Talk:Mario Kart 8

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Mario Kart 8 Discussion Archives


Koopa Clown Car cameo?

Has anyone noticed in Mario Kart Stadium that the Koopa Clown Car makes a cameo in this game's course? The only thing different about this one is that it has the MKTV logo on it.--70.79.246.167 02:26, 6 September 2015 (EDT)

I don't think it's been recorded on this page because it's not that noteworthy...but feel free to add that to the Koopa Clown Car page if it's not already there. MarioComix (talk) 03:50, 6 September 2015 (EDT)
Yes, I have. If you go to the sponsors list and look at the means of advertising for 'Mario Kart TV/MKTV', Clown Car is listed there. BBQ Turtle (talk) 14:53, 24 March 2017 (EDT)

Master Cycle's underwater Speed

I found out this July that Master Cycle's underwater speed is +0.5 and NOT -0.25! Whoever did this change must change it right now! Sarantis (talk) 08:56, 26 September 2015 (EDT)

I'm saying this now, if you can't change the second stats to be identical to the REAL first stats (the first stats says that Master Cycle's underwater speed is actually +0.5), then remove the second stats on both character and vehicle part stats and keep only the first, so you can change Master Cycle's underwater speed to +0.5. Sarantis (talk) 17:45, 26 September 2015 (EDT)
I just checked and experimental evidence suggest that the Master Cycle water speed is +0.5, so that will be changed. I wonder what is the source for these hidden stats...--Mister Wu (talk) 19:16, 26 September 2015 (EDT)
Ok, now the value is correct. The experimental data I was talking about is here and here.--Mister Wu (talk) 19:29, 26 September 2015 (EDT)

200cc

It turned out that 200cc changes more aspects of the game rather than just increasing speed, you can see here a brief summary of the discovered changes so far: http://mkboards.com/forums/threads/what-we-know-about-200cc-so-far-aka-the-general-200cc-discussion-thread.19209/ . Do you think a small subsection should be made about these changes? If so, where in the page?--Mister Wu (talk) 11:16, 3 November 2015 (EST)

"making it more like a 400cc class than a 200cc class" I don't really agree. I've played 400cc with modded Mario Kart Wii, and it's definitely even faster than this 200cc. Anyway, we can't include information like fire-hopping and demon-sliding since that kind of jargon is out of the wiki's scope. I think other points are direct consequences from higher speeds than actual gameplay changes (like Mini Turbos and Super Mini Turbos), but I think acceleration tiers, braking mechanics, actual speed increase, and a few other things can be mentioned. Nice work, though, and it's very interesting information that has a spot here. You can probably add it to the corresponding section in the DLC spot. Icon showing how many lives Mario has left. From Super Mario 64 DS. It's me, Mario! (Talk / Stalk) 13:55, 3 November 2015 (EST)
The sentence was derived from actual experimental data, sorry that the sentence wasn't clear: http://mkboards.com/forums/threads/the-relative-speed-of-the-engine-classes.16403/ Since the speed of 50cc is 80% the speed of 150cc and the speed of 100cc is 90% the speed of 150cc, following the trend one can see that 200cc should have had 110% the speed of 150cc, since it is 150%, one can do 50cc x 5 = 250cc. 250cc + 150cc is equal to 400cc, this is why 400cc was mentioned. Regarding the techniques, I would only say that the game's physics was corrected so that some exploits are no longer effective and I would add the reference to the Youtube video, of course if even that is still too complex I can just not say it and only say the 3 other points (50% speed icnrease, complete acceleration subtiering and brakedrifting as an official new, proper technique).--Mister Wu (talk) 18:21, 3 November 2015 (EST)
Brakedrifting was a thing before this game, but I think at least the 50% speed increase, further acceleration subtiering, braking mechanics, and slightly altered game physics to work for 200cc are notable enough. Icon showing how many lives Mario has left. From Super Mario 64 DS. It's me, Mario! (Talk / Stalk) 14:05, 7 November 2015 (EST)
In the end I put it in its own section because, as a component of an update, its download and activation are automatic and mandatory for online play and apparently also offline play if the Wii U is connected to internet, which is in contrast with how the DLC contents (including the free Mercedes one, which is downloaded and automatically used for the other players online, but still must be activated via eShop or the in-game shop if the player wants to use it for himself/herself) are handled. On the other hand, there are already two updates dealing with it so the updates section maybe wasn't ideal. Since the following section is about differences between normal play and local split screen play I thought this was an appropriate space. Of course if you think the reasoning is flawed I can easily move it in the DLC section or where you think is better.--Mister Wu (talk) 10:51, 8 November 2015 (EST)
My twin suggested that the changes should be in paragraph format than list format, and also said that it should be a sub-section under 200cc, since it is a thing asosciated with DLC after all. BabyLuigiFire.pngRay Trace(T|C) 11:09, 8 November 2015 (EST)
You meant DLC isntead of 200cc in "a sub-section under 200cc"?--Mister Wu (talk) 11:12, 8 November 2015 (EST)
That's what I meant. Sorry I fudged that. BabyLuigiFire.pngRay Trace(T|C) 11:16, 8 November 2015 (EST)
Ok, I'll do that. Since, however, 200cc is clearly distinct from the DLC packs in that it is usable without them and it is autoamtically deployed without the activation via eShop/in-game shop (it is actually more akin to the on-screen map and the statistics screen in this sense), I would suggest a reorganization of the DLC section like this:
  • content activated via eShop/in-game shop
    • Mercedes Benz x Mario Kart 8
    • The Legend of Zelda x Mario Kart 8
    • Animal Crossing x Mario Kart 8
  • content activated automatically when updating
    • on-screen map
    • Statistics screen
    • 200cc engine class
What do you think?--Mister Wu (talk) 13:07, 8 November 2015 (EST)

Since I didn't receive an answer, I made the changes requested in a more conservative way, still clearly distinguishing between DLC packs and 200cc engine class.--Mister Wu (talk) 07:12, 9 November 2015 (EST)

Your formatting was a bit wonky, so I fixed that. BTW, sorry I couldn't get to you yesterday, IRL got in the way, alongside wanting to play video games. What you did was ok. Well, larger content additions should get their own section under "DLC" while the small stuff can be lumped under "Updates", so the article is pretty fine right now. BabyLuigiFire.pngRay Trace(T|C) 16:11, 9 November 2015 (EST)
Ok! By the way, may I ask you to readd the newline section separator after the 2nd DLC pack ({{br}})? Currently, with my 1920 x 1200 monitor the screenshot of the 2nd DLC pack is on the right of the 200cc section, and I think this is not the intended layout.--Mister Wu (talk) 08:37, 11 November 2015 (EST)

How the AT (acceleration tiers) work in all engine classes

Sorry for any disturbing around here, but I believe in the "List of MK8 Glitches" page should include how the acceleration tiers in all engine classes. I already did the 200cc one (I just changed the description a bit). You'll find how they work in all engine classes in the 2nd archive of the discussion. Sarantis (talk) 09:21, 13 December 2015 (EST)

The problem is that actually tiering seems to be a part of Mario Kart since well before Mario Kart 7 was made: you can look at the table of actual data for Mario Kart Wii here and it can be seen that the most important factor affecting acceleration, the E value, is tiered. There are only two possible values of it while going straight and three possible values of it while drifting. Not to say that Mario Kart: Double Dash!! actually has two possible values of the factor that affects how fast you accelerate when your speed is over a certain threshold (the second factor). So I don't think Mario Kart 7 is really the first case of tiering, it's just more evident in it and in Mario Kart 8 because those games make you think that you can finely set the acceleration stat to a value you like by choosing the appropriate parts or characters, while in the previous home console games the values were forced by the vehicle or the character chosen (you can see this clearly in both tables of in-game values of Mario Kart Wii and Mario Kart: Double Dash!!).
On the other hand, the incomplete subtiering of acceleration in all the engine classes of Mario Kart 8 except for 200cc is clearly a bug, since it is fixed in the 200cc engine class. I don't know if it should be added also in the list of glitches since it is already reported in the 200cc section and since a fix for it is actually already in the game, even though restricted to only an engine class.--Mister Wu (talk) 18:31, 14 December 2015 (EST)

Why is the AT glitch removed from the glitches section?

Just saying because I noticed that. I've seen that it's also removed in the MK7 glitches section. Sarantis (talk) 05:22, 10 January 2016 (EST)

This is a 3 months late response, but I'll bite anyway to any future people who would want to add this back in: acceleration tiers are not "glitches". They're intentionally programmed this way into the game. The system is far too elaborate, functional, and systematic for it to be an accident or a hole in coding. BabyLuigiFire.pngRay Trace(T|C) 20:28, 11 April 2016 (EDT)

DLC Karts Missing

In The Drivers Section, I Notesed (sorry for typo) That The DLC Char's Were Missing! Please Add Them.
The preceding unsigned comment was added by Bluebatstar (talk).

No they're not. They're already there. Also, please remember to sign your posts. Thank you. CrashBash (talk) 10:51, 10 April 2016 (EDT)

I think the true stats should get their own page

Just as PM64 and PM:TTYD have dedicated pages for enemy stats and formations, I think this game's actual stats should get their own page(s). I mainly suggest this because I think it makes the article look like a mess it is now.

This should be done with Mario Kart Wii's actual stats, too. SmokedChili (Talk) (Thoughts) 11:17, 23 June 2016 (EDT)

If done only for the actual stats that would be misleading, as Mario Kart Wii's reported stats are imprecise (the drift stat of inside drifting bikes is generally lower than that of karts). On the other hand, making a separate page both kind of stats would be an interesting idea, and in case of MK8 this would also mean including the drivers and parts stat. Of course, a separate page should also be done for item probability distributions, at this point. Since this means extensive page reorganization, I think we have to know what the others think about it.--Mister Wu (talk) 13:41, 23 June 2016 (EDT)
I have to agree with Smoked Chili on this. We have separate bestiary pages for a reason, and to the average reader, all of those numbers and statistics are confusing. General information that is easily understandable and accessible should be kept on the Mario Kart 8 article while we should have a sub-page for the more specialized stuff. Annnd, after thinking about it, I really think those numbers in parentheses in the character and vehicle stats sections are confusing as hell too. I know Sarantis in the past voiced discontent about it, and now, I kinda agree with him on that. BabyLuigiFire.pngRay Trace(T|C) 17:06, 23 June 2016 (EDT)
A split will happen, then. On the last point, the in-game stats revealed that, unsurprisingly, the PRIMA guide is correct. In-game stats are in points, not in bar values. Even the headers in the files (PTBD, PTDV, PTTR, PTWG) refers to points. This is why bar values were confusing (especially in the case of water speed for tires, as Standard Tires have max water speed). Of course, the resulting stats translation tables were made taking into account bar values, but even then they don't use bar values, they are just tables with 21 rows (the last row for the extra value). If you can suggest better ways to convey the information in both values (remember that the table I link to in the references only has points value, being a direct transcription) I would be more than happy to use it, like in MKW case.--Mister Wu (talk) 18:57, 23 June 2016 (EDT)
If you want an idea for a split, take a look at any Mario RPG article, say Mario & Luigi: Partners in Time. Look at the bestiary section. All it has is basic information that any editor can understand and conveniently use if they want to look up general information. If they want specific data for a specific enemy, they can look at the Mario & Luigi: Partners in Time bestiary, where more in-depth information such as drop rates, level, power, etc are located. I think the same thing should happen to the vehicle stats. Maybe leave the in-game information for the stats in the Mario Kart 8 article, as well as the values, but the water handling, air speed, and whatnot should go into the stats article. For the stats in parentheses, maybe we should create two tables for that, there's no need to cram all information in one table, it's not good presentation. BabyLuigiFire.pngRay Trace(T|C) 19:25, 23 June 2016 (EDT)
Agreed with moving information into a separate page. I also think something akin to the column-like layout of the horizontal style of the infobox templates to make it easier to read in general. Icon showing how many lives Mario has left. From Super Mario 64 DS. It's me, Mario! (Talk / Stalk) 21:10, 23 June 2016 (EDT)
The double tables for vehicles stats is a neat idea. I will see this weekend, as there is quite some work to do. As base stats shown in the main page's table, we might use the ones shown by the menu in bar units, at this point. They are correct, just incomplete and in a format different from the one used in-game, though still useful as the developers were targeting this format too when introducing acceleration and weight. The format for the new page would be:
  • Parts's stats in bar values
  • Parts' stats in points
  • Stats Translation Tables
This way, the ones who want to go deeper can do so. The points table might follow the ordering used by the game, including the unused (always set to 0.75 regardless of the amount of points) ON stat.
We'll need to have a separate discussion for MKW, as in that case the stats shown are quite approximate at best when compared to the in-game stats and we risk to simply convey false information on the main page, with the correct stats in a not-so-seen page.--Mister Wu (talk) 21:49, 23 June 2016 (EDT)
Done! If there are other corrections needed, please tell me!--Mister Wu (talk) 21:32, 25 June 2016 (EDT)

I was wondering if the approach I tried for Mario Kart 7 makes more sense. Essentially, all the in-game stats are reported as they are in their own page which has, as a consequence, a clearer title and introduction, while the tables reporting all the stats in bar values - that are a convenience representation, not used at all by the game for the hidden stats - are left in the main page. I was thinking about that simply because the stats translation tables are easily missed in a page that is just supposed to report the stats.--Mister Wu (talk) 06:03, 10 November 2016 (EST)

Mii Icon

Shouldn't we have the Mii icon with the bottom white half that has the amiibo logo on it? Or it is not needed? --Sigma (talk) 21:35, 29 July 2016 (EDT)

I think we could use it, especially in the gallery section of this article, but I'm not sure if we need to replace the character icon, as the Mii character icon conveys important information already, without the unnecessary details of the amiibo part.. BabyLuigiFire.pngRay Trace(T|C) 21:43, 29 July 2016 (EDT)


Possible DLC Pack 3?

In the Nintendo Switch reveal trailer, it showed small details about this game featuring what looked to be a possible Double Dash style mode and King Boo. I'll link the video here https://www.youtube.com/watch?v=xvcEJ9LIHz8

Watch at around or a little before the 1:46 mark.--Super Nintendo controller emoticonNintendoplayerawesome 11:00, 20 October 2016 (EDT)

A DLC pack 3 was indeed teased by NOE, it would have included N64 Kalimari Desert. We'll see if this will become indeed a 3rd DLC pack for Mario Kart 8.--Mister Wu (talk) 13:59, 20 October 2016 (EDT)
they showed just two items, i highly doubt there'll be a double dash-styled mode. BabyLuigiFire.pngRay Trace(T|C) 22:52, 20 October 2016 (EDT)

Um... actually I'm not sure there's going to be anymore DLC for Mario Kart 8. But we might get some for the port, Mario Kart 8 Deluxe. Thefamman (talk) 12:27, 18 April 2017 (EDT)

Incorrect Stats?

I Believe The Glider Stats Are Actually Incorrect! Proof: [1] (These Are Taken From The Prima Guide)
Shy Guy on WheelsSGoW sig.png(T|C|S)

The stats are copied and pasted from the game code, it is important to note that the code works with points, not with the stats written with respect to the standard parts - the image you linked to does something different still. Since reporting the stats as difference with respect to the standard parts already leads to misleading conclusions, I don't see the way of writing stats in the image better, as the criterion has a problem: it starts from the stats shown in the vehicle customization screen, but doing so leaves the Mini-Turbo stat out, forcing the finding of another criterion for it. I rechecked and the stats of the gliders written in the main page and in the separate one are correct, it is important to note that the PRIMA guide has typos, so far I found typos in the stats of the Standard Tires and Blue Standard Tires, as well as in the stats of the Of-road Tires and Retro Off-Road Tires, in that the Mini-Turbo stat of the formers is 0 point while in the game it is 2 points and the Handling of the latters is 4 while it is 3 in the game.--Mister Wu (talk) 16:34, 16 January 2017 (EST)

Reused Music

Are there any ideas why Mario Kart Stadium's melody was reused as that for another course's (Mario Circuit's)? Torey (talk) 07:06, 2 July 2018 (EDT)

Because it's the game's main theme. Marie costume pose in Super Mario Maker Mario JC 07:18, 2 July 2018 (EDT)
See also: Every other Mario Kart game. Alex95sig1.pngAlex95sig2.png 09:26, 2 July 2018 (EDT)
Actually, in this case they even used a jazzy rearrangement of the theme, while in the previous console and handhled Mario Kart games the tracks as a whole were reused. By the way, Mario Circuit is pretty much the main track of Mario Kart 8, to the point that the logo of the game is based on its layout, so you can expect it to have the main theme of the game, that in this case is the theme used in Mario Kart Stadium.--Mister Wu (talk) 22:36, 2 July 2018 (EDT)

Is the brake+accelerate boost (known from Mario Kart Wii) also possible in Mario Kart 8?

When holding the accelerator and brake simultaneously in Mario Kart Wii, you can turn on the spot. Additionally, you can get a blue flame after 3 seconds to boost the acceleration from the non-moving state. Does that exist in Mario Kart 8 and 8 Deluxe? --84.147.36.71 09:48, 6 October 2018 (EDT)

This boost is actually charged in just 75 frames, and was removed in Mario Kart 8. You can still turn on the spot, although that works differently in Mario Kart 8 (it looks more like the wheels skidding in place, and indeed a skidding behavior has been added in Mario Kart 8, being most evident in 200cc).--Mister Wu (talk) 10:13, 6 October 2018 (EDT)
Thank you for explaining. --84.147.36.71 11:48, 6 October 2018 (EDT)

Mario Kart Tour

Can we mention Mario Kart Tour in this article? Mario Kart Tour takes a lot from this game, and I think it should be included in the "References in later games" section. --Jacklavin (talk) 11:35, May 23, 2020 (EDT)

Course-Specific Differences

I was wondering if someone could convert the course-specific differences information into a collapsible table? (I'm no good at coding tables.) This way, the page doesn't need to become too long from the list of minute details. MarioComix (talk) 00:55, October 26, 2020 (EDT)