No , they do not disappear after a set time , they disappear because there's a maximum amount of item there can be on the track , after that every new item makes the oldest item disappear
I didn't say it was a set time, it's just that the amount of items usually result in you only seeing them once (a.k.a. a lap)
I try to remember where every banana/fake item is so that on the next lap I plant another item nearby. (Like on the edge of a jump) It's effective in MKDS, but not MKWii.
I never noticed that happen often though , even on long tracks like BC3 or BC64.
I've had races where I place a fake item right next to another at the edge of a pit, only to look back and see it's companion disappear right in front of a person that was about to hit it.
my point was that anybody can use these rules to predict items , hacking was just an example to show how accurate those rules are.
I'm quite sure I've had races with multiple Megas being simultaneously used, and the fact that any "broken" item currently being held by someone does not appear on the roulette is a useful tip, thanks, I almost never look at it until it stops.
I'm glad it isnt. it would be boring to use a strategy that works every single time. but doing it correctly gives you a pretty good lead , unless you ruin it by making mistakes or getting more than two blue shells.
True, but it's just as boring to lose that lead to a red shell you were intending block because of the shock, then get hit by another shell, then a Mega, then get hit by a Star . . . . . . .
No , everyone else's strategy revolves around dodging the shocks
I meant item strategy.
depends on the track and if a POW has already been used or not when you start mushroom keeping.
tracks like GCN Waluigi Stadium , GCN DK Mountain or Rainbow Road arent very POW-friendly
The tracks (in general) aren't hilly enough to help you, and considering it's in 3D, why are almost all of the new tracks flat? (Excluding KC, BC, MPLTW, and WGM)
the mushroom curse is when racers in last keep power items ( lightning bolt , bullet bill ) and stars for too long , if you're in last you will start getting ONLY mushrooms ( single , triple or golden ) even if they use their items until you get 7th or 6th
Interesting, didn't know that, this is yet another reason why I say this game punishes item strategy.
I'm not talking about the boost the TC gives you , this one finishes once the TC is gone
the TC offroad glitch allows you to keep the offroad effect until the end of the race , by using a power item ( except lightning ) on the very frame someone touches you with a TC ( actually , when the "lag" touches you )
How often does this scenario occur?
I'd agree if the game was really THAT random . there was a time it was.
So you admit it's random? and when you say
was do you mean before people only chose Daisy and Funky? You're not very clear about that.
MKW 1v1 with items would be competitive only if TCs didnt appear
or POW Blocks, or Bullet Bills.
4v4 or 5v5 are far more popular
Are you referring to team mode?!?!?!
These are the random percentages IMO (not exact of course):
SMK 5% (Lightning only thing imbalanced)
MK64 15% (About right, pretty much everything is recoverable from, plus items don't disappear by themselves)
MKSC 8% (Mushroom overpowered, can cause foes to literally be at a stand still. The "Boo Punishment" adds an "exciting" side to being in the lead, not to mention having to race perfectly in order to hold off homing shells.)
MKDD 50% (Spinies almost perfectly unavoidable, first game to feature item-loss from Lightning Bolts)
MKDS 10% (Fake Items can be hidden again, stages have awesome, unpredictable elements)
MKWii 70% (Items, 30% not random= general kart/character choices, tracks, spinies being predictablly abundant)
I already said it in another post but , compared to other Kart games , MKW does not have a very long learning curve in terms of driving skill ( press R , wheelie , tricks , wheeeee?).
As a result , it becomes quickly about knowing how to use your items better as anyone can drive well.
Exactly, it's not about the racing anymore.
so its indeed normal to lose MK64/MKDS races by shear skill , but when you say you lose MKW races by shear luck I hope you're not simply talking about losing to items.
Yes, I am, it's hard to keep items to protect you when spinies, lightning, and POWs are constantly ripping them away from you.
the Players Page knows about those details more than me , but I think the reason why lap ticking has been banned altogether from 2D MKs ( SMK , MKSC) isnt only because of the shortness , but more about the way its done.
Grumble Volcano IS lap-ticking. MG, not so much.
thats why lap ticking is also allowed in MK64
Technically it isn't on the "official record" list if I recall. Also, they're really giant (80% of the track) shortcuts, it's not really lap-ticking.
on the main subject I agree that the fanbase is trying to make a casual-oriented game competitive no matter how much Nintendo tries to dumb it down , the reason is the same as smash bros :
its because the game is popular.
Stop bashing Brawl darn it! It really does take skill to win in.
Also, aren't you being a hypocrite? You were saying originally how it isn't dumbed down, yet now you are.