![]() ![]() In Model/stage_debug, all the folders for the tracks are present, but all are empty except the KP folder (Toad Cup). There's a total of 4 unused tracks in this game. The texture and model directories in Data\Effects have this file called test_01.dds, the base and update(s) of the game have this file. A glitch can be done to force the player to go backwards by disabling the warps at Peach Castle or Kingdom Way, but the sign doesn't attempt to appear either. Lakitu's object graphics have a U-turn sign, along with a specular map for it, for when the player goes backwards, but since the player can't go backwards, it goes unused. Yellow Yoshi's slot ID is 16 ( 0x10), and Blue Yoshi's is 18 ( 0x12). Red Yoshi's icon is present as well, but Black Yoshi's wasn't added yet. Only Red Yoshi and Black Yoshi were released. There may have been plans for more palette swap Yoshis as DLC, but got cut for unknown reasons. Present in flash/data_jp/common_tex/tex/chara_p00.pac, in the first release, are character select icons for Yellow Yoshi and Blue Yoshi. It reuses artwork from GP1/2, Mario Kart Wii, and Mario Kart 7. They may have been used to test the camera.įlash/data_jp/select_00/select_00tex.pac has placeholder sprites for the class selection and other sorts. There's also smaller versions of the same icons.įlash/data_jp/test_data/test_datatex.pac contains two Mario icons (much like the ones in test.pac), and sprites for a test menu and two images of old cars in Japan, most likely at some kind of car show- the car on the right is a Messerschmitt Kabinenroller. In the final, he uses his appearance from Pac-Man and the Ghostly Adventures. The most notable difference is Pac-Man, as he uses his older model from GP1/2. ![]() It’s not like players can’t jump in and press the accelerate button whenever they want, anyway, even if auto-accelerate is on.įrom the looks of Twitter, people really appreciate the rest for their weary thumbs.Present in flash/data_jp/common_tex/tex/test.pac are test character icons of all the characters from the first release (Rosalina is there as well because her files are present in the first release) in dds format. Otherwise, smart steering can make the game more linear, to the point of blandness.īy letting the game accelerate on the player’s behalf without also controlling the direction they move in, players can continue to search for a track’s unique features and shortcuts. It’s a useful option for those in need of additional help with the joysticks. Smart steering also makes all of the game’s skillful shortcuts inaccessible. Smart steering works in reverse: It guides players’ karts so that they remain on the road at all times, turning them when they need to turn. To give that up seems, at first, unthinkable.īut there’s a lot more for the average, even experienced player to like about auto-accelerate over its companion feature, smart steering. In short, acceleration is one of the ways that players can exert their control in the game. Letting go of the button to brake can also be used as a strategic play. ![]() A big part of the Mario Kart experience is timing those button presses just right to get the starting bell boost. The option keeps racers moving forward without forcing players to mash the accelerate button, and that’s just what people are finding themselves really liking about it.Īt first blush, the auto-accelerate feature seems made for newcomers only, or for those with serious conditions requiring them to use it. Of Mario Kart 8 Deluxe’s two new, casual-minded features, it’s auto-accelerate that seems to have found the biggest fanbase. ![]()
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