A2ZOMG
Smash Legend
- Joined
- Oct 13, 2007
- Messages
- 12,542
- Location
- RPV, California
- NNID
- A2ZOMG
- Switch FC
- SW 8400 1713 9427
Items are actually pretty fair in MK Wii. At least compared to say MK DS (and probably other MKs) where being in 2nd place is a HUGE tactical advantage over being in 1st place. MK Wii for the most part doesn't discourage you from staying in first place. The chance of acquiring a mushroom in first place makes the Blue Shell and shortcuts in general a lot more fair in MK Wii. Likewise you can acquire red shells in first place, so taking the lead before the end of the race doesn't really specifically punish you in MK Wii. Also, the Pow Block is generally a decent item that also generally reduces the advantage of being in a specific place.
I'll give special mention to MK DD for having a good idea for items, but it's pretty horribly imbalanced in multiplayer on the premise that the best items (Triple Shells) can be consistently occupied by hogging the two characters that use them.
Character imbalances suck. No denying that. It's been the trend for virtually every Mario Kart game as I recall though. In a game where the objective is pretty one dimensional, it's just gonna happen if you make the cast drastically different.
Yeah some of the tracks don't have too many turns, but that doesn't mean the terrain isn't tricky. If you want to beat someone good in MK Wii, you have to have good command over the terrain, especially when obstacles are factored (besides wheelies, a big reason why bikes are better than karts due to being smaller). Due to jump and trick mechanics and the associated commitments required for those, it's not always simple to take shortcuts in MK Wii. MK Wii by far has more complicated jumps than any other Mario Kart, and abusing them optimally requires skill. In fact, SMK doesn't even have "real" jumps. Jump abuse in SMK is for the most part retardedly easy to do since mode7 on the SNES can only do so much. Generally speaking, the terrain in MK Wii is much less simple than the terrain in other MKs, and while abuseable, requires skill to do. Take Rainbow Road. While you can do a lot of tricks on the rippling part of the track near the beginning, actually hitting the speed boost ramp correctly at the end and being able to make the jump across the middle of the half pipe area is alone more complicated than the majority of what the MK series has to offer. MK DD and MK DS do kinda try to implement fancy terrain in their courses (not nearly to the extent MK Wii does), but technical shortcuts and instances of skilled terrain abuse are much less common.
As I recall, the shortcuts you are mentioning are a result of glitches involving someone from the development team failing to properly define where a wall should actually exist, and outside of that, most of the courses in other MKs are fairly linear. The many many shortcuts in MK Wii however aside from Grumble Volcano abuse are pretty much all a result of smart design.
The change to the mini turbo system isn't really what I'd call dumbing down. It's timing dependent, and it takes just as much skill to judge the proper time to do an optimal mini turbo in MK Wii as it does to swivel in any other MK game. The only real difference is it's simpler if you're playing conservatively.
Also, playing this game with a Wii Wheel is simply amazing.
I used to be really into time trials for MK DS...I do think some of my times are fairly impressive in that game. I need more friends to play in MK DS and Wii...I want to get back into my groove for this series.
I'll give special mention to MK DD for having a good idea for items, but it's pretty horribly imbalanced in multiplayer on the premise that the best items (Triple Shells) can be consistently occupied by hogging the two characters that use them.
Character imbalances suck. No denying that. It's been the trend for virtually every Mario Kart game as I recall though. In a game where the objective is pretty one dimensional, it's just gonna happen if you make the cast drastically different.
Yeah some of the tracks don't have too many turns, but that doesn't mean the terrain isn't tricky. If you want to beat someone good in MK Wii, you have to have good command over the terrain, especially when obstacles are factored (besides wheelies, a big reason why bikes are better than karts due to being smaller). Due to jump and trick mechanics and the associated commitments required for those, it's not always simple to take shortcuts in MK Wii. MK Wii by far has more complicated jumps than any other Mario Kart, and abusing them optimally requires skill. In fact, SMK doesn't even have "real" jumps. Jump abuse in SMK is for the most part retardedly easy to do since mode7 on the SNES can only do so much. Generally speaking, the terrain in MK Wii is much less simple than the terrain in other MKs, and while abuseable, requires skill to do. Take Rainbow Road. While you can do a lot of tricks on the rippling part of the track near the beginning, actually hitting the speed boost ramp correctly at the end and being able to make the jump across the middle of the half pipe area is alone more complicated than the majority of what the MK series has to offer. MK DD and MK DS do kinda try to implement fancy terrain in their courses (not nearly to the extent MK Wii does), but technical shortcuts and instances of skilled terrain abuse are much less common.
As I recall, the shortcuts you are mentioning are a result of glitches involving someone from the development team failing to properly define where a wall should actually exist, and outside of that, most of the courses in other MKs are fairly linear. The many many shortcuts in MK Wii however aside from Grumble Volcano abuse are pretty much all a result of smart design.
The change to the mini turbo system isn't really what I'd call dumbing down. It's timing dependent, and it takes just as much skill to judge the proper time to do an optimal mini turbo in MK Wii as it does to swivel in any other MK game. The only real difference is it's simpler if you're playing conservatively.
Also, playing this game with a Wii Wheel is simply amazing.
I used to be really into time trials for MK DS...I do think some of my times are fairly impressive in that game. I need more friends to play in MK DS and Wii...I want to get back into my groove for this series.