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Mario Kart (3,2,1, Post!)


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Racing games tend to stay consistent, if they get sequels n' junk.
So of course it would be natural that everyone's skills "carry over".

Unless you go back to play older games. Double Dash and MK64 controls take a bit of time to figure out.

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Like I said about Mario Stadium, most of the time, you're barely going to notice the antigrav. At least not in an way that'll mess with your mind. On the replays, you'll really see it, but for the most part, you're not going to notice unless the movement into antigrav is higher than a 30 degree angle.

Certain levels, like Electrodome, you'll notice you're in antigrav, but it won't affect you too much. But for those that don't really do it, don't forget, obv, cuz you're gonna wanna bounceboost.

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That's what I'm calling the antigravity boost you get off of running into other racers and objects that spin, yes.

 

(That's how the boost works on a diegetic level, btw, your wheels are sideways, so you get the boost off of running into things that also spin, such as other player's tires, the small spinning things that are randomly in a few antigravity segments and even the part where the submarine in Water Park connects with the track.)

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No. No it won't. That game sucked. Stop. Please. No. Dear god.

 

 

just spinny things and only in antigrav parts right?

Yes, which includes the wheels on racer's karts. Regular walls still slow you down.

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