I know, I know. Mario Kart 7 just came out, and I'm enjoying the hell out of it. But every time a game like this comes out, it makes me think, what will they do next? So I figured instead of having all of these ideas floating around in my head, I may as well somewhat organize them, and post them here.
Personally, I’d like to see Mario Kart WiiU take the same path as Mario Kart DS. Instead of trying to implement something new, like Mario Kart Wii and 7 did with bikes and air gliders, among other things, Mario Kart WiiU should take the best elements from each Mario Kart game and perfect them, adding a few new features here and there. My idea for the game would be something like this:
Characters
Instead of going with the usual weight class system, Mario Kart WiiU makes a return to the size class system used in Mario Kart Wii. With a more advanced size class system, taller characters like Peach get different karts than shorter, yet also average characters like Mario. The six sizes classes featured in Mario Kart WiiU, and the characters within them are:
Tiny
1. Baby Mario
2. Baby Luigi
3. Baby Peach
4. Baby Yoshi
5. Shy Guy
Small
6. Toad
7. Toadette
8. Koopa Troopa
9. Dry Bones
10. E. Gadd
Light
11. Diddy Kong
12. Dixie Kong
13. Bowser Jr.
14. Hammer Bro
15. Magikoopa
Medium
16. Mario
17. Luigi
18. Yoshi
19. Birdo
20. Cranky Kong
Tall
21. Peach
22. Daisy
23. Rosalina
24. Wario
25. Waluigi
Large
26. Donkey Kong
27. Wiggler
28. Petey Piranha
29. King Boo
30. Bowser
Tracks
Instead of the usual 32 tracks offered by recent Mario Kart games, Mario Kart WiiU would offer 40 tracks: 20 new and 20 retro. These are some of my ideas for the new courses:
Mushroom Cup
1. Luigi Circuit
2. Flower Fields
3. Birdo Beach
4. Spooky Woods
Flower Cup
5. Daisy Desert
6. Chilly Village
7. Mario Circuit
8. Waluigi Billiards
Star Cup
9. Yoshi Park
10. Peach’s Castle
11. Diddy Falls
12. Mute City
Shine Cup
13. Baby Circuit
14. Mushroom Airport
15. Shy Guy Express
16. Monty Mole Mines
Special Cup
17. King Boo Carnival
18. Hectic Highway
19. Bowser’s Castle
20. Rainbow Road
Shell Cup
1. DS Figure-8 Circuit
2. 3DS Cheep-Cheep Lagoon
3. GBA Riverside Park
4. GCN Dry Dry Desert
Banana Cup
5. Wii Toad’s Factory
6. SNES Bowser Castle 2
7. N64 Royal Raceway
8. 3DS Rock Rock Mountain
Coin Cup
9. Wii DK Summit
10. GCN Mushroom City
11. DS Tick-Tock Clock
12. GBA Ribbon Road
Leaf Cup
13. 3DS Piranha Plant Slide
14. N64 Yoshi Valley
15. SNES Mario Circuit 4
16. Wii Grumble Volcano
Lightning Cup
17. DS Wario Stadium
18. 3DS DK Jungle
19. GCN Bowser’s Castle
20. N64 Rainbow Road
Items
Mario Kart WiiU introduces 3 new standard items for players to use, and also brings back two classic items: Boo and Fake Item Box. The full list is as follows:
1. Banana
2. Triple Banana
3. Green Shell
4. Triple Green Shell
5. Red Shell
6. Triple Red Shell
7. Blue Shell
8. Mushroom
9. Triple Mushroom
10. Golden Mushroom
11. Star
12. Lightning
13. Fake Item Box
14. Boo
15. Bob-Omb
16. Blooper
17. Bullet Bill
18. Super Leaf
19. Freezie
20. Poison Mushroom
21. Magnet
The Freezie is an item that, when thrown, moves like a green shell, but shatters as soon as it hits a wall. Since it’s bigger than a green shell, it’s easier to hit opponents with it. As soon as it hits someone, they become frozen for a second, just like karts that hit the giant Freezies in Double Dash’s Sherbet Land. The poison mushroom is an item that is tossed or placed behind like a banana. When someone touches this item, they shrink for just about as long as a thundercloud-caused shrink in Mario Kart Wii. The magnet rotates around its user’s kart, collecting nearby coins. If an opponent is nearby, the magnet helps draw you closer to them.
Returning from Mario Kart Double Dash are special items. In Mario Kart WiiU, each character has their own special item. There are nine special items in total:
1. Fire Flower (Mario, Luigi, Baby Mario, Baby Luigi)
2. Heart Shield (Peach, Daisy, Baby Peach)
3. Yoshi Egg (Yoshi, Birdo, Baby Yoshi)
4. POW Block (Koopa, Shy Guy, Hammer Bro)
5. Mega Mushroom (Toad, Toadette, Wiggler)
6. Lucky 7 (Shy Guy, Rosalina, E. Gadd)
7. Giant Banana (DK, Diddy, Dixie, Cranky)
8. Bowser Shell (Bowser, Bowser Jr., Dry Bones, Magikoopa)
9. Big Bob-omb (Wario, Waluigi, King Boo, Petey Piranha)
Fire Flower works just as did in Mario Kart 7, but fireballs are more powerful, doing the same damage as a Koopa shell. Heart Shield and Yoshi Egg work just as they did in Double Dash. POW Block is unavoidable now that it’s a special item, causing it to be more effective. Mega Mushroom lasts longer than it did in Mario Kart Wii, also to increase its effectiveness. Lucky 7, Giant Banana, and Bowser Shell work just as they did in their original games. Last, the Big Bob-omb works just like a regular Bob-omb, but has a much larger blast radius.
Battle Mode
The same two battle modes seen in Mario Kart Wii and Mario Kart 7 are included in Mario Kart WiiU. This time around, however, they are much more customizable. Balloon Battle, for example, can be adjusted to work as it did in older Mario Kart games, with players losing the match as soon as their last balloon pops. It could also be adjusted to be based on a point system, as seen in the newer games. Coin Runners can also be adjusted to have all coins on the course at once, or to have just one coin out at a time, making it similar to the Shine Runners mode from Double Dash. Items and number of players can be adjusted for both of these battle modes. There are ten battle courses to choose from in Mario Kart WiiU:
1. Nintendo WiiU
2. Block Castle
3. Peach’s Cake
4. Dry Dry Outpost
5. Freezeflame Field
6. SNES Battle Course 1
7. N64 Double Deck
8. GCN Tilt-A-Kart
9. Wii Funky Stadium
10. 3DS Honeybee Hive
Gameplay & Other Features
The air gliding and underwater segments introduced in Mario Kart 7 reappear in Mario Kart WiiU. The driving aspect itself, however, is quite similar to Mario Kart Wii. Drifting returns to how it was in that game, as the slightly altered method of drifting introduced in Mario Kart 7 made snaking, while not as effective as it was in DS, possible to do in MK7. Also returning from Mario Kart Wii are tricks. Both the ramp tricks seen in Wii and MK7 as well as the halfpipe tricks exclusive to Wii return in WiiU.
Another new feature is, of course, the use of the WiiU controller. The screen on the tablet-like controller shows a birds-eye view of the map, similar to the bottom screen of Mario Kart DS and 7, that shows other racers and their items. This screen also works as a rear-view mirror for the player, who can quickly move the controller around to see what’s behind them from multiple angles.
Another first for Mario Kart is the ability to pick the number of characters in a race. I’ve noticed some people prefer having eight racers as it leads to more balanced gameplay, while others prefer the slightly more chaotic twelve-player races seen in Mario Kart Wii. To appeal to both kinds of fans, there’d be 3 different amounts of racers seen during Grand Prix mode. 50cc would have 8 racers, 100cc would have 10, and 150cc would have 12. With Mirror Mode, the player is allowed to pick to have 8, 10, or 12 racers.
Mario Kart WiiU would have more single player options than just Grand Prix and Time Trials. Vs. Mode would be available for single player mode once again, and Mission Mode would return from Mario Kart DS.
Another lost element from Mario Kart DS I would bring back is the ability to make your own custom Kart emblem. With WiiU’s large touch screen, players could sketch whatever they’d like their emblem to be.
Lastly, kart customization from Mario Kart 7 would make a return in Mario Kart WiiU. This time, much like the karts and bikes in Mario Kart Wii, the kart bodies are based on size class. Each size class has 8 kart bodies to choose from: four new karts and four karts from previous Mario Kart games. Two of these 8 kart bodies, no matter which size class the player chooses, are the Standard Kart and the Classic Kart. The Classic Kart is the kart used in Super Mario Kart, Mario Kart 64, and Super Circuit, also known as the Pipe Frame kart from Mario Kart 7. This is essentially the retro counterpart of the Standard Kart.
Aside from the Standard Kart and Classic Kart, each size class has six other kart bodies to choose from.
Tiny
1. Turbo Crib
2. Choo-Choo
3. Mystery Mask
4. Goo Goo Buggy (GCN)
5. Shooting Star (DS)
6. Cheep Charger (Wii)
Small
1. Shroom Cruiser
2. Dry Dasher
3. Mini-Copter
4. Tiny Titan (Wii)
5. Koopa Dasher (GCN)
6. Poltergust 4000 (DS)
Light
1. Banana Wagon
2. Spellcaster
3. Boomerang Plane
4. Rambi Rider (DS)
5. Bullet Blaster (GCN)
6. Koopa Clown (3DS)
Medium
1. L-Dasher
2. Egg 2
3. Ribbon Runner
4. Red Fire (GCN)
5. Wild Wing (Wii)
6. Bolt Buggy (3DS)
Tall
1. Luxury Limo
2. W-Racer
3. Starry Sky
4. Royal Racer (Wii)
5. Birthday Girl (3DS)
6. Brute (DS)
Large
1. Pipe-Kart
2. Wiggler Bus
3. Mecha-Koopa
4. DK Jumbo (GCN)
5. Tyrant (DS)
6. Bruiser (3DS)
Just like in Mario Kart 7, the player can customize the wheels and air gliders they use. Some of the wheels and gliders featured in that game return in Mario Kart WiiU, alongside new ones.
Wheels
1. Standard
2. Monster
3. Tiny
4. Mushroom
5. Slim
6. Sponge
7. Wood
8. Carriage
9. Shell
10. Spiked
11. Springy
12. Thick
Gliders
1. Standard Glider
2. Peach Parasol
3. Flower Glider
4. Swooper
5. Propeller Box
6. Cloud
7. Stork
8. Ribbon
9. Beast Glider
10. Super Cape
Well that’s what I think Mario Kart WiiU should be like. What do you guys think? Any retro tracks you would’ve picked that I didn’t? Let me know what you think, and come up with some of your own ideas too!
Personally, I’d like to see Mario Kart WiiU take the same path as Mario Kart DS. Instead of trying to implement something new, like Mario Kart Wii and 7 did with bikes and air gliders, among other things, Mario Kart WiiU should take the best elements from each Mario Kart game and perfect them, adding a few new features here and there. My idea for the game would be something like this:
Characters
Instead of going with the usual weight class system, Mario Kart WiiU makes a return to the size class system used in Mario Kart Wii. With a more advanced size class system, taller characters like Peach get different karts than shorter, yet also average characters like Mario. The six sizes classes featured in Mario Kart WiiU, and the characters within them are:
Tiny
1. Baby Mario
2. Baby Luigi
3. Baby Peach
4. Baby Yoshi
5. Shy Guy
Small
6. Toad
7. Toadette
8. Koopa Troopa
9. Dry Bones
10. E. Gadd
Light
11. Diddy Kong
12. Dixie Kong
13. Bowser Jr.
14. Hammer Bro
15. Magikoopa
Medium
16. Mario
17. Luigi
18. Yoshi
19. Birdo
20. Cranky Kong
Tall
21. Peach
22. Daisy
23. Rosalina
24. Wario
25. Waluigi
Large
26. Donkey Kong
27. Wiggler
28. Petey Piranha
29. King Boo
30. Bowser
Tracks
Instead of the usual 32 tracks offered by recent Mario Kart games, Mario Kart WiiU would offer 40 tracks: 20 new and 20 retro. These are some of my ideas for the new courses:
Mushroom Cup
1. Luigi Circuit
2. Flower Fields
3. Birdo Beach
4. Spooky Woods
Flower Cup
5. Daisy Desert
6. Chilly Village
7. Mario Circuit
8. Waluigi Billiards
Star Cup
9. Yoshi Park
10. Peach’s Castle
11. Diddy Falls
12. Mute City
Shine Cup
13. Baby Circuit
14. Mushroom Airport
15. Shy Guy Express
16. Monty Mole Mines
Special Cup
17. King Boo Carnival
18. Hectic Highway
19. Bowser’s Castle
20. Rainbow Road
Shell Cup
1. DS Figure-8 Circuit
2. 3DS Cheep-Cheep Lagoon
3. GBA Riverside Park
4. GCN Dry Dry Desert
Banana Cup
5. Wii Toad’s Factory
6. SNES Bowser Castle 2
7. N64 Royal Raceway
8. 3DS Rock Rock Mountain
Coin Cup
9. Wii DK Summit
10. GCN Mushroom City
11. DS Tick-Tock Clock
12. GBA Ribbon Road
Leaf Cup
13. 3DS Piranha Plant Slide
14. N64 Yoshi Valley
15. SNES Mario Circuit 4
16. Wii Grumble Volcano
Lightning Cup
17. DS Wario Stadium
18. 3DS DK Jungle
19. GCN Bowser’s Castle
20. N64 Rainbow Road
Items
Mario Kart WiiU introduces 3 new standard items for players to use, and also brings back two classic items: Boo and Fake Item Box. The full list is as follows:
1. Banana
2. Triple Banana
3. Green Shell
4. Triple Green Shell
5. Red Shell
6. Triple Red Shell
7. Blue Shell
8. Mushroom
9. Triple Mushroom
10. Golden Mushroom
11. Star
12. Lightning
13. Fake Item Box
14. Boo
15. Bob-Omb
16. Blooper
17. Bullet Bill
18. Super Leaf
19. Freezie
20. Poison Mushroom
21. Magnet
The Freezie is an item that, when thrown, moves like a green shell, but shatters as soon as it hits a wall. Since it’s bigger than a green shell, it’s easier to hit opponents with it. As soon as it hits someone, they become frozen for a second, just like karts that hit the giant Freezies in Double Dash’s Sherbet Land. The poison mushroom is an item that is tossed or placed behind like a banana. When someone touches this item, they shrink for just about as long as a thundercloud-caused shrink in Mario Kart Wii. The magnet rotates around its user’s kart, collecting nearby coins. If an opponent is nearby, the magnet helps draw you closer to them.
Returning from Mario Kart Double Dash are special items. In Mario Kart WiiU, each character has their own special item. There are nine special items in total:
1. Fire Flower (Mario, Luigi, Baby Mario, Baby Luigi)
2. Heart Shield (Peach, Daisy, Baby Peach)
3. Yoshi Egg (Yoshi, Birdo, Baby Yoshi)
4. POW Block (Koopa, Shy Guy, Hammer Bro)
5. Mega Mushroom (Toad, Toadette, Wiggler)
6. Lucky 7 (Shy Guy, Rosalina, E. Gadd)
7. Giant Banana (DK, Diddy, Dixie, Cranky)
8. Bowser Shell (Bowser, Bowser Jr., Dry Bones, Magikoopa)
9. Big Bob-omb (Wario, Waluigi, King Boo, Petey Piranha)
Fire Flower works just as did in Mario Kart 7, but fireballs are more powerful, doing the same damage as a Koopa shell. Heart Shield and Yoshi Egg work just as they did in Double Dash. POW Block is unavoidable now that it’s a special item, causing it to be more effective. Mega Mushroom lasts longer than it did in Mario Kart Wii, also to increase its effectiveness. Lucky 7, Giant Banana, and Bowser Shell work just as they did in their original games. Last, the Big Bob-omb works just like a regular Bob-omb, but has a much larger blast radius.
Battle Mode
The same two battle modes seen in Mario Kart Wii and Mario Kart 7 are included in Mario Kart WiiU. This time around, however, they are much more customizable. Balloon Battle, for example, can be adjusted to work as it did in older Mario Kart games, with players losing the match as soon as their last balloon pops. It could also be adjusted to be based on a point system, as seen in the newer games. Coin Runners can also be adjusted to have all coins on the course at once, or to have just one coin out at a time, making it similar to the Shine Runners mode from Double Dash. Items and number of players can be adjusted for both of these battle modes. There are ten battle courses to choose from in Mario Kart WiiU:
1. Nintendo WiiU
2. Block Castle
3. Peach’s Cake
4. Dry Dry Outpost
5. Freezeflame Field
6. SNES Battle Course 1
7. N64 Double Deck
8. GCN Tilt-A-Kart
9. Wii Funky Stadium
10. 3DS Honeybee Hive
Gameplay & Other Features
The air gliding and underwater segments introduced in Mario Kart 7 reappear in Mario Kart WiiU. The driving aspect itself, however, is quite similar to Mario Kart Wii. Drifting returns to how it was in that game, as the slightly altered method of drifting introduced in Mario Kart 7 made snaking, while not as effective as it was in DS, possible to do in MK7. Also returning from Mario Kart Wii are tricks. Both the ramp tricks seen in Wii and MK7 as well as the halfpipe tricks exclusive to Wii return in WiiU.
Another new feature is, of course, the use of the WiiU controller. The screen on the tablet-like controller shows a birds-eye view of the map, similar to the bottom screen of Mario Kart DS and 7, that shows other racers and their items. This screen also works as a rear-view mirror for the player, who can quickly move the controller around to see what’s behind them from multiple angles.
Another first for Mario Kart is the ability to pick the number of characters in a race. I’ve noticed some people prefer having eight racers as it leads to more balanced gameplay, while others prefer the slightly more chaotic twelve-player races seen in Mario Kart Wii. To appeal to both kinds of fans, there’d be 3 different amounts of racers seen during Grand Prix mode. 50cc would have 8 racers, 100cc would have 10, and 150cc would have 12. With Mirror Mode, the player is allowed to pick to have 8, 10, or 12 racers.
Mario Kart WiiU would have more single player options than just Grand Prix and Time Trials. Vs. Mode would be available for single player mode once again, and Mission Mode would return from Mario Kart DS.
Another lost element from Mario Kart DS I would bring back is the ability to make your own custom Kart emblem. With WiiU’s large touch screen, players could sketch whatever they’d like their emblem to be.
Lastly, kart customization from Mario Kart 7 would make a return in Mario Kart WiiU. This time, much like the karts and bikes in Mario Kart Wii, the kart bodies are based on size class. Each size class has 8 kart bodies to choose from: four new karts and four karts from previous Mario Kart games. Two of these 8 kart bodies, no matter which size class the player chooses, are the Standard Kart and the Classic Kart. The Classic Kart is the kart used in Super Mario Kart, Mario Kart 64, and Super Circuit, also known as the Pipe Frame kart from Mario Kart 7. This is essentially the retro counterpart of the Standard Kart.
Aside from the Standard Kart and Classic Kart, each size class has six other kart bodies to choose from.
Tiny
1. Turbo Crib
2. Choo-Choo
3. Mystery Mask
4. Goo Goo Buggy (GCN)
5. Shooting Star (DS)
6. Cheep Charger (Wii)
Small
1. Shroom Cruiser
2. Dry Dasher
3. Mini-Copter
4. Tiny Titan (Wii)
5. Koopa Dasher (GCN)
6. Poltergust 4000 (DS)
Light
1. Banana Wagon
2. Spellcaster
3. Boomerang Plane
4. Rambi Rider (DS)
5. Bullet Blaster (GCN)
6. Koopa Clown (3DS)
Medium
1. L-Dasher
2. Egg 2
3. Ribbon Runner
4. Red Fire (GCN)
5. Wild Wing (Wii)
6. Bolt Buggy (3DS)
Tall
1. Luxury Limo
2. W-Racer
3. Starry Sky
4. Royal Racer (Wii)
5. Birthday Girl (3DS)
6. Brute (DS)
Large
1. Pipe-Kart
2. Wiggler Bus
3. Mecha-Koopa
4. DK Jumbo (GCN)
5. Tyrant (DS)
6. Bruiser (3DS)
Just like in Mario Kart 7, the player can customize the wheels and air gliders they use. Some of the wheels and gliders featured in that game return in Mario Kart WiiU, alongside new ones.
Wheels
1. Standard
2. Monster
3. Tiny
4. Mushroom
5. Slim
6. Sponge
7. Wood
8. Carriage
9. Shell
10. Spiked
11. Springy
12. Thick
Gliders
1. Standard Glider
2. Peach Parasol
3. Flower Glider
4. Swooper
5. Propeller Box
6. Cloud
7. Stork
8. Ribbon
9. Beast Glider
10. Super Cape
Well that’s what I think Mario Kart WiiU should be like. What do you guys think? Any retro tracks you would’ve picked that I didn’t? Let me know what you think, and come up with some of your own ideas too!