Mario Kart 8?

I think Mario Kart 8 won't be released for the 3DS. I mean, they switched systems every time they make a new Mario Kart. It'll probably be for Wii U IMO.

Also, I really want a Goomba as a character. Who cares if they don't have arms. =(
 
I really doubt it will be on the 3DS, if MK8 ever comes out it will be on the WiiU.

Thank you, Captain Obvious. We all know that it will be for Wii U
 
it would be cool to have a mario kart 8. there should be lots of new races,charecters,custom items,and cups.


lets start with the charecters

[font=courier new, courier, monospace]charecters from start [/font]
  • mario
  • luigi
  • yoshi
  • toad
  • peach
  • daisy
  • wario
  • bowser
50cc cup
  • birdo
  • shy guy
  • mii outfit A
  • wiggler
  • sonic*
100cc charecters
  • dark bowser*
  • dry bones
  • dark luigi*
  • dark mario*
  • rob
150cc charecters
  • dry bowser
  • bowser jr.
  • lakitu
  • honey queen
  • metal mario
  • koopa troopa
  • gomba*
 
well, they make it for 3ds and wii u depending on the sales of the 3ds and wii U for all we know wii u might be a hit or a bust and if so it may be for 3ds again!
 
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!
---

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.
sad.gif
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.
---

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...
 
Don't Forget the Item Boxes
Basic Items:
Banana
Triple Bananas
Green Shell
Triple Green Shells
Red Shell
Triple Red Shells
Spiny Shell (without wings)
Fake Item Box
Star
Mushroom
Triple Mushrooms
Golden Mushroom
Thunderbolt
Thunder Cloud
Bullet Bill
Bob-omb
Blooper
Super Leaf
Fire Flower

New Item:
Poison Mushroom (after a 30 year absence from Super Mario Kart)
Ice Flower
 
Last edited by a moderator:
it would be cool to have a mario kart 8. there should be lots of new races,charecters,custom items,and cups.


lets start with the charecters

[font=courier new, courier, monospace]charecters from start [/font]
  • mario
  • luigi
  • yoshi
  • toad
  • peach
  • daisy
  • wario
  • bowser
50cc cup
  • birdo
  • shy guy
  • mii outfit A
  • wiggler
  • sonic*
100cc charecters
  • dark bowser*
  • dry bones
  • dark luigi*
  • dark mario*
  • rob
150cc charecters
  • dry bowser
  • bowser jr.
  • lakitu
  • honey queen
  • metal mario
  • koopa troopa
  • gomba*

Really bad character roster I have to say. Dark MArio, Dark Luigi, Dark Bowser and Honey Queen? Seriously?!
Lakitu is good though.

Super Leaf likes copy pasta.
 
oops my bad i couldnt think of a lot of characters
 
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!
---

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.
sad.gif
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.

I agee. The style of TT replay is also a weakness in the others by the way, we need a way to see the kart as always viewed from the normal camera angle, not the rotating 'fancy' movie like camera of recent game replays.

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!

I think this needs better explaining. So the giant object acts as a shield? It's a nice idea, although still not particularly balanced, since it relies on context and means you have no way to dodge the item in places like Toad Circuit.

But I think other ways to dodge the dreaded Blue Shell should be in too. Like being able to use another Blue Shell as a shield to deflect it, or getting Mushrooms in first 25% of the time to boost out the way at the last minute. Heck, maybe an official mini turbo trick where you can drift and then boost out the way as it falls down to dodge it.

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.

That too. Although in modern games, it still works. Hit a weaker obstacle like a banana or something which merely flips you over and the Blue Shell won't send you flying, even in Mario Kart 7.
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!

I kind of like this.

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.

I sort of agree, although personally I'd want both. Maybe have them both as items ONLY for last place karters too.

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.

I like this.

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. =(

You can dodge it. Do a trick with the right timing and you won't spin out (but lose your item if trailing one behind). You can also jump the 'shockwave' with perfect timing (and lose no items).

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

Agree with both ideas.

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!

So more course interaction, makes sense to me. I like the idea of picking up dropped items, heck, maybe to send them to the reserve box would be a good idea. Imagine how cool it'd be to pick up a dropped star and activate it later when a Blue Shell comes along or someone is about to use Lightning on you.

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.

I agree. First with the two main new additions listed, and also with the idea there should be a way to recover more quickly from items.

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 have to admit, I was thinking something like Tidal Terror from Donkey Kong Country Returns would be awesome if you want tides:

[media]http://www.youtube.com/watch?v=PzbowNx2KQ8[/media]

Not sure how to adapt it to a racing type game (ideally, not having to stop would be good, that's the problem with Kalimari Desert's train), maybe have it so high ground is 'slower' but stops you being washed away, so you have to go up and downhill to avoid being swept off the course?

Your idea is good too.

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...

Nice idea.

Bowser Castle with moving lava plates... tricky, but with skill can be like a walk in the park.
---

What do you mean? Didn't Mario Kart DS have this?

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.

I like Mirror Mode. Nothing says you can't have 200cc and Mirror Mode, with the latter having the speed from the former. Be careful though, 200cc is awfully close to the point the game starts to become unplayable due to the speed being too high:

[media]http://www.youtube.com/watch?v=0rYAuCXS7Bc[/media]

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...

Agreed.

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...

I sort of agree, although to be fair, Nintendo has to make sure the 'casual' audience doesn't find Mario Kart too difficult. Otherwise, the genre ends up like many others, too dependant on the overly obsessed hardcore and appealing to a smaller and smaller group of fans. Like comic books I guess.


Don't Forget the Item Boxes
Basic Items:
Banana
Triple Bananas
Green Shell
Triple Green Shells
Red Shell
Triple Red Shells
Spiny Shell (without wings)
Fake Item Box
Star
Mushroom
Triple Mushrooms
Golden Mushroom
Thunderbolt
Thunder Cloud
Bullet Bill
Bob-omb
Blooper
Super Leaf
Fire Flower

New Item:
Poison Mushroom (after a 30 year absence from Super Mario Kart)
Ice Flower

Is the Poison Mushroom the one which made your opponents shrink like they were hit by lightning? If so, it's a neat idea for an item to bring back.

What would the Ice Flower do though? Freeze stuff obviously, but how would that work?
 
Like "Mario Kart 7", Coins might make a return as obstacles in the future Mario Kart Series, and also Mushroom Cup and Shell Cup is available from the Start, but upon unlocking them, they are all available on all modes, instead of specific engine class. Like "Mario Kart 7", players may collect up to 10 coins per race. Collecting certain amount of coins unlock more kart parts, and more characters. Here's might need more to unlock.

Cups:
Flower Cup: Win 1st Place in any CC Mode from Mushroom Cup
Star Cup: Win 1st Place in any CC Mode from Flower Cup
Special Cup: Win 1st Place in any CC Mode from Star Cup
Banana Cup: Win 1st Place in any CC Mode from Shell Cup
Leaf Cup: Win 1st Place in any CC Mode from Banana Cup
Lightning Cup: Win 1st Place in any CC Mode from Leaf Cup

Starting Drivers:
Mario
Luigi
Peach
Daisy
Waluigi
Wario
Baby Mario
Toad
Koopa Troopa
Yoshi
Bowser
Donkey Kong

Starting Karts:
Standard (all sizes, Small, Medium, Large)
Bolt Boggy (small size)
Royal Ribbon (small size)
Booster Seat (small size)
Mini Beast (small size)
Classic Dragster (medium size)
Wild Wing (medium size)
Offroader (large size)
Flame Flayer (large size)


Unlockable characters:
Baby Daisy: Win Star Cup 100cc or collect 15000 coins.
Baby Peach: Win Mushroom Cup 100cc or collect 20000 coins.
Bowser Jr.: Win Flower Cup 100cc or collect 25000 coins.
Metal Mario: Win Mushroom Cup 150cc or collect 30000 coins.
Baby Luigi: Win Flower Cup 150cc or collect 35000 coins.
Birdo: Win Shell Cup 100cc, get 300 WFC Wins or collect 40000 coins.
Diddy Kong: Win Shell Cup 150cc or collect 45000 coins.
King Boo: Win Special Cup 100cc or collect 50000 coins.
Toadette: Win Lightning Cup 100cc, get 350 WFC Wins or collect 55000 coins.
Dry Bowser: Win Star Cup 150cc or collect 60000 coins.
Rosalina: Win Special Cup 150cc, get 400 WFC Wins, or collect 65000 coins.
Dry Bones: Win Lightning Cup 150cc, get 450 WFC Wins, or collect 70000 coins.
Mii Outfit "A": Win Mushroom Cup Mirror Mode or collect 75000 coins.
Mii Outfit "B": Win Flower Cup Mirror Mode or collect 80000 coins
Mii Outfit "C": Win Star Cup Mirror Mode or collect 85000 coins
Mii Outfit "D": Win Special Cup Mirror Mode or collect 90000 coins

Unlockable Kart Parts:
Cheep Charger: Collect 400 coins
Tiny Titan: Collect 500 coins
Blue Falcon: Collect 600 coins
B Dasher: Collect 700 coins
Super Blooper: Collect 800 coins
Daytripper: Collect 900 coins
Sprinter: Collect 1000 coins
Piranha Powler: Collect 1200 coins
Jetsetter: Collect 1400 coins
Honeycoupe: Collect 1600 coins
Bumble V: Collect 1800 coins
Tiny Tug: Collect 2000 coins
Soda Jet: Collect 2500 coins
Koopa Clown Car: Collect 3000 coins
Cact-X: Collect 3500 coins
Cloud 9: Collect 4000 coins
Egg 1: Collect 4500 coins
Gold Kart: Receive at least 1 Star Rank in All Nitro Grand Prix Cups (50cc, 100cc, 150cc, and Mirror), or collect 5000 coins
Gold TIre: Receive at least 1 Star Rank in All Retro Grand Prix Cups (50cc, 100cc, 150cc, and Mirror), or collect 10000 coins

Tires:
Mushroom: Collect 50 coins
Red Monster: Collect 100 coins
Slick: Collect 150 coins
Slim: Collect 200 coins
Sponge: Collect 250 coins
Wood: Collect 300 coins.

Unlock Mirror Mode: Win 150cc on all Nitro and Retro Grand Prix.
Alternate TItle Screen: Win a Gold Trophy in all Engine Classes.
 
Last edited by a moderator:
^So in other words, a literal mix of Mario Kart Wii and Mario Kart 7? I'm not sure that'd be a great idea to be honest, Mario Kart Wii's character list was of mixed quality (some great characters, some terrible ones), and I think Nintendo would arguably want to add quite a few new karts rather than just bring back a ton of ones from Mario Kart Wii and 7. I do like the way you get the gold kart in single player though, much better for those who don't want to play online as much.
 
Back
Top