(04-26-2014, 09:46 PM)TomGuycott Wrote: [video=youtube]]http://www.youtube.com/watch?v=bRGtpleM0W0[/video]I love the fact that Peach was literally untouched. Just because.
(04-26-2014, 10:04 PM)Iceman404 Wrote: What people don't realize is that once you get past and master the distinct controls, the game becomes extremely fun and challenging to play. The game is definitely very far from a 'pick-up and play' title. In fact, I hate everything about this game BESIDES it's quirky physics, it is the only reason as to why I actually keep running back to it every now and then.
I usually never knock stuff until I master it first to give a true opinion.
Unfortunately because of how hard it is to get into, no one gives it a chance and calls bullshit. I don't blame them though considering the CPU AI is an absolute monstrosity.
Am I the only one who likes the challenge of a racing game being the actual driving and not the spamming of items from non-cpu players? When track layouts actually mean something?
Okay, I'm gonna be honest - I played the absolute HELL out of Super Mario Kart. Countless hours after school, and breaking a controller over the game's difficulty (that same controller actually has bite marks, too from when 7 year old me couldn't quite handle his frustration with the cheating 150cc AI properly)
Part of the fun and satisfaction from the title was learning the game's control scheme and then utilizing that to master the rest of the game, finding shortcuts and what have you to wreck your friends at SMK over the weekend.
But that's the problem - Mario Kart 64 onward changed the control scheme so much that it's literally impossible to come back and pick the game back up. Rocket starts are difficult now. There's no elevation changes to better utilize your (fairly useless) ability to hop. Some of the items were downright broken as were their places within the RNG used to acquire them (there is no way a Jump Feather had to be a last-place item; it's a defensive item I don't care what you say) and most frustratingly, the power-slide system was completely reworked, so you weren't mashing out opposing directionals: you had to put up with each character's previously godawfully sensitive turning arcs, cope with not getting actual speed boots and not manage to drive into a wall upon coming out of a power slide.
As for the enemies' item abuse and rubberband AI, it was understandable - I assume the game itself was hard enough to get actually working utilizing special chipsets within the cartridge. It feels like there was really no time between pushing the game out on time and space on the cartridges' storage at the time to write up an actually decent racer AI.
It's a good title in its own right - if nothing existed beyond the SNES.
After the sequels the game was just downright impossible to pick back up.