Author Topic: Mario Kart  (Read 6730 times)

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Offline nemo_83

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Mario Kart
« on: July 12, 2006, 04:25:11 PM »


Normally I would say they shouldn't make another Mario Kart, and instead take its multiplayer racing aspects and powerups and just make a 3D Super Mario Bros platforming racer.  But bar stool racing and lawn mower racing have inspired me.  


bar stool racing


mower racing
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Offline Pale

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RE:Mario Kart
« Reply #1 on: July 13, 2006, 04:18:14 AM »
Quote

Originally posted by: nemo_83
Normally I would say they shouldn't make another Mario Kart, and instead take its multiplayer racing aspects and powerups and just make a 3D Super Mario Bros platforming racer.


Man, would it offend you if I said that that is the worst idea ever?  
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Offline KDR_11k

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RE: Mario Kart
« Reply #2 on: July 13, 2006, 04:19:44 AM »
He has a large number of "worst idea ever" candidates, how do you know this one takes the title?

Offline Spak-Spang

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RE: Mario Kart
« Reply #3 on: July 13, 2006, 04:54:02 AM »
I am more excited about Mario Kart for the Wii than any other Mario Kart game.  The DS game just proved that their is still more game concepts and designs to be created within the series...and I loved the back to roots feel of the DS game.

Now if Mario Kart Wii has simplified awesome WiiPointer controls, Online Play, new powerups, Event mode, and of course some fun hidden players I think we would be in for a treat.  (debatable perfect super hidden character Wind Waker Link)


Offline Pale

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RE: Mario Kart
« Reply #4 on: July 13, 2006, 05:16:23 AM »
Mario Kart could work really well with an Excite Truck style control.  I would be interested in trying it anyway.
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Offline Spak-Spang

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RE: Mario Kart
« Reply #5 on: July 13, 2006, 05:36:26 AM »
I think I would like Excite Truck Style controls.  I would add a few things though.

A/B Gas and Break is obvious.

If you can actually press the bottom Z-button or B (Whatever it is called) while holding it sideways I would make that the hope move.

Then I would let the D-Pad be used for items.  Press Back to launch an item backwards.  You can even hold the item back.  Press Forward to launch an item forward.  You could even hold an item like a shell to protect yourself moving up on an opponent.  Finally, this can add attacks to the left and right with an item.  This could add so much strategy and fun.

Oh, and if you can't hit the jump button for the power slides...I propose some method of jerking the controller up to start a jump.  This method could make power slides, and boasts really fun mechanic and take real skill with controller to pull off successfully.


Offline vudu

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RE:Mario Kart
« Reply #6 on: July 13, 2006, 09:40:49 AM »
Quote

Originally posted by: Pale
Man, would it offend you if I said that that is the worst idea ever?  
This is no worse than his Grand Theft Mushroom Kingdom idea.
Why must all things be so bright? Why can things not appear only in hues of brown! I am so serious about this! Dull colors are the future! The next generation! I will never accept a world with such bright colors! It is far too childish! I will rage against your cheery palette with my last breath!

Offline ShyGuy

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RE: Mario Kart
« Reply #7 on: July 13, 2006, 10:03:33 AM »
Mario has been sober for a few years now. Bar stool racing may make him fall off the wagon.

Offline nemo_83

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RE:Mario Kart
« Reply #8 on: July 13, 2006, 01:11:41 PM »
Worst idea ever?  Basically taking Super Mario Bros and putting it in 3D for the first time ever, a bad idea?  Mario Galaxy has its charm and will have its niche with fans, but it isn't the game everyone has been waiting for.  I point to the success of the New Super Mario Bros on DS as my proof as to what type of Mario game people really want (even the first time it was shown, people gasped and cheered for the return of powerups and Luigi, as well as so much more).  You need to look at the gameplay of Mario Kart, it is SMB with multiplayer in vehicles.  You race to the end of a somewhat nonlinear themed track (shortcuts) gathering powerups along the way.  Mario Bros is not about getting the shine or star or whatever other stupid RareWare type scavenger hunt they may half ass through in the future.  Super Mario Bros was about a race to the end, it was the first game of capture the flag, and it never evolved beyond SMWorld in game design, until the DS (though the critics point out, no flying, and few new powerups).  So why the hoopla over NSMB?  Multiplayer, very simple.  I have a lot of old games I think are great, but the games that every friend wants to play when they are here are SMB1, 2, and 3.  The games set a standard for multiplayer from the beginning.  People like to play together.  And now it is time the series move fully into cooperative multiplayer, they have to 1up Halo, and remind the world, Nintendo stays at the forfront of multiplayer.


I would make Mario Kart on Wii a one handed game.  The B button would be gas (I wish the button were analog so it could control simple, but tilting the remote forward would work like pressing the pedal further when holding B), A would be break (pulling the remote backward while hitting A would activate emergency break), you have the dpad for other mechanics like weapons.  The motion control would control steering left and right by turning the remote.  All the original Koopa kids, cell shading, new powerups, and level editor.  Oh yeah, and plenty of online modes, optional microphone chat, before, during, and after the race, tournaments, ranked matches, etc.

   
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Offline EasyCure

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RE:Mario Kart
« Reply #9 on: July 13, 2006, 08:43:15 PM »
if MKwii was to be a side-held two handed game (like excite truck) then i would say the best way to power slide would be to roll the controller either forward or backward while turning (no, not continous rolling, i meant a tilt). you know, the way you would tild the controler fwd/bkwd in excite truck to adjust its angle mid air for landing.

the buttong configuration you mapped out would be ideal, because its really simple that anyone even if they didnt play a mario kart game before could understand it. with the wiimote tilting functionality it just makes it that much easier for anyone thats never played a video game before period.

left/right on the dpad would be a great for stealing items from near by karts (when unequipped), but could be used to deply items at either side as well. how suprised would you be the first time you try to pass your opponent close to their left or right and you know they have a banana at their disposal, and they still trip you up with it when you werent even behind them. that seems like something so simple it could of been done in mk64. the beauty of the wiimote is that it wont affect steering as it would have if it was implemented in another, previous, mk game
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Offline IceCold

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RE: Mario Kart
« Reply #10 on: July 13, 2006, 08:57:27 PM »
I want Mario Kart to be radically different than any of the previous ones in terms of control. The current method is getting stale and the controller is just begging to be used. I'll really be interested in seeing how it turns out.
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Offline Michael8983

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RE:Mario Kart
« Reply #11 on: July 13, 2006, 09:30:03 PM »
While I'm sure the game will support a one-handed control mode I think the best option will be a duel control mode.
The nun-chuck accessory will be used as the steering wheel while the wii-mote will be used for special attacks.
You'll finally be able to aim a turtle shell with precision and virtually toss a banana. It will even allow for new items like a hammer which could be swung around in all directions to smash approaching opponents.  
It will replicate the frenzied feeling of driving your cart with one hand while attacking opponents with the other.

Offline Spak-Spang

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RE: Mario Kart
« Reply #12 on: July 14, 2006, 08:08:15 AM »
What did you guys think of my item idea with the D-pad?

Offline vudu

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RE:Mario Kart
« Reply #13 on: July 14, 2006, 09:06:04 AM »
Quote

Originally posted by: nemo_83
Worst idea ever?  Basically taking Super Mario Bros and putting it in 3D for the first time ever, a bad idea?
Um, ... what?  Hello 1996.
Why must all things be so bright? Why can things not appear only in hues of brown! I am so serious about this! Dull colors are the future! The next generation! I will never accept a world with such bright colors! It is far too childish! I will rage against your cheery palette with my last breath!

Offline Kairon

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RE:Mario Kart
« Reply #14 on: July 14, 2006, 09:25:46 AM »
Quote

Originally posted by: Spak-Spang
What did you guys think of my item idea with the D-pad?


You can't hold down the gas and use an item at the same time?

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Offline Spak-Spang

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RE: Mario Kart
« Reply #15 on: July 14, 2006, 09:56:10 AM »
Kairon: why not.  You hold the controller as you would for Excite Truck.  Gas is 1 and Brake is 2 (or whatever those buttons will eventually be called.)

The idea is simple.  That the game can add depth to strategy weapon use in racing if you can control how you shoot them.

Are you neck and neck in a race...throw a green turtle shell at the side.

Are you trying to pass somebody on the outside.  Hold a green turtle shell to into the turn and slam them with it as you approach them.

Or hold a turtle in front of you while you approach an opponent with a red turtle shell.  The concepts are endless.

I think this would completely innovate and take battle mode to the next level as well.  Suddenly it won't just be about red turtle shells and stars.


Offline Kairon

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RE: Mario Kart
« Reply #16 on: July 14, 2006, 10:13:24 AM »
Oh! I missed that about holding it "classic" style because you were referring to buttons A and B!

Behold everyone! The next evolution of Mario kart!

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Offline couchmonkey

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RE: Mario Kart
« Reply #17 on: July 14, 2006, 10:32:58 AM »
I totally agree with your control system, Spak-Spang.  It's pretty much what I envisioned too.  I think flicking it upwards to jump would be even better than pressing the trigger button, imagine how much action there'd be!  Flick, hop, turn into the curve, land, wave the controller left and right three times, boost.  I think it would be easier than the MK64/Double Dash boost system, but way more fun and still advanced enough to keep some skill involved in the game.

Imagine four people playing Mario Kart and getting their whole bodies into it - more so than usual.
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Offline UltimatePartyBear

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RE: Mario Kart
« Reply #18 on: July 14, 2006, 10:55:05 AM »
How would you replicate letting go of the R button to stop sliding and boost?

It won't happen, but I'd like to be able to use the analog stick to steer and flick the remote around to throw items in 360 degrees.

Offline Requiem

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RE: Mario Kart
« Reply #19 on: July 14, 2006, 10:58:22 AM »
Wow Spak. That's basically what I envisioned for MarioKart as well.

Honestly, that's all you would need. Wiimote controls with D-pad weapons and online. Have some insanely cool levels and call it a day.
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Offline Spak-Spang

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RE: Mario Kart
« Reply #20 on: July 14, 2006, 02:01:55 PM »
Wow.  Now all we need to do is actually get this idea to Nintendo...because just because the fans can think of an awesome idea, doesn't mean Nintendo will.

I figure there are a few means you can represent coming out of a slide.

1) After you finish your sliding just turn out of it.  This is the simpliest means, but less engaging.

2) My personal favorite, either jerk the controller down or jump up again to straighten out.  I like this, because it is more physical movement.  I want to see people moving and going crazy with this game.  Specially in four player mode.

3)This is a combination of idea one and two, and also somebody mentioned it above.  So I am not trying to steal it.  But hoping by tilting the controller.  You achieve the same concept of moving the controller to jump, you can tilt and turn at the same time...and it would still take skill because it is somewhat an odd motion to do in a game.  Untilting the controller would then level out.

Some more battle modes I would like to see:

8 player team action.  Basically, this would be 4 players on one TV and 4 players on another via wifi.  The concept is to merge online gaming with the communal aspects of traditional multiplayer.  

Since the teams can talk to each other freely you can plan out attacks and strategies.  Special levels can be for Capture the flag with forts to invade and such.

Another special Capture the Flag mode could be Flag Laps.

On regular courses your team works together to capture the flag of the opposing team on the course and finish a lap with the flag in our possession.  Each team drives around the course opposite the other.  (one reverse the other forward) and the team works together to try to get the flags across the finish line.  I think this has huge potential.


Offline nemo_83

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RE:Mario Kart
« Reply #21 on: July 14, 2006, 02:30:00 PM »
Quote

Originally posted by: vudu
Quote

Originally posted by: nemo_83
Worst idea ever?  Basically taking Super Mario Bros and putting it in 3D for the first time ever, a bad idea?
Um, ... what?  Hello 1996.


BROS.



On the controls, I don't want to hold the controller side ways; the sensor needs to be facing the sensor bar for full functionality; and I like to multitask (eat chips) while I play.  I think this game should be the poster boy for one handed games.  

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Offline Requiem

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RE: Mario Kart
« Reply #22 on: July 14, 2006, 02:32:03 PM »
I think you should have to jerk your controller up to hop, then to continue sliding, you would tilt your controller back. The farther you tilt back, the more aggressive the drift.

This would give you two means of turning. You can turn the controller hard in any direction to turn sharply, but if your more skillful, you can let your drift do it for you.

"Hey....

I'm not a whore, ok? Really.....really, I'm not.

But, if she slips man....if she slips, I slide!"

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Offline EasyCure

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RE:Mario Kart
« Reply #23 on: July 14, 2006, 02:44:41 PM »
the wiimote only needs to face the sensor bar when being used as a pointer, like the aiming in RS, MP3, and Z:TP (also the star pointer for mario galaxy). the tilting and rotating of the controller is seperate from that, that is why you can hold it sideways (two handed) in excite truck.

and like i suggested before, the power slide can be done by tilting the remote forward (think of how you rev up a motorcycle). when you bring the controller back so that its buttons are facing you again would disengage the power slide manauver to straigten you out. hoping with the kart can be a seperate manauver or button (if i recall correctly, MK-DD karts didnt hop, instead went directly into a power slide)

flicking the controller upwards to jump is simple enough.  
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Offline nemo_83

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RE:Mario Kart
« Reply #24 on: July 14, 2006, 02:58:13 PM »
It requires the sensor bar for "3D" control does it not?  I don't just want to use accelorometers; that could be done with the PS3 controller.
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