Author Topic: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"  (Read 26324 times)

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Offline DAaaMan64

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #50 on: December 22, 2008, 01:49:12 PM »
You know what.... Mario Kart Wii did something that amazes me. I've NEVER enjoyed just racing in MK multiplayer games. Blah.

I enjoy it in MKWii when I'm on a team with my human friends. It's great. I'm happy. We cheer each other on, and we back each other up. It's amazing. I don't miss battlemode at all. It's exciting enough to try to protect my dad from enemy attacks.

Kairon fail for not missing battle mode. That is the mode that always drew me into the MK series and they messed it up in MK: Wii with their lame team battlemode.

Battle mode has been total ass since the 64 game.

If they had had battlemode more like the N64 game, and a less annoying rainbow road level, this would be the greatest in the series. (If it isn't already... IDK)
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Offline Kairon

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #51 on: December 22, 2008, 01:58:30 PM »
Battle mode has been total ass since the 64 game.

Sad, but true. T_T
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Offline KDR_11k

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #52 on: December 22, 2008, 02:00:44 PM »
The last MK I really liked was SMK.

Offline NWR_pap64

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #53 on: December 22, 2008, 03:15:59 PM »
The last MK I really liked was SMK.

Yeah, the first one is easily the best game in the series, followed closely by Kart 64.
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Offline UltimatePartyBear

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #54 on: December 22, 2008, 04:11:29 PM »
Mario Kart DS had a good battle mode.  It had its flaws, such as nerfed red shells and too-open levels, but it was a triumphant return after DD.  The Wii game snubs battle mode so hard I haven't been able to forgive Nintendo for it, and I have yet to put serious time into the game.  I've played maybe an hour and a half total, all multiplayer, all hated.  :(

Offline GoldenPhoenix

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #55 on: December 22, 2008, 04:33:50 PM »
The last MK I really liked was SMK.

Yeah, the first one is easily the best game in the series, followed closely by Kart 64.

Ewww.
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Offline Peachylala

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #56 on: December 22, 2008, 05:11:43 PM »
The Mario Kart series didn't get it's groove until Mario Kart 64.

And was the Wii Wheel bad? Considering I can pull off mini-turbos and turns no problem, it mustn't be. It's not for everyone though.
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Offline Kairon

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #57 on: December 22, 2008, 05:13:07 PM »
The Mario Kart series didn't get it's groove until Mario Kart 64.

And was the Wii Wheel bad? Considering I can pull off mini-turbos and turns no problem, it mustn't be. It's not for everyone though.

luvluvluv the Wii Wheel. I refuse to play MK any other way now.
Carmine Red, Associate Editor

A glooming peace this morning with it brings;
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Some shall be pardon'd, and some punished:
For never was a story of more woe
Than this of Sega and her Mashiro.

Offline DAaaMan64

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #58 on: December 22, 2008, 05:15:52 PM »
The Mario Kart series didn't get it's groove until Mario Kart 64.

And was the Wii Wheel bad? Considering I can pull off mini-turbos and turns no problem, it mustn't be. It's not for everyone though.

luvluvluv the Wii Wheel. I refuse to play MK any other way now.

God I love it too. Just something about it... Just the way it feels. To bad I couldn't get any of my friends into it -_-
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Offline NinGurl69 *huggles

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #59 on: December 22, 2008, 05:23:53 PM »
Who Dares Wins.
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Offline NWR_pap64

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #60 on: December 22, 2008, 05:38:45 PM »
Actually, my gaming setup is in a position so awkward that I can't play with the Wii Wheel.
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Offline KDR_11k

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #61 on: December 22, 2008, 05:42:33 PM »
Any MK after the first seemed to turn more into an itemfest than a racing game. Also a good hit with a red shell took a good opportunity in SMK, in e.g. MKDD you can just fire one and expect it to hit stuff even if you had no line of sight.

Maybe people were more accepting of arcadeyness in the SNES era but I recall having many more interesting games of SMK than any later MK.

Offline Stogi

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #62 on: December 22, 2008, 05:54:31 PM »
Holy ****! That's it. That's what's wrong with the new MK. It's not the items persay, it's that you HAVE to get them every time if you expect to win.
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Offline NinGurl69 *huggles

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #63 on: December 22, 2008, 06:11:15 PM »
Umm, NO....

Good drivers at the front of the pack don't even get the good items (you seen them before, jerks who are always on the Mach bike or other unimaginative high-speed-low-weight-character combination).  They win cuz they're, for the most part, GOOD DRIVERS.  The items they end up with typically serve as a thin layer of defense; the first layer of defense is good driving.

And the Wheel ensures that driving comes first and is the emphasis of your input, cuz driving is fun.  (when you're no fun and just care about winning, use an analog stick).

Anal-log control in Mario Kart Wii simply feels awkward and wrong now.
« Last Edit: December 22, 2008, 06:12:48 PM by NinGurl69 *huggles »
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Offline UltimatePartyBear

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #64 on: December 22, 2008, 06:34:33 PM »
Other than the imbalanced super items of Double Dash, the items aren't the problem with later Mario Kart games.  They still reward good racing above all else, though it is definitely true that items are more common in the later games (in SMK, there is a single cluster of item boxes on each track, and they are not refreshed during the race).  Even so, there is something about the first one that none of the sequels have retained, but I haven't figured out exactly what it is yet.  I have a theory, though.

When you used an item in SMK, you knew exactly where it was going to go.  That certainty disappeared in later games.  I could feel the difference.  Maybe it has something to do with analog controls.  Maybe it's because the camera got floatier.  Maybe it's because the item launched from its location behind or orbiting your kart, which was highly variable (I suspect this one, personally, but I can't prove anything).  Whatever the reason, starting with MK64, aiming with the items became much less precise, especially green shells, which are the ultimate skill item in SMK.

I think the imprecision of the items is the source of the randomness, not the items themselves.

Offline King of Twitch

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #65 on: December 22, 2008, 07:00:07 PM »
Wide open levels made the green shells and bananas useless add in the lack of feather, no coin system, and you're left with a sad shell of its former self













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Offline Peachylala

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #66 on: December 22, 2008, 10:58:31 PM »
I found the feather useless and the coin system to be cheap.

Sorry, but every Mario Kart game after SMK is better then its origins.
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Offline GoldenPhoenix

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #67 on: December 22, 2008, 11:18:30 PM »
I found the feather useless and the coin system to be cheap.

Sorry, but every Mario Kart game after SMK is better then its origins.

Nothing beats 90 degree turns, no arena terrain depth, or headache inducing visuals.
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Offline Stogi

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #68 on: December 22, 2008, 11:20:18 PM »
I think my favorite might be the GBA MK. It is the tightest, most well rounded experience.
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Offline King of Twitch

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #69 on: December 22, 2008, 11:29:27 PM »
Quote
I found the feather useless and the coin system to be cheap.

Sorry, but every Mario Kart game after SMK is better then its origins.

OH YEAH? I found you useless and you to be cheap. Sorry, but every post after you is better than yours.
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Offline UltimatePartyBear

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #70 on: December 22, 2008, 11:31:06 PM »
Nothing beats 90 degree turns, no arena terrain depth, or headache inducing visuals.

How can you go from writing that gameplay comes before graphics to trollish crap like this in the course of a single evening?

Offline Kairon

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #71 on: December 23, 2008, 12:25:56 AM »
No no no, GP has a point. Visuals can be painful as well, and some people are actually nauseated by certain types of camera movement.
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A glooming peace this morning with it brings;
The sun, for sorrow, will not show his head:
Go hence, to have more talk of these sad things;
Some shall be pardon'd, and some punished:
For never was a story of more woe
Than this of Sega and her Mashiro.

Offline NWR_insanolord

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #72 on: December 23, 2008, 12:31:20 AM »
Other than the imbalanced super items of Double Dash, the items aren't the problem with later Mario Kart games.  They still reward good racing above all else, though it is definitely true that items are more common in the later games (in SMK, there is a single cluster of item boxes on each track, and they are not refreshed during the race).  Even so, there is something about the first one that none of the sequels have retained, but I haven't figured out exactly what it is yet.  I have a theory, though.

When you used an item in SMK, you knew exactly where it was going to go.  That certainty disappeared in later games.  I could feel the difference.  Maybe it has something to do with analog controls.  Maybe it's because the camera got floatier.  Maybe it's because the item launched from its location behind or orbiting your kart, which was highly variable (I suspect this one, personally, but I can't prove anything).  Whatever the reason, starting with MK64, aiming with the items became much less precise, especially green shells, which are the ultimate skill item in SMK.

I think the imprecision of the items is the source of the randomness, not the items themselves.

I found that I could be very precise with aiming items in Mario Kart DS, I got way more hits with green shells in it than I did in any other Mario Kart. DS is definitely my favorite Mario Kart.
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Offline NWR_pap64

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #73 on: December 23, 2008, 01:30:13 AM »
I better write a new chapter soon, or else we'll be wasting time discussing which game is the best.
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Offline KDR_11k

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Re: The Wii in 2008 or... "THE TERRIBLE TWOS!!!"
« Reply #74 on: December 23, 2008, 04:24:20 AM »
Other than the imbalanced super items of Double Dash, the items aren't the problem with later Mario Kart games.  They still reward good racing above all else, though it is definitely true that items are more common in the later games (in SMK, there is a single cluster of item boxes on each track, and they are not refreshed during the race).  Even so, there is something about the first one that none of the sequels have retained, but I haven't figured out exactly what it is yet.  I have a theory, though.

When you used an item in SMK, you knew exactly where it was going to go.  That certainty disappeared in later games.  I could feel the difference.  Maybe it has something to do with analog controls.  Maybe it's because the camera got floatier.  Maybe it's because the item launched from its location behind or orbiting your kart, which was highly variable (I suspect this one, personally, but I can't prove anything).  Whatever the reason, starting with MK64, aiming with the items became much less precise, especially green shells, which are the ultimate skill item in SMK.

I think the imprecision of the items is the source of the randomness, not the items themselves.

I blame the camera, it makes my driving much more imprecise too, I use the camera orientation to see where I'm going but in later MKs the camera's orientation doesn't match your car orientation so the camera looks one way and your car goes another. I usually steer until the camera is lined up with where I want to go, of course the camera keeps turning further then, prompting me to steer in the other direction and so on, leading to a frenzied snake line because I can't see when I've oversteered. I always played Burnout with the bumper cam mode, third person modes in driving games just suck nowadays. That's why I listened up when people started complaining that SPOGS has the camera locked exactly behind the vehicle (though the game's a failure on so many other counts that I didn't buy it).