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MK7 Hands on (Read 665 times)
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Re: MK7 Hands on
Reply #25 - 09/26/11 at 09:31:19
 
gaff played the e3 build, nothing to see here.
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Re: MK7 Hands on
Reply #26 - 09/26/11 at 19:50:04
 
The Gaff wrote on 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.

They are shown in the newest trailer. You played the demo shown in the video which doesn't have tricking.
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Re: MK7 Hands on
Reply #27 - 09/27/11 at 01:53:57
 
The Gaff wrote on 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?

Tricks were shown on the presentation vids so... Undecided
Too bad.

Edit: Sorry, didn't see Troy's post. Smiley
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Re: MK7 Hands on
Reply #28 - 11/06/11 at 17:08:38
 
I've tried the E3 demo in the past 2 days... I'll give my opinion tomorrow
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Re: MK7 Hands on
Reply #29 - 11/07/11 at 04:26:33
 
I was playing the E3 demo, so everything I'll say may be different in the final version of the game. Also, some other Italian players tried the game, if they want to give their impressions they'll post here.

First at all, the game has great controls. I didn't find the Slide Pad impossible to use as many have said; instead, it feels responsive. The 3D effect was also rather nice, the best one on the console at the moment.

The glider is interesting. You go towards the ground at great speed when you tilt it down; when you tilt it up, it is very slow, but you barely lose any height. The fastest thing to do seems to tilt up and down every one second, alternatively; to trigger the (easy) SC at the start of RRM, tilting it upwards all the time was enough, and I only had to tilt it down for some moments to avoid hitting the finish line flag.
A very important thing danzee noticed: if you too far from the track the glider will automatically go off.
On the DKCR track, you could hit the three consecutive zippers with the glider to get extra height and boost, and it saved many seconds.

The underwater part of CCL was strange. The first portion of the track was hard to play, because when you go off a ramp, hill or whatever else you spend a LONG time in the air/water before hitting the ground again. It still controls great, little difference from the ground parts.
Hitting a Cheep Cheep didn't trigger the "banana / shell effect", it only stopped me like a wall.

I spent a couple hours nerding with danzee to find out the best strats and kart/wheels combinations. The karts were the Standard one, the Egg1 and a big one, I think Bowser's.

The best set was, we think, the Standard Kart with medium wheels. We also tried to get the best time on the DKCR track: I got 1.36, he drove a 1.35.

When you fall, you return to the ground in approximately 2-3 seconds, a lot less compared to other kart games.
The coins didn't seem to give any boost in this demo.

MK7 has got what it takes to become a great game.

If you have other questions ask me, I've probably forgotten many things.
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Re: MK7 Hands on
Reply #30 - 11/07/11 at 05:08:04
 
Good to know you had a lengthy amount of time to test the game and that it was good Smiley
In the videos I saw, some people seemed to be charging MTs quickly and for some others it seemed quite hard.
Does this depend on the kart?
I swear I saw one guy using egg1 who took an age to charge mts, but maybe that was him not playing well.
Is charging mts like mkwii, where there is a sweet spot to not turn as much, but still charge mt quickly.
Also, did you manage to make a bit of an sc through the scs on rock rock mountain before the big hill, or did doing that go too far from the track, so that your glider stops?
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Re: MK7 Hands on
Reply #31 - 11/07/11 at 05:34:41
 
Nosey wrote on 11/07/11 at 05:08:04:
Good to know you had a lengthy amount of time to test the game and that it was good Smiley
In the videos I saw, some people seemed to be charging MTs quickly and for some others it seemed quite hard.
Does this depend on the kart?
I swear I saw one guy using egg1 who took an age to charge mts, but maybe that was him not playing well.
Is charging mts like mkwii, where there is a sweet spot to not turn as much, but still charge mt quickly.
Also, did you manage to make a bit of an sc through the scs on rock rock mountain before the big hill, or did doing that go too far from the track, so that your glider stops?



The MTs charge VERY slowly if you press the opposite direction of the MT. In example, holding left while facing right. I think the MT does not even charge if you press the opposite direction, but it's just a supposition.
If you hold the same direction it's very quick with every kart.
It feels like MKW.

I tried that SC. Did the guy in the video use a shroom? I landed as far as I could, but still in the grass. I also tried going even further, but the glider deactivated before I touched the ground. I think you can't do that SC without a shroom.
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Re: MK7 Hands on
Reply #32 - 11/08/11 at 04:52:11
 
I could try it as well one week ago, I've only got to try it twice, both times a game started-but-not-finished by the guy before me :/
I found myself using Peach on medium wheels (no idea which kart).
About the MTs, compared to MKWii, counter-steering during a slide takes even longer to charge than in MKWii. Forget about it completely, you'll drive half a lap before getting a red MT off of it Cheesy
By closing in the slide, on the other hand, the MTs charge FASTER than in MKWii. I could SSMT (alternating LMT&RMT) very easily without any previous practice. I think that we'll find some kart combination capable of SSMTing through very narrow paths. Obviously this is all about blue sparks. For red sparks I needed a 90º turn.



All in all it's all good, just underwater sucks.
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Re: MK7 Hands on
Reply #33 - 11/08/11 at 05:40:34
 
That's what I said when I tried the game too...
That's why I said we will not be able to snake on MK7 unlike MKW...
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Re: MK7 Hands on
Reply #34 - 11/08/11 at 06:56:35
 
Mihawk wrote on 11/08/11 at 04:52:11:
I could try it as well one week ago, I've only got to try it twice, both times a game started-but-not-finished by the guy before me :/
I found myself using Peach on medium wheels (no idea which kart).
About the MTs, compared to MKWii, counter-steering during a slide takes even longer to charge than in MKWii. Forget about it completely, you'll drive half a lap before getting a red MT off of it Cheesy
By closing in the slide, on the other hand, the MTs charge FASTER than in MKWii. I could SSMT (alternating LMT&RMT) very easily without any previous practice. I think that we'll find some kart combination capable of SSMTing through very narrow paths. Obviously this is all about blue sparks. For red sparks I needed a 90º turn.


All in all it's all good, just underwater sucks.


Fant0m wrote on 11/08/11 at 05:40:34:
That's what I said when I tried the game too...
That's why I said we will not be able to snake on MK7 unlike MKW...


Huh
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Marc Schwartz wrote on 07/08/08 at 12:59:39:
Try spelling his name backwards if you can't remember it.

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Re: MK7 Hands on
Reply #35 - 11/08/11 at 18:00:41
 
Rein_666 wrote on 11/08/11 at 06:56:35:
Mihawk wrote on 11/08/11 at 04:52:11:
I could try it as well one week ago, I've only got to try it twice, both times a game started-but-not-finished by the guy before me :/
I found myself using Peach on medium wheels (no idea which kart).
About the MTs, compared to MKWii, counter-steering during a slide takes even longer to charge than in MKWii. Forget about it completely, you'll drive half a lap before getting a red MT off of it Cheesy
By closing in the slide, on the other hand, the MTs charge FASTER than in MKWii. I could SSMT (alternating LMT&RMT) very easily without any previous practice. I think that we'll find some kart combination capable of SSMTing through very narrow paths. Obviously this is all about blue sparks. For red sparks I needed a 90º turn.


All in all it's all good, just underwater sucks.


Fant0m wrote on 11/08/11 at 05:40:34:
That's what I said when I tried the game too...
That's why I said we will not be able to snake on MK7 unlike MKW...


Huh

Agreed. Snaking in MKW is exactly what Mihawk just described.
In MKW, we can snake the last straight on rBC3, which is probably about as narrow as the straights in MK7. So snaking is very much possible and viable.
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Re: MK7 Hands on
Reply #36 - 11/13/11 at 14:28:28
 
Forgot about posting here, sorry.

I played 2 GPs, and that's what i noticed.
Large wheels give you a lot of fast and out of track, but even while drifting handling sucks. They also reduce gliding distance. I played with bowser with heavy kart and large wheels. Impossible to drive, gilding was half of the other players, so forget the MKW rules, heavy sucks. Don't know if this is going to be canceled on final version.
The other one was with mario - standard - small wheels. This seemed a nice combination, as usual mario is very easy to drive with, but mario gives a little MT boost i noticed. However small wheels give you lots of acceleration and gliding. Weight is reduced a bit.

Important things about gameplay:

Water and gliding speed (gliding w/o fastfall/upwards) is the same that ground speed.
Water "air" speed (CCL jumps underwater) is lower than ground speed.
Bouncing on a booster while gliding makes the glider accelerate and gain height.
MT charging time with 100% closing drift: 1 sec blue sparks, 2 secs red sparks (or 2,5 secs, it's hard to count them while playing on easy tracks, almost never you have an occasion of charge to red sparks), with 100% opening drift: 3 secs blue sparks, almost impossible red ones. So, considering drift speed < normal speed SNAKING IS IMPOSSIBLE ON SMALL PARTS, just like RRM gliding section.

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Re: MK7 Hands on
Reply #37 - 11/13/11 at 16:54:24
 
drifting slows you down? O_o are you sure? I don’t think that’s been the case in any of the games…
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Re: MK7 Hands on
Reply #38 - 11/14/11 at 08:18:05
 
A bit, but yes, and it goes from "01 while drifting 100% closing to a bit more while opening 100%. It's a matter of pixels however, but the point remains, it's veeery hard to find a kart (if not impossible) capable of snake in this game, because when you open 100% the drift is closer than MKW's, which i forgot to mention. Lips Sealed
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