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MK7 Hands on (Read 665 times)
The Gaff
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MK7 Hands on
09/25/11 at 02:59:34
 
I went to Eurogamer yesterday and spent about an hour playing MK7.

Firstly I loved it.

I got to choose any character (8), kart (loads), wheels (big or small) and glider. I played 4 tracks (one cup?) and the AI meant i won pretty much every race from the word go. The booth babes didn't know anything.. facepalm. So wasn't sure if these tracks are actually going to be the same cup in the final game. I got to play four tracks and then the game reset to a welcome screen. As i found out on the first corner, you can't use the dpad at all.. maybe you'll be able to use it in the final game and just wanted us to get used to the circlepad. Boost was after the numb 2. The large wheels look like they wheel spin as you hit the gas which is a nice touch.

Seeing as the game comes out in november, this must be a final build in most respects but they could've probably edited the preview code to restrict quite a few things.

So, from the other topic, i'll tyr to cover some of the questions.

Whats the MT situation?

Its not really like mkds, so i think it must be more like what people say mkwii is like. I've not played mkwii but i've seen it in action. To do the mt you perform it like a normal mt but if you flick it wont seem to go blue then orange immediately, its like the game knows you shouldn't be doing an ssmt there so stops the colours changing. hmmm. Generally i only managed to do an mt on most corners, sometimes two but you can't hop into a new mt quickly.

Handglider

So, it automatically seems to come out when you go off a cliff. It comes out quickly. From there you steer with the circle pad. You can easily steer left and right, pulling back gives you some evtra height before falling again. Pushing forwards sends you into a dive which feels fast in terms of flying. I am not 100% sure still whats faster out of dive-flying or driving. I will say that i did some fast-diving/falling with the glider on one lap and it was a quicker lap but that could've been down to general inconsistency and improvement as i drove each time.

However, flying with the handglider felt quicker in one section where the alternative was to fall down underwater and drive underwater for a few seconds.

I found a nice little trick on one course where the glider popped out and I dived onto the booster/zipper thing and then bounced off so i managed to keep it out, by combo'ing that with fast-diving i managed to hit a couple of them and flew forwards off the last one which all seemed quicker than the general driving/bouncing which would've been the alternative.

Underwater driving is slower than normal driving, most of the time its seen as a penalty for falling off narrow roads. There was a split bit on one track like that cave part in dino track on mkdd. One route had coins and the other route was simply shorter. Bit of a trade off I suppose as the coins do make you go faster.

The heavy karts can't fly as far as the lighter karts. Hmmm, or maybe its the wheels rather than the kart. Actually probably the wheels which effect how far you can fly.

Tracks

I played four, not sure if any of them are replicated from mkwii but one had one of those bouncy mushroom things from mkwii. Most of them played a little like a cross between mkdd and mkds tracks. There are quite a few situations where the track will divide (if nothing but an object in the way). And there are some alternate routes. One one track i clocked that you could drive up this grey thing which has a zipper at the top, it was pretty quick compared to the normal route. If anyone has any questions i'll try to answer.

Shortcuts
Couldn't find any glitches, there were a few places where I spotted that you should be able to hop/shroom through gaps to cut track but it wouldn't let me. It just kept on blocking me, a bit like some of the odd jutting out polygons on jungle park way (mk64). Either way, it wouldn't let me. The hop is a low hop like in mkds as opposed to the mk64 hop which seems higher. This limits it somewhat. I tried to spend some time driving into corners of walls but just bounced off. The problem was, on the tracks i played going through those walls wouldn't have really seemed like a time saver so it was a bit fruitless.

So, thats pretty much it, i wasn't allowed to video it and my mate was shit at videoing it because he didn't zoom in. They wouldn't let us video so he flicks between me and track. Its not as good as the videos already seen but i'll post it up when my phone has charged anyway.

If anyone has any questions i'll try my best to answer them.

Either way, its fucking good.

And so is Mario3d+kid icarus (a bit like a nice looking version of space harrier)

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Re: MK7 Hands on
Reply #1 - 09/25/11 at 03:17:48
 
Did you lose your boost speed if you immediatly went into a new drift (like MKDD), or is it possible to start a new drift without losing the boost of your previous MT (like MKDS)?
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The Gaff
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Re: MK7 Hands on
Reply #2 - 09/25/11 at 04:57:18
 
It felt like you could not start a new mt until the boost of the last one had finished.
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Re: MK7 Hands on
Reply #3 - 09/25/11 at 07:42:12
 
The Gaff wrote on 09/25/11 at 04:57:18:
It felt like you could not start a new mt until the boost of the last one had finished.

wait, what? are you saying it’s impossible to “PRB”, or that if you hop after an MT the boost disappears?

and nice gliders explanation, the diving on top of boost pads could make for some long flying sections…
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Re: MK7 Hands on
Reply #4 - 09/25/11 at 08:25:29
 
I'd like more details on tracks. Based on what you say it looks like you played the 3 tracks that were in the first demo. But what was the fourth ?
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Re: MK7 Hands on
Reply #5 - 09/25/11 at 08:28:42
 
The Gaff wrote on 09/25/11 at 04:57:18:
It felt like you could not start a new mt until the boost of the last one had finished.

Shocked
Fuck.

I can sort of understand how this would work for blue mts, but are you saying after an orange mt you have to totally wait until the boost has run out before starting another mt?

Anyway, thanks for the long description, it's great to hear that the modification possibilities will affect speed, and that you found playing the game fun Smiley
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The Gaff
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Re: MK7 Hands on
Reply #6 - 09/25/11 at 10:30:30
 
Hmm, not sure if there was any difference between starting a new mt after a orange or blue boost. I don't think there was. Literally you would try to slide, get the slide and flick the cpad but nothing would change. It was weird. Again maybe if I'd played more mkwii I could make better descriptions relative of that.

Another example is that there is one part where you go up this hill and there are zippers scattered around like on mkds rr. There is a massive ball come down towards you on the left a bit like that snow ball in mkds. So I hit a zipper and on the last one I hopped into a slide but couldnt get any colour from the slide.

Tracks..

Ok, there was one track which had quite a bit under water, maybe it's been in videos already. It had a slalom and coins inside clams not to dissimilar to the piranhas on waluigi stadium, mkdd.

There was one track which had a bit like the inside of bowser castle on mkds. It was a little tricky to get the perspective of the corner and I fell in once or twice. One I'd remembered thought it was easy. It reminded me of one of the last corners on tick tock clock.

As for items there wasn't too much to say, green shells, bananas, red shells, shrooms, blooper squid thing, I didnt see any blue shells or bullet bills.

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Re: MK7 Hands on
Reply #7 - 09/25/11 at 11:20:22
 
the MTs are MKW’s, Gaff, meaning: depending on how much you steer towards a direction, the MT automatically charges quicker/slower. Nintendo made this to lower the level gap, and make you MT only at turns

the thing you seemed to say was that, if you jump after a boost, the boost is killed, I guess that’s not what you meant?
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ALAKTORN wrote on 11/22/17 at 05:24:31:
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LOLLLLLLLLLLLLLLLLLLLL GET FUCKED

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The Gaff
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Re: MK7 Hands on
Reply #8 - 09/25/11 at 11:23:07
 
ALAKTORN wrote on 09/25/11 at 11:20:22:
the MTs are MKW’s, Gaff, meaning: depending on how much you steer towards a direction, the MT automatically charges quicker/slower. Nintendo made this to lower the level gap, and make you MT only at turns

the thing you seemed to say was that, if you jump after a boost, the boost is killed, I guess that’s not what you meant?


No it's not
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Re: MK7 Hands on
Reply #9 - 09/25/11 at 11:32:59
 
This sounds exactly like the demo... besides the fact that you said there were 4 tracks. Also, were you able to do tricks like the new trailer showed because if you couldn't then it definitely isn't the final product. On the demo, you only played 2 laps as well so was it the same or did you get to around 3 times?

These are the three tracks we already have seen:
http://www.youtube.com/watch?v=OASh_FOKJg4

What was the fourth track then? I would assume it was shown in the trailers.
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Re: MK7 Hands on
Reply #10 - 09/25/11 at 11:33:53
 
It's like you're not able to charge a MT when you're already in a boost (zipper/shroom/mt)? That's pretty weird imo Undecided
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Re: MK7 Hands on
Reply #11 - 09/25/11 at 14:24:36
 
The demo at Eurogamer is the same as the one at E3 + GamesCom :

http://www.youtube.com/watch?v=nnAB07_LDHA

The blue shell still has wings there...
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Re: MK7 Hands on
Reply #12 - 09/25/11 at 14:39:06
 
The Gaff wrote on 09/25/11 at 02:59:34:
I went to Eurogamer yesterday and spent about an hour playing MK7.

Firstly I loved it.

I got to choose any character (8), kart (loads), wheels (big or small) and glider. I played 4 tracks (one cup?) and the AI meant i won pretty much every race from the word go. The booth babes didn't know anything.. facepalm. So wasn't sure if these tracks are actually going to be the same cup in the final game. I got to play four tracks and then the game reset to a welcome screen. As i found out on the first corner, you can't use the dpad at all.. maybe you'll be able to use it in the final game and just wanted us to get used to the circlepad. Boost was after the numb 2. The large wheels look like they wheel spin as you hit the gas which is a nice touch.

Seeing as the game comes out in november, this must be a final build in most respects but they could've probably edited the preview code to restrict quite a few things.

So, from the other topic, i'll tyr to cover some of the questions.

Whats the MT situation?

Its not really like mkds, so i think it must be more like what people say mkwii is like. I've not played mkwii but i've seen it in action. To do the mt you perform it like a normal mt but if you flick it wont seem to go blue then orange immediately, its like the game knows you shouldn't be doing an ssmt there so stops the colours changing. hmmm. Generally i only managed to do an mt on most corners, sometimes two but you can't hop into a new mt quickly.

Handglider

So, it automatically seems to come out when you go off a cliff. It comes out quickly. From there you steer with the circle pad. You can easily steer left and right, pulling back gives you some evtra height before falling again. Pushing forwards sends you into a dive which feels fast in terms of flying. I am not 100% sure still whats faster out of dive-flying or driving. I will say that i did some fast-diving/falling with the glider on one lap and it was a quicker lap but that could've been down to general inconsistency and improvement as i drove each time.

However, flying with the handglider felt quicker in one section where the alternative was to fall down underwater and drive underwater for a few seconds.

I found a nice little trick on one course where the glider popped out and I dived onto the booster/zipper thing and then bounced off so i managed to keep it out, by combo'ing that with fast-diving i managed to hit a couple of them and flew forwards off the last one which all seemed quicker than the general driving/bouncing which would've been the alternative.

Underwater driving is slower than normal driving, most of the time its seen as a penalty for falling off narrow roads. There was a split bit on one track like that cave part in dino track on mkdd. One route had coins and the other route was simply shorter. Bit of a trade off I suppose as the coins do make you go faster.

The heavy karts can't fly as far as the lighter karts. Hmmm, or maybe its the wheels rather than the kart. Actually probably the wheels which effect how far you can fly.

Tracks

I played four, not sure if any of them are replicated from mkwii but one had one of those bouncy mushroom things from mkwii. Most of them played a little like a cross between mkdd and mkds tracks. There are quite a few situations where the track will divide (if nothing but an object in the way). And there are some alternate routes. One one track i clocked that you could drive up this grey thing which has a zipper at the top, it was pretty quick compared to the normal route. If anyone has any questions i'll try to answer.

Shortcuts
Couldn't find any glitches, there were a few places where I spotted that you should be able to hop/shroom through gaps to cut track but it wouldn't let me. It just kept on blocking me, a bit like some of the odd jutting out polygons on jungle park way (mk64). Either way, it wouldn't let me. The hop is a low hop like in mkds as opposed to the mk64 hop which seems higher. This limits it somewhat. I tried to spend some time driving into corners of walls but just bounced off. The problem was, on the tracks i played going through those walls wouldn't have really seemed like a time saver so it was a bit fruitless.

So, thats pretty much it, i wasn't allowed to video it and my mate was shit at videoing it because he didn't zoom in. They wouldn't let us video so he flicks between me and track. Its not as good as the videos already seen but i'll post it up when my phone has charged anyway.

If anyone has any questions i'll try my best to answer them.

Either way, its fucking good.

And so is Mario3d+kid icarus (a bit like a nice looking version of space harrier)



TellTale wrote on 09/12/11 at 13:22:33:
I've said it 5-6 times so far, but I'll make this one more official.  Mark my words Glider will be heavily abused and future WRs will spend nearly the whole course in glide mode.  Game will then suck.


Lol even after 1 hour playing the beta the glider is already being found to be glitched and easily abused. Grin
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Re: MK7 Hands on
Reply #13 - 09/25/11 at 16:53:42
 
TellTale wrote on 09/25/11 at 14:39:06:
Lol even after 1 hour playing the beta the glider is already being found to be glitched and easily abused. Grin

Doesn't really sound like a glitch, and probably not a large portion of the course if he only went off a couple boost pads or whatever.  There might be a few courses where you spend most of the time in the air, but I'd be surprised if it's more than that.  If shrooms keep you in the air that could be bad though, especially for short flaps, or with golden shrooms online.
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Re: MK7 Hands on
Reply #14 - 09/25/11 at 17:00:05
 
I think it was in a trailer that Daisy shroomed while gliding to reach further, but it wasn’t much of a boost, keeping them for some sort of shortcuts should be better…
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ALAKTORN wrote on 11/22/17 at 05:24:31:
OH YEAH WHY AM I NOT GLOATING MORE

I PINNED DOWN KF!TIMUR AFTER 10 FUCKING POSTS

LOLLLLLLLLLLLLLLLLLLLL GET FUCKED

My YouTube

MKDS: 31 GODs, 28 Myths, 5 Titans, Hold 9 NoPRB CRs, Hold 11 PRB CRs, Hold 2 NoMT WRs, Held 7 NoPRB WRs and 8 Beta WRs
MKW: Held 2 3lap WRs, many Flaps
MK7: Held a lot of WRs
MK8: Held some WRs
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The Gaff
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Re: MK7 Hands on
Reply #15 - 09/26/11 at 01:45:45
 
ok in that vid

at 3.39 he falls off into the water, that felt much much slower than driving on the either the narrow lane (which is quicker) or the lane on the right. Obvious but in terms of understanding the water physics im saying it did "feel" slower in the water.

oh and while i'm at it, i tried the tripple A quick restart thing from mksc and other games but that didn't really seem to work. Maybe it was my timing but i tried everytime i got hit and visibly didn't seem to be able to pull it off. Has that shown up in any vid?

ok, at 5.00 he drives past some DK barrells, if you hit them they break and you come to almost a complete stop.

at 5.16/5.17 you can see that grey pillar thing. I tried to SC through the left side with a shroom and hop but was blocked by a polygon, it didn't feel very much like it had been programmed well, i.e. if i can't drive through there then make that gap alot smaller dumbwits.

at 5.18, you can sneak around the back of the aforementioned pillar and drive up on the grey part, you get some coins and a boost at the top. Probably quicker with the zipper but you are driving up hill which might slow down a bit. When you zipper off the top you get the glider which i carried on to around where it is 5.25 and the zippers are. I dived onto the zippers and then kinda fly/bounced across.

freeze frame at 5.30 and you will see what i meant about that left turn.. it looks there like its alot nearer than it really is. Almost like the yellow bit would be the road. Its deceptive.

i'm a little confused myself now, i played a cup - i.e. I had points so i assumed i played four tracks but i dont remember any more tracks than this. hmm..

In terms of tricks i have no idea what you're talking about, this was the mt mechanic i played.

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The Gaff
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Re: MK7 Hands on
Reply #16 - 09/26/11 at 02:00:48
 
alaktorn, i can't upload the video via youtube at work. If you pm me your email address i'll email you the file and you can upload it for me?
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Re: MK7 Hands on
Reply #17 - 09/26/11 at 02:04:01
 
Tom, did you manage to try out the replays? Can you go back and view replay like MKW? Does it have a good camera angle? It's really not that important though if you didn't  Wink
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Re: MK7 Hands on
Reply #18 - 09/26/11 at 02:14:44
 
Hi Paul, no, i couldn't because it just threw you into GP, you couldn't select TT and there aren't replays in GP. Sorry, i did try Sad

If anyone else wants me to email the vid i've got (which isn't great really) to post on youtube, just pm me your email address. I dont know when alaktorn will be back online.
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Re: MK7 Hands on
Reply #19 - 09/26/11 at 03:11:33
 
Hey Tom, thanks for the summary.
Btw, I asked you to find how to trick... Did you find it?
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The Gaff
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Re: MK7 Hands on
Reply #20 - 09/26/11 at 04:44:37
 
to my knowledge there was no trick mechanism. If there was then it evaded me. I didn't use the touch screen at all so it might've been something to do with that?
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Re: MK7 Hands on
Reply #21 - 09/26/11 at 04:46:55
 
Probaly the D-Pad.
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Re: MK7 Hands on
Reply #22 - 09/26/11 at 05:03:11
 
could be but thats a bit fiddly.
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Re: MK7 Hands on
Reply #23 - 09/26/11 at 06:01:35
 
D-Pad was used for tricks in MKW.
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The Gaff
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Re: MK7 Hands on
Reply #24 - 09/26/11 at 07:04:14
 
they didn't have a c-pad though.

Not sure if the game needs tricks but if they're in, they're in eh.
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