To be honest I think Daisy Circuit adds a lot to wave 6 and by extension the BCP as a whole. The course’s aesthetic, atmosphere, and most of all music all give it this sense of celebratory but slightly bittersweet finality. As in “this is it, the final wave, look back at how far we’ve come.” It’s like a well deserved vacation after a long journey, the course’s relative simplicity adds to that, and the entire thing is so pleasantly refreshing and relaxing. Apart from maybe maka wuhu, which is still a bit too grandiose for what Daisy circuit does, no other course could capture quite the same feelings. Which is why I’d say Daisy circuit is a perfect inclusion for the final wave.
I almost want to say this idea is a stretch but you might be on point with it, especially considering they opted to have it be the reveal course of the trailer
While there’s other tracks I strongly would’ve preferred get their feature, I agree that Daisy Circuit does add quite a lot. If vibes were any criteria to judge a track, Daisy Circuit is raptured by them.
This was a great series and breakdown of all of these courses, big thank you for putting all of this together. Much respect for the extra effort to go back and regrade some courses, to make this series feel complete and those opinions not feel dated.
This was the benefit of being late on the video I suppose. Original videos were kinda kneejerk reactions. This one felt like I really had time to consider my takes!
I couldn't agree more with the terrible coin placement on Piranha Plant Cove. I've had multiple races where it felt like I couldn't comeback since I'd have to go so wide to get my coin count up in the most hectic spots in the room (losing them almost as soon as I'd get them to a fire flower or something).
I think SNES BC3 is among my top 5 favourite tracks in the game. It's one of the few cases in the BCP where it feels like they made it as a retro with MK8D in mind despite it debuting in Tour first. And being put right before a rainbow road feels like redemption for finally getting a second Bowser's Castle in 8. What a redemption arc for SNES courses
I like how this video took a while to come out cause it's a nice way to see other's opinions while looking back at wave 6 and the DLC's ending as a whole almost a year after its conclusion. Imo I've always seen wave 6 as the best and I still think it is. It does have some lows with the final Tour nitro being lame and it once again having 2 Wii tracks one of which just being a circuit that replaced a GCN track or a great Tour nitro, but it gives me my favorite track ever being DKM, the best Rainbow Road, the best city track being Rome Avanti, some fun tracks like RIW and Madrid Drive, and then the best remake of all time in SNES BC3. This DLC definitely had a weak starting point and some low lows, but overall it gave us 48 additional tracks, a bunch of characters, meta changes to spice things up, and even new menus and racing options like a music board or custom items, all for only 25 bucks. Speculating on each release and what tracks could or couldn't come was always such a blast, even if it got a little easy with adding Wii tracks. I hope someday in the future of Mario Kart they do something similar like the BCP. Not only is more content for a game enjoyable but the speculating was so great.
Yeah it made the last few years a great deal more interesting for me and maybe kept me playing this game to begin with. Even Wave 1 delivered on a lot for me too. I'd probably have preferred to have made the video earlier, but I guess the extra reflection time was a good silver lining.
@@HDRookie Definitely. Instead of just releasing a video immediately like most and moving on from the wave and DLC, got to experience it for almost a year and have more of an opinion besides the first experience.
SNES Bowser Castle 3 is one of the most improved remakes in the game And yeah Mushroom Gorge is horribly unbalanced in races, it's become the bane of my existence
do you think a lot of your item complaints would be solved if item sets had a select pool of items you could pull from them? Like being able to not pull a fire flower in the last set of Madrid for example
Interesting comment to be honest, but I do think it could situationally make the game better. That said... I don't think Nintendo would see it as worth it to do, nor would I be sure that they would make good decisions on what isn't eligible where. Probably more effort than it's worth.
I wish the DLC was more graphically consistent with the base game, and i'd have loved to see some cup remixes, theming tracks together. And shame we never got the RMX tracks, they seem really nice
@@shadeblackwolf1508 Honestly, wish they replaced SNES courses with them if they were only going to do 1. Don't really want to see them both though. The fact that SNES BC3 wasn't made as a RMX template probably made it so much better in 8D too lol
I seriously cannot get behind the pirahna plant cove rating. Its the only S tier track along with waluigi stadium in my opinoin. Really great series though i binged it on my way back from dreamhack
Hard disagree on Wii being the best rainbow road (and no others even being close) if for no other reason than on 150cc it's just *way* too long and it's not interesting at all to drive on outside of the zipper + cut. I personally put MK8 Rainbow Road at the top as far as Rainbow Roads are concerned mostly cause mastering the track utilizes pretty much all of the high level tech that's available to you in this game (including being one of only a handful of courses on 150 that requires brake drifting to optimize), and features a pretty cool path switching shortcut What I will say in its favor though is that MK8 Rainbow road is pretty underwhelming on vibes as far as being the track to close out the new additions to the game, and Wii Rainbow Road just *feels* much more like a final track, if that makes sense. It's also way better on 200cc, though still not my favorite Also... Bowser's Castle 3 is friggin amazing
I just don't find races to be as enjoyable on 8RR. Was never an issue of driving tech, but something about it doesn't click. Idk if the races are just too silly because of the cannon set, but the last turn also just feels super claustrophobic. Maybe it would be a good thing to slow down star/golden users late, but it does make the bill super broken also. I much prefer Wiis path split being the ending section I'd say
@@HDRookie makes sense. Honestly my opinions are biased a lot more towards TTs, but after thinking more about what you said in your video, especially with regards to target shocks being less soul crushing and the cannon not being as impactful for items I think I’m convinced that it’s the better track for online play
PPC probably gives frontrunning a good balance between having easy access to coins but also a risk with the shock and inability to take the mushroom cuts
1st place always has easy access to coins - they pull them through item boxes. It's mainly an everybody else issue. The track is so dry on them that it arbitrarily forces more people to slow down early just to not be at a big disadvantage later in the race. That's the main issue I guess.
I always found myself ranking the Wii tracks lower than most simply because I felt they were all better in Wii and lost something in the transition. Like nerfing the difficulty of Moonview and Rainbow Road, adding out of place ramps on Daisy Circuit, the Coconut Mall car incident, etc.
@@HEHEHE_I_AM_A_SUPAHSTAR_WARRIA Nah bro you have to be somewhat biased you dislike ONE ramp in Daisy Circuit placed to add something to do in a short straightaway? ONE RAMP? Plus Wiibow was always going to be easier since 8dx’s Kart controls are better than Wii’s Karts, unless you don’t know how to drift or it’s your first time wiibow without any guard rails is still easy. Plus we love wall dodging reds:)
@@madrid_drive_enjoyer Well the ramp thing on Daisy Circuit is a minor gripe, but I do feel that the track flowed better in Wii without the random trick ramps and boost panels at the very end. Koopa Cape is another one due to the lack of Koopa Zappers and the ending waterfall not even being an obstacle.
@@HEHEHE_I_AM_A_SUPAHSTAR_WARRIA Rampless flowed better in MKWii because of the wheelie physics of the game. The ramp is kinda nice in 8D because the turn doesn't have enough time to crank out an orange mini turbo. It works in both styles. Also, I prefer Koopa Cape this way too, since I'm not a huge fan of last turn shortcuts.
7:24 also, every single City track is in MK8DX except for GCN Mushroom City. City is also the only Double Dash Star Cup track that hasn't been brought back, as well as the only Double Dash Star Cup track that isn't in 8DX Literally the unluckiest track ever
TBH, city tracks weren't really a notable track category until Tour, but I would still categorize courses like Mushroom City and Moonview Highway differently than even like New York Minute. I always kinda labelled them as traffic courses rather, but even still, all of them but the GC ones are in (unless you want to count Wuhu Loop, but that one is kind of a soft one in a sense).
I think that was a MKWii only thing, iirc. That said, I'm kinda glad they're gone now. Too much air time for my liking, and the fastest line ignored them anyway back in Wii.
HoW dArE yOu PuT Dk MoUnTaIn WiTh A d+ wHeN iT’s My FaVoRiTe CoUrSe Of AlL tImE??!?!?! Is what I wanna say but it’s an opinion at the end of the day and I do like how thoughtful you’ve been with this entire DLC! Curious though, if Airship Fortress WAS in this game, what score do you think you’d put it with? For the both of us it’s actually one of our favorites too of all time!
Airship is definitely my preferred Star Cup final track of the two. That said, I don't know for sure. Airship Fortress is susceptible to the same cannon item set nonsense as DK Mountain is, when thinking about it. Because the original MK8 had like barely any cannon tracks (Rainbow Road and Big Blue were the big sets that came to mind in the base game), I think we didn't consider how DKM, DKS, MT, etc. would work much here. That said, the 2nd Airship Fortress item set was that entire cellar section away from the blastoff, so maybe it wouldn't be as bad in that regard, like with Wii Rainbow Road. It's hard to say overall though. I think the bullet bill section would be quite funny. Many tracks don't have this and I'm not sure there's really a single one in the entire game, but this section is a target blooper section and with how common crazy 8s are in this game, I could see it being a massive choke section early on lap 3. The ending is relatively enclosed, but it might be nice for frontrunners. The star box possibility in the crate was always fun too. I'm a big fan of non shortcut running courses like this. It's why I like Waluigi Pinball so much too. Of course, DK Mountain has a lot of fun merits too. Just not my personal cup of tea.
@@HDRookie Damn I didn’t consider how Bloopers could actually mess up people at the beginning against the bullet bills that would’ve been so fun and chaotic. Absolutely sucks we didn’t get the course because it would’ve looked, played, and sounded phenomenal in this game. Definitely the biggest missed opportunity of the entire BCP!
The coin issue on Cove unironically hurts the potential of the shortcut. It's frustrating because it should be a good skill track, and in many way it still can be, but sometimes if you're not the one in first on a breakaway, it feels like you're screwed. Idk, I want to like it. Something has always rubbed me the wrong way with it though.
Ain’t no way LA Laps is that high when you complain about chaotic endings ruining tracks so much, should be a D because it’s as much of a lottery as the other RNG tracks, as well as having mid driving. Ask L1am lol
You know, comparatively it's similar to Madrid in that regard, and perhaps more hectic. I had to sit down and ask why I enjoy it more. I think I just prefer the first 2 laps more. It also only requires one shroom up to frontrun, and Madrid requires 2. I have a better understanding of my gameplan earlier in a race on LA. Madrid at times can feel like Gorge where I'm just hoping for multiple mushrooms in sometimes don't get it. You bring up a good point though, LA is definitely not a serious track
i dont agree with this video. i think that yiu are very hipocritical as you insult tracks simply because you are bad at them. you dont like tracks that are too hard for you, mabye cause of coins, or sharp turns. This is the same reason why people dont like waluigi pinball, but you say they just need to practice. mabye YOU should practice these tracks instead of just saying they are bad because the coins are too hard to reach. You also seem to hate bagging and any track that is not a front runner. You hate ending shortcuts. I think that the cannon boxes are actually very skillfull and you should probably just take them into account and try to play using them instead of braindead running all the time. Overall, you just need a little practice and i am sure you will fix this ranking 👍. D+
You don't have to agree at all! As stated in the beginning, these are just my opinions. There is no way to fix this ranking, because if I were to value every course the same way, it would defeat the purpose of a ranking entirely. Rankings are comparative by nature. I've had to utilize bagging a lot before. A matter of fact, in 6v6 matches, which I definitely prefer, I am one of the weaker players on my team. I've had to get quite comfortable with playing in the back of the pack. I've made videos about how to effectively bag. I've played devil's advocate for bagging after wave 6 came out, when the controversial item set change drew a lot of more casual players to trashing players who utilized bagging. I've said many times that it is a necessary component of the game even. That said, bagging is not my preferred method of playing, so I do tend to not prefer courses that are dependent as more, since they tend to have more variance. You can practice these bagging courses a lot, but by nature, you can not always manipulate RNG consistently in the way you need it to land, in the same way you can execute good driving consistently. Sometimes, the correct play will yield bad results (not usually, but sometimes) as long as variance is involved, so I do prefer tracks that have a little less. There will always be a level of variance and in many ways it keeps the game fresh, but each track has it to varying degrees. What it means though, is that some tracks you will get more out of practicing. Believe it or not, DK Mountain is the track I've spent the most amount of time practicing in the last month or two I would say. I've cut my time a second on Teddy, and with BiddyBuggy, I cut another second on top of that. It is a common track in the meta, and it's one I know I have to be ready for. That said, I don't feel as if the practice always pays off as much as equivalent practice does on other tracks. It has nothing to do with the driving itself, that is pretty interesting, but just that a track that is more impacted by blue shells and lightning bolts than others makes a consistently winning strategy not as attainable, at least against other strong players. I would say for sure that TTing it helps quite a lot at low level. But when everyone in a lobby is capable of subbing even like, 2:15 or 2:16, the difference in a lot of these races can come down to whether or not there happened to be only 1 shock in a race, or perhaps 3. It is possible for both possibilities to occur on this track. The same sentiment does go for ending shortcut tracks, I will say. With Mushroom Gorge, a cut that saves so much time at the very end places a *ton* of emphasis on the final item sets. And while you can hold items and save them for the cuts, the stronger the lobby you're in, the less you will be able to get away with that strategy. You'll get hit if not holding defense. One could say, just don't frontrun then if soft bagging is better, it's your fault for disliking bagging. But there's a flaw with this logic, in my mind. The problem is, somebody *has* to be in 1st place. If a track is not incentivizing the front in any way, it essentially incentivizes the lobby to not play the game at all. The good news is that by the middle of lap 2 on hefty bagging tracks, someone usually finally decides it might be worth to go forward finally. That said, it is still my opinion that a track where frontrunning is devalued is not really great for the track's design, unless you just like gambling a lot. Regarding coins: you misheard me. The coins on tracks like Piranha Plant Cove aren't hard to reach at all. The issue is that due to their relative scarcity, it requires excessive slowdown in the race, as players wait for them to respawn. When there is little incentivize to go forward from a strategic standpoint, it makes the shock more likely to get pulled, and multiple times if everyone is stopping as early as the middle of lap 1. You can be the most practiced time trialer in the world, and pull off the big shortcut consistently, but it might not matter if the track also pushes for shocks more frequently than it probably needed to. I think this could've been avoided if the track was more in line with other courses in the game. It has all the elements of a runner otherwise, I would say, and a pretty cool one at that. Of course, you can practice bagging also, not all practice is done in TTs. But I would argue that playing the game makes that a necessity in upper tiers to begin with. It's not necessarily a great mechanic, just because it is effective. I would say more than anything, that it is a necessary evil to bring balance. Sometimes, the balance swings too far in the opposite direction though, imo.
I am one of the weird people who actually prefer the dlc over the base game
Same here. The base game just got stale
base game literally gets played less than dlc in comp lmao
@@generalcrab0009but i would play most of the base game tracks over courses like Sunset Wilds or Toad Circuit.
@@bitstimandwesker8896 yeah
I think it's actually not too unpopular of an opinion
To be honest I think Daisy Circuit adds a lot to wave 6 and by extension the BCP as a whole. The course’s aesthetic, atmosphere, and most of all music all give it this sense of celebratory but slightly bittersweet finality. As in “this is it, the final wave, look back at how far we’ve come.” It’s like a well deserved vacation after a long journey, the course’s relative simplicity adds to that, and the entire thing is so pleasantly refreshing and relaxing. Apart from maybe maka wuhu, which is still a bit too grandiose for what Daisy circuit does, no other course could capture quite the same feelings. Which is why I’d say Daisy circuit is a perfect inclusion for the final wave.
I almost want to say this idea is a stretch but you might be on point with it, especially considering they opted to have it be the reveal course of the trailer
While there’s other tracks I strongly would’ve preferred get their feature, I agree that Daisy Circuit does add quite a lot. If vibes were any criteria to judge a track, Daisy Circuit is raptured by them.
This was a great series and breakdown of all of these courses, big thank you for putting all of this together. Much respect for the extra effort to go back and regrade some courses, to make this series feel complete and those opinions not feel dated.
This was the benefit of being late on the video I suppose. Original videos were kinda kneejerk reactions. This one felt like I really had time to consider my takes!
i dont think this was a great series
I couldn't agree more with the terrible coin placement on Piranha Plant Cove. I've had multiple races where it felt like I couldn't comeback since I'd have to go so wide to get my coin count up in the most hectic spots in the room (losing them almost as soon as I'd get them to a fire flower or something).
so you have a skill problem??? 😭
I think SNES BC3 is among my top 5 favourite tracks in the game. It's one of the few cases in the BCP where it feels like they made it as a retro with MK8D in mind despite it debuting in Tour first. And being put right before a rainbow road feels like redemption for finally getting a second Bowser's Castle in 8. What a redemption arc for SNES courses
I like how this video took a while to come out cause it's a nice way to see other's opinions while looking back at wave 6 and the DLC's ending as a whole almost a year after its conclusion. Imo I've always seen wave 6 as the best and I still think it is. It does have some lows with the final Tour nitro being lame and it once again having 2 Wii tracks one of which just being a circuit that replaced a GCN track or a great Tour nitro, but it gives me my favorite track ever being DKM, the best Rainbow Road, the best city track being Rome Avanti, some fun tracks like RIW and Madrid Drive, and then the best remake of all time in SNES BC3.
This DLC definitely had a weak starting point and some low lows, but overall it gave us 48 additional tracks, a bunch of characters, meta changes to spice things up, and even new menus and racing options like a music board or custom items, all for only 25 bucks. Speculating on each release and what tracks could or couldn't come was always such a blast, even if it got a little easy with adding Wii tracks. I hope someday in the future of Mario Kart they do something similar like the BCP. Not only is more content for a game enjoyable but the speculating was so great.
Yeah it made the last few years a great deal more interesting for me and maybe kept me playing this game to begin with. Even Wave 1 delivered on a lot for me too. I'd probably have preferred to have made the video earlier, but I guess the extra reflection time was a good silver lining.
@@HDRookie Definitely. Instead of just releasing a video immediately like most and moving on from the wave and DLC, got to experience it for almost a year and have more of an opinion besides the first experience.
Based on the shroom ridge rank i just straight up skipped to the end and re-read the criteria for the grades.
The coin rings are there in 8 Deluxes Rome Avanti because they were in Tours version
Nice video
Yooooo finally, peak has arrived
where?
I'm watching this from work and during lunch
dont worry it gets better dont give up! ❤
SNES Bowser Castle 3 is one of the most improved remakes in the game
And yeah Mushroom Gorge is horribly unbalanced in races, it's become the bane of my existence
@@MeesterTweester Gorge will always be unbalanced unless you want to anger the entire mk community
do you think a lot of your item complaints would be solved if item sets had a select pool of items you could pull from them? Like being able to not pull a fire flower in the last set of Madrid for example
Interesting comment to be honest, but I do think it could situationally make the game better. That said... I don't think Nintendo would see it as worth it to do, nor would I be sure that they would make good decisions on what isn't eligible where. Probably more effort than it's worth.
I wish the DLC was more graphically consistent with the base game, and i'd have loved to see some cup remixes, theming tracks together. And shame we never got the RMX tracks, they seem really nice
Honestly, I'm fine with there being no RMX tracks. None if them are really standout courses, in my mind
@@HDRookie fair, but they feel a lot better than the standard snes tracks, and i'd hate for them to be the courses left behind in tour
@@shadeblackwolf1508 Honestly, wish they replaced SNES courses with them if they were only going to do 1. Don't really want to see them both though. The fact that SNES BC3 wasn't made as a RMX template probably made it so much better in 8D too lol
@@HDRookie agreed 100%. Maybe they can use the RMX to represent the SNES from next MK onward?
@@shadeblackwolf1508 It'd be cool perhaps, but I doubt it'll happen.
I seriously cannot get behind the pirahna plant cove rating. Its the only S tier track along with waluigi stadium in my opinoin. Really great series though i binged it on my way back from dreamhack
Hard disagree on Wii being the best rainbow road (and no others even being close) if for no other reason than on 150cc it's just *way* too long and it's not interesting at all to drive on outside of the zipper + cut. I personally put MK8 Rainbow Road at the top as far as Rainbow Roads are concerned mostly cause mastering the track utilizes pretty much all of the high level tech that's available to you in this game (including being one of only a handful of courses on 150 that requires brake drifting to optimize), and features a pretty cool path switching shortcut
What I will say in its favor though is that MK8 Rainbow road is pretty underwhelming on vibes as far as being the track to close out the new additions to the game, and Wii Rainbow Road just *feels* much more like a final track, if that makes sense. It's also way better on 200cc, though still not my favorite
Also... Bowser's Castle 3 is friggin amazing
I just don't find races to be as enjoyable on 8RR. Was never an issue of driving tech, but something about it doesn't click. Idk if the races are just too silly because of the cannon set, but the last turn also just feels super claustrophobic. Maybe it would be a good thing to slow down star/golden users late, but it does make the bill super broken also. I much prefer Wiis path split being the ending section I'd say
@@HDRookie makes sense. Honestly my opinions are biased a lot more towards TTs, but after thinking more about what you said in your video, especially with regards to target shocks being less soul crushing and the cannon not being as impactful for items I think I’m convinced that it’s the better track for online play
bc3 is my fav track in the game. the first time I beat it online every person picked it. great music and visuals tho.
PPC probably gives frontrunning a good balance between having easy access to coins but also a risk with the shock and inability to take the mushroom cuts
1st place always has easy access to coins - they pull them through item boxes. It's mainly an everybody else issue. The track is so dry on them that it arbitrarily forces more people to slow down early just to not be at a big disadvantage later in the race. That's the main issue I guess.
@@HDRookie Absolutely
Wh- is the Yoshi combo the new waluigi now?
Yes, it for sure is. But at least Yoshi has a bunch of different colors now.
I always found myself ranking the Wii tracks lower than most simply because I felt they were all better in Wii and lost something in the transition. Like nerfing the difficulty of Moonview and Rainbow Road, adding out of place ramps on Daisy Circuit, the Coconut Mall car incident, etc.
@@HEHEHE_I_AM_A_SUPAHSTAR_WARRIA Nah bro you have to be somewhat biased you dislike ONE ramp in Daisy Circuit placed to add something to do in a short straightaway? ONE RAMP? Plus Wiibow was always going to be easier since 8dx’s Kart controls are better than Wii’s Karts, unless you don’t know how to drift or it’s your first time wiibow without any guard rails is still easy. Plus we love wall dodging reds:)
I can see it. I personally find Moonview to be a lot more enjoyable now, but I see what you mean on a lot of these courses.
@@madrid_drive_enjoyer Well the ramp thing on Daisy Circuit is a minor gripe, but I do feel that the track flowed better in Wii without the random trick ramps and boost panels at the very end. Koopa Cape is another one due to the lack of Koopa Zappers and the ending waterfall not even being an obstacle.
@@HEHEHE_I_AM_A_SUPAHSTAR_WARRIA Rampless flowed better in MKWii because of the wheelie physics of the game. The ramp is kinda nice in 8D because the turn doesn't have enough time to crank out an orange mini turbo. It works in both styles.
Also, I prefer Koopa Cape this way too, since I'm not a huge fan of last turn shortcuts.
Ok im gonna say it...Toad Circuit did nothing wrong. Its a fun easy introduction to the dlc. It got WAY too much hate.
It's literally one of my favourite courses in the game. I'm not one to dislike a track simply because it's very easy to drive on.
bro has clearly never played toad circuit 😭
@@bnsq8149 Bagging flashbacks
just making sure you are ok
Things have been difficult. Trying to work through it. Feels good to publish something again though.
7:24 also, every single City track is in MK8DX except for GCN Mushroom City. City is also the only Double Dash Star Cup track that hasn't been brought back, as well as the only Double Dash Star Cup track that isn't in 8DX
Literally the unluckiest track ever
TBH, city tracks weren't really a notable track category until Tour, but I would still categorize courses like Mushroom City and Moonview Highway differently than even like New York Minute. I always kinda labelled them as traffic courses rather, but even still, all of them but the GC ones are in (unless you want to count Wuhu Loop, but that one is kind of a soft one in a sense).
A pet peeve about dk mountain is that they removed the wooden ramps at the stone part, so now it's just all grey... 😢
I think that was a MKWii only thing, iirc. That said, I'm kinda glad they're gone now. Too much air time for my liking, and the fastest line ignored them anyway back in Wii.
@@HDRookie truth
I think DK mountain was chosen over dino dino, just because dino dino was in mk7
Sooo :shrug:
certainly possible, but MK7 also came out like well over a decade ago at this point
@@HDRookie true lol, wii factor def came into play with that one lol
HoW dArE yOu PuT Dk MoUnTaIn WiTh A d+ wHeN iT’s My FaVoRiTe CoUrSe Of AlL tImE??!?!?!
Is what I wanna say but it’s an opinion at the end of the day and I do like how thoughtful you’ve been with this entire DLC!
Curious though, if Airship Fortress WAS in this game, what score do you think you’d put it with? For the both of us it’s actually one of our favorites too of all time!
Airship is definitely my preferred Star Cup final track of the two. That said, I don't know for sure. Airship Fortress is susceptible to the same cannon item set nonsense as DK Mountain is, when thinking about it. Because the original MK8 had like barely any cannon tracks (Rainbow Road and Big Blue were the big sets that came to mind in the base game), I think we didn't consider how DKM, DKS, MT, etc. would work much here. That said, the 2nd Airship Fortress item set was that entire cellar section away from the blastoff, so maybe it wouldn't be as bad in that regard, like with Wii Rainbow Road.
It's hard to say overall though. I think the bullet bill section would be quite funny. Many tracks don't have this and I'm not sure there's really a single one in the entire game, but this section is a target blooper section and with how common crazy 8s are in this game, I could see it being a massive choke section early on lap 3. The ending is relatively enclosed, but it might be nice for frontrunners. The star box possibility in the crate was always fun too.
I'm a big fan of non shortcut running courses like this. It's why I like Waluigi Pinball so much too. Of course, DK Mountain has a lot of fun merits too. Just not my personal cup of tea.
@@HDRookie Damn I didn’t consider how Bloopers could actually mess up people at the beginning against the bullet bills that would’ve been so fun and chaotic. Absolutely sucks we didn’t get the course because it would’ve looked, played, and sounded phenomenal in this game. Definitely the biggest missed opportunity of the entire BCP!
Now do grades for the courses of the base game
Oh man. That would be a big ask, not sure if that's in the cards right now 😅
daisy circuit is an S+ and so is cove thanks
edit on an actual serious note though, coves coin lobby is the biggest issue and drags it down sadly
The coin issue on Cove unironically hurts the potential of the shortcut. It's frustrating because it should be a good skill track, and in many way it still can be, but sometimes if you're not the one in first on a breakaway, it feels like you're screwed. Idk, I want to like it. Something has always rubbed me the wrong way with it though.
31:19 personal time stamp please ignore
Ain’t no way LA Laps is that high when you complain about chaotic endings ruining tracks so much, should be a D because it’s as much of a lottery as the other RNG tracks, as well as having mid driving. Ask L1am lol
You know, comparatively it's similar to Madrid in that regard, and perhaps more hectic. I had to sit down and ask why I enjoy it more. I think I just prefer the first 2 laps more. It also only requires one shroom up to frontrun, and Madrid requires 2. I have a better understanding of my gameplan earlier in a race on LA. Madrid at times can feel like Gorge where I'm just hoping for multiple mushrooms in sometimes don't get it. You bring up a good point though, LA is definitely not a serious track
i dont agree with this video.
i think that yiu are very hipocritical as you insult tracks simply because you are bad at them. you dont like tracks that are too hard for you, mabye cause of coins, or sharp turns. This is the same reason why people dont like waluigi pinball, but you say they just need to practice. mabye YOU should practice these tracks instead of just saying they are bad because the coins are too hard to reach. You also seem to hate bagging and any track that is not a front runner.
You hate ending shortcuts.
I think that the cannon boxes are actually very skillfull and you should probably just take them into account and try to play using them instead of braindead running all the time.
Overall, you just need a little practice and i am sure you will fix this ranking 👍.
D+
You don't have to agree at all! As stated in the beginning, these are just my opinions.
There is no way to fix this ranking, because if I were to value every course the same way, it would defeat the purpose of a ranking entirely. Rankings are comparative by nature.
I've had to utilize bagging a lot before. A matter of fact, in 6v6 matches, which I definitely prefer, I am one of the weaker players on my team. I've had to get quite comfortable with playing in the back of the pack. I've made videos about how to effectively bag. I've played devil's advocate for bagging after wave 6 came out, when the controversial item set change drew a lot of more casual players to trashing players who utilized bagging. I've said many times that it is a necessary component of the game even. That said, bagging is not my preferred method of playing, so I do tend to not prefer courses that are dependent as more, since they tend to have more variance.
You can practice these bagging courses a lot, but by nature, you can not always manipulate RNG consistently in the way you need it to land, in the same way you can execute good driving consistently. Sometimes, the correct play will yield bad results (not usually, but sometimes) as long as variance is involved, so I do prefer tracks that have a little less. There will always be a level of variance and in many ways it keeps the game fresh, but each track has it to varying degrees.
What it means though, is that some tracks you will get more out of practicing. Believe it or not, DK Mountain is the track I've spent the most amount of time practicing in the last month or two I would say. I've cut my time a second on Teddy, and with BiddyBuggy, I cut another second on top of that. It is a common track in the meta, and it's one I know I have to be ready for. That said, I don't feel as if the practice always pays off as much as equivalent practice does on other tracks. It has nothing to do with the driving itself, that is pretty interesting, but just that a track that is more impacted by blue shells and lightning bolts than others makes a consistently winning strategy not as attainable, at least against other strong players. I would say for sure that TTing it helps quite a lot at low level. But when everyone in a lobby is capable of subbing even like, 2:15 or 2:16, the difference in a lot of these races can come down to whether or not there happened to be only 1 shock in a race, or perhaps 3. It is possible for both possibilities to occur on this track.
The same sentiment does go for ending shortcut tracks, I will say. With Mushroom Gorge, a cut that saves so much time at the very end places a *ton* of emphasis on the final item sets. And while you can hold items and save them for the cuts, the stronger the lobby you're in, the less you will be able to get away with that strategy. You'll get hit if not holding defense. One could say, just don't frontrun then if soft bagging is better, it's your fault for disliking bagging. But there's a flaw with this logic, in my mind. The problem is, somebody *has* to be in 1st place. If a track is not incentivizing the front in any way, it essentially incentivizes the lobby to not play the game at all. The good news is that by the middle of lap 2 on hefty bagging tracks, someone usually finally decides it might be worth to go forward finally. That said, it is still my opinion that a track where frontrunning is devalued is not really great for the track's design, unless you just like gambling a lot.
Regarding coins: you misheard me. The coins on tracks like Piranha Plant Cove aren't hard to reach at all. The issue is that due to their relative scarcity, it requires excessive slowdown in the race, as players wait for them to respawn. When there is little incentivize to go forward from a strategic standpoint, it makes the shock more likely to get pulled, and multiple times if everyone is stopping as early as the middle of lap 1. You can be the most practiced time trialer in the world, and pull off the big shortcut consistently, but it might not matter if the track also pushes for shocks more frequently than it probably needed to. I think this could've been avoided if the track was more in line with other courses in the game. It has all the elements of a runner otherwise, I would say, and a pretty cool one at that.
Of course, you can practice bagging also, not all practice is done in TTs. But I would argue that playing the game makes that a necessity in upper tiers to begin with. It's not necessarily a great mechanic, just because it is effective. I would say more than anything, that it is a necessary evil to bring balance. Sometimes, the balance swings too far in the opposite direction though, imo.
hi I miss your youtube video were you doing