@@Sticker_By_NCT_127 What are you talking about? I love driving on a boring road with barely any hazards and no way to fall off for 3 times the length of all of the actually interesting courses!
The Madrid Drive crowd shortcut is not meant to be attempted on lap 1 with that alignment. On lap 2 you enter the square from a different angle and it is much more viable. Thanks Shortcat
If you have to explain the shortcut, then it isn't a good shortcut. Level design 101 is that the player should understand most things without being told
@@jayandjlps if you simply play the track you can see it really isn't viable on the first lap. coming through on lap 2 you remember the hole through the tables and realise you are coming from a different angle and go "oh I can do that now!". It isn't as bad as I possibly made it out to be.
The 100 things I would personally fix: 1. Make inside drift not shit 2. Remove fire flower 3. Remove fire flower 4. Remove fire flower 5. Remove fire flower 6. Remove fire flower 7. Remove fire flower 8. Remove fire flower 9. Remove fire flower 10. Remove fire flower 11. Remove fire flower 12. Remove fire flower 13. Remove fire flower 14. Remove fire flower 15. Remove fire flower 16. Remove fire flower 17. Remove fire flower 18. Remove fire flower 19. Remove fire flower 20. Remove fire flower 21. Remove fire flower 22. Remove fire flower 23. Remove fire flower 24. Remove fire flower 25. Remove fire flower 26. Remove fire flower 27. Remove fire flower 28. Remove fire flower 29. Remove fire flower 30. Remove fire flower 31. Remove fire flower 32. Remove fire flower 33. Remove fire flower 34. Remove fire flower 35. Remove fire flower 36. Remove fire flower 37. Remove fire flower 38. Remove fire flower 39. Remove fire flower 40. Remove fire flower 41. Remove fire flower 42. Remove fire flower 43. Remove fire flower 44. Remove fire flower 45. Remove fire flower 46. Remove fire flower 47. Remove fire flower 48. Remove fire flower 49. Remove fire flower 50. Remove fire flower 51. Remove fire flower 52. Remove fire flower 53. Remove fire flower 54. Remove fire flower 55. Remove fire flower 56. Remove fire flower 57. Remove fire flower 58. Remove fire flower 59. Remove fire flower 60. Remove fire flower 61. Remove fire flower 62. Remove fire flower 63. Remove fire flower 64. Remove fire flower 65. Remove fire flower 66. Remove fire flower 67. Remove fire flower 68. Remove fire flower 69. Remove fire flower 70. Remove fire flower 71. Remove fire flower 72. Remove fire flower 73. Remove fire flower 74. Remove fire flower 75. Remove fire flower 76. Remove fire flower 77. Remove fire flower 78. Remove fire flower 79. Remove fire flower 80. Remove fire flower 81. Remove fire flower 82. Remove fire flower 83. Remove fire flower 84. Remove fire flower 85. Remove fire flower 86. Remove fire flower 87. Remove fire flower 88. Remove fire flower 89. Remove fire flower 90. Remove fire flower 91. Remove fire flower 92. Remove fire flower 93. Remove fire flower 94. Remove fire flower 95. Remove fire flower 96. Remove fire flower 97. Remove fire flower 98. Remove fire flower 99. Remove fire flower 100. Add Peter Griffin as a playable character
@@diegobanos6190 Removing something is a negative Negative times negative is positive “Remove fire flower” is repeated 98 times (positive) Therefore, they are secretly asking for the fire flower to be added, you are onto something (This is the dumbest comment I’ve ever made, that’s not how math works lol)
There are 3 major changes/additions I’d make to this game: 1. Red shell reticles. These would appear when someone is about to throw a red shell and would be visible to the player throwing the shell and the player getting targeted. 2. UI that shows what place everyone is in and what items everyone has like from Mario Kart Ds, 7, and the Wii U version of 8. I’d place it above the coin or lap counts and maybe give it some opacity so it doesn’t obscure anything. 3. A remap-able item swap button akin to Mario Kart Double Dash. This button would swap the items within the slots when pressed and could be repeated so long as the player has two items to swap. The UI mentioned above would reflect the swapping of items.
I agree with three. Scratch the other two. But maybe the red shell icon could appear a little sooner so im not stuck holding LB the entire race. Not seeing what people have adds flair to the game. What I would add though is a delay to the lightning bolt.
Nah, on the last one, because in double dash, it made sense. Whoever was in the back was holding the item, so switching drivers would switch the items. And that was part of the gimmick with using items, in that you had to switch to use both spots. Here, I think the idea that you have to burn through your first item to use the second one really makes you think about if it's worth it or not.
@@StarBeam500 but being forced to use your first item leads to a lot of annoying situations. Getting the item stolen, getting shocked and loosing both, getting a coin before a defensive item while a red shell, etc. The point of the last change lies in the principle of having two item slots in the first place. Sure, the act of switching items makes Double Dash unique but that’s not the games’ DEFINING unique trait. So putting it in 8DX wouldn’t take away from anything. Plus it’s not like any of the above mentioned situations become null and void with item switching. They just become easier to deal with. I happen to think item switching has its own strategies that are interesting in their own way.
@@TheSuperDuperGuy54 No it isn't. The track is shaped like a mobius strip, so it doesn't intersect with itself like a figure 8, it goes right side up and upside down in on itself. The track route may look like it's intersecting, but that's just an illusion that a mobius strip tends to make at certain angles. Also the turns don't always go in the same direction.
Number 1 flaw with the game that you didnt mention In online, getting hit by an item is determined by the defenders screen, as it should be That means you have to be hit on your screen to get hit, but if youre hit on their screen but not yours you dont get hit This is because lag, not everyones spots on the track are entirely accurate For some reason, held items are opposite Rotating shells, as well as items held behind you are detwrmined by if someone hits you on their screen, not yours Meaning you can and will be hit by nothing on your screen when in reality you got hit by a rotating green shell from the guy 50 feet away from you because they hit you on their screen Nintendo please fix this
Here are things you didn't mention that I would fix: 1. Traction should make you faster on off-road (and not only on slippery road) like the Off-Road stat in Mario Kart 7 (but it shouldn't be as broken). The code of the Traction stat in this game is actually copy-pasted from Mario Kart 7 so it should work like that, but Nintendo set the off-road related parameters (labelled as "DIRT") to the same value regardless of the Traction level. 2. GBA Sky Garden should have Anti-Gravity after the mushroom pad. 3. Golden Mushroom should also have a usage limit (maybe 10?) so you can get rid of it faster if you don't need it. It would basically work like the Fire Flower. 4. Toad should have 9 colours like Yoshi, Birdo and Shy Guy. 5. The secret glider path on Tour Madrid Drive should have an Item Box to make it at least somewhat useful when bagging. 6. Anti-Gravity Speed should not overwrite Water Speed when you're driving on underwater anti-gravity sections (like on GBA Boo Lake). Both stats should be used to determine you speed on those sections. 7. The physics of collision with walls is really dumb and should be fixed. Sometimes you bounce so much for no reason. 8. The Weight stat has a weird and inconsistent scaling. It needs to be fixed. 9. Inward Drift bikes should be able to do alignment hops, also their on-road slip should be set to 0 so they will be more similar to Wii.
For 6: Divide Water Speed by Anti Gravity speed, and then divide Anti Grav Speed by Water Speed, then take the average of those two numbers and make that the speed stat when in water on anti-grav.
On Toad Harbor the trams are supposed to be bounced off. If you hit the middle of the roof it gives you a bounce equivalent to a red mushroom pad on Mushroom Gorge
@@SwitchStop,because of the Green & Red Arrows on the escalators in Coconut Mall,it’s more like Up & Downward Conveyor Belts!!!,& as for Waluigi Pinball,the Sound effect normally heard right after the flippers which is present in every other appearance of the track,just like the Lack of SUNSET effect in SUNSET Wilds!!😡
25 things I'd like to see 1. Make inside drift not horrible again, like make it mkw style 2. Have more unlockable characters, not saying to add anything,but make it so the only ones you dont have originally is gold mario and dlc characters 3. Remove coin 4. Remove fire flower or make it the double dash one 5. Remove boomerang flower or fix it,it has potential 6. Dont make it so easy, make it like every other game,where if you fall off lakitu takes a while and you lose your item, its what you get 7. Make it not so fenced in and let us do shortcuts 8. Bring back mega mushroom 9. Remove Bone dry dunes 10. Bring back Wii Toads Factory 11. Add DK Jr back 12. And ROB back 13. Add honey que- actually no. Dont add honey queen 14. Guve us a remake of 3DS Bowsers castle 15. Remake Wii Bowsers castle 16. Remake 3ds wario shipyard 17. Remove Peachette 18. Add hammer bro 19. Let me be different colour toads 20. Add hammer bro and make other skins ice,boomerang,and fire bro 21. Let us wheelie again 22. Lower invincibility frames 😭 23. make funky kong funky again 24. Remove the arrows on coconut mall 25. Make baby park fun again
Neo bowser city has a way worse problem The big turn, you know it, you love it It should not have anti gravity Because when you bump into someone you get boosted If you get boosted at all you go flying off Meaning you have to actively avoid hitting people which is hard when youre focusing on taking the sharpest possible drift Also on 200cc the turn is just impossible Unless you have the perfect kart combo its impossible to take the turn on 200cc which really turns new played away from the track Because no one wants to be forced to either slow down or fall off the track Edit: the turn isn't actually anti gravity I swear I remember it being anti gravity, maybe it was and it was changed but idk And for those of you talking about brake drifting, so what? As I said it turns away new players from that track because they don't want to be forced to slow down or fall off Key word, new players Not everyone plays competitively and knows all the tech and gimmicks like brake drifting I personally don't have too much of a problem on the turn because I play competitively, but people who don't know how to brake drift will be forced to fall off or slow down, even in 150cc And even when break drifting, due to the lack of railing and how sharp it is, any player with slightly more weight than you bumping into you will push you off Even on 200cc break drifting isn't that reliable on that turn The turn in and of itself is just really annoying and doesn't feel like good track design At the very least it should be a bit wider
20:07 The Rocky mole wrench thing is nothing new. Look at GBA Battle Course 1 and Airship Fortress from Mario Kart 7. You can trick off them unless they pop up completely
A lot of the 3ds tracks got renamed outside of America. neo bowser city, maka wuhu, wuhu loop, piranha plant slide, wario shipyad, and music park all got renamed in various countries.
I think this video is 80% just complaining in a high level and it was more like "100 things i don't like about MK8DX TRACKS". You didn't even once talk about the real relevant things like the item system, online lag, smart bouncing etc. where you really could get creative about. But I see and respect the work you put in this Video. 👍🏼
Did you not see the beginning of the video? He said he would use 96 of them for each track. There was not enough space for all of the other complaints.
@@sikosonix901 doesn't matter, then he should prefer the important ones, why has it to be "100" ? it also could have been 20, but really important things
@@sikosonix901 i know. I am just saying how he could improve the quality of content. As an example: He mentioned in like half of the DLC tracks that the graphics are trash. Well everyone knows that, it's just obvious. It would have been enough to mention it once as a general problem. I'm not a hater, but it is kinda disappointing how UA-cam Content gets more and more uncreative an basic... (That's all i wanted to say)
The reason why mushroom gorge’s mushrooms bounce you when you get hit is because its coded to automatically bounce you forwards at a certain speed when you bounce on it, and it would be hard to turn that individual code off and then have it work right after you get on it
2:50 this criticism always annoyed me because it isn’t hard to figure out it because it isn’t random. It’s always left right then left and so this isn’t really a fowngrade at all since it’s basically an accessibility feature and makes it easier for new comers
I agree with a lot of this video. One thing I will say for Madrid drive (22:00), I believe they intended this to be a lap 2 shortcut, hence the angle and lack of visibility on lap 1
Fun fact: If you do land on top of the trolley in Toad’s Harbor, you get a massive super bounce that saves a ton of time. So there is actually that mechanic already, your timing just has to be right.
A pretty well detailed video with some valid points. I have a few opinions however, namely your points on Choco Mountain Mushroom Gorge, Amsterdam Drift, Daisy Circuit, Cheep Cheep Beach, and N64 Rainbow Road. On Choco Mountain, making the Bridge trickable would present an issue. When you are in a glider state and trick off a surface your trajectory is temporarily locked as the trick is played, considering how close the wall is on the proceeding turn and how quickly that turn appears, many players would likely trick and hit the wall. For Mushroom Gorge, the bouncing on mushrooms after getting hit is a good mechanic. If you were to stop bouncing all together after getting hit, it would make getting from the second to last mushroom to the last one on the right path impossible. There are potentially more similar situations that could occur in that section. Regarding your comment on Amsterdam Drift, tricking off of the geysers is actually faster, IF you do a low enough trick, adding some skill expression to the course. The glider section on Daisy Circuit is designed so that you land just before the tunnel or as you refer to as the magnetic force pulling you down. It's designed so that you don't overshoot and end up hitting the top of the tunnel or landing so close that it makes the turns withing the tunnel too challenging. A quick thought on Cheep Cheep Beach. With good driving technique the water sections can be faster due to having a better racing line. You have to optimise your drifting to offset the deficit of the lack of trickable surfaces. But yes, more crabs on land would be great. For N64 Rainbow Road, the problem is that the course is inherently boring, lacking variety. If you were to run the course three times longer, not only would it be ridiculously long and uninteresting, but the lack of shortcuts or offroad sections mean that it's already hard enough for backmarkers to catch up. This would only be emphasised threefold. And one last note is that you can do the end shortcut for Sky Garden shroomless. Obviously this doesn't fix everything but what it does mean is that often you can carry more defensive items with you and it does give counter play to being targeted at the glider section. Either way, some really cool and creative ideas for a lot of the courses with a lot of your opinions being shared by me. Something worth mentioning is that some of these views can change whether you are looking through the perspective of a casual player or a more experienced player.
36:53 Nah man, can't agree here. While I haven't played 64, I can't imagine driving the same long and boring track with barely any obstacles and no falling down for three laps with each lasting around two minutes to be fun.
It had its charm in a goofy 32 bit party game because of how comically long it was, I imagine it as a psychological endurance test with friends. But for a professionally made game on the Switch that would be ridiculous. I’m fine with it being one lap honestly
For Maple Treeway, I don’t think you get bananas. If anything I think it’s a fair trade; no bananas for no stars that almost never showed up in the first place. Edit: As for Peach Gardens, the fence is setup to not confuse people when playing mirror mode.
One change i would have made is with the character selection screen. Change it so that a character has different outfits instead of them being their own character. We have it with Yoshi, Shy guy and Birdo. There is no reason other than to make the roster look bigger than it is.
One change I’d make is being able to choose your teams when playing solo. If you play racing or battle in a team mode, it random,y generates a team for you, but I really really wish it let you choose your own team!
The feather is definitely one of my favorite items. I think if they designed more courses with the feather in mind, it would be one of the coolest items. Especially if you could dodge a red shell with it and make it go to the person in front of you
You need to fix your madrid drive statement You took the shortcut on lap 1 Its only supposed to be taken on lap 2 I guess it does still blend in and its weird that you arent meant to take it on lap 1, but anyways The shortcut is the same exact speed as the normal parh even if you dont hit anything on lap 1, but on lap 2 its much easier to take I actually like it because youll spot it in lap 1 and be unable to take it but when you pass through the market in reverse in lap 2 youll remember the dhortcut and take it But you did the shortcut backwards which is why it didnt work
If i remember correctly, in super mario kart (snes) the feather was an item that could be used in every mode, but i belive it could've been changed to be a battle mode specific item to prevent cheese in newer tracks.
2 changes: 1 let me change the lap counts. Obviously sprint style tracks that dont loop remain their standard unless you have the characters teleport back to the top. 2 let me select 96 tracks to race in VS mode. 48, was fine when it was 48. But come on man I can still only do 48? Really. I am missing half the tracks now. Thanks Nintendo
21:49 the reason this shortcut is weird is because you're meant to take it the 2nd time you pass this area. From that angle it's way easier to see and take
23:18 You're forgetting about GBA Bowser Castle 4, this course also appears in Tour as a revamp to the already well-made masterpiece course on Super Circuit
I actually agree with you on all of them and have to say that I have 2 things that I would change to the game as well. The first one is when you get hit by a lightning while gliding because when you get hit by the item while gliding after wave 3 was released,it will just shrink you instead of making the glider to stop. Another thing I would change is the standard kart’s design like it’s still going to have the same design only difference is that the headlights are on the bottom front of the kart because whenever you’re in a that takes time in the night or with dark tunnels,the headlights will appear which makes the standard kart look weird like if you look at Mario’s kart from the Mario Movie,then you’ll understand what I mean about the headlights of the kart Mario has in the movie because I like where headlights are on his standard kart that appears in the movie.
The reference for tick tock clock is obvious. In Mario 64, depending on where the minute hand was when you walked in, it could move normal, fast, slow, or stopped altogether. Just have it pick one, or even switch up between laps.
@@megastarwarsrocks99 I’m actually glad they’re saving those ones cause I want to see those courses with the same effort of graphics like the base game and not the booster pass.
Wii bowsers castle, my second favourite course ever simply because it’s long and hard and very cool aesthetically, is just sorta… dead now? Like what? Welcome back random SNES bowsers castle, bye actually good bowsers castle???
I think a character and kart combo per map'd be nice, it sucks trying to change your kart and character real fast between games, but just predetermining the character and kart combo based upon the map'd be solid
Great content. Brings me back to the good old days when content was created by passionate ppl. Now real gamers're replaced by quick-insta-fame-fake-gurus. People who, back in the day, called us 'losers' cuz we were gamers or loved Anime and comic books. Now they use our tech to make sick money and destroy self-esteem of others. I made a deep dive video about X360 as the last great generation, hope I'm wrong...
Hey do ever realize that Angry Birds Go is related to Mario Kart but this time my idea of those are Angry Birds Go Deluxe, Angry Birds Go 2 and Angry Birds Go World Tour Characters : Red Bomb Stella Poppy Dahlia Melody blues King Pig Courtney Garry Terence Tony bubbles Matilda Willow Foreman Pig Chuck Silver Hal Corporal Pig Ice Bird Luca Gale and Chef Pig and new tracks too
about toad harbor, you actually can bounce and even trick off the trolleys which sends you absolutely flying, but it is very hard to do, especially in an actual race where you’re probably never on the right cycle to actually hit them
The only correct answer for what to change for Sky Garden is everything. Match the damn layout of the original cause Tour’s version is unrecognizable lol
The change i want the most is better team mode. Allow up to 4 teams and actually allow us to chose which cpu characters go one which team. It be so cool to run say a full bowser team versus a mario or princess team or what ever other wacky team idea you had. Ive wanted this chance since mario kart wii and I've wanted the custom cup idea you brought up since I was a kid playing 64.
Bro Royal Race way they Could have just used the Mario Odyssay castle and Rout to just have you go up the hill to the castle and Back on the track atleast would have been nice
I agree with pretty much everything, but not N64 rainbow road. It was just boring being so long. Maybe this is a little too short, but better than being massively too long
For myself, the biggest change I would make would be for the city tracks that go across the line the same direction all three times. Tokyo, Vancouver, New York, Prihana Plant Cove etc. Should have the laps random for every race. Sadly it wouldn’t work on tracks that have different starting lines like La Laps, or different direction laps like Athens Dash. I think it would make Tokyo Blur far more interesting.
SNES Bowser Castle 3 is not interesting!? My man, it’s regarded as the one of the top 5 best retro tracks in the whole damn BCP. You did not cook, you burnt down the kitchen.
For 41, I would make it so the mole has a 50 percent chance to spawn facing towards the player (When this happens, running into him will damage you). I would also make it so that he has a 50 percent chance to spawn facing away from the player (when this happens, he can be used as a trick-able ramp)
On Yoshi's island, in the cave section after coming up from the water, the road is made of dirt, but for some reason the road uses ice physics. I had to specifically memorize that this one turn is slippery, or else I'm sliding all over the place seemingly for no reason. The texture of the road should match the road physics so that you can see visually that it's going to be slippery. DS Mario Circuit is just a great track, why would you replace it, and not replace a different track? I think I would like to see the Wiggler standing next to the track on laps 1 and 2! For Daisy cruiser, when you come up from the hull of the boat, there is an arrow that points left, but the next turn is to the right. Make it a curved arrow sign that shows the shape of the following turn.
My change to Piranha Plant Slide would be bringing back the blue Goombas from the original Mario Kart 7 version. In that version, the Goombas were blue just like in the original Super Mario Bros. underground levels, furthering the retro aesthetic of the track. I’ve always been disappointed that 8 made them brown again…
The one thing I miss is the 3ds piranha plant slide underwater music that the original had that was missing in 8 and kinda made me feel like I was drowning since the music is filter out by the water sounding muffled
25:59 not trying to hate at all but you can actually land on them and trick off of them, they bounce as well, it's a trick for going fast, you have to drive the lap up until there really well though
Bring back chain wheelie boost mechanic from Wii for inward drifting bikes. You can make it a percentage boost of max speed or slightly slower than a mini turbo and determine length of original wheelie based on mini turbo duration.
Well I wasn’t to fun of n64 rainbow road being 10min long and no one wants to spend 10 mins racing on a long track the fan were complaining about so they made it one lap divided into sections and to me it felt to short at it could at least been a 2lap track in 8
I wish CPU Kart combinations were just completed random like Mario Kart 7. In 8, theres presets and it becomes very noticable if you play the game as much as me
The majority of the booster course pack is just mario kart tour tracks so that is why you are getting the big red ramps also it is a mobile game so it cant be that complicated and they have to make like 100 thacks every 2 weeks
I would love if you could do custom lap counts as well. Obviously, it wouldn't work with the tracks that have a defined start and end with no loop, but for every other track, it would be cool as heck. Also more battle tracks. 96 race tracks, but only _8_ for battles? Ridiculous.
21:40 you’re not actually supposed to take that shortcut lap 1, it’s not even faster to do so. Only take it on lap 2, it works pretty well on that lap, I enjoy taking the shortcut
“Bowser Castle 3 is not that interesting”
Damn you should do stand-up that’s really good
Took me way too long to get that 😂
His N64 Rainbow Road joke was really funny as well
@@Sticker_By_NCT_127 What are you talking about? I love driving on a boring road with barely any hazards and no way to fall off for 3 times the length of all of the actually interesting courses!
@@warioplush Just making sure, I was talking about the Wii U remake, the one with actual hazards and is of normal length
This man found a way to complain on all tracks give him a freebie XD
For Snow Land, I would make the screen shake aggressively up and down because that was a great, cohesive mechanic and everyone loved it :)
Ya that was the best part of the original :)
@@SwitchStop facts
The Madrid Drive crowd shortcut is not meant to be attempted on lap 1 with that alignment. On lap 2 you enter the square from a different angle and it is much more viable.
Thanks Shortcat
If you have to explain the shortcut, then it isn't a good shortcut. Level design 101 is that the player should understand most things without being told
@@jayandjlps if you simply play the track you can see it really isn't viable on the first lap. coming through on lap 2 you remember the hole through the tables and realise you are coming from a different angle and go "oh I can do that now!". It isn't as bad as I possibly made it out to be.
doing the shortcut on lap 1 is possible, but it is quite precise and it skips two coins while barely saving any time.
@@qiupika11 yeah it's not viable, not in the world records at all
i... didn't know the shortcut existed
The 100 things I would personally fix:
1. Make inside drift not shit
2. Remove fire flower
3. Remove fire flower
4. Remove fire flower
5. Remove fire flower
6. Remove fire flower
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96. Remove fire flower
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99. Remove fire flower
100. Add Peter Griffin as a playable character
More fire flowers, got it
Alternatively, make the Fire Flower work like Double Dash's Fireballs.
Heck, they did exactly that in Tour.
Add the ice flower instead and have it freeze people
@@diegobanos6190 Removing something is a negative
Negative times negative is positive
“Remove fire flower” is repeated 98 times (positive)
Therefore, they are secretly asking for the fire flower to be added, you are onto something
(This is the dumbest comment I’ve ever made, that’s not how math works lol)
@@Sticker_By_NCT_127lmao
Fun fact, in Mario Kart Wii there is a Pianta at the start of each escalator that points to the escalator that goes up.
That’s still way more difficult..
I love piantas
Wait, really? I never noticed that
Honestly, being able to choose different kart colors (for example, the biddybuggy) without it being tied to the character would be pretty good
I agree with that
Also, add the 96 races option for the customised mode! I was waiting for a marathon with my friends and only 48? Nah
YES
There are 3 major changes/additions I’d make to this game:
1. Red shell reticles. These would appear when someone is about to throw a red shell and would be visible to the player throwing the shell and the player getting targeted.
2. UI that shows what place everyone is in and what items everyone has like from Mario Kart Ds, 7, and the Wii U version of 8. I’d place it above the coin or lap counts and maybe give it some opacity so it doesn’t obscure anything.
3. A remap-able item swap button akin to Mario Kart Double Dash. This button would swap the items within the slots when pressed and could be repeated so long as the player has two items to swap. The UI mentioned above would reflect the swapping of items.
I agree with three. Scratch the other two. But maybe the red shell icon could appear a little sooner so im not stuck holding LB the entire race. Not seeing what people have adds flair to the game.
What I would add though is a delay to the lightning bolt.
Nah, on the last one, because in double dash, it made sense. Whoever was in the back was holding the item, so switching drivers would switch the items. And that was part of the gimmick with using items, in that you had to switch to use both spots. Here, I think the idea that you have to burn through your first item to use the second one really makes you think about if it's worth it or not.
@@StarBeam500 but being forced to use your first item leads to a lot of annoying situations. Getting the item stolen, getting shocked and loosing both, getting a coin before a defensive item while a red shell, etc. The point of the last change lies in the principle of having two item slots in the first place. Sure, the act of switching items makes Double Dash unique but that’s not the games’ DEFINING unique trait. So putting it in 8DX wouldn’t take away from anything. Plus it’s not like any of the above mentioned situations become null and void with item switching. They just become easier to deal with. I happen to think item switching has its own strategies that are interesting in their own way.
Why does everyone think that Mario Circuit in Mario Kart 8 is a figure 8? It's not! It's a mobius strip. Mario Circuit on Wii is a figure 8.
It is
@@TheSuperDuperGuy54 No it isn't. The track is shaped like a mobius strip, so it doesn't intersect with itself like a figure 8, it goes right side up and upside down in on itself. The track route may look like it's intersecting, but that's just an illusion that a mobius strip tends to make at certain angles. Also the turns don't always go in the same direction.
@@Cyberbrickmaster1986 liar
@@TheSuperDuperGuy54 No. I'm telling you a mobius strip does not work the same way as a figure-8!
@@Cyberbrickmaster1986 what is a mobius strip?
It would’ve been great if the Mega Mushroom was in this game. The Feather could’ve been available for Grand Prix and VS Race.
Number 1 flaw with the game that you didnt mention
In online, getting hit by an item is determined by the defenders screen, as it should be
That means you have to be hit on your screen to get hit, but if youre hit on their screen but not yours you dont get hit
This is because lag, not everyones spots on the track are entirely accurate
For some reason, held items are opposite
Rotating shells, as well as items held behind you are detwrmined by if someone hits you on their screen, not yours
Meaning you can and will be hit by nothing on your screen when in reality you got hit by a rotating green shell from the guy 50 feet away from you because they hit you on their screen
Nintendo please fix this
Here are things you didn't mention that I would fix:
1. Traction should make you faster on off-road (and not only on slippery road) like the Off-Road stat in Mario Kart 7 (but it shouldn't be as broken). The code of the Traction stat in this game is actually copy-pasted from Mario Kart 7 so it should work like that, but Nintendo set the off-road related parameters (labelled as "DIRT") to the same value regardless of the Traction level.
2. GBA Sky Garden should have Anti-Gravity after the mushroom pad.
3. Golden Mushroom should also have a usage limit (maybe 10?) so you can get rid of it faster if you don't need it. It would basically work like the Fire Flower.
4. Toad should have 9 colours like Yoshi, Birdo and Shy Guy.
5. The secret glider path on Tour Madrid Drive should have an Item Box to make it at least somewhat useful when bagging.
6. Anti-Gravity Speed should not overwrite Water Speed when you're driving on underwater anti-gravity sections (like on GBA Boo Lake). Both stats should be used to determine you speed on those sections.
7. The physics of collision with walls is really dumb and should be fixed. Sometimes you bounce so much for no reason.
8. The Weight stat has a weird and inconsistent scaling. It needs to be fixed.
9. Inward Drift bikes should be able to do alignment hops, also their on-road slip should be set to 0 so they will be more similar to Wii.
For 6: Divide Water Speed by Anti Gravity speed, and then divide Anti Grav Speed by Water Speed, then take the average of those two numbers and make that the speed stat when in water on anti-grav.
@@Iliadic that's the idea, but just the average between the related parameters.
The time of day in the Animal Crossing track should be based on your Switch's clock.
On Toad Harbor the trams are supposed to be bounced off. If you hit the middle of the roof it gives you a bounce equivalent to a red mushroom pad on Mushroom Gorge
Switch Stop: Wants the broken bridge from Choco mountain to be trickable
Also Switch Stop: Wants the bumps from Ninja hideway to be untrickable
@@RhysSpencer-kh3pg I want it to be consistent. It’s a visual thing
@@SwitchStop,because of the Green & Red Arrows on the escalators in Coconut Mall,it’s more like Up & Downward Conveyor Belts!!!,& as for Waluigi Pinball,the Sound effect normally heard right after the flippers which is present in every other appearance of the track,just like the Lack of SUNSET effect in SUNSET Wilds!!😡
@@jasperstuart5745like the lack of spaces after your commas?
21:46 that's meant for lap 2, where you enter that part at a different entrance
25 things I'd like to see
1. Make inside drift not horrible again, like make it mkw style
2. Have more unlockable characters, not saying to add anything,but make it so the only ones you dont have originally is gold mario and dlc characters
3. Remove coin
4. Remove fire flower or make it the double dash one
5. Remove boomerang flower or fix it,it has potential
6. Dont make it so easy, make it like every other game,where if you fall off lakitu takes a while and you lose your item, its what you get
7. Make it not so fenced in and let us do shortcuts
8. Bring back mega mushroom
9. Remove Bone dry dunes
10. Bring back Wii Toads Factory
11. Add DK Jr back
12. And ROB back
13. Add honey que- actually no. Dont add honey queen
14. Guve us a remake of 3DS Bowsers castle
15. Remake Wii Bowsers castle
16. Remake 3ds wario shipyard
17. Remove Peachette
18. Add hammer bro
19. Let me be different colour toads
20. Add hammer bro and make other skins ice,boomerang,and fire bro
21. Let us wheelie again
22. Lower invincibility frames 😭
23. make funky kong funky again
24. Remove the arrows on coconut mall
25. Make baby park fun again
I'd remove Birdo, not Peachette
Removing Bone-Dry Dunes is a crime.
Neo bowser city has a way worse problem
The big turn, you know it, you love it
It should not have anti gravity
Because when you bump into someone you get boosted
If you get boosted at all you go flying off
Meaning you have to actively avoid hitting people which is hard when youre focusing on taking the sharpest possible drift
Also on 200cc the turn is just impossible
Unless you have the perfect kart combo its impossible to take the turn on 200cc which really turns new played away from the track
Because no one wants to be forced to either slow down or fall off the track
Edit: the turn isn't actually anti gravity
I swear I remember it being anti gravity, maybe it was and it was changed but idk
And for those of you talking about brake drifting, so what?
As I said it turns away new players from that track because they don't want to be forced to slow down or fall off
Key word, new players
Not everyone plays competitively and knows all the tech and gimmicks like brake drifting
I personally don't have too much of a problem on the turn because I play competitively, but people who don't know how to brake drift will be forced to fall off or slow down, even in 150cc
And even when break drifting, due to the lack of railing and how sharp it is, any player with slightly more weight than you bumping into you will push you off
Even on 200cc break drifting isn't that reliable on that turn
The turn in and of itself is just really annoying and doesn't feel like good track design
At the very least it should be a bit wider
the brake drifting in question:
I have literally never had any problems with the final turn on neo bowse city...
20:07 The Rocky mole wrench thing is nothing new. Look at GBA Battle Course 1 and Airship Fortress from Mario Kart 7. You can trick off them unless they pop up completely
9:58 Rock Rock Mountain??? Isn’t it called Alpine Pass?? I live in Australia 🇦🇺 so maybe that’s it ??
A lot of the 3ds tracks got renamed outside of America. neo bowser city, maka wuhu, wuhu loop, piranha plant slide, wario shipyad, and music park all got renamed in various countries.
I think this video is 80% just complaining in a high level and it was more like "100 things i don't like about MK8DX TRACKS".
You didn't even once talk about the real relevant things like the item system, online lag, smart bouncing etc. where you really could get creative about.
But I see and respect the work you put in this Video. 👍🏼
Did you not see the beginning of the video? He said he would use 96 of them for each track. There was not enough space for all of the other complaints.
@@sikosonix901 doesn't matter, then he should prefer the important ones, why has it to be "100" ? it also could have been 20, but really important things
@@Liamitiert why must he make his video the way _you_ want to? Plus, he did say he really likes this game, so most complaints would just be nitpicks.
@@sikosonix901 i know.
I am just saying how he could improve the quality of content.
As an example: He mentioned in like half of the DLC tracks that the graphics are trash. Well everyone knows that, it's just obvious.
It would have been enough to mention it once as a general problem.
I'm not a hater, but it is kinda disappointing how UA-cam Content gets more and more uncreative an basic...
(That's all i wanted to say)
The reason why mushroom gorge’s mushrooms bounce you when you get hit is because its coded to automatically bounce you forwards at a certain speed when you bounce on it, and it would be hard to turn that individual code off and then have it work right after you get on it
2:50 this criticism always annoyed me because it isn’t hard to figure out it because it isn’t random. It’s always left right then left and so this isn’t really a fowngrade at all since it’s basically an accessibility feature and makes it easier for new comers
I agree with a lot of this video. One thing I will say for Madrid drive (22:00), I believe they intended this to be a lap 2 shortcut, hence the angle and lack of visibility on lap 1
Fun fact: If you do land on top of the trolley in Toad’s Harbor, you get a massive super bounce that saves a ton of time. So there is actually that mechanic already, your timing just has to be right.
A pretty well detailed video with some valid points. I have a few opinions however, namely your points on Choco Mountain Mushroom Gorge, Amsterdam Drift, Daisy Circuit, Cheep Cheep Beach, and N64 Rainbow Road.
On Choco Mountain, making the Bridge trickable would present an issue. When you are in a glider state and trick off a surface your trajectory is temporarily locked as the trick is played, considering how close the wall is on the proceeding turn and how quickly that turn appears, many players would likely trick and hit the wall.
For Mushroom Gorge, the bouncing on mushrooms after getting hit is a good mechanic. If you were to stop bouncing all together after getting hit, it would make getting from the second to last mushroom to the last one on the right path impossible. There are potentially more similar situations that could occur in that section.
Regarding your comment on Amsterdam Drift, tricking off of the geysers is actually faster, IF you do a low enough trick, adding some skill expression to the course.
The glider section on Daisy Circuit is designed so that you land just before the tunnel or as you refer to as the magnetic force pulling you down. It's designed so that you don't overshoot and end up hitting the top of the tunnel or landing so close that it makes the turns withing the tunnel too challenging.
A quick thought on Cheep Cheep Beach. With good driving technique the water sections can be faster due to having a better racing line. You have to optimise your drifting to offset the deficit of the lack of trickable surfaces. But yes, more crabs on land would be great.
For N64 Rainbow Road, the problem is that the course is inherently boring, lacking variety. If you were to run the course three times longer, not only would it be ridiculously long and uninteresting, but the lack of shortcuts or offroad sections mean that it's already hard enough for backmarkers to catch up. This would only be emphasised threefold.
And one last note is that you can do the end shortcut for Sky Garden shroomless. Obviously this doesn't fix everything but what it does mean is that often you can carry more defensive items with you and it does give counter play to being targeted at the glider section.
Either way, some really cool and creative ideas for a lot of the courses with a lot of your opinions being shared by me. Something worth mentioning is that some of these views can change whether you are looking through the perspective of a casual player or a more experienced player.
the toads table
shortcut lets you take a better line on lap 2
36:53 Nah man, can't agree here. While I haven't played 64, I can't imagine driving the same long and boring track with barely any obstacles and no falling down for three laps with each lasting around two minutes to be fun.
It had its charm in a goofy 32 bit party game because of how comically long it was, I imagine it as a psychological endurance test with friends. But for a professionally made game on the Switch that would be ridiculous. I’m fine with it being one lap honestly
18:00 There is actually a tiny flowing bit in dolphin shoals on the far right of the pipe section.
For Maple Treeway, I don’t think you get bananas. If anything I think it’s a fair trade; no bananas for no stars that almost never showed up in the first place.
Edit: As for Peach Gardens, the fence is setup to not confuse people when playing mirror mode.
For DS Mario Circuit, I'd make the Wiggler wake up on lap 2 and not on lap 3.
One change i would have made is with the character selection screen. Change it so that a character has different outfits instead of them being their own character. We have it with Yoshi, Shy guy and Birdo. There is no reason other than to make the roster look bigger than it is.
36:40 The original is one of the worse mario kart circuit of all time. This remake is peak
22:07 you're meant to approach it from the other entrance
One change I’d make is being able to choose your teams when playing solo. If you play racing or battle in a team mode, it random,y generates a team for you, but I really really wish it let you choose your own team!
I wish you could pick CPU opponents in general
The feather is definitely one of my favorite items. I think if they designed more courses with the feather in mind, it would be one of the coolest items. Especially if you could dodge a red shell with it and make it go to the person in front of you
My main issue with this game is that rainbow roads just generally aren’t that hard like they’re supposed to be in these games
What I will say about London Loop though is that the blandness and greyness is very authentic, 10/10 Nintendo well done
You need to fix your madrid drive statement
You took the shortcut on lap 1
Its only supposed to be taken on lap 2
I guess it does still blend in and its weird that you arent meant to take it on lap 1, but anyways
The shortcut is the same exact speed as the normal parh even if you dont hit anything on lap 1, but on lap 2 its much easier to take
I actually like it because youll spot it in lap 1 and be unable to take it but when you pass through the market in reverse in lap 2 youll remember the dhortcut and take it
But you did the shortcut backwards which is why it didnt work
There are no gliders in the Egg Cup. Why?!
In toad harbour, if you hit the trolleys correctly they can actually bounce you forward quite a bit
5:10 It's actually a gap that you fell through. If you look closely it's a gap where the turn is
If i remember correctly, in super mario kart (snes) the feather was an item that could be used in every mode, but i belive it could've been changed to be a battle mode specific item to prevent cheese in newer tracks.
2 changes: 1 let me change the lap counts. Obviously sprint style tracks that dont loop remain their standard unless you have the characters teleport back to the top.
2 let me select 96 tracks to race in VS mode. 48, was fine when it was 48. But come on man I can still only do 48? Really. I am missing half the tracks now. Thanks Nintendo
21:49 the reason this shortcut is weird is because you're meant to take it the 2nd time you pass this area. From that angle it's way easier to see and take
Weird that he has 800 hrs in the game and don't know the shortcut.
23:18 You're forgetting about GBA Bowser Castle 4, this course also appears in Tour as a revamp to the already well-made masterpiece course on Super Circuit
I actually agree with you on all of them and have to say that I have 2 things that I would change to the game as well. The first one is when you get hit by a lightning while gliding because when you get hit by the item while gliding after wave 3 was released,it will just shrink you instead of making the glider to stop. Another thing I would change is the standard kart’s design like it’s still going to have the same design only difference is that the headlights are on the bottom front of the kart because whenever you’re in a that takes time in the night or with dark tunnels,the headlights will appear which makes the standard kart look weird like if you look at Mario’s kart from the Mario Movie,then you’ll understand what I mean about the headlights of the kart Mario has in the movie because I like where headlights are on his standard kart that appears in the movie.
Wii Rainbow Road recieved terrible marks on their last safety audit, so they were forced to add more hand rails. 😂
There are sure a lot of stuff I didn't knew about the game.
Like I never knew the mole was bounceable.
And yes we need C.Falcon in the game.
17:16 If I could make this change for another game, this is exactly why people hate using Red Shells as a catch-up item in Mario Kart 64
The reference for tick tock clock is obvious. In Mario 64, depending on where the minute hand was when you walked in, it could move normal, fast, slow, or stopped altogether. Just have it pick one, or even switch up between laps.
I think it would be fun if the second lap of peach gardens made you go all the long way around. And keep it open by default, but not required
My change would be putting airship fortress and toads factory in the booster course pass
Womp womp
@@megastarwarsrocks99 I’m actually glad they’re saving those ones cause I want to see those courses with the same effort of graphics like the base game and not the booster pass.
How stereotypical, Wario’s Shipyard deserved a spot more.
And also could imagine maybe someday Nintendo could make Booster Course Pack 2 in 2025
Wii bowsers castle, my second favourite course ever simply because it’s long and hard and very cool aesthetically, is just sorta… dead now? Like what? Welcome back random SNES bowsers castle, bye actually good bowsers castle???
I think a character and kart combo per map'd be nice, it sucks trying to change your kart and character real fast between games, but just predetermining the character and kart combo based upon the map'd be solid
Great content. Brings me back to the good old days when content was created by passionate ppl. Now real gamers're replaced by quick-insta-fame-fake-gurus. People who, back in the day, called us 'losers' cuz we were gamers or loved Anime and comic books. Now they use our tech to make sick money and destroy self-esteem of others. I made a deep dive video about X360 as the last great generation, hope I'm wrong...
Hey do ever realize that Angry Birds Go is related to Mario Kart but this time my idea of those are Angry Birds Go Deluxe, Angry Birds Go 2 and Angry Birds Go World Tour
Characters : Red Bomb Stella Poppy Dahlia Melody blues King Pig Courtney Garry Terence Tony bubbles Matilda Willow Foreman Pig Chuck Silver Hal Corporal Pig Ice Bird Luca Gale and Chef Pig and new tracks too
I feel like you’re over exaggerating content nowadays, it’s not that bad
Also toxic minecrafters
What is blud talking about 💀💀💀
@@Hangrypig facts he is speaking
2:50 there was actually a yellow pianta pointing to the right direction.
I still think you're right since it was so much better
25:52 landing ontop of the trolly gives you a massive boost forward used in the world record 2 times
about toad harbor, you actually can bounce and even trick off the trolleys which sends you absolutely flying, but it is very hard to do, especially in an actual race where you’re probably never on the right cycle to actually hit them
The only correct answer for what to change for Sky Garden is everything. Match the damn layout of the original cause Tour’s version is unrecognizable lol
The change i want the most is better team mode. Allow up to 4 teams and actually allow us to chose which cpu characters go one which team. It be so cool to run say a full bowser team versus a mario or princess team or what ever other wacky team idea you had.
Ive wanted this chance since mario kart wii and I've wanted the custom cup idea you brought up since I was a kid playing 64.
I would change it so it acidly feels like you’re going upside down or sideways. Antigravity feels too much like normal driving
Bro Royal Race way they Could have just used the Mario Odyssay castle and Rout to just have you go up the hill to the castle and Back on the track atleast would have been nice
I think I heard something about motion sickness in regards to this?
I'd like to change Sunshit Milds to actually be good and remove Dry Dry Desert bevause it's awful
@@GeneralPenguinIsCool I haven’t played Double Dash but it should’ve been Mushroom City judging from the song
Take excitebike arena while you’re at it
The trolleys on Toad Harbor actually bounce you if you fully land on it if you have the right timing, leading to some really cool time saves
He said we had NEVER raced other players head on.
GCN Luigi Circuit:
Wasnt there a wall that separated the two sides though. Or am i thinking of a different track
We're in for a loong video and im here for it
I agree with pretty much everything, but not N64 rainbow road. It was just boring being so long. Maybe this is a little too short, but better than being massively too long
For myself, the biggest change I would make would be for the city tracks that go across the line the same direction all three times. Tokyo, Vancouver, New York, Prihana Plant Cove etc. Should have the laps random for every race. Sadly it wouldn’t work on tracks that have different starting lines like La Laps, or different direction laps like Athens Dash. I think it would make Tokyo Blur far more interesting.
SNES Bowser Castle 3 is not interesting!?
My man, it’s regarded as the one of the top 5 best retro tracks in the whole damn BCP.
You did not cook, you burnt down the kitchen.
So he cooked the kitchen?
14:24 In Bangkok Rush's defense, it was created in a game where 200cc feels like 8's 100cc, so...
Bro hates toad circuit but loves Mario circuit 4.
Completely different course layouts. It’s not only a graphical problem with toad circuit the layout is ass. MC3 has the most insanely fun turns
@@SwitchStop yeah but the graphics both suck, but via gameplay, yeah there very different
@@SwitchStopYou like MC3 but not Bowser Castle 3 wtf
For 41, I would make it so the mole has a 50 percent chance to spawn facing towards the player (When this happens, running into him will damage you).
I would also make it so that he has a 50 percent chance to spawn facing away from the player (when this happens, he can be used as a trick-able ramp)
On Yoshi's island, in the cave section after coming up from the water, the road is made of dirt, but for some reason the road uses ice physics. I had to specifically memorize that this one turn is slippery, or else I'm sliding all over the place seemingly for no reason.
The texture of the road should match the road physics so that you can see visually that it's going to be slippery.
DS Mario Circuit is just a great track, why would you replace it, and not replace a different track? I think I would like to see the Wiggler standing next to the track on laps 1 and 2!
For Daisy cruiser, when you come up from the hull of the boat, there is an arrow that points left, but the next turn is to the right. Make it a curved arrow sign that shows the shape of the following turn.
My change to Piranha Plant Slide would be bringing back the blue Goombas from the original Mario Kart 7 version. In that version, the Goombas were blue just like in the original Super Mario Bros. underground levels, furthering the retro aesthetic of the track. I’ve always been disappointed that 8 made them brown again…
14:48 But at least they didn't bring back that completely dull Figure-8 Circuit (the first track of the DS Mushroom Cup)
Great video. I enjoy the chaos of the baby park and absolutely dislike ice ice outpost, though the snow idea is interesting!
extra nitpick
WHY IS SNES RAINBOW ROAD THE SECOND TRACK IN ITS CUP INSTED OF THE LAST
I’m so excited for far into the future of switch modding when we get ctgp deluxe or whatever it’ll be called and it fixes a bunch of these issues
In 6 days
@@HWLetsRace oh wow I didn’t know that was actually a thing already
the choco mountain trick is odd cause it's actually on tour's version of the track 🤷 and the Madrid drive shortcut actually works better on lap 2 ☺️
The one thing I miss is the 3ds piranha plant slide underwater music that the original had that was missing in 8 and kinda made me feel like I was drowning since the music is filter out by the water sounding muffled
25:59 not trying to hate at all but you can actually land on them and trick off of them, they bounce as well, it's a trick for going fast, you have to drive the lap up until there really well though
9:30 Diddy got _rocked._
Bring back chain wheelie boost mechanic from Wii for inward drifting bikes. You can make it a percentage boost of max speed or slightly slower than a mini turbo and determine length of original wheelie based on mini turbo duration.
Well I wasn’t to fun of n64 rainbow road being 10min long and no one wants to spend 10 mins racing on a long track the fan were complaining about so they made it one lap divided into sections and to me it felt to short at it could at least been a 2lap track in 8
39:47 If they had this, they should make you go to -1 coins if you have 0. This shouldn't change your speed, just make it harder to get to 10
I wish CPU Kart combinations were just completed random like Mario Kart 7. In 8, theres presets and it becomes very noticable if you play the game as much as me
I would make peach gardens item boxes follow chain chomps like in mkwii
excitebike arena has over 200 different variants it could generate not 4. and it still sucks
The yoshi valley gap jump should be brought back.
35:12 Ha bozo I have the EU version 🤣👉
Good video, surpised you could think of a change for every track in Mario Kart 8 Deluxe, even small ones.
9:00
IMO I think London Loop is really fun but that’s probably just me
The majority of the booster course pack is just mario kart tour tracks so that is why you are getting the big red ramps also it is a mobile game so it cant be that complicated and they have to make like 100 thacks every 2 weeks
21:03 Yes they did, it's called a glider path and it simply pushes your kart into that intended line like a magnet. Also nice video
This gameplay is making me want to die
I think that any grand Prix with a rainbow road that the rainbow road should be at the end as a final boss of tracks I guess
I think toad circuit looks bad because everything looks like it's made of plastic
That's all the booster courses 😂
The DLC has a lot of minor things to improve, as you say. Too often things such as turns or jumpuble platforms are not clear.
The reason London Loop is so boring is because London IRL is boring
I would love if you could do custom lap counts as well. Obviously, it wouldn't work with the tracks that have a defined start and end with no loop, but for every other track, it would be cool as heck.
Also more battle tracks. 96 race tracks, but only _8_ for battles? Ridiculous.
You can trick off the top of the trolley cars in toad harbor
21:40 you’re not actually supposed to take that shortcut lap 1, it’s not even faster to do so. Only take it on lap 2, it works pretty well on that lap, I enjoy taking the shortcut