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Geometry Dash
On 2024-04-13 at 00:24:11
If you want a featured level ig just watch building videos. Also play around with the editor to get familiar with it. I also don't know the 2.2 editor yet so I can't help there.
You also kinda have to get lucky when you get a rate because moderators won't see it unless the level gets sent to them. I got really lucky mine appeared in a level requests video (although when the mod loves mkwii the DKSC song probably helps lol)
Btw I didn't get a feature I only got a rate
but the sequel to that level is currently being made
You also kinda have to get lucky when you get a rate because moderators won't see it unless the level gets sent to them. I got really lucky mine appeared in a level requests video (although when the mod loves mkwii the DKSC song probably helps lol)
Btw I didn't get a feature I only got a rate

On 2024-03-21 at 22:58:42
i love gd cologne
So unsightreadable
I need to put the part in an MKPC track I swear
SBOK7 Cologne Raceway
dash spider circuit
Congregation Circuit better imo
Limbo Keys Raceway better imo
Tox what was the hardest level you've beaten mine was Back on Track
Serious answer: Shapes and Beats
Also serious answer: Soon to be Touching Grass (I'm creating and verifying a level called touching grass fr)
Unrelated: if anyone wants an easy 6* go play my level

On 2024-03-21 at 22:32:38
i love gd cologne
So unsightreadable
I need to put the part in an MKPC track I swear
SBOK7 Cologne Raceway
dash spider circuit
Congregation Circuit better imo
Limbo Keys Raceway better imo

Mario Kart 8 for MKPC
On 2021-06-21 at 00:21:57
how d u guys get mk8 tracks in complete mode
We create them ourselves
no how do u get the map
Me i just stole the map on mariowiki and then i edit it on paint.net and change somethings to adpat it for mkpc
why wold a event host steal and eitd a track
When he says "steal" he doesn't literally mean steal. He uses the layout and recreates it, and discards the original one. This is only to get the shape anyway, so you can't not make that original in remakes.
And ye, event host means literally an "event host"
On 2021-06-19 at 04:13:26
how d u guys get mk8 tracks in complete mode
We create them ourselves


What is the best Rainbow Road in the Mario kart series?
On 2023-11-27 at 23:00:31
Wii RR by a long shot. The entire track feels intense and every section is different from one another, and then the music is awesome. I'd argue this track is the best in the entire MK series tbh.
I also think 3DS RR is a little overrated because it's a section track. Whilst the theming is pretty good I can't say the layout interests me too much.
I also think 3DS RR is a little overrated because it's a section track. Whilst the theming is pretty good I can't say the layout interests me too much.




Why Cannons should be in Quick mode
On 2024-04-17 at 13:14:07
HOWEVER, I do actually think it isn't a bad idea and there IS a way to make cannons within quick mode limitations and hopefully not too much additional code. Here is my idea:
1. First we will need a blue ramp sprite for the cannons. Obviously when hitting the ramp it will act as a cannon.
2. The position of the blue ramp is important. Depending on the tile it is on, it will enable other tiles which align straight on with the original tile. Additionally, the orientation of the ramp (which way it faces) should also be important.
3. After placing the blue ramp, creators have an option to select which other tile the cannon will finish at, essentially controlling the length of the cannon.
I can try to create images to explain the concept better, and I'll eventually post it on Discord. But I don't think it would be too difficult to add, although it's probably low priority.
Additionally I think an 8x8 grid might be nicer for cannons rather than 6x6/
peak effort

idk how to change the image size



On 2024-04-15 at 23:45:44
see? a admin agrees lol get rekt Fiery and Lely!!!
Actually I didn't agree with you I agreed with your idea with my concept get rekt :genius:


On 2024-04-15 at 02:11:57
It would probably be a good idea to give a way to implement cannons rather than caps spam "it should be added" and ignoring legitimate reasons it might not be implemented.
HOWEVER, I do actually think it isn't a bad idea and there IS a way to make cannons within quick mode limitations and hopefully not too much additional code. Here is my idea:
1. First we will need a blue ramp sprite for the cannons. Obviously when hitting the ramp it will act as a cannon.
2. The position of the blue ramp is important. Depending on the tile it is on, it will enable other tiles which align straight on with the original tile. Additionally, the orientation of the ramp (which way it faces) should also be important.
3. After placing the blue ramp, creators have an option to select which other tile the cannon will finish at, essentially controlling the length of the cannon.
I can try to create images to explain the concept better, and I'll eventually post it on Discord. But I don't think it would be too difficult to add, although it's probably low priority.
Additionally I think an 8x8 grid might be nicer for cannons rather than 6x6/
HOWEVER, I do actually think it isn't a bad idea and there IS a way to make cannons within quick mode limitations and hopefully not too much additional code. Here is my idea:
1. First we will need a blue ramp sprite for the cannons. Obviously when hitting the ramp it will act as a cannon.
2. The position of the blue ramp is important. Depending on the tile it is on, it will enable other tiles which align straight on with the original tile. Additionally, the orientation of the ramp (which way it faces) should also be important.
3. After placing the blue ramp, creators have an option to select which other tile the cannon will finish at, essentially controlling the length of the cannon.
I can try to create images to explain the concept better, and I'll eventually post it on Discord. But I don't think it would be too difficult to add, although it's probably low priority.
Additionally I think an 8x8 grid might be nicer for cannons rather than 6x6/


Fore! The Love of Golf! (Golf forum)
On 2024-04-13 at 13:41:51
Golf is actually awesome you guys should try it. You also get to touch grass at the same time it's a win win.


if you could have any track be in EVERY Mario kart game, but with a twist which one?
On 2024-03-28 at 23:58:03
Koopa Cape, but the twist is they don't remove the electric things :genius:



[TBC] Pixel's Track Building Contest #1
On 2024-04-01 at 00:04:47
Ngl I forgot to do this and now it's too late :gamba:

Stop stealing tracks (you know who you are)
On 2023-05-18 at 23:08:41
And the Way I see People Taking My tracks is that I'm Famous, and They Like my stuff.
That logic applies to an extent, it sucks when hours of hard work gets straight up stolen from you.
For example, if someone stole my Starl City and rebranded it under another name, that would annoy me.
But if someone truly likes something, they should ask the creator anyway. That way, the creator knows that their creations are like and are more inclined to say yes.

On 2023-05-18 at 11:05:44
https://mkpc.malahieude.net/map.php?i=104887
this person doesn't learn xd This is the third or so time they uploaded my Sky High Sundae without permission AND without crediting.
this person doesn't learn xd This is the third or so time they uploaded my Sky High Sundae without permission AND without crediting.
Banned for a week, hopefully they get the message
On 2023-05-15 at 11:20:16
https://mkpc.malahieude.net/map.php?i=104129
https://mkpc.malahieude.net/map.php?i=104046
https://mkpc.malahieude.net/map.php?i=103644
Tracks are deleted and the user has been warned, thanks 👍
On 2023-05-09 at 09:36:51
This is mainly for @Ashton_ because he obviously isn't getting the message. You need to stop stealing tracks from other people because it's unfair to the original creator. People put hours into custom made images, and you stealing it for your own credit is selfish. I've already banned you and warned you after that ban for the same reason, do it again and you're getting a much longer ban because you're clearly not getting the message.
https://mkpc.malahieude.net/map.php?i=103948
example of a stolen track
And to everyone else, please don't do it either. I'm sure if you ask the original creator and credit them, they won't bite in most cases.
https://mkpc.malahieude.net/map.php?i=103948
example of a stolen track
And to everyone else, please don't do it either. I'm sure if you ask the original creator and credit them, they won't bite in most cases.





Some complaints/problems with the game
On 2024-03-16 at 06:48:02
I also have an issue of how to play battle mode since the red shells don’t work how they are supposed to, the cpu don’t stop driving and act like it’s a race course, and some of the customization (teams, collect coins, etc.) is missing.
I also have one more complaint which is not terribly big but more of a minor issue. I don’t know how to get double stacked item boxes. Does it exist or not?
Sorry for talking about the cons of the game so much but I really am confused how to play the game. Sorry for having an aggressive tone.
1. All completions are non hacked, there is a technique called "reverse drifting" which is a way to chain super mini turbos without losing any speed. Think of snaking in mkds but on steroids (there is also snaking in this game too but it's not as quick as RD)
2. Red shells in battle are supposed to only go straight unless they detect a nearby player, I would assume that's the case here but I don't play battle on this site. The way the CPUs work in battle is that they have set paths, and at certain points they'll change direction, depending on where they are programmed to go. I also wouldn't see why they would stop in the first place. As for the other battle options, they would be tricky to program for a game like this, and Wargor is only one person who programs the game so it's even harder to release any update quickly.
3. Double items do exist, but not in Quick Mode courses. If you make a complete mode track you just need to right click the item box and the option should appear.
Hopefully some of this stuff is helpful for you




/!\ Advent Calendar 2023
On 2023-12-30 at 00:13:22
Lil' bit of a topic revive but I wanted to share my thoughts on all of the challenges and share a bit of insight as to why some were picked. I just haven't been able to do it for a few days hence why it's a bit late. Obviously most of this will be my opinion so feel free to agree/disagree.
A few things to keep in mind is that selecting challenges for this even is much harder than you think since we try to make it balanced between newer and more experienced players. A lot of the challenges are quite good but might not have been suitable for the calendar, and it's impossible to expect nobody to criticise some of them.
Day 1:
Great start to the calendar imo because it's a very fair and well balanced difficulty. It's also in the snow which is automatically sticking to the winter-y Christmas for you northern hemisphere people. Not really much more to say here.
Day 2:
Ok if you couldn't already tell this one was a meme. I originally sent this to Wargor as a joke but he seemed to like it because he thought it was suitable for the early stages of the calendar since it required a bit of exploration and effort to complete but wasn't too difficult. Saying more would be narcissistic since I made the challenge but maybe we'll get more memes in the future.
Day 3:
Probably the most forgettable challenge of the calendar but that's entirely my fault tbh. The challenge itself is good but when I suggested this challenge to Wargor I must admit I mainly focused on the balanced difficulty and not really the calendar progression. This is kinda the first example that shows the high standards for the calendar where even the good ones won't work, and it'll be mentioned a few more times later in this post.
Day 4:
Good challenge, nothing more to say really.
Day 5:
Similar to Day 2 where you go OOB but obviously not meant to be a joke. The trees give a good visual indicator which I think is quite fair. I'm probably overthinking it but the challenge was made before wall elevations we're a thing so I thought newer players could be a bit confused but it's not really a problem. Good challenge.
Day 6:
We're playing a Mario Kart game so expect some actual racing, but to make it fairer you can't use Daisy so it's a good way to make it more balanced. I also suggested this challenge on this specific track since the calendar is supposed to be a bit of a celebration so it was only appropriate to have it on a milestone track in the community (more specifically the winner of the Summer TBC).
Day 7:
This is one of those ones where you kinda need to know what is happening and where to go, since while going backwards you actually skip a lot of the course. I think the challenge itself is fine but maybe a better backwards lap could've been chosen for the calendar?
Day 8:
Good challenge, you first have to figure out the correct path and then executing it still requires a bit of effort but still not too difficult.
Day 9:
This is a bit of a weird one. The concept of the challenge is great but I think the arena itself falls short for me. I get that it's older but it's basically a big square with not many visual indicators and no real set path, making shrooming into your opponent a bit annoying. I had a few failed runs where I got 8 hits and a lot of times where I'd get a few quick hits and then absolutely nothing. I would really like to see this concept brought back again but next time on an arena where we actually know where the CPU will go.
Day 10:
Yea ok get rick rolled and cope harder if you don't like it. Easily the worst quality challenge (based on normal challenge standards) on the calendar since it's not serious whatsoever but it can be forgiven because it's obviously a meme. It also shows how weird selecting challenges are since this one works but some better challenges don't. Don't expect me to accept challenges like this anymore tho lol.
Day 11:
I know there was a bit of drama with this one but I'm going to avoid it and simply share what I think of the challenge itself. I thought it was completely fine and was a great hybrid between puzzle and skill, and neither part of it was difficult. Obviously it's a very niche solution so it's fair to say that people who don't understand how quick mode works would struggle but calling it outright bad is unfair imo. Because of what happened we are probably going to move away from community challenges so that members don't unfairly take criticism they don't deserve, especially when they never asked for or even knew their challenge would appear. I'd rather the staff or myself take the blame for a bad challenge than someone else. It also shows how even when we choose a challenge we think is fine it may not be well received either, which only confirms my point of being impossible to please everyone.
Day 12:
I got super lucky with this one completing it because from what I've seen many people struggled on that one gift in the green section and spent 40+ minutes on it alone, and that is an understatement for some. Otherwise I think the challenge itself is great though, and taking an existing course and modifying it was a clever idea. I won't lie I accidentally hit that gift without even aiming for it.
Day 13:
I like the idea but this one was free. I can't really say my thoughts on it because I don't even remember what I did since I beat it so quickly.
Day 14:
Same thing as Day 6 but slightly harder since you use Rosalina and rather than a community course it's a remake of a Nintendo one so people would be familiar with it.
Day 15:
The depth perception with decors made a few gingerbreads hard to spot but if you looked at the minimap it's fine. Not going backwards was a bit unnecessary imo but that's just a nitpick. Challenge is fine and fits the theme of the calendar.
Day 16:
This one is a bit similar to Day 9 for me where the concept is good but the arena falls a bit short since the lack of visual indication makes it really difficult to tell how strong those moving circles are. But the real problem were those red shells tbh. Get rid of those or increase the balloon count and the challenge would've been fine.
Day 17:
Good challenge concept and it was actually easier to tell where the CPUs would go. This one redeems Day 9 for me.
Day 18:
Very good challenge. You're stuck with using a character with awful stats and it gets progressively more challenging. Only complaint would be that the sharp turn near the end was a bit too hard and was basically the only place I would fail at for 10 minutes but again a nitpick.
Day 19:
If you know what to do it's pretty easy, but the old visuals made that part a bit tricky. No real thoughts on this one tbh.
Day 20:
This felt more like a consistency challenge rather than a parkour course and I didn't really like it. Had there been only 2 laps or allowing 1-2 falls then it would've been so much better because it's just annoying doing 3 laps of the same thing without any fails and when you do you have to restart, so your successful laps don't even matter.
Day 21:
On the homestretch and the difficulty picks up quite nicely. This was definitely one of the harder challenges but if you did it well you could still have around 20 seconds to spare. I enjoyed this one.
Day 22:
Amazing concept again and it'll probably be brought back for the next calendar, but the only problem is that even though there were 140 coins it definitely did not feel like it since most of them have to be avoided on the split paths (I think I missed like 5 and just barely completed it). Most of the failed runs would come on section 3 which could be quite annoying too but I still enjoyed it. Maybe next time the coins could be less scattered.
Day 23:
When you first see the challenge it looks daunting but honestly really wasn't that hard at all. But I'm sure anyone who completed it will agree that the ending sucks since the jumps are a bit blind and getting your stunts in would feel a bit inconsistent. The challenge probably took me 10 minutes longer than it should've
Day 24:
Same concept as the 2022 calendar but rather than editing a Nintendo track I created my own world for the player to explore and I hope it went well? Again I made this track and challenge so I won't say too much but I do have some self criticism. The hitboxes for some of the decor zones were pretty bad since I forgot to account for the size of the actual decors, the bike being the prime example of what I mean (large decor but not a larger hitbox), so they're all just 10x10 squares or something like that. I also feel like a lot of people struggled to find Gift 5 because it was in such a weird area, and was the only one of its kind where you had to go offroad in a somewhat random spot (my intention was to put it in a small gap between the cliff and the water but maybe should've extended it a bit. Otherwise I would say the challenge was probably easier than last year's because the skill was more scattered and diverse rather than in one spot. Expect those ty-foos to return in a course later.
A few things to keep in mind is that selecting challenges for this even is much harder than you think since we try to make it balanced between newer and more experienced players. A lot of the challenges are quite good but might not have been suitable for the calendar, and it's impossible to expect nobody to criticise some of them.
Day 1:
Great start to the calendar imo because it's a very fair and well balanced difficulty. It's also in the snow which is automatically sticking to the winter-y Christmas for you northern hemisphere people. Not really much more to say here.
Day 2:
Ok if you couldn't already tell this one was a meme. I originally sent this to Wargor as a joke but he seemed to like it because he thought it was suitable for the early stages of the calendar since it required a bit of exploration and effort to complete but wasn't too difficult. Saying more would be narcissistic since I made the challenge but maybe we'll get more memes in the future.
Day 3:
Probably the most forgettable challenge of the calendar but that's entirely my fault tbh. The challenge itself is good but when I suggested this challenge to Wargor I must admit I mainly focused on the balanced difficulty and not really the calendar progression. This is kinda the first example that shows the high standards for the calendar where even the good ones won't work, and it'll be mentioned a few more times later in this post.
Day 4:
Good challenge, nothing more to say really.
Day 5:
Similar to Day 2 where you go OOB but obviously not meant to be a joke. The trees give a good visual indicator which I think is quite fair. I'm probably overthinking it but the challenge was made before wall elevations we're a thing so I thought newer players could be a bit confused but it's not really a problem. Good challenge.
Day 6:
We're playing a Mario Kart game so expect some actual racing, but to make it fairer you can't use Daisy so it's a good way to make it more balanced. I also suggested this challenge on this specific track since the calendar is supposed to be a bit of a celebration so it was only appropriate to have it on a milestone track in the community (more specifically the winner of the Summer TBC).
Day 7:
This is one of those ones where you kinda need to know what is happening and where to go, since while going backwards you actually skip a lot of the course. I think the challenge itself is fine but maybe a better backwards lap could've been chosen for the calendar?
Day 8:
Good challenge, you first have to figure out the correct path and then executing it still requires a bit of effort but still not too difficult.
Day 9:
This is a bit of a weird one. The concept of the challenge is great but I think the arena itself falls short for me. I get that it's older but it's basically a big square with not many visual indicators and no real set path, making shrooming into your opponent a bit annoying. I had a few failed runs where I got 8 hits and a lot of times where I'd get a few quick hits and then absolutely nothing. I would really like to see this concept brought back again but next time on an arena where we actually know where the CPU will go.
Day 10:
Yea ok get rick rolled and cope harder if you don't like it. Easily the worst quality challenge (based on normal challenge standards) on the calendar since it's not serious whatsoever but it can be forgiven because it's obviously a meme. It also shows how weird selecting challenges are since this one works but some better challenges don't. Don't expect me to accept challenges like this anymore tho lol.
Day 11:
I know there was a bit of drama with this one but I'm going to avoid it and simply share what I think of the challenge itself. I thought it was completely fine and was a great hybrid between puzzle and skill, and neither part of it was difficult. Obviously it's a very niche solution so it's fair to say that people who don't understand how quick mode works would struggle but calling it outright bad is unfair imo. Because of what happened we are probably going to move away from community challenges so that members don't unfairly take criticism they don't deserve, especially when they never asked for or even knew their challenge would appear. I'd rather the staff or myself take the blame for a bad challenge than someone else. It also shows how even when we choose a challenge we think is fine it may not be well received either, which only confirms my point of being impossible to please everyone.
Day 12:
I got super lucky with this one completing it because from what I've seen many people struggled on that one gift in the green section and spent 40+ minutes on it alone, and that is an understatement for some. Otherwise I think the challenge itself is great though, and taking an existing course and modifying it was a clever idea. I won't lie I accidentally hit that gift without even aiming for it.
Day 13:
I like the idea but this one was free. I can't really say my thoughts on it because I don't even remember what I did since I beat it so quickly.
Day 14:
Same thing as Day 6 but slightly harder since you use Rosalina and rather than a community course it's a remake of a Nintendo one so people would be familiar with it.
Day 15:
The depth perception with decors made a few gingerbreads hard to spot but if you looked at the minimap it's fine. Not going backwards was a bit unnecessary imo but that's just a nitpick. Challenge is fine and fits the theme of the calendar.
Day 16:
This one is a bit similar to Day 9 for me where the concept is good but the arena falls a bit short since the lack of visual indication makes it really difficult to tell how strong those moving circles are. But the real problem were those red shells tbh. Get rid of those or increase the balloon count and the challenge would've been fine.
Day 17:
Good challenge concept and it was actually easier to tell where the CPUs would go. This one redeems Day 9 for me.
Day 18:
Very good challenge. You're stuck with using a character with awful stats and it gets progressively more challenging. Only complaint would be that the sharp turn near the end was a bit too hard and was basically the only place I would fail at for 10 minutes but again a nitpick.
Day 19:
If you know what to do it's pretty easy, but the old visuals made that part a bit tricky. No real thoughts on this one tbh.
Day 20:
This felt more like a consistency challenge rather than a parkour course and I didn't really like it. Had there been only 2 laps or allowing 1-2 falls then it would've been so much better because it's just annoying doing 3 laps of the same thing without any fails and when you do you have to restart, so your successful laps don't even matter.
Day 21:
On the homestretch and the difficulty picks up quite nicely. This was definitely one of the harder challenges but if you did it well you could still have around 20 seconds to spare. I enjoyed this one.
Day 22:
Amazing concept again and it'll probably be brought back for the next calendar, but the only problem is that even though there were 140 coins it definitely did not feel like it since most of them have to be avoided on the split paths (I think I missed like 5 and just barely completed it). Most of the failed runs would come on section 3 which could be quite annoying too but I still enjoyed it. Maybe next time the coins could be less scattered.
Day 23:
When you first see the challenge it looks daunting but honestly really wasn't that hard at all. But I'm sure anyone who completed it will agree that the ending sucks since the jumps are a bit blind and getting your stunts in would feel a bit inconsistent. The challenge probably took me 10 minutes longer than it should've
Day 24:
Same concept as the 2022 calendar but rather than editing a Nintendo track I created my own world for the player to explore and I hope it went well? Again I made this track and challenge so I won't say too much but I do have some self criticism. The hitboxes for some of the decor zones were pretty bad since I forgot to account for the size of the actual decors, the bike being the prime example of what I mean (large decor but not a larger hitbox), so they're all just 10x10 squares or something like that. I also feel like a lot of people struggled to find Gift 5 because it was in such a weird area, and was the only one of its kind where you had to go offroad in a somewhat random spot (my intention was to put it in a small gap between the cliff and the water but maybe should've extended it a bit. Otherwise I would say the challenge was probably easier than last year's because the skill was more scattered and diverse rather than in one spot. Expect those ty-foos to return in a course later.



Share your BCP hot takes here
On 2023-11-09 at 23:12:23
I have a lot, I'll keep them in track order:
- Coconut Mall visuals are fine
- Sky Garden may be a bad remake but the track is fun and way better than the other sky track Cloudtop Cruise (because unlike CC it's not boring asf)
- SNES MC3 is a good track, especially for a SNES track, and people should stop hating on it because it's simple (we were going to get multiple SNES tracks anyway be glad we had one that isn't jank or annoying). It definitely deserved it's spot in the BCP.
- Waluigi Pinball is still kinda mid/overrated, I forget it was even brought into the BCP because I never play it.
- I don't like the music for RRM, MT, Berlin or 3DS RR compared to the originals, ig Wave 3 had solid tracks but bad music.
- DS Mario Circuit was a great addition to the BCP, it only gets hate because Airship Fortress didn't get in.
- GCN Waluigi Stadium went from a track I didn't care about in Wii to one of my favourite tracks across any MK game, probably the best remake of the original in the whole series tbh. (KirbyBoy ik you're reading this but no idc if Wario Colosseum didn't get in)
- I don't like Athens Dash because the last item set is a good 25-30 seconds before the finish line, that alone makes the track unfun for me. They probably didn't put too much thought into items tbh. It's also uninteresting after a while anyway.
- Sunset Wild's sun not going down isn't a big issue, it's not like people were going to pick that track to begin with.
- Koopa Cape should've had an item set just before the end of the tunnel, every time I race on it I feel like I barely ever pick up items because other than the first set on the jump all of the items are scattered or on halfpipes. Like Athens ig Nintendo didn't really consider items.
- There's something about Daisy Circuit's music I don't like.
- I never liked Rosalina's Ice World but I enjoy 8dx's music over the original, takes the track from forgettable to an alright course.
- Wii Rainbow Road is great (this isn't a hot take but I just had to put it out there)
- I feel like Piranha Plant Pipeline's rejection isn't a big deal tbh
- Also not a hot take but the BCP credits was cool
- Coconut Mall visuals are fine
- Sky Garden may be a bad remake but the track is fun and way better than the other sky track Cloudtop Cruise (because unlike CC it's not boring asf)
- SNES MC3 is a good track, especially for a SNES track, and people should stop hating on it because it's simple (we were going to get multiple SNES tracks anyway be glad we had one that isn't jank or annoying). It definitely deserved it's spot in the BCP.
- Waluigi Pinball is still kinda mid/overrated, I forget it was even brought into the BCP because I never play it.
- I don't like the music for RRM, MT, Berlin or 3DS RR compared to the originals, ig Wave 3 had solid tracks but bad music.
- DS Mario Circuit was a great addition to the BCP, it only gets hate because Airship Fortress didn't get in.
- GCN Waluigi Stadium went from a track I didn't care about in Wii to one of my favourite tracks across any MK game, probably the best remake of the original in the whole series tbh. (KirbyBoy ik you're reading this but no idc if Wario Colosseum didn't get in)
- I don't like Athens Dash because the last item set is a good 25-30 seconds before the finish line, that alone makes the track unfun for me. They probably didn't put too much thought into items tbh. It's also uninteresting after a while anyway.
- Sunset Wild's sun not going down isn't a big issue, it's not like people were going to pick that track to begin with.
- Koopa Cape should've had an item set just before the end of the tunnel, every time I race on it I feel like I barely ever pick up items because other than the first set on the jump all of the items are scattered or on halfpipes. Like Athens ig Nintendo didn't really consider items.
- There's something about Daisy Circuit's music I don't like.
- I never liked Rosalina's Ice World but I enjoy 8dx's music over the original, takes the track from forgettable to an alright course.
- Wii Rainbow Road is great (this isn't a hot take but I just had to put it out there)
- I feel like Piranha Plant Pipeline's rejection isn't a big deal tbh
- Also not a hot take but the BCP credits was cool



So let's talk about Wave 6
On 2023-11-01 at 22:15:23
Probably the best Wave, I'm kinda disappointed RIW is here because nothing happens in it. At least every other track is good (including Daisy Circuit fight me)
Wii RR also looks like it's scaled well, probably gonna be the track I play most of my races on.
As for Pipeline, ig its exclusion was kinda surprising but maybe it would've played awkwardly? I'm not really mad about it tho.
Wii RR also looks like it's scaled well, probably gonna be the track I play most of my races on.
As for Pipeline, ig its exclusion was kinda surprising but maybe it would've played awkwardly? I'm not really mad about it tho.