I Removed Anti-Gravity from Mario Kart 8 Deluxe
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- Опубліковано 21 лис 2024
- I Removed Anti-Gravity from Mario Kart 8 Deluxe. Mario Kart 8 Deluxe on Nintendo Switch is an enhanced port of Mario Kart 8 on Nintendo Wii U featuring dozens of nitro tracks and retro tracks from the Mario Kart series. It recently received DLC in the form of the Booster Course Pass which also includes courses from Mario Kart Tour.
This video was edited by me.
The thumbnail is a parody of those MK8DX clip videos that go viral every time a new wave comes out lmao. I have some backups if it doesn't work out.
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The best part to me was seeing how the actual tracks look without Anti-Gravity forcing them to rotate to your position. It would obviously be unplayable that way, but in-game it's hard to actually picture how insane the tracks actually are.
Its most evident on cloudtop cruise in my opinion. I had no clue you were curving around in a big C shape, even if it seems obvious in retrospect
@@circumplex9552 Yeah it was really cool there. I also loved the corkscrew in Big Blue. Also something kind of obvious but it doesn't hit you until you see it like that.
@evilstarlegacy theres a corkscrew in big blue? do you mean mute city or?
@@circumplex9552 Lap/Section 3 of Big Blue is kind of a corkscrew :/
I've always thought the anti gravity was underwhelming cause it's really hard to tell it's even happening
So basically, the anti-gravity doesn't let you drive up walls, it just makes sure you don't fall off them. That's kind of neat.
No, it’s both.
It’s interesting to see how small of an affect anti-gravity has on most tracks, it’s starting to make more sense that people can replicate tracks with anti-gravity in CGDP.
* CTGP Revolution.
CTGP*
You mean CTGP?
You mean ctgp?
What does CGDP mean?
So, we learned that :
1. Removing antigravity either don't change anything, or totally break the camera, make the track impossible or incredibly hard
2. Lakitu does his very best, don't laugh because he keeps failing to put players back on track
3. Bullet Bills are *cracked* at this, but I mean they already are ik base game
anti-gravity change everything, since 1992 if you bump into others karts, you lose momentum, speed, with the anti-gravity now you need to bump into other's karts to gain speed, that's the point
So the anit gravity on the moon and a couple other maps is actually just increased gravity? lol
I find it funny how much attention to detail Nintendo put into the background of these tracks, just to make it hard to see during regular gameplay due to anti-grav changing your orientation completely. The interiors of Piranha Plant Slide and Twisted Mansion are notable examples of this as shown here.
I think the anti-grav quarter pipes are there to mimic the physics from MKWii, like being able to do tight corners while driving against an invisible wall.
But we saw there that they aren't actually anti-grav
I think they were just reusing assets tbh lol
@@adre2194 which there isn't even anything wrong with to be honest. Plus having them be an anti grav feature is nice cause you boost off of other racers when you hit them rather than crashing into them.
@@KeifersIsAwesome yeah I agree. Plus the original design for them would have looked a lot like the glider ramps which may have been confusing. I don't see any issue with vertical ramp pads just being anti-grav vertical ramp pads now.
@@adre2194 Yeah that's the other thing, the the potential glider ramp confusion.
@@adre2194 I think their point was that it serves as diagetic reason for the wonky way half-pipes work, making you curve midair rather than having realistic physics.
With how few tracks actually “need” anti-gravity to function, I think there’s a point to be made about Nintendo trying to add this new mechanism, but then subduing it because of motion sickness.
I personally wanted so much more out of the anti-grav feature, but what I wanted wouldn’t have been on any fences regarding motion sickness, it would trigger motion sickness pretty harshly. I can’t reasonably expect them to do that.
Yeah, I don't get motion sickness very easily but I was feeling a little queasy watching this.
Behold: the one person on the internet who recognises and accepts that their ideas are impossible to implement 👏👏👏👏👏👏👏👏
The fixed camera angle (relative to the kart) could‘ve been turned into an accessibility setting
I always said that since the camera moves with the player's view, the anti gravity is hard to notice and it just looks like a normal track to me.
The camera doesn’t track as much when on walls like in whomps ruins or on the walls of the toy shop in toad harbor, but for levels that are completely vertical or upside down have the camera set on the path to avoid motion sickness and confusion I’d assume
@@graysonwells21 ive heard people say that they actually did cut back on the presentation of antigrav bc of concerns of motion sickness but idk if thats 100% true, i wouldn't be surprised tho
@@iwakeupandboomimarat I heard the same, I wouldn’t think it’s too far fetched of a possibility
Would be cool if there was an option to turn on the more dynamic camera angles shown in this video. I love how the dramatic flips and twists of the camera add to the overall thrill of racing along the walls the ceiling, one example: 12:53.
Of course each player would have the option to set the camera as is, as to not screw over those with motion sickness. This option could also be switched during the race without having to pause the game.
After all these years, mk8 is completely within the realm of reality
It's literally just Mario Kart 7 in HD
Says the person who watched wheels stick to the ceiling just like in real life
@@micahheyward5342 have played both, you couldn't be more wrong
@@CharmedReally7 ehhh I’ve played both and I kind of agree with them, MK8D is just a deluxe version of MK7 with some different tracks
@@micahheyward5342 No, it's not. Mario Kart 7 is a very different game.
finally, completely realistic
There’s still gorillas, turtles, mushroom men, and Italians racing in space, cheese, and theme parks
@@thinkmin2584 Italians aren't realistic
@@thinkmin2584 most unrealistic part is Italians being able to drive.
@@SharkyAkio and theme parks are pretty unrealistic
@@noot3316 yeah, they just run at speeds up to 200mph
Kind of ironic that in a lot of cases the anti-gravity makes the tracks have more gravity lol
I really wish more tracks utilized gameplay that made their antigrav sections feel necessary. The fact that some tracks play the exact same with the antigrav removed makes me think of what they could’ve done to make the gameplay more engaging with this new gimmick rather than forcing it onto the existing layout. Also the video was great!
The problem is that it's not even a new gimmick, it's literally just a basic aspect of almost every early racing game/franchise. (not even just mario kart)
Having tracks loop around in gravity-defying ways is as old as 3d racing games themselves, pretty much.
The only thing that's technically different is the collision boost, and that really didn't need to be a central aspect of the game. (could've actually made it part of something more, instead of leaving it at that
They knew they had nothing, so they took something they already had and pretended it was new.
Just being honest, is all.
Well, probably not going to happen with the Booster Course Pass, because it seems like the general track layouts has to be mostly based on the Tour versions with very little changes, and, since Tour doesn’t have antigravity at all, none of the Booster Course Pass antigravity sections can ever actually change the track positions drastically enough to a point where it would be straight-up impossible without antigravity
@@schnek8927 "They knew they had nothing, so they took something they already had and pretended it was new.
"
It's Mario Kart. Stop being dramatic. Also, the game had tons of new stuff.
@@schnek8927 What do you mean? That's mostly just a staple of futuristic racers that can warrant anti-gravity layouts.
The only real purpose of antigravity in my mind was to make tracks more thematically and visually interesting by letting you drive on walls and upside down, but apparently most of the time it doesn't even do THAT💀
Yeah! Like, imo most of these tracks would be cooler if they _didn't_ use anti-gravity for their wall-rides, since the wall-rides work without it! The one in Toad Harbour where the jumps on the wall _still_ carry you to back to the wall on higher speeds is actually amazing, legitimately way cooler without the antigrav. Also still waiting for a track that has you wall jump between opposite walls using ramps, without anti-grav.
Actually this is why i feel pretty dissapointing 😢 i wanted more antigravity parts and no just the floor being a little wally
When antigravity is used to present a track in its most boring light for most tracks
I still find it shocking they didn’t abuse the hell out of a translucent roads for rainbow road with racers on both sides at the same time, honestly would have sold the gimmick to me
@@nito6133 I wonder if the next main Mario Kart game’s “new thing” will be to really push the antigravity gimmick to a much greater potential than 8/8 Deluxe did
9:30 man i never knew bullet bills had eye headlights like that
I’m surprised no one else had tried this - you can really see the physics of mk8 a lot clearer
It's crazy how removing anti-gravity makes the camera TRULY feel the anti-gravity
Mario Kart levels with anti-gravity used to be such a cool concept to me, so it’s interesting to see those levels with normal gravity.
Watching this made me realise I had no actual understanding of each course i was shook whenever the gravity-camera showed we go like. straight up or down that was trippy af good work!!!
I see why they actually used anti-gravity on some courses. It actually just makes them play better.
Yeah I didn't know about how much it actually changes the playstyle and just thought it was just a blue thing you pass so your wheels change, but no it actually does allow you to stick to walls
I see you a lot
@@APersonThat I do comment a lot on mario kart videos (and my videos are mostly mario kart stuff), so...
Someone should try making a mod that keeps the antigravity intact but doesn’t have the camera follow you, so the tracks are hypothetically still playable but you get to see them in all their crazy glory and really feel that you’re driving on walls or upside down
Pretty interesting that the tracks still have a slight magnet effect even without antigravity (I mean it makes sense design-wise, but still)
I wouldn't be surprised that this is just a general feature of the road surface. As long as you don't jump/skip/hop by any means, the vehicle seems to stick to the ground fairly well. I wouldn't be surprised if this is the case even before anti-gravity.
Is interesting to see that Antigravity is not just a Visual Effect and it actually affects the karts
11:55 I love it that Lakitu grabs you and tilt you upside down. This is hilarious. 🤣
this video reminded me of how much Dragon Driftway NAILED the use of antigravity.
8:50 "im falling into the water, just kidding thats a wall"
Even though the floaty physics make absolutely 0 sense on Sky High Sundae, I'd hate the track if it didn't have them. The jank where you can fall off and survive by landing on the track half the track away is too fun. It singlehandedly made me like the oval.
It also lets you jump from one side of the split path section to the other, which is useful if there’s people with items like triple reds or something on your side
Some of the camera angles and the way the bike tilts actually end up making it look cooler at points. The anti-gravity is neat but the concept of track sections where you have to rely on speed just to stick to the track is awesome and makes me feel like they could have added small details to really make you feel the anti-gravity like the camera tilting or Mario having to hold onto his hat so it doesn't fall off or something
Yeah it would be really cool if we had something like 4:57 in the game, but I guess it would be a cause for motion sickness for some people
i kinda like the floatiness of the underwater bit.
Wonder if any courses could be made to take advantage of that?
I love how the tracks look when you have the angle upright. They’re all so creative and I just can’t appreciate it while racing and focussing on the road.
I've never really understood the love for the anti-gravity mechanic. Even on really cool and clever tracks like 8 Mario Circuit you can barely tell you're upside down half the time. The only thing it really allows for in my opinion is for the developers to make unique layouts that make better use of the space available to them and occasionally aren't possible otherwise, but we don't really feel the impact of that very much as a player
Oh my god, this is exactly what I’ve been thinking for so long!
They would've sold the immersion more if they made certain characters' hairs and clothing point upwards or sideways on the anti-gravity sections such as Peach's, Daisy's, Rosalina's hair, DK's necktie, etc.
Well ofc, for player is no much difference so players can keep track of what they're doing
if they made that 360° part of rainbow road from the DS without it for example, you would have a headache trying to tell where you're going or what you're doing
which would make the gameplay experience really bad
@@_Just_Another_Guy I thought hair and clothing was affected by the anti gravity?
- "The only thing it really allows for in my opinion is for the developers to make unique layouts that make better use of the space available to them and occasionally aren't possible otherwise"
Thing is, this is in no way a new thing, even by mario kart standards. (not even close)
They literally just took an already defined aspect of racing games (including their own franchise) and pretended it was a new thing.
Nearly all racing games (that aren't trying to be realistic) have anti-grav, even before the PS2 and Wii era.
So even the only positive you could think of is just a concept nearly as old as racing games themselves, being paraded as something new when that couldn't be further from the truth.
Even the collision boost mechanic could've just been map-specific, no different from a chain-chomp, the transport cannons (Mario Kart Wii), the occasional ramp or any other such gimmick.
- "I've never really understood the love for the anti-gravity mechanic."
Same here.
This is going to trigger people, but this is why i hate "consoomers" as people call them. Don't ask questions, just consume product and get excited for next product.
It's fine if you like the game guys, but stop pretending it's a good or unique game because of your own subjective taste...
Alternate Video Title: Mayro Plays Mario Kart 7 in HD
I like that they gave the half-pipes anti-grav panels because it makes more sense than in Wii.
Think about the last turn in DK Summit. In Wii, everyone always exploits the half-pipe physics to wrap around the corner. Instead of removing this or breaking the physics, they just made it fit in more into the gameplay with the anti-grav panels.
I have always been a little underwhelmed by anti grav because the camera always stays at a fixed angle behind your character, thus making it very hard to see like you are actually driving on a wall or upside down
While this mod makes the tracks unplayable, its also pretty cool because now you can actually see how the track twists :0
4:19 so anti-gravity gives you gravity...
Seeing Big Blue from a normal perspective is honestly so cool! You see all the twists
A bit surprised some of these work perfectly fine without anti-gravity
"That hill in Rock Rock Mountain is climbable."
3:43 Boulder: Oh, we'll see about that!
9:31 I had no idea Bullet Bill's eyes lit in the dark like headlights
You should try this with auto accelerate and smart steering and then just watch what happens
13:42 It's nice to see you can fly better *without* the glider lol
Yeah this is awesome, very interesting to see how much the anti gravity actually helps the track function or not!
The physics in this are more fucked than Star wars Episode 1 Pod Racer. And that's a heck of an achievement.
I felt the fear and concern in her voice when leckatu started glitching in dragon drift way
the most awesome spelling of "lakitu" I've ever seen
@@Lunar1314_ lol I tried
@@theblazingzombie2988 dw it was funny lol
I figured the anti gravity wheels were mainly for show and Nintendo just changed the regular gravity’s direction to face your current surface, but this is interesting
When the camera acts weird that’s how people thought the game would be back when anti gray was announced back in MK8 and seeing how you react to it, it makes sense why it wasn’t made like that in the first place. Nice video !
When I say weird I mean it gets all spinny and such
7:03 its kinda cool seeing it like that
8:50 "I'm falling into the water..... just kidding, let's go into the wall" lmao
Motion Sickness: The Mod
6:30
excuse me..... *dies*
3:54 butchered rainbow road? It's my favourite map of all DLC maps, it's a lovely experience on 200cc, can drift the entire time, love it
@@Spherify Fr
really shows how crazy the layout is for a lot of the tracks
Lakitu repeatedly tossing the cart at the track in hopes it would stick had me laughing so hard
you are stressing out lakitu girl
Thanks mayro fir breaking the immersion in some of the tracks also...
MERRY MOUNTAIN FINAL PART... WHY DID THEY MAKE IT ANTI-GRAVITY? DAMMMNNN
Alright, now do MK8DBCP where everything is anti-gravity.
well done Mayro, Newton would be proud
slight motion sickness warning at some points due to cameras
absolutely bugging out like crazy, so just beware.
amazing video though! loved it and i think it’s very interesting seeing how turning off antigrav completely changes a couple tracks like MK7 Rainbow Road and Piranha Plant Slide. crazy good vid!!! keep it up!!
Piranha Plant Slide was glorious lol
I think this video is a clear example of how much better rainbow road 3ds is better *with* anti grav than without. It just breaks the course and you're skipping a lot in a way that feels unintended
2:38 clean transition, nice
Really goes to show how wasted the anti gravity was in this game.
With anti gravity, Nintendo could have gone all out and make the dynamic and interesting racing corses of all time.
Imagine a ghost house where your riding on the walls and ceiling.
4:47 lakitu is drunk while falling down an invisible staircase
"Why did you call sick?"
"A turtle cameraman on a cloud in a video game made me nauseous because gravity was not changed."
"Wut..."
This video feels like an analysis on the antigrav sections lol
Goes to show you how much overused anti-gravity is in this game which is my biggest complaint. Sure it's a neat gimmick but not all courses needed it.
0:57 That looks so cursed.
TOH pog
I am required by law to like your comment
I get your point on 3ds rainbow road feels a lil wacky
Tbh feels like it has anti grav at all is due to the moon section being the main inspiration for anti grav in 8 in general
6:57 - I never noticed that entrance had a face, and even more shocking, that it was animated!
Definitely makes it less thrilling, 12:50 the contortion of Birdo’s neck oh no
Despite the antigravity adding the least to MK, I can see how designers need it to make the game work under its physics
I think it adds a lot. Mario Kart 8 tracks will have to be a lot more spread out and less spaghetti
They should have just made better physics
@Leo it's hard to do that without breaking other things, and anti gravity is a way of improving those physics
@@horatiosthebestest No it isn't. Tell me you know absolutely nothing about game-dev without actually telling me...
There is absolutely nothing unique about the anti-grav mechanic. It's already been part of nearly every single game from not only the same franchise (mario kart), but nearly *every other non-realistic racing game ever.* (even before the Wii and PS2 eras)
Pretending that it's something new just to trick mindless consumers and fanboys does not actually make it something new.
He's right, they *should* have just made better physics. (or systems that simulate better physics)
That's what past games did, and they had no problem with it.
I'd prefer that we actually improved old ideas, instead of re-releasing them in an identical (or worse) state and pretending that they're new...
woah. now after watching this video, i noticed that *most* (not every, just most) of the tracks have atleast a little sign of anti gravity. for example: in mariokart stadium, the ground is glowing in blue squares. water park: blue lights. neo bowser city: same as mario kart stadium.
some are very hard to notice too. like in thwomp ruins, in between the cracks in the stone there is a blue glowing light.
Man, I love this game to death, but yeah, I can't deny that some of the anti-gravity sections feel kinda.. tacked on I guess.
Still a pretty cool mechanic, and I'm glad they didn't go overboard with it.
Also, video was funny as hell. Your content just gets better and better with time, Mayro, keep it up
But it wasn't about how necessary or not was for the road, it was about giving a twist to the old Mario Kart mechanic, now you need to bump into other's karts to gain speed.
Confirmed my suspicion years ago that antigrav ramps were just for spectacle mostly
Nice vid
Isaac Newton came back with a vengeance.
You did a Good job making this game more realistic! 👍
Mario Kart 8 Deluxe, but the physics engine fights back
12:52 birdo jamming
i never actually realized that anti gravity changes the physics of the game i always thought it was just a cool effect.
Lakitu is getting his workout in rn
I find it hilarious that Mayro is using THE EXACT SAME kart combo that I now regularly use in Mario Kart 8 for this entire video. Makes me feel seen.
As someone who likes Wii for being hard I really appreciate seeing these courses without anti gravity. As it should be.
Don’t forget that anti gravity changes your speed grip and handling statistics
I feel like the camera going to different angles make this more dramatic in a good way.
Always felt anti gravity was very underwhelming, Most of the time i never even realized how twisted some tracks got because the camera stays fixed on you
Wow, I never even noticed that some retro tracks are tilted in some parts to accommodate anti grav. And it barely even adds anything!
I had no idea these tracks were even this vertical, you just don't notice with anti grav
The Anti-Anti gravity mod
Edit: Wow, didn’t expect Mayro to notice this one c:
Editing a comment removes the like from the creator.
@@hhaavvvvii ⚰
@@hhaavvvvii lmao
1:05 you kind of start to see how (especially in some retro courses) they just REALLY wanted to cram AG mode into it somewhere.
because you need to play different with the AG mode on
I never realized that Antigravity did more than just slightly changing physics and letting you boost off each other. I thought it was purely. But now I get it
Wow, some parts of this video gave me motion sickness because of the weird way the camera behaved. Still fun to see, what effects the Anti-Gravity (or lack of) has on the game.
Straight to the point, no overhyping it or weird dramatic edits. Good stuff 👍
This video makes me realize that the nitro courses are where they went wild with the anti gravity idea, the retros just felt like they were added because new gimmick
lol i randomly noticed that the bill's eyes glow in darker sections, like in 9:30
I love how well it plays even with a vital component missing
I kinda like this version of the camera. Makes it a lot more visceral. Like you're going over the drop on a roller coaster
*A track is very very veeeery slightly slanted *
Nintendo: "literally unplayable, add antigravity"
15:51 devastation
7:22 you would of been screwed without that bullet
5:00 This sums up why my life is so interesting.
"Probably isn't a good idea... ... ... wheeeeee"
This is like the Mario Kart equivalent of trying to run in a dream.