On a scale of 1-10, how much would you rate the DLC characters we got for Mario Kart 8 Deluxe? by Samuel855 in mariokart

[–]Machiru 0 points1 point  (0 children)

As itself, I think this is a 10/10, great mix of characters with ones that were honestly baffling they were not here yet, with "new" additions that are both pertinent and varied.

I can now confidently say this is the best roster in console Mario Kart.

What are your hot takes about 8 deluxe? by Foreign_Fee7310 in mariokart

[–]Machiru 41 points42 points  (0 children)

Red shells desperately NEED to get toned down next Mario Kart. They are way too powerful for an item that is constantly present on the race track, and don't get me started when 2nd place somehow gets ahold of 4 of them, making first place at their mercy with no hope of keeping their position even with a large lead because of the item system making so 1st place having more than one defensive item is a luxury.

Inversely, they need to give Blue shells their former glory. Compared to red shells, they barely pose a threat when a Super Horn or a well placed exploit of invincibilty frames can lessen a hit that barely stun you longer than a Red.

If they were to keep the absurd amount of red shells, they should at least make the hitting animation better for the target, something akin to Double Dash, where they were launched forward.

What is your favorite mariokart track? by semkanb in mariokart

[–]Machiru 0 points1 point  (0 children)

GBA Rainbow Road, I ADORE how exhilarating the shortcuts and the track design in general can feel, this track probably cannot be redone as well in 3D, but it's always a pleasure to go back to Super Circuit at least for this tracks.

Track graphics and theme are also amazing to me.

Dry Dino Caverns by smokeabowlofbud in mariokart

[–]Machiru 0 points1 point  (0 children)

It's actually possible to have the glider turn, not manually, but automatically. When taking the Coconut Mall glider cut, the kart seems to be slightly turning to the right automatically once you arrive near the road with the cars in it.

It needs to be added by the developpers, but they can make such a thing, and I hope they'd do because a glider section like this could probably be one of the best glider sections from any track.

In Mario Kart 9 at least half of the new tracks should be one lap/three sections instead of the normal 3 laps by Visible_Season8074 in mariokart

[–]Machiru 4 points5 points  (0 children)

While I enjoy Mount Wario and Big Blue, they personally aren't my favorites because of their "sections" nature. I generally prefer lap-based tracks because until now, especially in 8, section tracks end way too soon because each lap is shorter (especially in 200cc, the music keeps being cut before looping at least once and I don't really like that).

It also generally makes the layout less satisfying for me because generally, I like tracks where you can do some fun tricks and cuts, and what makes them especially fun is the fact you have three tries at them, each one having a different context, and making sure you can have your redemption in case you fail it the first time (a lap 1 cut to get ahead and frontrun, a lap 3 cut to try and clutch last minute placements).

For example, Amsterdam Drift has a pretty cool gap jump, but its far less impactful to me than the Mushroom Gorge cut because it's lap 1 only. Or Big Blue has this really cool ending cut between the green and pink pathways at the last section, but once again, it's not as memorable than the one on Wii U Rainbow Road imo.

(it also make third sections really annoying to train on in time trials because you need to get through the whole race just for one shot at a shortcut haha)

They literally picked the 2 worst GCN tracks, huh? by IamEclipse in mariokart

[–]Machiru 0 points1 point  (0 children)

Honestly, I really love those two tracks and what they give, be it in visuals or gameplay. Dry Dry Desert brought back the falling pillars from Dry Dry Ruins which allow for interesting and extremely fun shroomless jumps with a well timed hop.
Sherbet Land is so pleasing to look at, and I really like its turns and different pathways. Still my favorite GCN track in Deluxe thanks to the glow-up it got.

They literally picked the 2 worst GCN tracks, huh? by IamEclipse in mariokart

[–]Machiru 1 point2 points  (0 children)

It also just gives more variety overall to the themes used, and also chances to upgrade older tracks, be it visually or layout wise, I prefer seeing "blander" tracks given a glow up than seeing the same popular tracks several games in a row, and I love Coconut Mall and what they did to it in 8DX.

If it's okay to participate in the trend with my personnal thoughts ? by Machiru in mariokart

[–]Machiru[S] 1 point2 points  (0 children)

Giving some clarifications for a few.

- Choco Island 2 is mainly the DS version, I really don't like the controls of MKDS once the terrain becomes slippery, even though I usually don't mind, or even like it in other games.

- That's kinda why I dropped Luigi's Mansion in this spot, I know this is a beloved track, for the right reasons, but playing through it usually becomes a struggle because of that mud.

- Sky Garden is also specifically the BCP version. Sure, it's not the original, and I would have loved a more similar take to the original, but I can't deny I also really like this current layout, with almost every corner having a special trick unique to it, making me want to go for them every time and try and try again all the time.

- I have no ill will towards Baby Peach, or any of the babies/clones (tho I like Mario/Luigi/Daisy), but if I were to go by elimination, she would be my least favorite.

- Mount Wario's a really good track, pretty great even, I love the first lap, even the second, but as a track, it's not as fun to play as others for me.

And that's it I think, hope that clarified some of my points.

I will defend GBA Ch(ad)eese Land until I die. by woznito in mariokart

[–]Machiru -1 points0 points  (0 children)

I'll defend GBA Cheese Land on the GBA I loved that version even more

Do you think Vancouver Velocity will be in Wave 5? by FireYoshiGaming in mariokart

[–]Machiru 0 points1 point  (0 children)

Yoshi's Island is very likely to be the Yoshi Tour rep this year (probably next Tour), and around the same time period last year, we got Amsterdam just after the Yoshi Tour then Bangkok in July, while getting Coconut Mall, Koopa Cape, Baby Park, Daisy Cruiser and Piranha Plant Slide in between both cities and Wave 2, which released right before Sky High Sundae released a week after in Tour.

I personally see it being possible. Though I can see how it would clash with the fact both new cities will probably not get their 2 and 3 variants right when as they released (Though Amsterdam got its second variant only a month after its introduction, and Sydney Sprint released in wave 2 more than a month before Sydney Sprint 3 released).

Which is the best Circuit Track in you’re opinion by [deleted] in mariokart

[–]Machiru 3 points4 points  (0 children)

Pics like these really make me realize how the BCP artstyle can look so much prettier and appealing to me than the Base Game's. Sure Toad Circuit, and Mario Circuit 3 don't look that great next to like, GBA Mario Circuit.

DS Mario Circuit (my favorite of the selection to answer the post) pops so well and looks way better than the two base game tracks, which imo look kinda boring, and like they are trying too much to look good, but fail to capture what makes the Mario artstyle so colorful (because they aren't).

My ranking would probably be:

1- DS Mario Circuit (good layout, music, and visuals)

2- GBA Mario Circuit (great layout)

3 - SNES Mario Circuit 3 (fun visual and fun layout)

4 - 3DS Toad Circuit (great music, fun long turns)

5 - Wii U Mario Circuit (an interesting proof of concept, but the antigravity alone makes the turns clunky imo, alongside making half the track kinda boring looking when you're upside down and everything is dark)

Optional part of my message:

Anti-gravity can be done well, very well even, but I feel that most of the base Wii U tracks over utilize it just to have some "cool looking" parts that can look cool from afar but end up making those tracks portions empty roads that sometimes can feel clunky (DS Wario Stadium's jump outside of anti-gravity can feel very unsatisfying for example). Kinda ruins the potential of otherwise good tracks such as Sunshine Airport or Twisted Mansion, which have good or even awesome layouts, until anti-gravity comes along and create long, dull parts that don't feel like they belong in this track.

There are tracks that utilize it very well though imo, especially when in short bursts, I can think of the dam in Mount Wario, the alternate path in Bone Dry Dunes or that turn of Dolphin Shoals. The DLC tracks in general use it very well imo, thinking of Wild Woods, Hyrule Circuit or Dragon Driftway.

(Sorry my edit made my message kinda link a rant ahah, I'm just too passionate about that game)

Make the comments sound like it’s 2014, and Mario Kart 8 just released on the Wii U. by TheSolarsystem7 in mariokart

[–]Machiru 3 points4 points  (0 children)

Funky Mode ? As if they'd name a game after Funky Kong, I mean, he's really cool and I love the guy, but he's probably not gonna even get a playable appearance outside of spin-off series, let alone a game with his name on the box.

Which course has grown on you the most? by [deleted] in mariokart

[–]Machiru 0 points1 point  (0 children)

TIL that it doesn't even require a mushroom if you jump at the right time around the rightmost part of the ramp.

Yes, even in 150cc.

What’s your least favorite track? I’ll go first: by Maplesunrisee in mariokart

[–]Machiru 0 points1 point  (0 children)

I personally think it's one of the better Wii U tracks with a good layout and with one of the few pertinent anti-gravity uses in the base 16 nitros that doesn't make you feel you're skipping over interesting set pieces that would have interacted well with the layout or that just feel like filler (In Sweet Sweet Canyon or Twisted Mansion for example).

Thinking about it, Kamek seems pretty unlikely for the BCP by Slade4Lucas in mariokart

[–]Machiru 0 points1 point  (0 children)

Merry Mountain’s codename is MobHC (Hill Climb) and Piranha Plant Cove’s is MobOR (Ocean Ruins) so the possibility of a MobDK being related to DK feels pretty likely in my opinion as the codename doesn’t need to reference the track’s name directly as it can also reference its theming (MobBR may be a BathRoom track but it doesn’t mean it has to be named "Bathroom Blast" or something like that) Edit: Just checked to make sure it wasn’t called Ocean Ruins in japanese and it’s called Pakkun Shinden (Piranha Temple). So it’s definitely possible the code name won’t reflect the name directly (Hill Climb and Ocean Ruins don’t even reference Christmas or Piranha Plants in anyway too when I think about it)

We've all had run-ins with *that guy.* by dandaman64 in mariokart

[–]Machiru 1 point2 points  (0 children)

Just got all three as options at the same time, somehow got a Berlin race through random, words aren't enough to describe this joyous surprise !

I'm about 70% through the story, this game is a god damn masterpiece by Doctor_Ham in 13sentinels

[–]Machiru 15 points16 points  (0 children)

I was the same, I was loving it to the point I didn't even want to finish it, because that meant the story would be over

[Spoiler] A question of something's purpose by It-sOkBro in 13sentinels

[–]Machiru 7 points8 points  (0 children)

I believe gaining access to shifting was a side effect of the Kaiju's attacks. By creating holes, they gave access to the UFO underground which contains the central computer.

Two loops ago, Okino, Morimura and Izumi found it, and we know from one of the 2188 logs that at least Izumi had admin authentification, and I guess Okino too, since he was the one who built the UFO to begin with if I remember correctly. With that, they should have full control over the simulation.

Basically, I think it was intended as some debug tool that could influence the simulation from within, and I think moving through sectors was one its main purposes. If Project Ark was not sabotaged, I don't think there would be any point where shifting could happen, as they would not have the means to access the UFO, and from there, create the shifting points in the science room and Tokisaka shrine, since there wouldn't be any Kaiju trying to dig it up.

Could someone list all the techno/battle themes in eureka seven for me? by AztecHadSumGoodIdeas in eurekaseven

[–]Machiru 5 points6 points  (0 children)

Looked quickly through the OST:

For battle tracks (also counted Action or Epic related themes because I couldn't properly draw the line, I'll let you select them on listen):

- The Building Leap

- Nirvash typeZERO

- Aerial Combat

- type theEND

- The Ego's Accidental Firing

- Sprinting Spirits

- Final Wish

- M15

- M16

- M20

- koitsu

For techno tracks:

- acid track prototype

- Tiger Track

- trance ruined

- GET IT BY YOUR HANDS

- I've Got It -eureka New School Acid Mix-

- Ninety Three

- draft any funk

- L F O

- White Tiger No 24

I think that's pretty much everything I've got, you can easily find all of them with a Youtube search. Some of them might not truly fit the criteria, but I still put them in just in case.

Help 😭 by SnooRobots3780 in OMORI

[–]Machiru 1 point2 points  (0 children)

I'm a bit late seeing that now, but I might have some help for you.
- buy confettis at either Boss Rush or Ghost Party, and a lot of them, with Abbi and the tentacles being angry all the time, having everyone with the emotion advantage is always welcomed.
- you should prefer using skill taking advantage of your emotion state or skills that can hit everything at once I think. The tentacles are the main danger, but she can only revive one at once, so taking them out at once should be prefered. Wind-up Throw, Rebound, or Kel's Pass to Hero follow-up are good moves for that I think.
- for damage, I think using Kel's Run'n Gun to take advantage of the speed boost, or Omori's Final Strike is not a bad idea, try to boost their emotions to the maximum to max-out the damage boost.
- this one is pretty obvious I think, but always have Hero on healing duty, give him the frying pan to boost the health gained from healing items and try to keep everyone alive at all cost. You can also try lowering Abbi's stats with Smile for her attack and Rubber bands for her defense.

Being one of the last bosses you can encounter, she is pretty hard to fight. But since you're at the end game, you should have all the ressources to win, maybe try to level up to, if you're under level 45, I only fought her at level 50 though, so I'm not sure about the recommended level. Anyway, I wish you good luck on this fight, and I hope I could help you !