So, about Mario Kart World...

DzNutsKong

Kinda Nuts
Joined
Jan 29, 2024
Messages
613
Location
Carolinas
Switch Friend Code
SW-5534-7949-0197
So.

Mario Kart World seems to be Nintendo's big launch title. Understandable. It's always been their biggest console seller and I don't see that changing any time soon. They showed it as their first Switch 2 game, showed it first in this Direct despite technically not needing to, and will be giving it its own Direct in two weeks despite us getting a lot of info on it today. And by a lot of info, I really do mean A LOT of info. They kind of went over a lot of it rapid-fire and didn't even discuss some parts of it but discussion is what forums are for, right?


First off, different vehicle alterations depending on terrain - a jetski for water, a snowmobile for, well, snow, and an airplane for the air. I have to imagine none of these mean that much from a gameplay standpoint. The airplane transformation seems to work like gliders from previous games and at worst I'd bet the other two only really alter your traction or something. For example snow has historically given you less traction while drifting. Not much to say about these but I mean I guess it's cool from an aesthetic standpoint. When the producers come on later, we hear about weather conditions and time of day "changing the atmosphere," which I imagine being similar in that rain or snow might change your traction but not much else outside of visuals.

Not long after this, we see Mario doing a trick off of the ground and onto a rail, which starts a drift. I have to imagine this works pretty similar to just drifting normally with whatever buff or debuff there is to driving in the air as opposed to on the ground (it's slower to be in the air in older games) and with it maybe being impossible to trap these spots with Bananas and such. Since you're driving up on top of a wall you might be able to avoid Shells here too. Could lead to some interesting little dynamics on some tracks if you have to take outside lines to get onto these and evade Red Shells assuming those can't target you on there. Maybe they can though, and in that case all this would mean is you get to take the tightest line possible without having to work for it. Lame.

You can similarly see Mario bounce up a wall like this a few times in the trailer which seems like another fun thing you could optimize for the sake of avoiding air time as much as possible. I imagine there would be anti-gravity here of all places if it were meant for this game but it seems to be gone since the wheels do not transform. Other than that the mechanics mostly seem the same as what we've come to expect from previous Mario Kart games. Very much a shame. Maybe snaking is good like how they patched it back into Mario Kart 8 Deluxe, accidentally or otherwise, but we'll see. Maybe there's something else we're missing here too.

A few items are shown next. The Mega Mushroom is back but they don't seem to show it doing too much different than previous games. It did seem to immediately collect the coins of one of the people its user squished so maybe that's a plus. I know some people didn't like it because it felt like a weaker star and I don't entirely blame them for that even if I think giving weaker versions of last place items is fine. I'm really hoping they don't do the Mario Kart Tour version of this where getting hit once removes it because that just kinda turns it into another protection item along the lines of a Banana or Green Shell. My wish for this item was always for items you throw while having it to be enlarged too but I doubt they do that.

We see a Hammer item after this from a Hammer Bro where he throws two volleys of three hammers before the scene switches. If you watch the trailer closely you can see the hammers lock onto different targets despite the Hammer Bro not really turning all too much? These fly at an arc similar to the main series games so there's some chance this is a completely unblockable projectile with some kind of homing and also some kind of spammability.

This...sounds awful to deal with on paper, I'm gonna be honest. The Fire Flower was already one of my least favorite items to play against in any Mario Kart game because if you're behind someone who has one you usually just have to accept that you're both losing any protection items you have and also taking damage anyways so making what might just be a better version of it sounds ridiculous. I'm hopeful there's some kind of counterplay on the receiving end of this, like maybe it locks onto you and gives you a second to turn out of the way or something? I dunno man.

Then we see a Coin Block item. Toadette hits a Coin Block repeatedly which seems to give herself a few coins. At the same time, it drops two coins back behind the user for every coin they get. I hope that if anything this is the replacement for the Coin item. Best case scenario it can also work as a protection item and potentially give its user a coin while breaking if a shell smacks into it or something, that'd be really sick. This game has an increased cap for how many coins you can get so something like this is welcome, especially with the chaos that there's gonna be with 24 player.

We can briefly see both a Golden Mushroom and a Bullet Bill trailing different peoples' karts similar to how you would with a Green Shell or something in previous games. This is probably for the sake of making it easier to tell who has what item but does leave the funny possibility of someone stealing someone else's Bullet Bill since if I recall correctly you can do this with Stars and Mushrooms from the Crazy 8.

We can later see an Ice Flower and some kind of Magic Ball item in a spinning item wheel later on. I pray that the Ice Flower is not a buffed Fire Flower for similar reasons as the Hammer item. The coolest implementation would be like a small amount of Green Shell shots where instead of hurting you, it locks your turning for a moment. Would give you a bit of inherent counterplay to it even if you don't have an item which Nintendo rarely does with their items. Maybe you could create big patches of ice on the ground that do similar? I have to imagine it effects your vehicle in a different way compared to other items.

The Fire Flower, Boomerang Flower, and Boo are all back. I don't like any of these items but we're stuck with them now. Yippee... At the very least we do see the Super Horn at some point later in the trailer which is cool.

After this we see a giant trailer truck that you can drive your kart into and make something happen?? It starts driving for a bit and is able to damage opponents that come into contact with it so maybe it's like a Bullet Bill or Mega Mushroom in function but it doesn't seem to work like an item. What determines if you can enter it? Surely it can't be anyone because that would leave the gates open to give first place a huge advantage. No clue with this one.

Mario eats a burger that gives him a Wonder Seed lookin effect before changing his costume. Is this something you get naturally while driving or do you have to go out of your way to get it? Because if it's the latter then they probably give you some kind of boost but the trailer doesn't have anything to go off of. King Boo has a costume so I have to imagine they have these for a bunch of characters, if not all of them.

We do see that item sets work similarly to Mario Kart 8 Deluxe in that most sets of items will mostly have single item boxes, but there will be one or a few double item boxes in at least some sets. This is a bit concerning. Mario Kart 8 Deluxe is kind of notorious as a game where it's super common strategy to sit and do nothing so you can get the lower spots' more powerful items and win off of that. Nintendo tried to fix this by weakening the items you get if you try to get too many from one set, but this did not fix the problem. They're going to need to be very cautious about how they handle this. Easiest way is to simply weaken the items and if anything the Bullet Bill from a previous shot might look a little slower but I genuinely can't tell.

The whole "drive anywhere" aspect seems like a fun little novelty with friends. Maybe they'll show us some incentive to going out and doing stuff but I imagine it's mostly for the sake of goofing off, which is fine. If nothing else the worldbuilding part of this should be cool at least. They also confirm Knockout Tours where the lowest-placing racers from each race get eliminated which is another very similar thing to a Mario Kart Wii mod that exists. I don't much to say about these. They're probably pretty fun from a spectator's standpoint and not too different to play than the regular game outside of the obvious.

We get a few tracks confirmed from here -
  • Mushroom Cup - Mario Bros. Circuit, Crown City, Whistletop Summit, DK Spaceport
  • Flower Cup - (DS) Desert Hills, (3DS) Shy Guy Bazaar, (GCN) Wario Stadium, (DS) Airship Fortress
  • Star Cup - (DS) DK Pass, Starview Peak, (Switch/Tour) Sky-High Sundae, (3DS) Wario Shipyard
  • Shell Cup - (N64) Koopa Troopa Beach, Faraway Oasis, Crown City, Peach Stadium
  • Banana Cup - ???
  • Leaf Cup - ???
  • Lightning Cup - ???

  • Somewhere Above - (Wii) Moo Moo Meadows, (Wii) Toad's Factory, probably more I missed
We have eight cups of four tracks each for the knockout mode, all of which seem to be new but I can't say for sure. Even assuming the cups here are all we get, that's 60 tracks minimum on launch! Mario Kart 8 Deluxe needed paid DLC to reach those numbers and said DLC had some pretty glaring polish issues! I do imagine this is all we get though since the retro tracks are now sprinkled in with the new ones instead of being relegated to their own cups. An interesting little thing with this I notice though...

1743612373180.png


Six laps? There were four tracks in the Grand Prixs, you needed to reach 8th to not be eliminated, and this looked like the end of the course where you needed to get 8th to not be eliminated. Maybe you can customize the amount of racers eliminated depending on how many races are in like a VS Mode GP but they show these exact numbers multiple times in a row. I figured it would be something along the lines of 24 for race 1, cut down to 16 for race 2 (we see a gate with 16 on it as well), then 8 for race 3, then like a final showdown with the last two or four for race 4 or something.

And lastly...the most absurd part of this trailer. This game's roster. Is insane. Everything I've seen here today is like, sure, COOL, but aside from 24 player this roster is genuinely the best part of this game to me so far. Unless you count the graphics I guess lmao

I can share screenshots for any of these if needed, but the list of new characters to a non-tour, non-arcade Mario Kart includes but is absolutely not limited to - Nabbit, Hammer Bro, Goomba, Monty Mole, Chargin' Chuck, Pianta, Cataquack, Stingby, Sidestepper, Biddybud, Peepa, Swoop, Snowman, Dolphin, Fish Bones, Penguin, and perhaps most shocking and obvious to everyone, Moo Moo. (EDIT: check the bottom of this post for an updated version. also i forgot to mention but alt character colors like mk8d are confirmed through yoshi) What. Is. This. Roster. That's 17 new characters at the absolute minimum and ignores the "weirder" picks that have already been confirmed like Pauline and the babies. And my god, it goes without saying but these are some weird choices in the best way. People are really going to be able to pick characters that feel so much more personal to them than previous rosters could allow. I'd bet if you're not a Mario superfan you'd have to look up one or those two since all you'd remember them by is "that one enemy that appeared in Mario 3D World" or the like!

This game's roster is going to be straight-up ridiculous. Frankly it already is. Over 40 characters minimum and there's still room for them to add stuff. We have not seen the Koopalings, Dry Bones, Petey Piranha, Kamek, any crossover characters like Link or Villager from last game, and so on. This isn't to say that any or all of them will be added but they and plenty more are now on the table. Literally all this roster needs is Funky Kong and it's an immediate 10/10 for me no questions asked.

The most exciting part is that many of those characters I mentioned could be easy points of interest for the Direct that's coming in literally two weeks. A lot of them are very popular so it'd only make sense. I was very curious how big the roster would be for a 24 player Mario Kart and this absolutely delivered, I can't praise it enough.


In conclusion, I'm buying this on launch. In my eyes 500 bucks is worth it for both the game and the console.


EDIT: Okay I missed some characters.

1743615698644.png

1743615725608.png


This roster is probably not even final because no Miis, although this plus the Miis and maybe some crossovers honestly might just be all we end up with. Would still be content with this being where it ends because man what an insane roster
 
Last edited:

Cephalobro

Octarian Storyteller
Site Moderator
Moderator
Joined
May 1, 2018
Messages
2,060
Location
Octo Valley
Another interesting thing is the coin count in a race. In Mario Kart 8 Deluxe, you could only have up to 10 coins, but it looks like we are going to be able to collect more than 10, could it be tied to some possible new mechanic they haven't revealed yet?

And in terms of possible characters, it's hard to say who will be part of the roster this time, given that characters with no hands will be playable.
 

DzNutsKong

Kinda Nuts
Joined
Jan 29, 2024
Messages
613
Location
Carolinas
Switch Friend Code
SW-5534-7949-0197
As it turns out, if you give a guy like me two days to watch footage on and collect his thoughts about a new game for a series he cares about, he's gonna have a lot to say. That's crazy. Not like you guys haven't learned that I talk a lot already. This post is going to go less into new items and stuff as opposed to how I think the game will handle compared to previous entries.


Before I get too far off into the details here I want to clear up that the Ice Flower, Hammer, and Coin Box already appeared in Mario Kart Tour. I did not know this at the time of writing my last post. There is footage of the magic orb item being used too. It spawns a Magikoopa that flies forward, can spawn a bunch of enemies on the track, and can transform your player character temporarily. There is footage of someone transforming from Pauline to a Goomba and hilariously everyone in the audio seems confused as to what caused it.

The actual driving and physics seem largely similar to previous games. I'm sure most of you have played Mario Kart at least once and if you haven't then you wouldn't care about this much anyways. The karts look like their weight shifts a lot more when you turn, but from what I can tell this is only cosmetic and does not alter your physics. For as much flack as I give Mario Kart 8 Deluxe, vehicles in that game actually controlled very smoothly, so I'm fine with this. There's no tell whether or not snaking is good like in Mario Kart 7 or more recent patches of 8 Deluxe but I doubt we'll figure that much out until the game launches anyways.

I mentioned in the last post that the Bullet Bill might have been travelling a bit slower? Well, it's not the only item that got hit. The Lightning shrinks you for way, WAY less time than before even if you get stopped for longer. This is a big deal because the Lightning was easily the best item in previous Mario Karts. In addition, Mushrooms boost your kart's top speed to barely being above other players which is a massive nerf from before. The CPUs are not good for reference since they seem to be travelling at a noticeably different speed from player-controlled racers but the Treehouse footage with the Baby Daisy and Coin Coffer players gives a better idea. I don't know what the Star or Mega Mushroom look like and could use better footage of the Bullet Bill but this is interesting.

I still think Nintendo was aware of how strong sandbagging was in Mario Kart 8 and is looking to directly challenge that in this game. In case you don't know what I mean, it was very common for people to deliberately stop by item boxes to wait for people to pass them or even spend entire races purposefully sitting in the back. Why? Because it gives better items. You get two at once in MK8D and items were strong enough for this to be a consistent strategy.

For those who played competitively it was a game-defining strategy that separated top-level players from high-level, but more casual players found it super lame. Big drama broke out between the more casual and competitive players on social media after Nintendo actually nerfed the strategy in a way that didn't end up killing it off in practice. I don't mind its existence but Nintendo's mentality is probably still to cut it back.

As a buff to those playing from first place, you can now get the Cape Feather in races again as opposed to just battle mode. You can get it as high as first place. You get it pretty often in first place, actually. It gives no speed boost and while I haven't seen this happen in action, the way everyone's used it in the footage I've seen has implied that you can dodge Blue Shells with it. A commonplace method of dodging Blue Shells at the cost of protection is interesting but I have to imagine it's good for frontrunning, especially when Red Shells are probably less common.

In case anyone is concerned of this meaning there's a speed boosting item in first, you can trick with Cape Feathers still, but it does not seem to give any kind of speed. It still might be kind of insane if the maps are design around the Cape Feather though. Like imagine being able to do a big shortcut on the map with it while in first place. Doesn't that sound insane? A the very least it might enable some rail ride routes that it didn't before.

Although...being able to do shortcuts in first place will likely be possible regardless. Maybe. The burger and other food items seem to give a speed boost that's about as strong as an older Mushroom, way stronger than the ones in this game. Boosts don't necessarily mean offroad immunity as we've seen with the Piranha Plant in Mario Kart 8 and as we've seen with drift boosts. That aside, there's nothing saying the food you get isn't at least somewhat determined by what placement you're in. Maybe the lower spot ones have some other form of comeback mechanic attached?

Regardless, my opinion hasn't changed too much for what it'll probably be like to play from the middle of the pack. It's total chaos in previous Mario Karts but now there are twice as many players there and so many of the items we've seen are probably going to make it even crazier. The aforementioned Fire Flower, Ice Flower, Hammer, and Magikoopa item as well as the Boomerang Flower will all contribute to this. I can easily see races getting cluttered with all sorts of stuff quickly and the Magikoopa item could tack onto the other four already being incredibly difficult to dodge even at higher levels of play. For what it's worth the Fire Flower seems to have been nerfed a bit from Mario Kart 8 Deluxe which is nice.

I mentioned in the last post that the rails will work to make tracks easier since there will technically be fewer turns where you have to have tighter lines than your opponents. This might also work to keep first place from getting too far ahead too soon into the race...at least in theory. In practice they're going to get first dibs for a lot of important coins which will be a big deal when the cap for coins is so much higher and the middle of the pack has so much more stuff flying around. Even in some perfect world where that stuff doesn't hit anyone it'll still mess up their lines and first will be effected less by it, not to mention all of the swerving people will want to do in order to keep others from drafting off of them.

If there's any consolation I don't think it'll be too much harder for the middle of the pack to get coins. First place will get to take a lot more of them but they've kept the Coin item, brought back the Coin Box item, and introduced a Coin Shell, which travels a similar path as a Blue Shell with no target and drops a bunch of coins. It still probably won't be easy to keep a good coin count but Nintendo at least seems aware of that part of the game. Since I have nowhere else to mention this, the tracks look much wider too. I doubt it'll make it easier to play from the middle but are nice to keep things from being way too cluttered.

Will all of this be enough to kill off sandbagging? It's hard to say. I'm not a game designer, certainly not for a kart racer. I think the steps they're taking are pretty good though. I still hate a lot of the items they chose to bring back from 8 and Tour, but there's some pretty clear intention in here. Even if the ideas don't pan out in practice I think I'll be able to give Nintendo at least some props for their ideas and their acknowledgement of some problems that MK8D had as well as some that 24-player might introduce.
 

Users who are viewing this thread

Top Bottom