
Yay yay yay yay yay yay yay yay yay! Woohoo!!!
The fact that I’m powerless against Thunder is a source of anxiety.
The new version has a more pleasant sound.
>>3It’s nice how the pitch goes up every time you press the button.
There’s no competition at all, so of course it’s strong.
>>4It’s so good to rush in with this just at the limit for survival.
On a public road course with a big curve, this thing can cut through rough terrain and gain speed quickly.
>>6⚡
Generally, there is a jump before merging onto the dirt, so it accelerates beyond the effect duration.
In 8DX, it used to be a lower curse slot, but now it has become impressive…
Too dependable in survival.
When you take two boxes at a lower level, you often get this + big mushrooms, so there are many instances of being run over right before the goal.
The corner shortcuts are too strong.
You can go from last place straight to first place.
On the contrary, the star has been nerfed too much…
If you line up Thunder and this guy at the lower rank, you can win! You can definitely win!!
>>14Isn’t this guy better than a star?
It’s fun to blow away all the items of the ones in front with Thunder, and then smoothly pass through without even a means to retaliate.
I feel like this guy has a lot of screen time in this work.
I heard that a gold shell came out, but is it strong?
>>18It’s just ordinary trash, but it’s frustrating that it can be useful in certain situations.
It doesn’t seem like it’s just a matter of jumping around in a shell or something like that.
The annoying part is that Gold Koura can’t be used unless it’s a megaphone or something like that…
Even if I’m slack during the journey, if I pull this in the end, I’ll casually place around 7th.
Does the Hatena Block have any benefits for me?
>>23You can definitely get about 3 pieces.
I can’t believe that it was weak in 8DX.
This is strong, isn’t it?
>>24In the previous work, it was treated almost like a punishment.
>>248DX becomes this shape with the last item, and yes, it turns into garbage.
Killer Gold Mushroom
With 8DX, I can’t push forward at all, and it occupies item slots…
If anything, it’s strong even with 3 Kinos.
Seriously, it’s pointless if you can’t pull a mushroom in the final stage.
I hate the blue shells that come after me, not just in first place.
It’s like a blue shell with 80% of its performance cut down, that gold shell.
>>29That guy is that strong, huh… I get the image of him scattering gold as he passes by and then exploding.
If you get a little too confident and hold back, you’ll get blown away by Thunder.
In reality, there is quite a difference between having 0 coins and 20 coins, so it’s better to have coins if possible.
Putting that aside, I feel like I don’t want to hold the gold Koura and coin block myself.
The shell disappears in an instant.
>>32In this development, the opponent collides and disappears on their own, without needing to be thrown.
The gold shell thrown by others is definitely easier to chase down, after all…
I mean, even if I throw it myself, I can’t catch the coin myself.
I don’t know how to use the wings.
It would be helpful if it could be taken with Teresa.
>>34I’ve found quite a few places where I can shortcut my feathers, but I don’t feel like I can do it.
The NISC in Bowser’s Castle has become extremely easy.
It’s become easier to shortcut or fly and accelerate to show off in random places.
When I was 8, I feel like having to keep dashing after taking this was actually a disadvantage.
There are so many curves that I immediately go off course, so it seems like it’s better to have a 3-star control.
There’s so much chaos in the battle that it’s quicker to push through with mushrooms than with shells.
I might like the sound of the horn the most.
It’s refreshing to blow away the blue shell.
>>40In CPU battles, if you’re dominating, the Spiny Shell will come 3 or 4 times, and it gets frustrating.
I understand the romance of using feathers, which are considered trash by the majority, as they could become an amazing advantage if mastered.
Hyuihyuihyuihyuihyuihyuihyuihyuigo!
If you’re overconfident because it’s a three-set match, you might get taken down by Teresa just like that…
It’s rather bad that there are many stages where it’s easy to break away at the goal with this guy.
>>46So, what is it?
Like a shupopo coaster
Place a sharp corner without guardrails before the goal.
Are you saying that it’s better to have a course with no chance at all?
Speaking of the end of the race, it’s the straight path…
If you lose an item while ranking around the middle, it’s all over.
I will be ravaged.
Isn’t the item box you just took mine?
It’s been a while since Wii, but Mario Kart is still so much fun.
I want to try online matches too.
I definitely won’t be able to win, but…
The mid-tier items are generally offensive items, so they don’t increase your rank.
>>52If anything, I think I’m the one getting the worst of it, being beaten up from behind by Thunder, giant mushrooms, and stars.
The reason is that Thunder has a system where everyone drops items all at once.
It’s bad that being at the front results in no damage taken.
It’s not so much about being strong, but being able to come out when needed allows you to move forward.
Despite having various elements like jump gimmicks, stage gimmicks, and branching paths,
I feel like the world has become more of an item management game than ever before.
>>54It’s always better to have a good grasp of the course.
Just knowing the current shortest route clearly allows you to break through ahead.
>>54Thunder: “I understand.”
Teresa: “I understand.”
It’s common to end up near the bottom after being continuously attacked by players with attack items after crashing once.
Up to 8DX, there were at most two branches in specific stages.
The world has an incredibly diverse number of routes for each course, including rail junctions.
Whether you can pull off a jump action on a slight bump in the ground or not.
Whether I can properly execute the wave jump action when running on the water course.
Whether they are using mushrooms not in a straight line but in a curved dirt exit.
The rankings can change drastically around that area…
If you can’t embrace everything online, then you shouldn’t be there.
>>62I, who placed in the top 4 in the survival of the last match
There are cases where you might fail at the first checkpoint, so it’s laughable or not.
Which rail you choose to ride on is more important than you think.
I find it easier to rank higher in survival.
When doing a killer restriction, I was made to think about where it’s most efficient to use it.
When Teresa brings the thread image, it becomes a big deal!
It’s a party game, so anything goes! If you don’t have that spirit, it’s tough.
But with this mindset, we can’t really win.
The long killer of the killer ship is already at a level where it can be confirmed as strong if it can be activated.
If you’re left at a distance that you can’t keep up with, it’s out of the question, so basic running ability is necessary.
>>69It’s fun to see the feeling of “oh, this is bad” when the first place in survival is ahead and the intense killing intent of the people following them.
I like that King Kora sometimes gives coins when he’s in the lead.
Pulling it yourself is crap.
The golden shell can still be used as a defense in the mid-level war zone.
Squid is almost unusable, but sometimes shortcuts end up being interesting.
I hate blocks the most.
Teresa can shortcut the corner and has a high probability of bringing mushrooms, she’s really outstanding.
I thought it was a party game, but it started getting serious around the late 7000 rating.
>>73This time, it’s not the type where you gain experience points by doing it like in the previous work.
The closer you get to 10,000, the more it becomes a realm of magic.
>>83The distribution of over 9000 is nothing short of amazing.
The boomerang feels very powerful.
Even if you get scared and swerve, it will be slow…
I can’t help but feel that drawing too many mushrooms in the late lottery for CPU rivals is a bit excessive, isn’t it?
>>75Since there are so many people, I wish they would eliminate the rival slots…
Somehow, those who are good at it consistently have a high rating, which is impressive.
Isn’t scattering coins detrimental to us?
When you get hit by items and then get stomped by a huge character at the end, it makes you go “shun…”
Please stop using Thunder in the thread image.
This time, the rival CPU is going to use a normal dirt shortcut…
I have the impression that when you’re stepped on by a giant mushroom, you usually slide down the rankings.
>>85The way stress accumulates when stepped on just before the dropout decision gate is extraordinary.
Playing solo essentially creates a situation where other CPUs are fully dedicated to hindering the strong CPU, making it mentally exhausting.
When you throw the golden Kōra while it’s on the rail, you can monopolize it for yourself.
It is a limited timing, but…
Because I often feel malice from the CPU battles in Mario Kart more than in player battles.
>>88Since they forcibly use shortcut routes, it doesn’t hurt to remember them, but even so, their relentless pushing reminds me of the nitro rampaging CPU from Ridge Racers.
The saddest thing is survival.
Ah… it’s the final stage when I realize I’m about to fall…
Items disappear when dropped, and I just can’t bring myself to turn off the handle assist.
If you use this on a big curve without a guardrail, you’ll end up falling off because you can’t make the turn.
>>94Don’t bend, go straight.
The movement of the cart is on a different dimension compared to past works, so it’s enjoyable to watch shortcuts and such.
I don’t really feel like I can do it.
Why did it become like this with stars and killers?
>>97The star cannot be helped.
The killer depends on how it’s utilized.
That’s nice, isn’t it?
While breaking blocks around 12th place and praying, gold shells and coin boxes appear.
Dieーーーーー!
Stars are effectively strong when used after exchanging items and utilizing their invincibility to break through.
Unlike Teresa and the giant mushrooms, if you don’t understand the advantage of instantly clearing the item slot, you’ll be weak.
Killers can be really strong when they can unleash their power in the right places.
I don’t feel like I can master the charge jump.
>>102Rather, it’s almost as if one has made up their mind to let go of the stick in order to run along the wall.
Since there are 24 units, the situation where there is a killer in front of me really happens.
The current killer will likely take you down to half of your current ranking, so finding the right moment to cut is extremely important.
The thunder has just become an item confiscation technique, and this is… a tense game…
>>107If you think it’s all tense, you won’t be able to stay in 4toTop.
>>107In the past, items were confiscated, and for a while, you would be small and slow, and if you were in a glider, you would drop items.
It’s quite a bit better.
It only explodes before the thunder, so its effectiveness is weaker than in the previous work.
Considering the compatibility of the system specifications in the world, it’s actually stronger than the previous work…
>>110Surely stop the low acceleration group.
The Golden Shell abandoning the route it was about to take and gathering around the coins is too dangerous.
Does it just get deflected when it collides with the killer this time?
>>112Unlike the big mushroom, it just gets bounced away.
>>112The vehicle wobbles a lot, but it doesn’t register as being hit.
Well, if we have the hit detection with this number of characters, it would definitely be a huge problem.
>>117It’s like differentiation because there are mushrooms to step on.
By the way, it seems that in this game, in addition to individual parameters for characters and machines, there is a road surface adaptability bonus.
Paved roads, dirt roads, and water surfaces.
>>113Is it true that cows are good at digging in the soil?
>>124The TA of Moo Moo Country is the Ushi & Bowser Buggy.
I think both the character and the machine are likely suitable for dirt.
>>133The damn thumbnail is suited for dirt, isn’t it?
>>134The skeleton cart has slick tires, right?
Isn’t there quite a difference depending on whether you can run on walls in this game?
>>114Some shortcuts are like that.
Well, if we’re talking about wall running using charge jump, there isn’t anything that strong.
>>114So in the end, even if the thread image is strong, it’s important to remember the route.
Thunder is rather the divine will that raises the lower ranks.
It feels like a speed killer and a massive mushroom with destructive power.
I think there are quite a few mushroom shortcuts, so just knowing them will increase your chances of winning.
If advanced users can master wall running and tightrope walking, I don’t feel like I can ever catch up.
It’s my first Mario Kart, but could it be a memorization game?
>>126Well, if you’re just running normally, there’s no need to force yourself to remember.
When you dig deep into something, it’s true that there will be a lot to learn about it.
>>126There is no racing game that isn’t a memorization game.
>>131I see…
I imagined it would be going around the circuit, but at first, I was confused, thinking, “The course is so wide! Which way should I go!?”
I think I’ll turn off the assist mode once I conquer the 50cc Grand Prix, as it seems I won’t be able to do shortcuts otherwise.
Wario Stadium’s time attack is already quite Ninja running at this point.
Speaking of which, they really have a lot of rails installed on that fence, don’t they?
>>127This time, the high place generally has a level of rails.
The feeling of “Yes!!” when you narrowly make it through a cluttered battle is just too good.
The course is just going back and forth, so I still haven’t memorized the course at all!
In this work, the dirt itself is somewhat less restrictive than the previous work, or rather, there are some places where you can force your way through.
>>136There are times when the CPU is also forced to go through the dirt.
Kogessou Kinopiko occasionally appears in TA as well.
It seems that both have suitability for paved roads.
It seems that Bowser is the only one with a special appropriate slot, but it might be a reward for his massive body.
It wasn’t just my imagination that things felt incredibly fast on the Starmobile or on the ice…
>>138It seems that Rosetta and Starmobile are suited for water.
>>138There are also reasons like, “Why is it water-resistant from the beginning…”
Compared to all 96 courses of 8DX, it still feels like I can remember them… or not?
>>143If it’s just about TA, Grand Prix, or survival…
I can’t remember courses like that when playing VS online!
>>143There hasn’t been any announcement of DLC yet.
Learning shortcuts may be tedious, but…
I think the fun in that meaning increases because you’ll be able to make various choices while running.
Is the dirt slowdown reduced in the rain?
I feel like I don’t slow down as much on the dirt even if I lose the mushroom.
There are important points to remember, like drift points and places where shortcuts are allowed, even in circuit racing.
I want a Grand Prix that gathers retro courses that can be played in the P-Switch Challenge.
I still can’t master wall running at all, so when I see the top two CPUs doing some mysterious wall shortcuts, I’m like, what the heck!?
After that, I switched to free mode and then there was the wall rail shortcut from that time, and I thought, “Oh, this is it.”
Wall running looks difficult at first glance, but…
If you don’t make a severe course selection, the operation itself is quite simple.
If you jump against the wall in a jump action, it will automatically run for you.
These two moles are definitely soil specialists.
Well, Po is part of the killer ship, so is it wood or tiles…?
Generally, by looking at the upper composition of the TA, I can guess if they are suitable for XX, right?
King Bowser is too suited to being a king, it’s a distraction.
>>154Well, for now, I think I’ll go with Bowser.
>>157There are other heavyweight characters, so there seems to be some reason for it.
>>157“Hi!”
>>157I don’t think it’s something that can easily achieve the top of the rankings with just a temporary structure.
>>162It’s still not been that long since its release, even if I say so.
You can tell at a glance that those who don’t have a change of clothes have a favorable environment.
I don’t understand anything at all, but…
It feels like it was brought in from the tour route suitability, perhaps an element of road suitability.
I think the mushrooms themselves have become stronger because there are many straight lines.
So when you use a mushroom on the shortcut curve like in past games, something amazing happens.
It runs on a bit of dirt and there are things like power lines.
I don’t know whether it will get faster or slower!
The rails seem to be judged like paved roads.
I feel like Bowser closes the gap with the ones behind when he does a rail ride.
In terms of stats, Wario is also one of the heaviest this time, and I think there’s a reason for the abundance of Bowser.
When I think of Wario, I remember his completely useless snow ability.
>>167King King Teresa, Leather Junk Koopa, and Vampire Waluigi are characters that you want to use, regardless of winning or losing.
I don’t really like stages that involve running through rivers or the sea.
It’s difficult…
>>168The unyielding feeling of Puku Puku Falls.
It might just be that there’s a lot of really skilled hardcore fans who love Bowser…
It seems there’s a discussion about whether Bowser is the only one whose adjustments are strange in the overseas evaluation.
Well, in the first place, the only heavyweight with the highest top speed is Bowser.
I really think controlling on the water is difficult.
I somehow started to understand that if I press the button here, a jump action will occur.
I was choosing Triton and Lobster Three-Wheel somewhat at random, but it turns out this is basically water-focused…
Bowser has strong top speed but poor acceleration and handling…! So fundamentally, he is a character suited for time attack.
>>174It’s the one from Ridge Racer.
Isn’t it really slow when it bounces around like that, you can feel it in your body too!? That’s how it is on the water.
>>176Aren’t you getting faster instead?
Including the jump action upon landing.
Other places are manageable, but the current is strong, the river is narrow, and there are many sharp bends—Pukupuku Falls is really difficult.
I love bouncing around in the waves and it reminds me of wave racing, but aside from that, I’m not good with the ocean.
Only Bowser has unique stats at the Bowser level.
Above the weight.
This game divides performance into three further categories within each weight class.
The rippling water shakes the controller.
I’m doing it because it really makes me faster.
>>183The pro controller’s gyro is too versatile.
>>184Do you need a gyro!?
>>187Let’s try holding the pro controller and turning it like an F1 steering wheel.
>>191I’m not good at gyros…
When I think of time attack in the original Mario Kart, I associate it with Bowser…
There are too many interruptions causing chaos, which increases the number of hits I take, so my conclusion has become lighter.
I don’t want to lose pushing on the rails, but even when riding a heavyweight, I still get pushed back.
>>186Acceleration after taking damage is more important than maximum speed, right?
White waves are easy to understand as high waves, but there are also waves that aren’t white where you can perform jumping actions…
In battles, lightweight Kogesso is becoming the standard, but I wonder if it will still change.
>>190They have deliberately implemented what you would call the early unstoppable pattern, where they can make a comeback at hyper speed.
Does the weight really function? It feels like I can easily push it down…
The jump action judgment by shaking the controller is easier to achieve than repeatedly pressing the R button.
It’s difficult to know the right timing to run on the rippling water.
My hands are tired.
I mean, isn’t the overall stat boost kind of weak this time?
Even with a speed-focused custom, it doesn’t seem to close the distance very much.
>>195It seems that they are thinking ahead so that they don’t end up having to make a sudden cut later on.
>>195There is a sense of trying not to become a custom that resembles a bad flower.
>>195It seems that there is an adjustment made to ensure that there is no status that is blatantly unmanageable.
Therefore, with TA, the composition is all mixed up.
>>195It seems that earning small change is probably to prevent me from becoming the strongest.
Everyone is choosing just because everyone else is choosing, but to be honest, if you carefully select your cart and character, it seems like everyone can achieve similar performance this time.
Given the level of chaos this time, I think we can win against almost any team except the absolute top.
I think a complete speed-focused custom setup would be quite tough, though.
I’m curious about how the motorcycle surface correction is.
>>203Is there an off-road suitable bike at this point?
>>203Mach is said to be for paved roads, while rally types are for dirt.
It’s still a topic under investigation.
Honestly, I think the balance between the characters and machines in this game is quite good.