always do) and leaving the extra details aside... (time trials stats?) The sooner this information gets out, the better chance we have of them presenting us with the ultimate Mario Kart 8 that pleases everybody...which is very realistic. You never know who might be browsing these forums!
Anyway, I attempted to stimulate this type of discussion on a different forum back in 2004 when I was disappointed with the simplicity of Double Dash. While many enjoyed the easy to use function, I was set back by its deviation from the 64 track design, controls and possibilities. Double Dash felt like Diddy Kong Racing (I did not grow to love) and that was a direction I was not expecting!
However, that site has since disappeared and so has a lot of my ideas posted on it.
Since it appears that the makers wish to design the game as simple as possible (or easy to control?), I will contribute to this thread in hopes they change their mind for the next game and give us a more complex, multi-dimensional karting experience. Those in favor of games like Double Dash and Wii will have the OPTIONS available to design the experience of their desire.
I will try to recreate some of the suggestions I made in 2004, but it's been so long that I've forgotten some of them. Here are some ideas I wouldn't mind seeing explored in the next game:
1.
Options: Please give the consumer the preference of their karting experience, whether it be controls (64, dd, wii, etc..), power slides (64, dd, ds, wii, 3ds, etc...), vs. items/weapons, item select options, button controls (a, b, x, left, right, etc..), # of laps in Grand Prix, Style of Map, style of TT replay < - - weakness in MK7, it might also be cool to have the option to see a replay from a helicopter point of view (oversee the entire track or move around and follow the karters from above), multiple zoom options (like in 64), access to World Top 100 for each track, Top 100 FLAP times, Top 100 Regional, after beating the game:create a cup (select your favorite courses), etc... This will save us a lot of heartache if we have more choices. I know all of this looks ridiculous, but more choices will make a happier karters.
2.
Items: First off, I do not believe we should get rid of the blue shell. I think it is a great item that was introduced in 64. However, there really should be a way to avoid the extent of impact. For instance, if you happen to have an item on hand (shell, banana), then you can have the choice to stick your item behind you and then face a large tree, wall or rock & press break & accelerator to begin a boost (Wii) and the blue shell will blow up above you (taking your item with it) but not be able to blow you up because of the extra shield protection and you can boost back into the race (like you could in Wii). With that, you lose less time even though you lose your item. Be sure to act fast at the last second before it hits you and If there isn't a wall or hard surface to use, then you are screwed! But be sure not to utilize a banana tree from the Donkey Kong Jungle 2 course because then a bunch of bananas will fall, surround you and spin you out anyway!
With that said, I think there should be difficult tricks one execute to reduce the impact of shells, banana peels and POWs (stop & hop ??). Remember how you could avoid most spin-outs after running into a banana in 64? They need to bring that type of thing back.
Bob-omb - same as before but with a 5sec. detonate (you have up to 5 second to press a button to signal the bomb to explode before it does so on its own after 5 seconds)
This Bob-omb can cause rock/walls to clear away and reveal secret caves, sink holes w/ short cuts, banana trees to unlease bunches, bridges to collapse (causing karters behind you to take a more difficult or longer route), throw at a dust devil (desert track) or waterspout (island track) in order to "push" it out of your path. Bob-ombs can also cause mudslides, avalanches, falling rocks, cause water pipes to burst, etc.. which can either help your or hurt you if you are not skilled enough to use it correctly!
Chain Chomp vs. Bullet Bill: I prefer the chain chomp for some reason. I think it was b/c you could let go of it at any time to go after a more desirable endeavor, but you are stuck with the Bullet Bill no matter what, and sometimes the Bullet Bill kills you! Bring back Chain Chomp and have the ability to steer it and let it go.
Item Modifier: This item takes whatever you already have and makes it... better! If you don't have an item on hand you get this item, then it gives you a few extra coins so your kart drives a little faster. It's a win-win.
POW Block: This item was pretty cool, but there was no way to defend against it. Simple: stop your kart and hop then boost back into race when it is done. This same tactic could also be used to avoid spinning out after a thwomp hits the ground nearby. Problem is, however, depending on where you are, an avalanche, mudslide or even a tidal wave can form from the POW earthquake and wipe you off the main path in no time!!! Awesome item being under-utilized for sure. I hope they didn't get rid of this because of the natural disaster that happened earlier this year. =(
Ghost & then Super Ghost: For Super Ghost, you get to choose which item to steal from the select menu... Super Ghost is rare, but can also be achieved by getting regular ghost and then item modifier.
Fireballs/Flower: You have a choice to spit out multiple or one big fireball
3.
Tricks:
After a green or blue shell passes you, with the right speed and position, you could get pulled with it (same way you do when driving behind someone)
If a green shell or banana is sitting on the ground, with the right speed and tactic, you could pick it up and use it for yourself. This trick requires a few different things to come into place, but could be helpful!
Release a few coins to overcome the power of unexpected ripcurrent
Use star, ghost, mushrooms to powerslide & jump into the mouth of a piranha plant which turns into an unexpected & rewarding shortcut...
Jump on top of a gopher just right to catapult yourself into the air and activate the paraglider towards the top of a bridge or over a wall (short cut)...
While under water, if someone is trailing you, press on your breaks & your propeller will spin them out!
4.
Additional Features:
Online Relay! This game is dying for teams of 4 to get together and compete... 1 karter per lap... might be great for National competitions...
Mission Mode: They could add a mission where you have to find a series of 5 items that are hidden within the course. You are provided with a series of clues, kind of similar to what was done in Diddy Kong Racing... in this mode, you can accidentally discover hidden items, courses and characters to add to your roster. The more secrets hidden in this game, the better!!! Let us unlock a new version of Super Mario Kart 2 or Mario Kart 64 [Part 2]... that would be heaven!
If someone is attacked, they should have a chance to recover before an additional attack presents itself. There really shouldn't be multiple "chain of attacks" that the DD, DS & Wii is notable for.
5.
Courses:
We need a Island/Jungle course like Maka Wuhu meets Koopa Beach. Be careful of the waves crashing onto the shoreline, the waterspout that spins item boxes and debris out of control yet could tempt you to take advantage of the strong winds that activate your paraglider towards the finish line, the thunderstorm at the top of the mountain portion that causes mudslides, hail and flash floods!
I'd also like to see a bmx-like track that's deep in the woods with lots and lots of trees and uphill (requires hopping upwards to the next section) and careful maneuvers required while driving downhill or you will drive out of control and off the beaten path, very careful driving skill required to succeed... deliciate use of glider required or you will crash into trees and veer off course... bouncing off of tree limbs could prove rewarding...
Bowser Castle with moving lava plates... tricky, but with skill can be like a walk in the park.
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I really don't care about what characters are in the game or what old tracks are updated. I just want a sophisticated gameplay that never fails to reveal more secrets and hidden tricks the karter can use in order to improve their skills and experiment with the course. The better able you are able to manipulate around the course, more you can use your kart to get around, the more successful you will be at mastering the 200CC EXPERT MODE.
Make the 50CC for the kiddies and the 200CC for the old folks! Does anybody really care about Mirror Mode?? If so, my appologies.
This series really needs to steer away from "Balance" and more towards forcing the slower/less experienced karter to work harder towards improving and reaching the top spot. I am tired of this balance of weapons and the Wii's lack of skill...
If a racer gets behind, then segments of the track should "open up" and allow them opportunities to use their skills to catch up (but they have to work hard at it). I am tired of these Bullet Bills and Blue Shells that aren't skill-based and that penalize the first place karter for "doing well." NO! The slower kart should be provided short-cut opportunities that reveal themselves and use their weapons wisely and use their powerslides in the right spots and jump on the right bumps in order to get closer to the first place karter, faster. If they cannot achieve this because it is too difficult, then they should stick to the 50cc and 100cc modes which are designed a little differently than the 150cc and 200cc modes. Got it?
Sorry for long post. I am just know that this series could reach new heights and come out with really great things. I hope the next installments will explore a bit further into the world of skill, rather than luck...