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NWR Interactive => TalkBack => Topic started by: gypsyOtoko on July 08, 2009, 12:58:40 AM

Title: My Thoughts on the Tracks in Mario Kart
Post by: gypsyOtoko on July 08, 2009, 12:58:40 AM
http://www.nintendoworldreport.com/blogArt.cfm?artid=19000

  So, I moved in with one of my friends the other day. Naturally the first thing I did after getting my bed set up was hook up the Wii to his awesome Sony Bravia (TM) television.    


Having it hooked up and ready to go, I was thinking about putting some more time into Wii Sports Resort and putting out some more impressions for our readers. However, I soon found out that my roommate used to play a lot of Mario Kart back in the day, so in no time we had that familiar Mario Kart music blasting from the TV speakers.    


Well, I expect you guys all know how it goes - you put Mario Kart in, and the next thing you know you've been racing against your friends and the computer for five hours and haven't moved from the spot you settled in to after selecting the Wii Disc Channel.    


While I was playing the game, I thought to myself, "The track designs for Mario Kart Wii are pretty solid. Definitely up there with some of the best." Personally, my favorite Mario Kart tracks are found in Mario Kart DS. What really makes me enjoy the DS tracks in Mario Kart DS is the fact that it’s clear their designers *actually played Mario at some point*. What I'm getting at is that a lot of those tracks have good, solid references to past Mario games.    


My favorite track, hands down, is the one on Bowser's Airship. First and foremost, IT'S ON BOWSER'S FREAKIN' AIRSHIP. I've beaten SMB3 more times than most games I've owned, so having that imagery pop up in Mario Kart DS really makes it feel authentic - like a Mario game.    


On the other end of the spectrum is- Mario Kart Double Dash. Seriously, who in God's name thought it would be really Mario-like to throw in a 'Baby Theme Park' track? Where, in any of the Mario games, was there a Mario theme park? Was it Yoshi's Island? Was that some special level I never got to? (Pah - preposterous. I've seen every level there is to see in that series.)    


And, while it may seem like sacrilege to some, by the logic I've stated above, I'm also not a big fan of the N64 tracks. Moo Moo Farm? Sure, if it was Zelda Kart maybe I could see them putting in a Lon Lon Ranch track, but I have yet to see a cow in a Mario platformer.    


Anyhow, having thought of this, I just wanted to get opinions from everyone else. What order do you guys all rate the Mario Kart games in term of track design? What do base your opinions on? Is there anything in particular that you like about a certain track?    


Finally - just for the heck of it, I'm posting a picture of a new drink that was recently released in Japan - Shiso Pepsi. I found this stuff at the convenience store and thought 'Wait... do what now?'. I thought you guys might enjoy seeing some of the zaniness that makes this country so magical.    


OH, and to my fellow Americans - Happy Belated Independence Day. Since I was  nowhere near a grill on the fourth, I hope you all had a burger and a dog for me.    


M

Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Enner on July 08, 2009, 02:57:39 AM
But the baby tracks is one of the craziest tracks! Shells, bombs, and bananas everywhere!
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Mop it up on July 08, 2009, 03:09:20 AM
Oddly enough, I'd rate them in almost chronological order:

Mario Kart Wii
Mario Kart Double Dash!!
Mario Kart 64
Mario Kart Advance
Super Mario Kart

Mario Kart Wii and Mario Kart Double Dash!! have the most inspired tracks with unique elements like springy mushrooms, cannons, etc. Mario Kart 64 was alright, but it's obvious it was their first foray into the third dimension as a lot of tracks are still fairly flat. Mario Kart Advance and Super Mario Kart are both pretty dull and boring.

I've never played the DS Mario Kart so I have just the 4-track sample in Mario Kart Wii to judge it. Delfino Square is pretty fun, I enjoy that one. Desert Hills might be good if it didn't have so many places to take shortcuts with mushrooms. Peach Gardens is flat and uneventful, and Yoshi Falls is the absolute worst track I have ever seen.

In the case of Mario Kart Wii, most of the retro tracks are pretty bland and boring, especially because of the new physics.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: broodwars on July 08, 2009, 03:11:22 AM
There was a theme park in Mario Sunshine, the 3rd or 4th world if I remember right.  But yeah, I can't think of a single good track in Double-dash that wasn't taken from an earlier Mario Kart game.

As for Mario Kart DS, easily my favorite levels are Bowser's Airship and Waluigi Pinball.  I was very surprised when neither of those tracks (if I remember right) made it into Mario Kart Wii.  Well, I guess Nintendo had to save some good levels for the next Mario Kart, because heaven forbid they actually make a Mario Kart game with 32 new and creative tracks.

Anyone else notice a distinct lack of true shortcuts in these latest Mario Karts, though?  I remember in Mario Kart 64 that it was a pretty damn big deal if you got a mushroom when you were on that first Koopa Beach stage, because you could just shoot yourself into a huge shortcut off that big ramp with it.  You don't see that anymore, as it's instead a lot of little shortcuts for shaving off a few seconds here and there.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Mop it up on July 08, 2009, 03:16:31 AM
Anyone else notice a distinct lack of true shortcuts in these latest Mario Karts, though?  I remember in Mario Kart 64 that it was a pretty damn big deal if you got a mushroom when you were on that first Koopa Beach stage, because you could just shoot yourself into a huge shortcut off that big ramp with it.  You don't see that anymore, as it's instead a lot of little shortcuts for shaving off a few seconds here and there.
Perhaps they wanted to make it a bit more fair?
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: broodwars on July 08, 2009, 03:26:44 AM
Anyone else notice a distinct lack of true shortcuts in these latest Mario Karts, though?  I remember in Mario Kart 64 that it was a pretty damn big deal if you got a mushroom when you were on that first Koopa Beach stage, because you could just shoot yourself into a huge shortcut off that big ramp with it.  You don't see that anymore, as it's instead a lot of little shortcuts for shaving off a few seconds here and there.
Perhaps they wanted to make it a bit more fair?

Considering the old-style shortcuts could even better allow people in the back of the pack to catch up to those ahead of them, I don't really buy that.  That may justify the horror that is the Blue Shell, but shortcuts?  No, that just doesn't sound right.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Mop it up on July 08, 2009, 03:32:11 AM
Being able to skip half the track with a mushroom is way more cheap than the blue shell or bullet ever will be. Mushrooms are far more common and appear in the top ranks, that's too much ground to allow the second-place person to gain.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: broodwars on July 08, 2009, 03:33:47 AM
Being able to skip half the track with a mushroom is way more cheap than the blue shell or bullet ever will be. Mushrooms are far more common and appear in the top ranks, that's too much ground to allow the second-place person to gain.

Hmm...perhaps.  It just makes it feel in the modern Mario Kart games that there's no point to exploring the tracks because there's little to nothing to actually find.  I miss that aspect of Mario Kart.

Besides, those shortcuts often had a huge risk/reward aspect to them.  If you pulled them off, they helped you a lot but if you screwed them up they really hurt you.  That's what I thought balanced it out.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: gypsyOtoko on July 08, 2009, 06:28:23 AM
Hey guys, thanks for the replies!

@Enner, Broodwar: I will concede that the Baby Park track is indeed pretty fun since it's simple and allows for some pretty crazy fighting with items. And, as Broodwar pointed out, there was indeed a theme park in Mario Sunshine! I totally forgot about that. For some reason I've kinda blocked out memories of that game. I guess since I'm an old fart it's the retro style stages with the scat-flavored SMB theme that I remember the best.

@Broodwarss, Mop_It_Up: Everyone is certain allowed to have their own opinion regarding short cuts. I myself enjoy the idea of short cuts because it's one of those things where if you know the game really well, you can take advantage of it. I, myself, wouldn't consider that cheap because you have to know what you're doing to pull that off. But again, everyone's allowed to think differently. ^^

Blue shells on the other hand are the bane of my existence. Little bastards. >_<; Though, to be fair, they really mix it up. It's just the biggest pain when you're near the finish line and then BOOM, you're dropped to last place because of a last minute blue shell.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: RABicle on July 08, 2009, 07:04:19 AM
You're having a go at Daisy Cruiser and Baby Theme Park?

FAR AND AWAY the most bizarre Mario Kart tracks with nothing to do with the games were produced from Super Circuit. I mean let's see. Cloud Garden? Ribbon Road? I'm naming these off my head here. I recall one track was set ina  land full of cheese.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: GK on July 08, 2009, 07:17:44 AM
For me I still think the best tracks were in the original. None of the later Bowser Castles has been able to top the ones in Super Mario Kart in my opinion.

My second if we're going solely by track design has to be Mario Kart DS. Although most of my favorite tracks aren't available on wi-fi(was really hoping MKWii would bring THOSE back to fix this), Delfino Square's tight turns between those houses rock & they were a snaker's kryptonite on DS. Same could be said about Peach Garden's turns.

Bronze goes out to Mario Kart Wii. Anyone here that's raced with me on wi-fi probably already have an idea on what are my favorites.

Then there's Mario Kart: Double Dash!! As poorly as I race on Mushroom City, I always want to go back. Odd eh?

After that it's Mario Kart 64. I mean come on, Yoshi Valley had you racing through a maze. Win points.

Mario Kart Super Circuit's tracks were eh ok I guess. Not all that memorable though.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: AV on July 08, 2009, 12:43:29 PM
whats with the product placement ?

and those odd pictures of family guy and girls that have nothing in common with the topic ?
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: King of Twitch on July 08, 2009, 02:02:28 PM
SMK was Mario racing in its pristine form. The rest of them have some annoying flaw or another.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Mop it up on July 08, 2009, 08:21:26 PM
Blue shells on the other hand are the bane of my existence. Little bastards. >_<; Though, to be fair, they really mix it up. It's just the biggest pain when you're near the finish line and then BOOM, you're dropped to last place because of a last minute blue shell.
Unfortunately the blue shell is a necessary evil. With the amount of items flying around it isn't so difficult for someone to escape from the pack and zoom so far ahead as to be uncatchable. The blue shell prevents that from happening.
I'm more annoyed when I get a blue shell than I am when I get hit by one, because it doesn't often help the person who used it. Mario Kart 64 has the best blue shell because it has a chance of hitting others on its way to first, and it can also be dragged along to block an unlimited number of shells.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: yoshi1001 on July 08, 2009, 08:50:24 PM
Unfortunately the blue shell is a necessary evil. With the amount of items flying around it isn't so difficult for someone to escape from the pack and zoom so far ahead as to be uncatchable. The blue shell prevents that from happening.

That is one failing of Diddy Kong Racing. If the CPUs don't do a good job competing, you can be left in an unwinnable position for those Silver Coin Challenges.

The "2-D" Mario Karts never had the greatest track designs, even when translated to 3-D in DS and Wii, though they seemed great backin the day.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: broodwars on July 08, 2009, 11:52:52 PM
Blue shells on the other hand are the bane of my existence. Little bastards. >_<; Though, to be fair, they really mix it up. It's just the biggest pain when you're near the finish line and then BOOM, you're dropped to last place because of a last minute blue shell.
Unfortunately the blue shell is a necessary evil. With the amount of items flying around it isn't so difficult for someone to escape from the pack and zoom so far ahead as to be uncatchable. The blue shell prevents that from happening.
I'm more annoyed when I get a blue shell than I am when I get hit by one, because it doesn't often help the person who used it. Mario Kart 64 has the best blue shell because it has a chance of hitting others on its way to first, and it can also be dragged along to block an unlimited number of shells.

Indeed, I didn't mind the Blue Shell all that much until they decided to make it hover over the track until it reached the leader and then drop and explode with a pretty massive blast radius.  You could at least theoretically defend against the Blue Shell in MK64 with a properly timed Green or Red Shell release.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: UncleBob on July 09, 2009, 01:16:57 AM
No love for the Mario Kart Arcade tracks? :)
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: BwrJim! on July 09, 2009, 01:43:53 AM
Ahhh Mario Kart,  they have all had their good and bad of course, but I would have to say I am addicted to the rainbow road courses.   See, i love drifting and in the rainbow road on the wii, I tear it up without the shortcuts.   but to the unititiated, there are tons of shortcuts in MKwii, but i still prefer the drifting.. too addictive.

Mario Kart Wii and DS are tied in the same place for me.  I do miss the bowser ship the most and the ship cruiser too, and the pinball..
Then Mario Kart 64, loved that game.. (also my first becuase frankly, the flat levels suck a$$ in my opinion. they are easy and so on and just plain)
Then Mario Kart DD, my wife and me on the same kart..  better watch it...   DD had great levels too ya know.. like DK mountain.

Levels I miss..   Cocoa from MK64.. any stage where giant cereal falls down to destroy.. oh so schweet.

sooooo, if ya wanna race.. better watch it on the curves.. i can rip em up.

Favorite Shortcut thats not a glitch in MK Wii?  i cant rememebr the level, but its full of dirt and you can blast over the lake or whatever and then blast again off of an island to cut off a bunch of space..  very risky though for me.   but i agree, the risk is balanced.   rememeber the RR in 64 right at the start.. hit it, great miss it.. not so great.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: TheBlackCat on July 09, 2009, 04:00:34 PM
I personally think Mario Kart Wii has the best collection of tracks, even if you limit it only to the new tracks.  However, the original had some of my favorite tracks.  In particular one of the ghost houses (not the one translated to the Wii) was excellent, probably my favorite.  I would say all of the games had their share of great levels.

My ranking would probably be:
Wii
GC
SNES
N64

As for levels that are re-made for each game, may favorites are:
Bowser's castle: Wii
Peach's castle/mario raceway: N64
Luigi circuit: GC
Rainbow road: GC
Beach: SNES
Highway: Wii

I do think the original still had the best battle mode courses, though.  Although the Wii's new battle mode courses are probably the second best.

As for the blue shell, I don't like weapons where there is no possibility of escape.  Every weapon should have some slim chance of being avoiding or minimized.  For instance if you hit the breaks at the exact right moment the blue shell might miss you.  The blue shell is just too powerful of a weapon as it is currently set up.  That is why I like the new POW weapon, if you are good enough and careful you can largely dodge it (although you still lose your items), but doing so is risky.

I do like long shortcuts, but only if they are difficult and/or risky to carry out.  For instance if they require perfectly timing a jump or power slide to avoid a pit like in the Wii/SNES ghost house or the GC bowser's castle, require a particular item to get through like a mushroom to boost over dirt or a pit, or are just risky like the other SNES ghost house (which had a one tile-wide path bypassing half the level but had a pit on either side the entire way) or the Wii DK skiing level (where you can power slide over a pit to skip a turn).  It can't be too cheap, it should require skill and/or luck to pull it off. 
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: GK on July 09, 2009, 04:37:39 PM
That Ghost Valley short cut has to be the greatest short cut of all time. Well when pulled off successfully anyway.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: RABicle on July 12, 2009, 02:47:37 AM
One of the most incredible shortcuts I could pull off from the SNES one was on Bowser's Castle 1. On the straight with the boosts, you go wide where there is only one boost, hit it and turn hard left using a feather. You should easily make it to the 4th straight (the first set of jumps) but if you are super lucky you can land on one of the jumps and get flung to the second set of jumps.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: GK on July 12, 2009, 08:31:09 AM
I miss how powerful the Mushroom boost used to be. I swear, the boost becomes less & less noticeable with every new game. When combined with the bumpers you went soaring, sometimes off course completely in SMK
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: ShyGuy on July 12, 2009, 01:54:51 PM
who is gypsyOtoko?
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: BeautifulShy on July 12, 2009, 01:59:09 PM
who is gypsyOtoko?
He is the Japan Corespondent.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: DAaaMan64 on July 12, 2009, 02:43:27 PM
I miss how powerful the Mushroom boost used to be. I swear, the boost becomes less & less noticeable with every new game. When combined with the bumpers you went soaring, sometimes off course completely in SMK

I feel like the green shells have been pretty shitty since the N64 game. Back when it was much more possible to strategically aim them. Maybe thats just me.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: broodwars on July 12, 2009, 02:56:08 PM
I miss how powerful the Mushroom boost used to be. I swear, the boost becomes less & less noticeable with every new game. When combined with the bumpers you went soaring, sometimes off course completely in SMK

I feel like the green shells have been pretty ****ty since the N64 game. Back when it was much more possible to strategically aim them. Maybe thats just me.

Yeah, do you guys remember when you could actually fire a green/red shell behind you as well as in front of you?  I forget how it worked in Mario Kart Wii, but they suddenly switched to "planting" those shells as mines on the track rather than firing them straight behind you.  That always struck me as lame, because you'd have to be pretty dense to run over one of those things most of the time unless your opponent really did just time and place it that well.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: GK on July 13, 2009, 12:38:13 AM
I miss how powerful the Mushroom boost used to be. I swear, the boost becomes less & less noticeable with every new game. When combined with the bumpers you went soaring, sometimes off course completely in SMK

I feel like the green shells have been pretty shitty since the N64 game. Back when it was much more possible to strategically aim them. Maybe thats just me.

I totally agree. They're more useful for red shell defense than anything else in Wii. Back on SNES not only I could actually hit them directly, in battle mode I could nail shots off the walls intentionally. In Wii I think I've hit myself with my own green shells more times than I've hit any other driver.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: broodwars on July 13, 2009, 12:50:14 AM
I'm still waiting for a Mario Kart to include a worthy successor to Block Fort in their battle mode.  Hell, I'm still waiting for a decent post-MK64 battle mode altogether (MK Wii's arenas are way too big, plus you have to play in teams).  Back in Mario Kart 64, my friends and I would game for hours just in the Block Fort arena.  Well, that and the multi-leveled stage with the big inclines and the big hole in the middle leading down to the ground floor (which if I remember correctly was adapted into Luigi's Mansion in later MK games).
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Dasmos on July 13, 2009, 10:06:32 AM
(MK Wii's arenas are way too big, plus you have to play in teams). 


What?  How can you say that about the Wii courses then praise the 64 ones. The 64 courses were massive, and they were boring. I have said it time and time again, Mario Kart 64 was a horrible game that was a merely showcase for the 64's horsepower. It failed though, sure the course were big, but they were all just boring and empty stretches of track.

The battle mode just made this shortcoming even more obvious. It took a good half an hour to see another opponent in the battle.

Quote
Back in Mario Kart 64, my friends and I would game for hours just in the Block Fort arena.

So you only managed to finish three rounds then?
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: GK on July 13, 2009, 01:45:55 PM
I think the Wii battle courses are fairy good though a free for all option would have been nice.

Hmm I didn't think the N64 battle courses were all that bad but then again at the time I also had Diddy Kong Racing...
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Peachylala on July 17, 2009, 01:26:02 AM
(MK Wii's arenas are way too big, plus you have to play in teams).
Multiplayer options say hi.

I faced off with my brother, one vs. one, a week or so ago.

Now, back on topic... before anymore derailing, the best Mario Kart tracks are in my opinion:

Tied: Mario Kart: Double Dash/Wii
2nd: Mario Kart DS

I couldn’t give two shits about the rest of the other MK games because, to me, they haven’t aged well a single bit. Mario Kart 64 was awesome… when I was ten, but after experiencing the greatness of Double Dash, I wouldn’t go back. And the battle grounds are too large? I thought they were a nice size, and playing chicken while throwing multiple Bom-Ombs is the greatest “HOLY **** NO” moment Nintendo has ever given me in a multiplayer game.

Second to Melee.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Stratos on July 18, 2009, 02:34:15 PM
You're having a go at Daisy Cruiser and Baby Theme Park?

FAR AND AWAY the most bizarre Mario Kart tracks with nothing to do with the games were produced from Super Circuit. I mean let's see. Cloud Garden? Ribbon Road? I'm naming these off my head here. I recall one track was set ina  land full of cheese.

What about Super Mario Brothers 3 with the sky world? And don't forget the cloud kingdom in Super Mario RPG. How's that for MK track references?

@True Blue
You mean you can turn teams off in Wii multiplayer? What about in the online arena?
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Mop it up on July 18, 2009, 02:57:18 PM
@True Blue
You mean you can turn teams off in Wii multiplayer? What about in the online arena?
You can't turn off the teams, I'm sure what True Blue meant is that you can disable the CPU opponents so that you can still have a 1-vs.-1.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Stratos on July 18, 2009, 02:58:47 PM
Ah, I see. Still good to know. Than at least when I play with friends I can just play with them instead of pesky CPUs butting in.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Halbred on August 18, 2009, 09:22:38 PM
I'm seriously considering picking up a used copy of Double Dash because I remember it had a dinosaur level and...unless memory decieves me...looked better than MKWii.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Mop it up on August 18, 2009, 09:31:19 PM
You are correct on both fronts Halbred. I'm still astonished at how bad Mario Kart Wii looks.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: that Baby guy on August 18, 2009, 09:47:58 PM
I enjoyed Double Dash, because the game felt like they brought the fun and item usage of battle mode to the full front in the races, probably because you held double the items.  I didn't enjoy switching back to one item at a time, or the huge amounts of strong items in the Wii version.  I just didn't like the DS version, and couldn't play it much.

Anyways, I liked the N64 battle modes, partly because of the ability for the third and fourth player to become bombs once they lose.  I loved the block fort, and the reason why I like Double Decker over, say, Luigi's mansion, is that there were more pathways to take, more ways to hide, and more ways to scheme.  Anyways, to me, Mario Kart 64's tracks all seemed characteristic of their environment, when you drove on the beach, it felt like you were driving on a beach, not a racetrack.  Double Dash lost that, and then Mario Kart DS brought it back.  The Wii version is in the middle, there, not really good or bad.

That's my two cents, at least.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: NinGurl69 *huggles on August 18, 2009, 09:49:17 PM
You're only gonna disappoint yourself when you realize Double Dash looks worse.  Peoples' memories are way too rosey.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Mop it up on August 18, 2009, 10:02:26 PM
I played Double Dash!! after I played Mario Kart Wii. It really does look better though outside of the character models the difference is negligible.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: NinGurl69 *huggles on August 18, 2009, 10:11:10 PM
Mario Raceway DD to Mario Race Wii.  There isn't much to speak of in the DD vesion.  Wii version wins.

Sorry.

Edit: More:

Night time city level DD to Night time city level Wii.  Wii version wins.

Desert Level DD to Desert Level Wii.  Wii version wins.

Daisy Cruiser to Coconut Mall (similar layouts).  Wii version wins.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Mop it up on August 18, 2009, 10:15:30 PM
I guess it just depends on what you look for in the graphics. Double Dash!! is more colourful and less shiny and sterile-looking, so I think it looks better.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: NinGurl69 *huggles on August 18, 2009, 10:21:34 PM
And the Wii models are simply the DD models with the shine added.

But as it stands, the DD tracks are EMPTY and DEPRESSING compared to Wii's.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Mop it up on August 18, 2009, 10:24:22 PM
And the Wii models are simply the DD models with the shine added.
That isn't true, they are smaller and have less polygons.

It doesn't really matter though, I disagree with you and that's that.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: BwrJim! on August 20, 2009, 10:02:34 PM
Have you ever teamed up with another player who can spam the turbo for you..   talk about speed... omg.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: NinGurl69 *huggles on August 21, 2009, 02:00:37 AM
DD was the slowest MK to date.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: D_Average on September 23, 2009, 10:28:58 PM
What is everyone's least favorite track?  I can't stand the Wii volcano one.  So ugly and choppy to drive on.

My fav is probably Wario Stadium.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: King of Twitch on September 23, 2009, 10:35:16 PM
On N64 Rainbow Road when I realized they put guardrails in, I knew they were symbolic of a weaker generation of gaming that was to come. And it was so.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Mop it up on September 23, 2009, 10:57:23 PM
I can't stand the Wii volcano one.
I think that is a pretty neat track, I like how pieces break away every lap. I just hate it whenever somebody cheats and uses the 10-second lap glitch.

Worst track has got to be Yoshi Fails from DS/Wii. It's short, large, and hazardous, a recipe for disaster. All of the ones in Mario Kart Wii from the SNES and GBA games are flat, dull, and boring as well.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: vudu on September 24, 2009, 01:45:18 PM
I agree Yoshi Falls sucks, but only because it's so utterly boring.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: NinGurl69 *huggles on September 24, 2009, 02:52:55 PM
Ghost Valley and Bowser Castle 3 are epic in the Wii context.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: D_Average on September 25, 2009, 01:59:08 AM
Wow.  I love Yoshi's falls!  Its scenery makes me happy on the inside, and its basically the mario kart version of Nascar.  Who can make the best line.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: broodwars on September 25, 2009, 03:20:12 PM
Love: Waluigi Pinball
Hate: Baby Mario & Luigi's incredibly boring track in Doubledash.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Mop it up on September 25, 2009, 07:36:22 PM
Hate: Baby Mario & Luigi's incredibly boring track in Doubledash.
I agree, I think that is the worst track in Mario Kart history.

Wow.  I love Yoshi's falls!  Its scenery makes me happy on the inside, and its basically the mario kart version of Nascar.  Who can make the best line.
No, it is more like "Who can get a Starman and plow through everyone at the finish line?"
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: NinGurl69 *huggles on September 25, 2009, 07:40:35 PM
Baby Park was designed for 5 or more laps and a high frequency of Bowser Shells.  For gamers to not know that is just a general failure in imagination among so-called Nintendo fans.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: broodwars on September 25, 2009, 07:48:10 PM
Baby Park was designed for 5 or more laps and a high frequency of Bowser Shells.  For gamers to not know that is just a general failure in imagination among so-called Nintendo fans.

When the players have to make a track interesting, it's just not well-designed.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: GoldenPhoenix on September 25, 2009, 07:51:47 PM
Baby Park was designed for 5 or more laps and a high frequency of Bowser Shells.  For gamers to not know that is just a general failure in imagination among so-called Nintendo fans.

When the players have to make a track interesting, it's just not well-designed.

I agree with this. One of my favorite tracks in MK: Wii is the one where you go underwater (forgot the name).
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Mop it up on September 25, 2009, 07:53:15 PM
I agree with this. One of my favorite tracks in MK: Wii is the one where you go underwater (forgot the name).
Koopa Cape. I love that track, I choose it all of the time on Wi-Fi.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: NinGurl69 *huggles on September 25, 2009, 08:38:35 PM
Baby Park was designed for 5 or more laps and a high frequency of Bowser Shells.  For gamers to not know that is just a general failure in imagination among so-called Nintendo fans.

When the players have to make a track interesting, it's just not well-designed.

Excuse me for exercising OPTIONS.  It's some kind of polar opposite to Smash players turning off items.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: NinGurl69 *huggles on September 25, 2009, 08:49:50 PM
And another thing, you have not lived until you've played Wario Colosseum with 9 laps.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: broodwars on September 25, 2009, 10:06:15 PM
Baby Park was designed for 5 or more laps and a high frequency of Bowser Shells.  For gamers to not know that is just a general failure in imagination among so-called Nintendo fans.

When the players have to make a track interesting, it's just not well-designed.

Excuse me for exercising OPTIONS.  It's some kind of polar opposite to Smash players turning off items.

Hey, if you get a kick out of that track using those settings, more power to you.  Just don't deride other players for pointing out that it's not the player's job to do the game designer's job for them.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: NinGurl69 *huggles on September 25, 2009, 10:25:31 PM
Since you put it that way, very well.  Something needs to be done fix Luigi Raceway which has been unimaginative for 3 console games in a row (especially un-fun online).  No user settings have any positive effects on it.  Baby Park had the advantage of creating a small enough space to make item usage extremely hazardous to everyone.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: NWR_insanolord on September 25, 2009, 11:25:11 PM
Having sold Mario Kart Double Dash years ago I hadn't played it in a long time until I met someone here at school who had it. For the most part it reminded me why I sold it and why it's my least favorite 3D Mario Kart, but Mushroom City is an awesome track and really should have been in Mario Kart Wii.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: GK on September 26, 2009, 12:55:41 AM
Yeah, Mushroom City is one of those tracks you gotta love coming back to.

I actually like Baby Park. Zero shortcuts to take advantage of. It's all about avoiding the liter of items everywhere while trying to maintain top speed.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Halbred on October 01, 2009, 02:44:46 PM
I'm actually seriously considering re-purchasing the game. I remember it fondly. Prehistoric Park, of course. Prehistoric Park.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: NinGurl69 *huggles on October 01, 2009, 02:48:23 PM
Do you enjoy Turok?
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Mop it up on October 01, 2009, 05:03:29 PM
I'm actually seriously considering re-purchasing the game. I remember it fondly. Prehistoric Park, of course. Prehistoric Park.
If you mean Mario Kart: Double Dash!! then I'd say go for it. It still holds up today.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Halbred on October 01, 2009, 07:15:31 PM
Yes, the first two Turoks were pretty awesome. Hard as hell, but awesome.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: NinGurl69 *huggles on October 01, 2009, 07:28:51 PM
How about Joe & Mac?
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Halbred on October 01, 2009, 07:41:21 PM
Oh man, you have no idea. Why don't they bring it back?!? WHY?!?
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Mop it up on October 01, 2009, 11:12:59 PM
Yes, the first two Turoks were pretty awesome. Hard as hell, but awesome.
No love for Turok: Rage Wars? I've always thought that was a pretty good multiplayer-focused shooter. The weapons were varied but still balanced, and although the stages were kind of small they had some interesting and well thought-out designs.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: ThomasO on October 02, 2009, 10:06:02 AM
And the Wii models are simply the DD models with the shine added.
That was the first thing I noticed when I saw the character select screen. All the characters that were present in DD sported the same exact "I've been chosen" pose. I suppose the graphics were compromised in favor of lag-less online play. The only thing disappointing compared to DD is that MKWii's game framefate is so much lower when three or more players are involved in local play (even when all the computer players are removed), or when two players go online together.
Title: Re: My Thoughts on the Tracks in Mario Kart
Post by: Mop it up on October 02, 2009, 12:43:29 PM
The only thing disappointing compared to DD is that MKWii's game framefate is so much lower when three or more players are involved in local play (even when all the computer players are removed), or when two players go online together.
Tell me about it, I really hate that. I thought choppy framerates died off with the Nintendo 64. I think Mario Kart Wii is just a low-budget game, probably because it includes the "free" Wii Wheel accessory.