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Mario Universe Create a Mario Kart 8 DLC Pack

PixelPasta

Smash Lord
Joined
Jul 27, 2013
Messages
1,147
With two new DLC packs confirmed for Mario Kart 8, what would you like to see in future packs?

Remember, a pack consists of:
-3 new characters
-4 new vehicles
-8 courses (2 new cups, a nitro and a retro)
-Bonus perks

Also keep in mind that guest Nintendo characters and tracks are not out of the picture, so go wild with this!


My dream pack:
Characters: Diddy Kong, Bowser Jr, Olimar
Karts: Barrel Train, Clown Trike, S.S. Dolphin, Bulborb Buggy
Cups: Cloud Cup, Acorn Cup
Nitro Courses: Nutty Oak, Bowser Jr's Neon Circus, Diddy Kong's Savannah, Olimar's Shady Garden
Retro Courses: Daisy Cruiser, Choco Mountain, Delfino Square, Sky Garden
Bonus: Selectable colours for Toad
 
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Dr. Canadian Bacon

Smash Cadet
Joined
Nov 26, 2013
Messages
58
Double Dash Pack:
Characters: Petey Piranha, King Boo, and Paratroopa
Karts: Piranha Pipes, Para-Wing, Boo-related kart, and Go-Go Buggy (It's pretty iconic for a kart)
Cups - Piranha Plant Cup, Boo Cup
Nitro Courses: Bianco Hills, Spooky Seasick Wreck, Clear Pipe Cruise, King Boo's Mansion of Illusions
Retro Courses: Luigi's Mansion, Sky Garden, Koopa Cape, Wario Colosseum
 

PixelPasta

Smash Lord
Joined
Jul 27, 2013
Messages
1,147
Double Dash Pack:
Characters: Petey Piranha, King Boo, and Paratroopa
Karts: Piranha Pipes, Para-Wing, Boo-related kart, and Go-Go Buggy (It's pretty iconic for a kart)
Cups - Piranha Plant Cup, Boo Cup
Nitro Courses: Bianco Hills, Spooky Seasick Wreck, Clear Pipe Cruise, King Boo's Mansion of Illusions
Retro Courses: Luigi's Mansion, Sky Garden, Koopa Cape, Wario Colosseum
Good idea! I'd love to see those two characters return; I loved Double Dash!
 

Sari

Editing Staff
Writing Team
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Aug 3, 2014
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New Jersey
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Villager49
Switch FC
SW-2215-0173-2152
The Rainbow Pack (yes it's a dumb name)

Characters: Kirby, Captain Falcon, Bowser Jr.
Karts: Warpstar, Rex Wheelie, a Bowser Jr.related vehicle, Wario Car
Cups: Warpstar Cup, Rainbow Cup
Nitro Courses: Checker Knights [or any other type of Kirby stage], Big Blue [F-Zero], Music Box World [Wario Land 3], Honeyhive Galaxy [Super Mario Galaxy]
Retro Courses: Mushroom City [GCN], Shroom Ridge [DS], Toad's Factory [Wii], Neo Bowser City [3DS]
 

Sarki Soliloquy

Smash Champion
Joined
Jun 8, 2013
Messages
2,793
Location
Andover, MA, USA
Mario Kart 8 Grand Finale Pack

Release Window

Winter 2016, after the other two DLC packs have residual sales and to give the game one last kick of life before a projected Mario Kart 9 for NX. Main features are tributes to Masahiro Sakurai.

Characters

  • Kirby
  • Weight Class: Low Light
  • Emblem: A deep pink circle featuring Kirby's happy face, as seen in Kirby Triple Deluxe along the health bar when no Copy Ability is in use.
  • Paint Job: Hot Pink (identical to Peach, Toadette, Wendy, Roy, Female Villager)
  • Horn: The 1-UP jingle used throughout the Kirby series.
*Kirby has a couple of tricks where he does a pose morphed as a Copy Ability fitting to his environment:
  1. Fire (Grumble Volcano, Bowser Castle, etc.)
  2. Water (any underwater or rapids section, Dolphin Shoals, etc.)
  3. Ice (Ice Ice Outpost, Mount Wario, etc.)
  4. Stone (Thwomp Ruins, the Golden Temple of DK Jungle, etc.)
  5. Leaf (Wild Woods, Mario Circuit, etc.)
  6. Plasma (Super Bell Subway, Electrodrome, etc.)
  • Pit/Dark Pit
  • Weight Class: Low Medium
  • Emblem: Palutena's emblem of light for Pit, Forces of Nature emblem for Dark Pit.
  • Paint Job: Sky Blue for Pit (identical to Latiku, Rosalina, Baby Rosalina, & Larry), Violet for Dark Pit (identical to Waluigi)
  • Horn: The twinkling ignition of the Power of Flight.
*Dark Pit is selectable by clicking Pit on the character select, where another menu shows up where you can select between the two.
*After every lap and during the post-race results, Palutena/Viridi will be heard talking to Pit/Dark Pit, commenting on their performance. They will be represented by a sky blue/orange-purple aura around Pit's/Dark Pit's head, blinking to match their speech.
*Pit has a trick where he spins Palutena's Bow, while Dark Pit has a trick where he discharges energy from his Dark Pit Staff.​
  • Nabbit
  • Weight Class: Higher Medium
  • Emblem: The jaws found on his handkerchief a la Bowser Jr.
  • Paint Job: Black (identical to Dry Bowser)
  • Horn: Frivolous slipping noises, similar to when he moves in New Super Mario Bros. U or Super Smash Bros. for Wii U.
*Always seen with his trusty burlap sack slung over his right shoulder.
Vehicle Parts

☆ Bodies

  • Warp Star (Kart)
*Identical to its appearance in Kirby Air Ride. Your wheels are hidden beneath the kart and are faintly visible a la the Blue Falcon. Additionally, a small nub was added to the front star point that displays your emblem.
*Kirby has a special pose where he straddles the kart laying forward like in Kirby Air Ride. All other racers use their standard kart-driving pose with a steering wheel attached to the nub.​
  • Wheelie Hood (Bike)
*The only 1-wheeled vehicle in the game. Imagine the Wheelie from Kirby Superstar & Kirby Air Ride only without the wheel or opened eye. Your wheel is scaled to fit the body.
*When entering an anti-gravity section, the body morphs slightly to accommodate the spinning wheel.​
  • Exotank (Kart)
*Identical to its appearance in Kid Icarus Uprising, save for the added space for 4 wheels.​
  • Jack-A-Bit (ATV)
*Nabbit's themed body. Has an overall sketchy motif with a fender resembling Nabbit's jaw emblem.​
  • Parade Kart (Kart)
The golden champion kart returning from Mario Kart: Double Dash!
☆ Wheels
  • Wheelies
*Actual Wheelie enemies from Kirby. The eye at their axes react to your condition (shocked when boosting, wincing when hit, etc.)​
  • Chariot Wheels
*Pale gold appearance with white trimmings, resembling the wagon wheels of a chariot. A nod to Kid Icarus.

☆ Gliders
  • Rainbow Slicer
*An amalgam of Kirby's Star Chariot from Kirby Superstar and Dyna Blade's wings, it features a central star crest with a festoon of white-on-red ribbons with rainbow wings on both sides with silver forefeathers.​
  • Palutena Nimbus
*Resembles the halo appearing behind Palutena, as well as her logo.
Grand Prix
  • Warp Star Cup (symbol is the Warp Star in the same position as SSB Kirby logo)
1. (DS) Figure-8 Circuit
*It's the 8th installment and they haven't used this!? A revamped course refreshing this basic course into a chaotic track commemorating the Mobius strip 8 of Mario Kart 8. The track changes the layout of each segment of road after every lap. The order of layouts is random, not concrete.
2: Untitled Original Course 1 (to be determined)
3: Sand Ocean (F-Zero Guest Course)
4: Checker Knights (Kirby Air Ride Guest Course)​
  • Shine Cup (symbol is a Shine Sprite)
1. (DS) Waluigi Pinball
2: Untitled Original Course 2 (to be determined)
3: Sunset Bay (Wave Race 64 Guest Course)
*Anti-gravity course that generates waves you can perform tricks off of. Additionally, there are underwater sections that cut around corners that go into coral reefs. Submarines from Steel Diver appear as stage elements in some underwater sections.
4: Palutena's Temple (Kid Icarus Uprising Guest Course)
*Similar to Sonic & All Stars Racing Transformed, the track layout dynamically changes after every lap as the temple crumbles under attack.​

Bonuses

*All of the following come with an update that occurs on the same day Mario Kart 8 Grand Finale Pack is released:

-New amiibo Racing Suits: Pikachu, Diddy Kong, Zelda, Sheik, R.O.B., Marth, Robin, Pit, Palutena, Dark Pit, Ryu, Yarn Yoshi, Splatoon
*All Animal Crossing line amiibo unlock the Animal Crossing suit.
*Hammer Slam Bowser & Barrel Blast Donkey Kong unlock Bowser and Donkey Kong respectively when switched over to amiibo mode.
*Gold Mario & Silver Mario will unlock hidden recolors of the Mario suit to gold and silver respectively.
-New mode: Double-Dash Mode is back! Choose up to two racers and switch between them for different abilities. An interchangeable switch accessible through Grand Prix, Versus, and Battle Mode allows you to enable this between Single and Double Dash.
*This is a Karts Only mode, as each of them has alternate models that accommodate a second character.
*Weight values are divided between the weigh class of both characters chosen. Terrain and acceleration correspond to which character is currently driving.
*All characters receive the following Special Items:

-Mario/Luig/Mario Suit Mii/Luigi Suit Miii: Big Fireball (a massive version of the Fireball produced from the Fire Flower, except its slower and explodes in an inferno after 3-4 hits that flips enemies. Has eyeballs)
-Peach/Daisy/Peach Suit Mii: Heart (two hearts revolve around the kart, snatching items that hit them and are along the ground)
-Rosalina/Rosalina Suit Mii: Launch Star (a revolving star-shaped ring spins around the kart briefly, essentially putting her into anti-gravity. The kart will spin before boosting when hit by hazards, items, and other racers.)
-Metal Mario/Pink Gold Peach/Silver Mario Suit Mii/Golden Mario Suit Mii: POW Block (a block appears over all players in front of current position. Will break down three times, causing all players to flip after the third. Mashing the D-Pad up reduces the hitstun from the item.)
-Yoshi/Yoshi Suit Mii/Yarn Yoshi Suit Mii: Yoshi Egg (will roll in the center of the track, either exploding into different items upon collision or after a few seconds)
-Toad/Toadette/Toad Suit Mii: Turbo Mushroom (puts kart into a smooth-turning, uncancelable boost briefly that trails fire in his path that can hit racers.)
-Koopa Troopa: Penta Koopa Shells (2 red, 3 green. 75% chance of 1 blue, 2 green, 2 red)
-Shy Guy: Phanto Mask (makes the kart intangible briefly, allowing immunity to items and other racers. If contacting another racer, makes them spin out as you briefly flash in a ghostly wisp)
-Lakitu: Fog Machine (A funnel-like vestibule attached to a motor at the end of your kart, press and hold for a few seconds to release a trail of fog that obscures visibility and sends anyone contacting it spinning. Similar to the Fog item in Top Ride of Kirby Air Ride.)
-Baby Mario/Baby Luigi/Baby Peach/Baby Daisy/Baby Rosalina: Chain Chomp (follows the center of the road, guiding the racers at increased speed briefly before snapping off. Anything that hits the Chain Chomp is spun out/launched.)
-Bowser/Dry Bowser/Bowser Suit Mii: Bowser Shell/Dry Bowser Shell (a massive spiked shell travels slowly across the ground, richoeting off anything it hits.)
-Donkey Kong/Donkey Kong Suit Mii: Giant Banana (a massive banana peel is put on the ground, causing the first player to touch it to slip. 3 smaller banana peels are dropped before it after contact.)
-Wario/Wario Suit Mii: Gassy Garlic (releases a fart cloud that completely stop opponent's kart engines. The gas travels over affected players briefly, slowing them down.)
-Waluigi: Sparky Sticker (probes any item box with an Amp, causing the next player to drive into the probbed box to be suspended in electrocution briefly. Only 1 can be active at a time.)
-Lemmy/Larry/Wendy: Mechakoopa (a Mechakoopa that functions as a more frantic version of the Bob-Omb, having a shorter fuse time and runs around to do 3 explosions, with the last blinding opponent's screens white for 2 seconds)
-Iggy/Ludwig: Shrinking Wand (casts a magical projectile that causes whoever it hits to shrink as if they were struck by Lightning)
-Roy/Morton: Megaton Hammer (a hammer that progressively gets stronger the longer it's held out. 1st phase is an enlargened Hammer Bro hammer, 2nd phase is the hammer from Donkey Kong, 3rd is the Golden Hammer from Wrecking Crew. The larger the hammer, the wider the radius of the shockwave it produces. There's a small hitbox close to the kart that flattens any player near the kart on the 3rd phase only.)
-Tanooki Mario/Cat Peach: Tanooki Leaf/Super Bell (a tanooki tail/cat's paw on-a-tail appears on the end of the kart, flicking around with the press of the item button. Can deflect items.)
-Link: Hookshot (thrown in a retractable straight line, attaches to the first kart it touches, following the attached kart from the center of the road, edging closer slowly before spinning them out upon contact. Can be shaken off with really tight drifting or snaking.)
-Villager/Isabelle: Pitfall (plants a broken spot on the ground that creates a fissure that lasts 5 seconds after contacting first opponent it touches. All players who fall into the hole will be rescued by Lakitu.)
-Kirby: Sword (Kirby transforms into Sword Kirby briefly, hitting any player or object a few inches away from the kart if the A Button is pressed again. Cannot switch out when active. Goes away instantly if damaged.)
-Pit/Dark Pit: Eggplant Bomb/Tempura Bomb (creates a puff of smoke when thrown that transforms any active or held items into eggplant/tempura, which can only go away once discarded if held.)
-Nabbit: Gets all of the above at random (identical to Petey Pirhana & King Boo in Double Dash! He's a theft, after all.)
-Mii: n/A​

*All of the following are unlocked when Mario Kart 8 Grand Finale Pack is purchased:

-Unlocks 6 recolors for Toad & Koopa Troopa.
-City Trial from Kirby Air Ride is unlocked as a Battle Mode-exclusive course.
*Plays akin to more traditional Battle Mode courses from previous games. Deco city buildings with a central basement and a highway around the center is the main layout. Smaller and altered from the original City Trail map, it's split into 5 sections:
-Green Canvas: A wooded area with destructable trees and Whispy Woods. There are two hidden glass panels in the ground that allow access to an underground shortcut into the basement under the center of the main road.
-Heat Top: A volcano with magma flowing over the ground. Two fire dragons emerge from the lava over the volcano. Destructable rocks and earthen walls are featured. Destroying the walls leads into a one-way entrance through Green Canvas's tunnels.
-Castle Hall: A massive castle with a revamped layout of stairways and halls.
-City Wharf: A rocky beach with destructable coral growing through the ground.
-Electric Lounge: A multileveled building with boosted exits players can drive out from.​

---

Either I put too much effort into this or Nintendo should put me on their MK8 design team!
 
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dezeray112

Smash Hero
Joined
Mar 25, 2012
Messages
5,381
Location
Wales, United Kingdom
All Star Pack

Characters:
Kirby, Fox McCloud & Pit
Vehicles: Landmaster, Lightning Chariot

Pokemon X Mario Kart Pack

Characters:
Pikachu, Meowth

Will update more info.
 
Joined
Jan 22, 2014
Messages
654
Location
Subspace Highway
NNID
biscut0426
3DS FC
5129-3694-1023
In The Year 20XX... Pack (or The 20XX Pack)
Characters:Fox McCloud (remember that F-Zero ending in Star Fox Command?),
Pac-Man,
(Gonna Stretch The Rules Here) Pikmin & Olimar,
Mega Man (Wishful thinking is wishful.)
Vehicles:
Arwing Racer,
Rush Coil,
ODETNIN (Similar to AGES from Sega All-Stars Racing, it's a NES controller you can ride in!)
Cups:
Dolphin Cup (you'll see why),
Kuribo Shoe Cup
Dolphin Tracks:
Roll's Runway (Simple Mega Man track, halfway through the track however, racers go through a portal which turns MK8 into 8-bit, and making the track seem like classic Mega Man difficulty. All the Mega Man bosses and characters from Megaman X Street Fighter make and apperance in the 8-bit section, while Roll, Dr. Light, Proto-Man,X, and Zero appear in the regular section!.)
Corneria: Really simple. Ride in the classic Corneria stage from 64. Of course, it looks better. Only some changes.

In this part, if you go through the rings, a special ramp will open on your screen only. Take the ramp, and you'll be taken to a shortcut!
Other than that, some enemy ships and sometimes Andross will swoop down and aim for the racers.
das all I got for stair fax tempatures
Olimar's Outlands: A simple track just leading around the mysterious planet. (Watch out for Pikmin and Bulborbs!)
Wii U Wonderland: A really cool course where you ride inside a Wii U's internal memory! It starts with the racers surrounding a (deluxe) Wii U complete with tablet, and then being miniturized and sucked into the disk drive! Then, you ride on a makeshift block track (kinda like the one in the Gamecube Galaxy mod for Sonic Genorations.) around Wara-Wara plaza! Mii's from Miiverse (including yours) will show up to cheer you on! The only hazard will be occasional Mii's throwing various items at you.
Kuribo Shoe track: Mario Circut (Wii), Yoshi Falls (DS), N64 Sherbert Land, and Pac-Laybrinth (Arcade)
BONUS: Pre Order (or buy on day 1) to receive Rainbow and Golden variatons of every character available to use on purchase! (This applies to all future DLC packs as well.)
Release Date: Q2 2014
Jeez, this took my whole day to figure out.
 
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LunarWingCloud

Smash Lord
Joined
Oct 12, 2014
Messages
1,962
Location
Gensokyo
NNID
LunarWingStorm
3DS FC
2449-4791-3879
Dimension Hopper Pack

Characters:
-Sonic the Hedgehog (Medium; unique trait of having higher top speed and acceleration than other racers of the weight class, at the cost of some handling and traction; emblem is Sonic Team logo much like in Smash Bros.)
-Miles "Tails" Prower (Light; emblem is the two tails, like the emblem on his Tornado in the Sonic series)
-Dr. Eggman (Heavy; emblem is the Eggman symbol used in various modern and classic Sonic games)

Cars
-all the same ones used in the Sonic & SEGA All-Stars Racing games for those three characters, plus a special kart that combines elements of Mario's design and Sonic's design

Nitro Courses:
Seaside Hill - a luscious oceanside stage with a scenic view; focus is on drifting and speed maintenance
Chemical Plant - based again around the modern renditions of the stage; very obstacle-based and has lots of hazards taken from the platform version of the stage
City Escape/Speed Highway - fuses the two concepts together, not sure on the name; transitions from day to night over the course of a three-segment race, much like Maka Wuhu or Mount Wario
??? - no name in mind, something that somehow fuses elements of the grassland Mushroom Kingdom area (seen in almost every World 1 in any 2D Mario game) and somehow transitions into Green Hill-esque design and back

Retro Courses:
-DS Shroom Ridge
-N64 Choco Mountain
-3DS Neo Bowser City
-Wii Rainbow Road
 

Himynameisisaac

Smash Apprentice
Joined
Nov 6, 2014
Messages
106
Location
El Paso, Texas
NNID
Himynameisisaac
Dimension Hopper Pack

Characters:
-Sonic the Hedgehog (Medium; unique trait of having higher top speed and acceleration than other racers of the weight class, at the cost of some handling and traction; emblem is Sonic Team logo much like in Smash Bros.)
-Miles "Tails" Prower (Light; emblem is the two tails, like the emblem on his Tornado in the Sonic series)
-Dr. Eggman (Heavy; emblem is the Eggman symbol used in various modern and classic Sonic games)

Cars
-all the same ones used in the Sonic & SEGA All-Stars Racing games for those three characters, plus a special kart that combines elements of Mario's design and Sonic's design

Nitro Courses:
Seaside Hill - a luscious oceanside stage with a scenic view; focus is on drifting and speed maintenance
Chemical Plant - based again around the modern renditions of the stage; very obstacle-based and has lots of hazards taken from the platform version of the stage
City Escape/Speed Highway - fuses the two concepts together, not sure on the name; transitions from day to night over the course of a three-segment race, much like Maka Wuhu or Mount Wario
??? - no name in mind, something that somehow fuses elements of the grassland Mushroom Kingdom area (seen in almost every World 1 in any 2D Mario game) and somehow transitions into Green Hill-esque design and back

Retro Courses:
-DS Shroom Ridge
-N64 Choco Mountain
-3DS Neo Bowser City
-Wii Rainbow Road
oh man. i love it.
 

LunarWingCloud

Smash Lord
Joined
Oct 12, 2014
Messages
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Location
Gensokyo
NNID
LunarWingStorm
3DS FC
2449-4791-3879
Thanks! I thought it'd be a cool idea since both Sonic and Mario have their own experience in the kart racing world, and lately we've seen the two cross paths a lot, so it'd be a pretty natural fit.
 

LunarDistortion

Lord of the Nigelchu's
Joined
Jun 10, 2014
Messages
508
Location
Florida
NNID
Lunar_Distortion
3DS FC
4639-9294-0127
Switch FC
SW-4041-3028-0448
The Sunshine Pack

Characters
-Petey Piranha
-Bowser Jr.
-Il Piantaissimo

Vehicles
-Piranha Prowler (Mario Kart Wii)
-Watercycle (Motercycle themed as F.L.U.D.D.'s Rocket Nozzle)
-Cataquaker (Kart themed after Cataquacks)
-Goopy Inferno (Kart themed after the different paint textures from Sunshine)

Shine Sprite Cup
-Pinna Park
-Daisy Cruiser (Mario Kart:Double Dash!! retro)
-Pianta Village
-Sirena Beach

Delfino Cup
-Delfino Square (Mario Kart DS retro)
-Delfino Plaza
-Peach Beach (Mario Kart: Double Dash!! retro)
-Bianco Hills

Bonus perks
-Petey, Bowser Jr., and Piantissimo Mii costumes.
 

dimensionsword64

Smash Champion
Joined
Jan 23, 2014
Messages
2,495
3DS FC
3609-1605-6649
Fixing Pack (fixes some of Mario Kart 8s shortcomings):
Characters: Bowser Jr., Diddy Kong, Birdo
Tracks: <insert 8 good tracks, some retro>
Vehicles: <insert 4 good vehicles, some retro>
Bonus: Gives 8 unique battle courses; adds in individual item toggle; makes it impossible to get coin item when you have ten coins; random stage select
I know it's practically impossible but hey, a man can dream.
 
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Spak

Hero of Neverwinter
Joined
Jul 30, 2014
Messages
4,033
Location
Earth
Having Bing and Bong in a Mario Kart game is my soul desire in life.

In all seriousness, though, I would love to have more F-Zero than just Blue Falcon in Mario Kart 8. Mario Kart now has anti-grav, so there is a lot of potential for taking track and kart ideas from the abandoned franchise.
 
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PlayR489

Smash Cadet
Joined
Jul 23, 2014
Messages
64
Location
North Carolina
NNID
PlayR489
My DLC:
Title: Kartbound!
Characters: Ness, Lucas, and Bowser Jr.
Cars: Porkmobile, Mr.Saturn buggy, Koopa Clown Car, and Honeycoupe (MKWII)
Nitro Cup: New Pork City, Fourside, 3D World, and Acorn Plains.
Retro Cup: Wario Stadium 64, Peach Gardens DS, DK Summit Wii, and Rainbow Road Wii.
Perks: Ness and Lucas shirts for the Miis. Bowser Jr. Suit and 1 Amiibo suit of your choice.
 

LuigiMaster123

Smash Rookie
Joined
Apr 4, 2015
Messages
1
Kirby x Mario Kart 8

Characters: Kirby, Meta Knight, Diddy Kong
Vehicles: Bullet Bike (from MKWii), Cloud Cruiser, Diddy Wagon, Rainbow Racer
Nitro Courses: Checker Knights, DK Village, Rainbow Highway, Sherbet City
Retro Courses: Wii DK Summit, GBA Ribbon Road, DS Rainbow Road, 3DS Rock Rock Mountain
Bonus: New Battle Arenas
 

Sputnikmann

Smash Rookie
Joined
Aug 8, 2015
Messages
1
Industry Pack*

Characters:
Sonic the Hedgehog - Medium, has a unique trait of amazing control on the ground (and in anti-gravity) and amazing top speed, but has terrible air and underwater control. Also has fully voiced reactions and quotes. Emblem is the Logo used for Sonic's Universe in the Mario & Sonic series.

Dry Bones - Light weight class (He was in Mario Kart Wii, why is he not here already?) Emblem is the logo used for him in Mario Kart DS and/or (can't remember) Wii.

King Boo - Heavy weight class (Again, in Wii; taken out! Really?) Emblem is the logo used for him in Mario Kart Wii.


Vehicles:
Speed Star (From Sonic & Sega All-stars Racing) - Focuses on speed and acceleration
Omnitempus (Bike version from Sonic Riders [Xbox/PS/GCN]) - All around, but slow acceleration
Bone Buggy (A Dune-Buggy made of different types of Bones) - Focuses on general ground handling
Dry Bomber (From Mario Kart DS) - Focuses on weight, offering the ability to 'tank' right through other players

Nitro Courses: The Emerald Cup

Lumberyard Lane:
-Generally a large forest track that passes through a large lumber mill
-The forest has Wigglers and Goombas (in cute hardhats) passing over the tracks, and has a section where you go up an anti-gravity hollow tree-trunk
-The trunk has holes that the player can fall out of, and has Scuttlebugs and their webs acting as hazards​
-There is also a brief underwater section where racers have to avoid cheep-cheeps and bloopers.
-The Mill has the Goombas from earlier as hazards, but also has saws that will pass back and forward over the branching pathways (which will generally take place on large logs
-At some point, there will be an anti-gravity section on the outside of a tree trunk, with the path obviously marked on the bark. Leaving the marked path will be where the player 'falls off of', or rather, falls off the trunk. Again, saws will be the main hazard, with Scuttlebug webs being the minor threat​

Bob-Bomb Factory:
-A large industrial track with large amounts of explosives
-The track will pass through a large factory, marked on the walls as property of Bowser himself. Most of the course is relatable to Toad's Factory from Mario Kart Wii, but has a large section precariously driving over multiple vats of molten metal
-If an alternate route is taken, they will anti-grav above the vats, with falling off the track being the only real threat.​
-All around the course will be large Bob-Bombs which act as large hazards. Hitting them with a shell, or running into them with too much speed will cause them to explode, causing a large AOE effect, and probably knocking players off the edges of the track
-Minor threats are mainly marching Bob-Bombs, Goombas in wielding masks and Mecha-Koopas​
-Also features the conveyor belts from Toad's Factory, complete with boxes and crushing pistons​

Skate Park:
-As the name implies, the track is based off skate parks, having ramps and grind rails. Heavily implied to be owned by Bowser Jr.
-The course starts in the back of a large tower (which is supposed to be the Tower visible from Rainbow Road 64), and makes its way into a half-pipe. Going straight down the pipe is simple, and reduces risk of bumping into players, but performing tricks off the sides grants speed boosts and can give access to an alternate path if timed correctly.
-The path in question is an anti-grav pathway that is held up by a helicopter-like propeller. It follows the general path of the main track, but is straighter and will have significantly less traffic. However, it has no side-bars, and falling off the path causes players to fall back to the main course, more than likely stripped of their speed.
-The hazards are mostly shy-guys preforming tricks on skateboards and bikes, but there will be oil spills every now and then​
-If the racer stays on the main path, they eventually get to an area of bumps and grind rails. Bikes are the only vehicle that can make use of the rails, but carts have an easier time with control on the terrain, meaning less bouncing all over the place.
-The end of the course consists of a anti-grav climb straight up, where the main and alternate paths intertwine, and a glide into a ramp with the curve facing the finish line. Performing a trick on this ramp grants a speed boost towards the end.
Sky Sanctuary Zone:
-Once again, as the name implies; this final track is heavily based on the Sky Sanctuary Zone from Sonic & Knuckles, Sonic Generations and Sonic & Sega All-Stars Racing Transformed. As part of the backdrop, Angel Island and the Death Egg can be seen in their respective directions. AND as with all cross-franchise tracks, the coins are replaced with rings.
-Being Sky Sanctuary, there is a LOT of gliding and Anti-Gravity. The Beginning of the course starts at the very top of one of the signature pillars, where the Master Emerald's shrine is visible on the sidelines
-As the race begins, the players are immediately thrown into a glide to reach the next portion of track. In the air, there are buzz bombers flying through, so watch yourself.
-For the explorative types, there is a small alternate route that one can take by landing on a platform to the far right of the main pathway. Landing on this activates anti-gravity and curves into the wall of a hallway that the pain path goes through, with dash-panel styled boost pads lining it. The hazards being the large holes in the 'ground', which the player can fall through. Falling off here will have the player put on the main path.​
-After the initial glide, the main path curves to the left, with only a guard rail on the far edge, meaning drifting too tightly causes players to fall. The main threat of the standard path on ground are the large holes in the floor and the occasional defense protocol.
-These protocols are activated as the laps continue, which section off certain areas with laser grids, which don't act as solid walls; meaning you can still get through, but causes one to lose their held item and their speed. These also affect the alternate route in some areas​
-The main path then enters a large hallway, where it temporarily meets up with the alternate path. The ground is still littered with holes, but there are also spike-covered balls scattered across the floor. There is another alternate path near the end of this hallway, which needs to have been timed perfectly to enter, as there is retracting spikes at the entrance.
-This alternate route and the previously-mentioned alternate route join at a junction underneath the main path. There is no guard rails at the side, meaning it is extremely easy to fall off, which causes them to be placed on the main path.​
-The paths finally join again in the next area, where they enter the inside of one of the pillars, which functions very much like the hollow trunk in Lumberyard Lane. The inside doesn't have as much hazards as it does obstacles. The inside of the pillar is lined with vertical flower beads and trees and gateways that are randomly blocked off with the laser grids each lap.
-Near the ceiling of the pillar, the available area is narrowed for the exit path, which then flips onto the roof of the pillar. Once on top, the racers can go through one of three paths.
-The path to the far left is a gliding section through a storm cloud, which has the buzz bombers from earlier patrolling the skies. There are also floating balls of metal that will get struck by lightening on occasion, which also act as hazards.
-The center path is another anti-gravity section where the racers go through a large, hole-filled shuttle-loop and corkscrew loop. The path is moderately large, but has no guard rails, making it easy to be thrown off. Along the path are also Spin Boosters, which speeds players up, but that makes it easier to lose control and fall.
-The final path is a straightforward jump course, where the ground is sectioned off into floating platforms and racers must utilize the ramps at their ends to reach the next one over. Being on the ground and normal gravity, this also means that it is INCREDIBLY easy to be knocked off, but grants the most speed if pulled off successfully out of the three.​
-The paths then join on a large landing platform, where the finish line is in reach after a short, straight pathway.
Retro Tracks: The Comet Cup
- (GCN) Mushroom City
- (Wii) Toad's Factory
- (DS) Waluigi Pinball
- (N64) Koopa Beach

!!BONUS!!
Arena-styled Courses for Battle Mode:
- (3DS) Honeybee Hive
- (DS) Twilight House
- (N64) Big Donut
- (Wii) Thwomp Desert


*Placeholder name, up for better ideas.

So whaddaya think? Good? Too Complicated? Not complicated enough?
 
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Ze Diglett

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Old Connections Pack

Characters:
  • Bowser Jr. (Lighter-midweight. Needless to say, there are a lot of Mario Kart veterans that could brighten up the MK8 roster, and I think Bowser Jr. is the best place to start.)
  • Pac-Man (Midweight. Not only was he in the arcade Mario Karts, but he's also in Smash, so Nintendo definitely has some prior connections with Namco. Possibly with Ms. Pac-Man as an alternate costume like with Male Villager VS. Female Villager?)
  • R.O.B. (Heavyweight. He was already featured as the ultimate character of MKDS and playable in Smash, so they could definitely bring him back in MK8 for nostalgia's sake. Also rounds out the Light-Medium-Heavy triangle that's been present in every other MK8 DLC pack. As a bonus, you could choose between NES ROB and Famicom ROB in reference to R.O.B. having different default costumes in regional releases of SSB4 and MKDS.)

Vehicles:
  • ROB-BLS (Fast speed, acceleration, and mini-turbos, but lower weight and traction. Returning as R.O.B.'s fastest kart from MKDS as I feel it represents R.O.B. the best out of his 3 karts from that game, since it resembles his stand and Stack-Up blocks and all.)
  • Koopa Clown/Jr. Clown Kart (Good handling and mini-turbo, but lower acceleration. Ripped straight from MK7, or alternatively, they could go for the design of the Jr. Clown Kart as it appears in Jr.'s Clown Kart Dash move in Sm4sh.)
  • Rally-X (All-around, though faster speed and lower acceleration. A cool little reference to another Namco game would be perfect for Pac-Man.)
  • Pac-Flyer (A standard glider designed around Pac-Man's emblematic pizza shape.)

Courses:

Gyro Cup
  • Gyromite (Based off the original Gyromite game. The players would race through a typical Gyromite level, with rising and falling pillars to block off certain paths and shortcuts, along with Smicks and possibly spinning gyros as common obstacles. Climbing ropes would be represented by anti-gravity.)
  • Rock Rock Mountain (From Mario Kart 7.)
  • Toad's Factory (From Mario Kart Wii.)
  • Pac-Maze (A simple course featuring many sharp turns based off of the iconic Pac-Maze. The ghosts would appear as obstacles and item boxes could be replaced with bonus fruits or power pellets.)
Hammer Cup
  • Shroom Ridge (From Mario Kart DS.)
  • Dino Dino Jungle (From Mario Kart Double Dash.)
  • Wario Shipyard (From Mario Kart 7. No anti-gravity here would be a totally missed opportunity.)
  • Fiery Flotilla (Based off the Bowser Jr.'s Fiery Flotilla level from Super Mario Galaxy 2. It starts at the starting position of the actual level, right in front of the massive gate, and it would eventually transition into an anti-gravity sequence on the planet above the fort with fire bars and Thwomps present throughout the entire course.)
 
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dezeray112

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Continuing on from my previous post:

Pokemon X Mario Kart pack

Characters: Pikachu, Meowth
Courses: Saffron City, Team Rocket's Hideout
Vehicles: ZERO-ONE (from Pokemon Snap)
 

Arcadenik

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Continuing on from my previous post:

Pokemon X Mario Kart pack

Characters: Pikachu, Meowth
Courses: Saffron City, Team Rocket's Hideout
Vehicles: ZERO-ONE (from Pokemon Snap)
I like the way you think.

Pikachu and Meowth would definitely be my first choices for the Pokemon x Mario Kart pack.

In addition to ZERO-ONE, the tires are Poke Balls and the glider is the Meowth Balloon.
 

dezeray112

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I like the way you think.

Pikachu and Meowth would definitely be my first choices for the Pokemon x Mario Kart pack.

In addition to ZERO-ONE, the tires are Poke Balls and the glider is the Meowth Balloon.
Pikachu and Meowth were primarily my choices for the Pokemon pack.

Also, nice ideas with the tyres and gliders too.
 

Arcadenik

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Splatoon x Mario Kart

Characters: Inkling (Girl and Boy), Judd, Blooper (because why not?)
Vehicles: Kraken (kart), Inkstrike (bike), Killer Wail (ATV)
Tires: Zapfish
Glider: Inkling Squid

Splatoon Cup courses
Moray Towers
Camp Triggerfish
Blackbelly Skatepark
Saltspray Rig
 

Sarki Soliloquy

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Attention all! I have revamped my post with a refined DLC pack concept. I would really appreciate it if you read it over again, as I put too much effort than warranted, as always.

I plan to embellish the Grand Prix tracks as they come to me.
 

Opossum

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4742-4911-3431
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I always figured this would be a good DLC pack would be a "technology" theme with Bowser Jr. and E. Gadd, with Samus Aran as the guest character (Power Suit in Karts, Zero Suit on bikes).
 

Reila

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I was really hoping for a Kirby DLC pack. Kirby, Meta Knight and Dedede as newcomers (or Kirby, Dedede + a veteran, maybe Bowser Jr?). Tracks would be Gourmet Race or somewhere else from Kirby, another F-Zero track for the extra salt + ...6 other tracks.
 

MrNantendo

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I reckon the most likely packs are:

Pikmin pack:
Olimar
Alph
Captain Toad

Vehicles:
Pikmin Bike
Bulblin Car

A stage based on Garden of Hope

and then the Splatoon Pack:

Inkling Girl/Boy (like villager boy/girl)
King Boo
Bowser Jr.

Vehicle:
Octobike

I could also see Gold Mario being 1 final dlc character for either people who bought all dlc or with a special battle mode dlc pack.
 
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Albie83

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I know someone already posted a Pokemon Pack, but that is what I will go with too.

Racers:

Pikachu
Meowth
Lucario

Carts:

I'm no good at this and I like dezeray112 and arcadenik's ideas of the Pokemon snap vehicle. Plus the Meowth balloon glider and Pokeball wheels. I'm sure I can fit a bike in the shape of a Gyrados as well in there.

Retro Tracks:

Choco Mountain (N64) [I have a lot of fond memories on this track and want it back]
Bowser Castle 3 (SNES)
Toad's Factory (Wii)
Mushroom City (GCN)

New Tracks:

Route 101 -
This is a shorter track with a dirt road. Off to the side of the road there is tall grass to slow you down. Various common wild Pokemon appear as obstacles for the racers such as Diglets popping out of the ground and Rattatas running across the road. The gimmick for this is a bit like the Animal Crossing stage in the fact that different common Pokemon will appear based on the time that you play it from the Wii U's internal clock. (If you play online it would be based on the person who selected the map's clock). This is a reference to the Pokemon clock that you can see certain Pokemon at different times of the day.

*Unnamed Pokemon Track* -
Whereas the last stage featured common Pokemon, this one will feature the big cool and legendary ones. It will be a more complex course where it will go through a mountain area, a cave area and an area that goes over water perhaps on the back of a Wailord. I also envision bouncing on Snorlax bellies and Zapdos raining lighting over a section.

Ballon Fight -
I limited my Pokemon tracks to 2 to not overwhelm the game. I went with Balloon Fight for my next theme. This one will take place in space like Rainbow Road. There will be hazardous stars in the area that if you hit, you go spinning. There won't be much of a rail in this one making falling off a hazard. Unlike Rainbow Road there will be multiple routes to take that either go high or low and converge together to cross the lap line (sort of like Yoshi's Island but in this case you can look up and see your rivals on the road above you through the semi-transparent road).

Bob-Omb Battlefield -
This is a take off of the famous level in Mario 64. It is a race to the top of the mountain complete with bob-ombs trying to chase down drivers that get to close as well as the rolling boulders trying to squish you and the chance to fall off the side of the mountain and losing your lead as you have to make your way back up the mountain. When you get to the top you hit an area that shoots you back to the beginning for the next lap.
 

ErenJager

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Veterans Pack

Characters:
Bowser Jr.
Diddy Kong
Birdo

Tracks:
Peach Beach
DK Mountain
Dino Dino Jungle

Items:
Chain Chomp
Fake Item Box


Spooky Pack

Characters:
King Boo
Dry Bones
E Gadd

Tracks:
Ghost Valley 2 (Wii)
Banshee Boardwalk (N64)
Luigi's Mansion
Boo Lake

Items:
Boo

Space Pack

Characters:
Kirby
Luma

Tracks:
Rainbow Road (Double Dash)

Karts:
Warp Star Themed
Dragoon Themed
 
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Arcadenik

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I'm kinda wishing Nintendo would make more racing games... like a Zelda Kart game and a Pokemon Kart game and an Animal Crossing Kart game and a Kirby Kart game and a Nintendo Kart game (this one has characters and courses from different franchises).
 

Freduardo

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Jan 8, 2014
Messages
2,331
Characters:
Captain Falcon
Samus
Fox McCloud


Perks:
Karts, Gliders, and Wheels:

Arwing Kart set
Pico's car kart set
Samus Ship Kart set

Costumes:
Adds Extra colors for Koopa Troopa (Red, Blue, Yellow, and Dry Bones)
Fox has a James McCloud costume (both Fox and Human forms)
Captain Falcon has a Blood Falcon costume


Nitro Tracks:
Port Town (Another F-Zero re imagining with an awesome soundtrack)
Corneria (A re-imagining of the first level of Star Fox. This is another race where it's a long race without laps, the final leg of the race will be the boss firing hazards down on the oncoming carts.)
Norfair: Thought Bowser's castle had a lot of lava? This metroid themed romp (with background flying Ridley occcasionally landing in the middle of the track and shooting fire as a hazard)
Mario Galaxy Mercenary Race: (These three intergalactic Bounty Hunters are trying to get to their target first through this mario galaxy themed stage).

Retro Tracks:
Airship (DS)
Daisy Cruiser (GCN)
Banshee Boardwalk (N64)
Wario Colleseum (GCN)

Further Perks:
Retro Battle Mode: Includes 10 courses (four from N64, six from Gamecube) to just make the old battle style gameplay exist again.
 

A Very Nice Dishwasher

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I think it's time we revived this thread.

Characters: Kirby, King Dedede, Dry Bones
Karts: Warpstar/Starship Kart, Kabula Kart/Bike, Magikruiser Bike (from Mario Kart Wii)
Cups: Shine Cup, Tomato Cup
Shine Cup Courses:
-Wii Toad's Factory
-GBA Broken Pier
-Peach's Castle (you go through Peach's castle and drive through paintings to take alternate paths, like in Mario 64)
-Fire Field (F-Zero course for more salt)
Tomato Cup Courses:
-GCN Rainbow Road
-3DS Rosalina's Ice World
-Something from Super Mario Galaxy
-Dream Land (three-part course where you go through Green Greens on the first lap, Bubbly Clouds on the second, and Mount Dedede on the third)
 

WeirdChillFever

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Trickster Pack:

Characters:
Bowser Jr. (Medium, same as Mario)
Nabbit (Medium, same as Peach)
King Boo (Heavy, same as Waluigi)

Kart Parts:
Bag-a-chute (Glider based on Nabbit's bag) (Same stats as MKTV glider)
Bullet Train (Back from Double Dash) (Same stats as Mach 8)
Booligan (Based on a Stretcher Boo) (Same stats as Pipe Frame)
Beetle Buzzer (Buzzy Beetle based wheels) (Same stats as Slim Tires)

Boo Cup:
Acorn Plains
Dark Moon Valley
Sparkling Waters
Armada Fleet

Acorn Cup:
Luigi's Mansion DS
Wario's Coloseum GCN
Daisy Circuit Wii
Shy Guy Bazaar 3DS

Koopa Troopa color swaps
 

Mamboo07

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Hollow Earth
This is for my pretend Mario Kart 9: (I'm going with two DLC Packs, might do a third and fourth soon)

DLC 1-Kirby X Mario Kart 9
Characters:
1. Kirby
2. King DDD
3. Poochy


Karts:
1. Warp Star (or Starship with wheels from Kirby Right Back At You!)
2. Chomp Chaser (Chain Chomp themed kart with trailing chain behind)
3. Taxi Cab (from New Donk City)
4. Mine Cart (from Captain Toad)


Retro Courses (Blue Shell Cup, will finish soon):

Nitro Courses (Dream Cup):
1. Skeletal Depths (Based on Bonefin Galaxy)
2. Frozen Crypt (Giant icy tomb full of dinosaur fossils)
3. Halberd (Would be epic racing inside and outside the Halberd itself)
4. Crumbleden (8 section lap race, you outrun the collapsing place as the Ruined Dragon destroys the whole thing to stop you from reaching the finish line)


DLC 2-F Zero X Mario Kart 9
Characters:
1. Captain Falcon (Should have been in Mario Kart 8)
2. Bio-Rex
3. Pokey (yes a random Pokey)


Karts:
1. Big Fang
2. Epona (The horse from Legend of Zelda, if underwater or gliding a propeller or glider comes out of it's butt)
3. Jaxi (Odyssey)
4. Egg 2 (Upgraded version of the Egg 1)


Retro Courses: (will do this soon)

Nitro Courses: (Falcon Cup)
1. World 1-1
2. Fossil Falls
3. Monty Burrow
4. Phantom Road (F-Zero GX)
 
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