I'm just going to say it, wheelie is my favorite Mario Kart mechanic, I love it when my games have movement options to go faster, whether it's the long jump in Mario 64 and Galaxy, the water slide in Mario Sunshine, the roll in Mario Odyssey, the drop dash in Sonic Mania, the slide cancel jump in Kirby and the Forgotten Land, if I can perform a specific set of inputs to move faster, that is an instant point for that game. The wheelie is just another amazing movement option, I suppose the one downside was how wheelies made bikes better than karts, but my rebuttal is literally give karts their own movement option, maybe give karts the OG drifting so you can snake like it's Mario Kart DS or Double Dash, bikes were so cool in Mario Kart Wii because they gave you an excellent movement option to go faster, and in a kart racer like Mario Kart, that is absolutely amazing. So this is why I'd say wheelie is a goated mechanic.
I wouldn't mind the combo mechanic coming back only if you can turn the sound effect for it off. Hearing it throughout an entire race is already grating, even though Tour only has 2 laps and is meant to be played in short bursts. Also, I think adding a glider section towards the end of Waluigi Pinball is a decent idea actually. Allowing a safer path that doesn't have access to the final set of item boxes could add a little more depth to a track that doesn’t have any shortcuts.
Even with bringing back the original kart/bike system, everyone will still use the best character and kart/bike combination, just that they will be less options to use.
34:24 yeah but only like 3 or 4 of the karts in DS are actually good. Those being the ones that have a good drift. I think all the games afterwards had good designs of karts while also the karts being good to use too.
Idea for a new mechanic: ultra item if you hit enough people with any item you get the next time you get an item box the item you get will be powered up
I had a similar idea, but it happens when you hit an item box while already holding 2 of them. I feel like it could create a new risk vs. reward aspect where you can save up your items to make a big play, but you could potentially fall some places beforehand or even lose your items to Boo or Lightning. I wouldn't allow you to upgrade your items at the same set of boxes you got the basic items though just so bagging doesn't become insanely broken.
I have a sort of unifying opinion on Underwater, Gliding and Anti Grav, in that while they aren’t always super great mechanically, I think it’s great that they exist at all in order to open up track design My problem comes with the fact that instead of somewhat sparingly using these mechanics whenever they would best benefit a track, they love just putting them into every track because “look! It’s the gimmick!” Water in particular baffles me. I don’t think the average Mario Kart fan even realized that you could never drive underwater, there was no need to make it one of 7’s selling points, especially when it’s by far the least interesting mechanic out of the 3. The best example of all 3 ending up in a track that uses them in somewhat shoehorned ways is Sweet Sweet Canyon. It has a cannon glider, which tends to be the least interesting kind of glider section, and the setpiece itself is pretty lame, the underwater section is ungodly pointless only lasting 3 seconds max, and it has the least interesting iteration of the anti grav split paths, being a random blue and pink road. Instead of putting in cool candy-themed setpieces, it feels like it’s just checking the boxes to include the big 3 mechanics (which again, in the case of water, who let bro on the team?)
I actually really like the coin mechanic in 8 deluxe. It's something else to collect on the track (and it's really important in timetrials) than item boxes and when you get a coin as an item in first you're guaranteed to get a defensive item as your second item, this adds more strategy to using the coin. You can also use it as an item to hold on to so your defensive item doesn't get stolen by a boo
Colour changing bow-tie musty is on my wishlist for next year
The Floating Musty Head That Ranks Every Opinion You Make is such a cool twist on Mario Kart reactions, good idea Musty
6:29
unbelievable, mini-turbos are easily one of the best things in any Mario Kart. It just makes drifting that much more satisfying
His thought process: no good playing game without them, so I don't know what it is like without it
I'm just going to say it, wheelie is my favorite Mario Kart mechanic, I love it when my games have movement options to go faster, whether it's the long jump in Mario 64 and Galaxy, the water slide in Mario Sunshine, the roll in Mario Odyssey, the drop dash in Sonic Mania, the slide cancel jump in Kirby and the Forgotten Land, if I can perform a specific set of inputs to move faster, that is an instant point for that game. The wheelie is just another amazing movement option, I suppose the one downside was how wheelies made bikes better than karts, but my rebuttal is literally give karts their own movement option, maybe give karts the OG drifting so you can snake like it's Mario Kart DS or Double Dash, bikes were so cool in Mario Kart Wii because they gave you an excellent movement option to go faster, and in a kart racer like Mario Kart, that is absolutely amazing. So this is why I'd say wheelie is a goated mechanic.
I still shake my controller to this day to trick. There's nothing you can do to stop me
I wouldn't mind the combo mechanic coming back only if you can turn the sound effect for it off. Hearing it throughout an entire race is already grating, even though Tour only has 2 laps and is meant to be played in short bursts.
Also, I think adding a glider section towards the end of Waluigi Pinball is a decent idea actually. Allowing a safer path that doesn't have access to the final set of item boxes could add a little more depth to a track that doesn’t have any shortcuts.
32:22 WAIT NO I WANT MY REACTI-
yeah no this take is so silly im not smiling
I get what he’s saying but personally I think “The Rapture” is the best mk8 deluxe mechanic
Weird tierlist, how does points/combo make the cut but slipstream doesn't
Musty when the youtuber than few people watch doesn't produce ultra high quality content: 😱
I expect only the highest standards
kirblae and fryingpansam and their consequences
25:42
I guess you could say the gliders…
Crash landed?
Also Tour Glider ranking when? There's actually some FIRE designs in there
This guy plays mario kart with his eyes looking at the screen while musty plays with his hands on the controller
musty i love the homer bush hoodie
musty's fury
Even with bringing back the original kart/bike system, everyone will still use the best character and kart/bike combination, just that they will be less options to use.
34:24 yeah but only like 3 or 4 of the karts in DS are actually good. Those being the ones that have a good drift. I think all the games afterwards had good designs of karts while also the karts being good to use too.
Idea for a new mechanic: ultra item if you hit enough people with any item you get the next time you get an item box the item you get will be powered up
I had a similar idea, but it happens when you hit an item box while already holding 2 of them. I feel like it could create a new risk vs. reward aspect where you can save up your items to make a big play, but you could potentially fall some places beforehand or even lose your items to Boo or Lightning. I wouldn't allow you to upgrade your items at the same set of boxes you got the basic items though just so bagging doesn't become insanely broken.
I have a sort of unifying opinion on Underwater, Gliding and Anti Grav, in that while they aren’t always super great mechanically, I think it’s great that they exist at all in order to open up track design
My problem comes with the fact that instead of somewhat sparingly using these mechanics whenever they would best benefit a track, they love just putting them into every track because “look! It’s the gimmick!”
Water in particular baffles me. I don’t think the average Mario Kart fan even realized that you could never drive underwater, there was no need to make it one of 7’s selling points, especially when it’s by far the least interesting mechanic out of the 3.
The best example of all 3 ending up in a track that uses them in somewhat shoehorned ways is Sweet Sweet Canyon. It has a cannon glider, which tends to be the least interesting kind of glider section, and the setpiece itself is pretty lame, the underwater section is ungodly pointless only lasting 3 seconds max, and it has the least interesting iteration of the anti grav split paths, being a random blue and pink road. Instead of putting in cool candy-themed setpieces, it feels like it’s just checking the boxes to include the big 3 mechanics (which again, in the case of water, who let bro on the team?)
I actually really like the coin mechanic in 8 deluxe. It's something else to collect on the track (and it's really important in timetrials) than item boxes and when you get a coin as an item in first you're guaranteed to get a defensive item as your second item, this adds more strategy to using the coin. You can also use it as an item to hold on to so your defensive item doesn't get stolen by a boo
Sir sleepy
I don't even like kart customization dawg