Arcade Version of Mario Kart Coming to Japan 62
Gamespot has the story about a heads up arcade version of Gamecube favorite Mario Kart. The arcade version will apparently have several tweaks from its console brother to allow for the changes in setting. From the article: "The Mario Kart series features an item system so that players can catch up by using them when they're trailing behind, but with the new rubber-band system that Namco implemented [in Mario Kart Arcade GP], the races become a really close-pitched match..."
Catch-up Items (Score:2, Insightful)
Its typical Mario Kart gamplay... (Score:2, Insightful)
Then again, there is really no shortage of racing games out there, both Console and Arcade. By all means, if this play mechanic bothers you, feel free to play something else. I hear Gran Turismo has very real
Re:Its typical Mario Kart gamplay... (Score:2)
Helping players that are behind has it's pros and cons. As you mentioned, it's an arcade-style game, and definately not made for realism.
Re:Its typical Mario Kart gamplay... (Score:1)
Re:Catch-up Items (Score:1)
I was thinking the same thing. It sounds too much like lazy programmers. They didn't bother to balance the game properly, so they just gave other players an unfair advantage.
If Mario Kart were a single-player only game, the equivalent would be allowing the CPU players to cheat, i.e. giving them extra weapons, extra stats, etc.
Not only that, but unlike the home version, you have to pay every time you climb into the driver's seat. This is like rigging a carnival game. I think it's horrible.
How many o
Re:Catch-up Items (Score:4, Insightful)
That makes no sense at all. In one sense of thinking balancing is exactly what they _did_ do.
If you want to talk in terms of more traditional balancing, to make sure that one one car/team/whatever is equal in stregnth, or has an equal balance of strengths and weaknesses, to all the others, then it doesn't address the issue we're talking about at all. More balanced play acutally makes things _tougher_ on newbies. With unbalanced play an experienced player might choose to give the newbie the stronger team or the newbie might stumble across some combination of factors that the more experienced players haven't discovered yet that gives them a big edge (unlikely, yes, but not impossible.)
In a perfectly balanced game the newbie is going to get their ass kicked everytime until they learn the tactics and get better.
I agree that the rubber-banding (which is _not_ a new feature) can get very annoying at times, but it is not due to lazy programmers. The programmers could have done a lot of other things to "balance" the game between newbies and experts, like _always_ giving the guy in last place a spiked shell, but the designers decided that rubber-banding was a better solution.
Re:Catch-up Items (Score:2)
SMK is different because that's just the way they made the game. Either love it, hate it, or just accept it. The point of these help-the-player-who's-behind programming tricks is that it keeps the game competitive. I know I don't appreciate or
Re:Catch-up Items (Score:1, Insightful)
Re:I think... (Score:4, Interesting)
It's very satisfying to shoot a shell at a player in front of you to take the lead and the win. You prepared that shell just for them, they should have prepared a defence (I would run entire races in the SNES original with a banana peel or shell hanging out behind me while in 1st). It's not like you can't just look at the other person's screen and realise they're coming to get you.
It adds another element into the mix.
Re:Catch-up Items (Score:3, Insightful)
Sure, you can play it seriously, blue-spark the whole way round and try to shave 0.1 seconds off your time if you want, but that's not really the point.
That said, it does annoy me that in the cube version, blue shells seem to target whoever was first when they're launched, so you can't drop back to second to avoid them. I'm sure you could do that in the N64 version.
Re:Catch-up Items (Score:3, Interesting)
makes it kinda useless to do long racing, but then again it's more of a fighting game than anything else. it would be useful if it was labeled as such straight up.
personally i've always hated the rubberband approach.. ever since ironmans offroad(just nitro on the last lap because if you do it earlier the ai is going to catch up anyways regardless of how well you drive). it makes long races pointless
Re:Catch-up Items (Score:2)
Re:Catch-up Items (Score:1)
Re:Catch-up Items (Score:4, Insightful)
It needs to be fast. It needs to be fun. It needs to work better if everyone is drunk. Ranking the players on skill is kind of irrelevant.
Large groups of Arcade people (Score:2)
Wish there was an alternative, but there doesn't seem to be.
Re:Large groups of Arcade people (Score:1)
Unfortunately the arcade died years ago.
That's true about the US, but it's certainly not true about Japan where arcades enjoy a huge popularity.
Maybe that's going to change now that Nintendo DS and Sony PSP make high-quality multi-user gaming evreywhere possible.
Another country I've seen where arcades still are very popular is Spain. I don't know why, might be because there are so many tourists or because many people don't have a video game console or a PC at home.
Re:Large groups of Arcade people (Score:1)
Re:Catch-up Items (Score:2)
Choice is good (Score:1)
In the Initial D arcade games, both players (it was 1 on 1) had to hit their brake pedals before the start of the race to turn off giving the trailing person additional speed. In this manner, veteran players can play on skill.
While Mario Kart's design is for party/group environments, I would feel that giving the ability to turn off such handicaps would give players of skill something to do as well.
Blue Sparks (Score:1)
Re:Blue Sparks (Score:2)
Re:Blue Sparks (Score:1, Interesting)
New Rubber Band system? (Score:2)
Terminology != Innovation
Re:New Rubber Band system? (Score:1)
Re:New Rubber Band system? (Score:1)
Yes, but that was how the point system worked, at least in the versions I've played. Drop outside the camera's view (which followed the lead player), and you lost a point, whilst the leader gained one. They took a rubber-band mechanism and made it into an AFAIK unique gameplay.
Anyway, this whole
The system isn't even new in the Mario Kart series (Score:2)
So um... (Score:1)
Re:So um... (Score:5, Informative)
From what I've heard online, the machine is somewhat rare. I've never seen one, and most of the people who have have seen it in one location only.
Arcades seem to be almost completely dead in America. If the market wasn't so small now, it would be easier to find. As it is, though, how many arcades exist where the investment that would be needed for a giant and relatively complex machine that may or may not result in a profit?
Short version: it's out there, but good luck finding it.
Re:So um... (Score:1)
Oranges are sourer than apples (Score:2)
WTF does DDR have to do with F-Zero?
Sometimes, a fellow can justify comparing apples and oranges; oranges are more sour than apples in general. Likewise, F-Zero AX and Dance Dance Revolution Extreme can still be compared on the basis of potential for filling the machine's coin bucket enough times to pay off the purchase of the machine.
Re:So um... (Score:1)
Re:So um... (Score:3, Informative)
Second, F-Zero GX/AX was made by Sega's Amusement Vision.
Third, you may be thinking of the arcade hardware itself. Namco, Nintendo, and Sega teamed up to develop the "Triforce" arcade hardware which is used in F-Zero AX and the Mario Kart arcade game.
Of course it's coming to Japan (Score:4, Insightful)
Re:Of course it's coming to Japan (Score:3, Interesting)
more images from AOU arcade exhibition (Score:1, Informative)
Neo-Arcadia.com: Toutes les dernieres news [neo-arcadia.com] 10,4 MiB
MSN-Mainichi INTERACTIVE [2005] [mainichi-msn.co.jp] 308 KiB
Now mod me up, shitnipples.
The original Super Mario Kart was the best. (Score:2)
Re:The original Super Mario Kart was the best. (Score:2)
Re:The original Super Mario Kart was the best. (Score:1)
Re:The original Super Mario Kart was the best. (Score:2)
The items you get in racing was greatly influenced in the sequal games by your position in the race. So even in match races, little racing was done, and
Re:The original Super Mario Kart was the best. (Score:2)
Or perhaps by newbified you mean how they actually kept the same control scheme between 100cc and 150cc in later games--having different control styles wasn't some kind of godly SMK
Re:The original Super Mario Kart was the best. (Score:2)
Re:The original Super Mario Kart was the best. (Score:1)
Re: (Score:2)
It's on, bitches! (Score:2)
The gods do not subtract from the allotted span of men's lives the hours spent playing Mario Kart.
Re:It's on, bitches! (Score:2)
"rubberband" system? (Score:3, Funny)
Yes, shooting a rubber-band into your opponent's eye is a sure-fire way to get back into the race!
Trust Namco? (Score:2)
Mario Kart Impressions (Score:1)
"The game, happily, plays closest to the original Mario Kart on the Snes of any in the series that have been released since."
Also. GameSpot has movies...
http://www.gamespot.com/news/2005/02/1
Rubber Band System (Score:1)