To those wondering when I'll have my Pipe Tour MKT reaction out, it'll either release a bit later today OR tomorrow morning. Haven't decided just yet, but hope you look forward to it!
Sadly the mk8 engine doesnt support dynamic skyboxes so the sunset (or more correct the transition to nighttime since the entire race is sunset now) was doomed since the beginning
It’s very disappointing. Always had thought we should’ve gotten Yoshi Desert over this track but everyone kept crapping on me for saying “BUT SUNSET IS GONNA BE GOOD” and look where we are now…
The sunset mechanic actually can't work in 8 because the game doesn't use dynamic lighting for the whole track (only on characters models afaik, for performance reason). They would need to rewrite the lighting engine, which would take alot of time, something that they don't have when they have 4 months to make 8 tracks. Tour doesn't have such problem because the game uses a simpler lighting system, and also because the game has simpler graphics which means there are no performance concerns.
@@jakethedog2.0It absolutely is an excuse. If it did support it inherently, I see no reason why they wouldn’t do it. Them having years before making Sunset Wilds also is irrelevant because they really had no reason to have such a feature until this particular track, so why would they even think about dynamic skyboxes for any of that time, there was no reason for it. Even if they added in a different track instead of this one, there still would be an “excuse” why they couldn’t fully implement this track properly.
@@jakethedog2.0 The problem here is not laziness, I'm like 90% sure they wanted to implement the sunset mechanic. The problem is that MK8 at it's core was built with quality and performance in mind. As such, compromises had to be made. One such compromise was to use baked lighting instead of dynamic lighting, which means that a track can either be set during the day or night or whatever in-between, but it can't be changed on the fly afterward. It's like if you wanted to add more flour to a cake that you've already baked, not sure how that would work. The reason MK8 runs at a buttery-smooth 60 fps is in large thanks due to that. Otherwise we'd be playing at 30 fps if not less. Now, is it possible for them to change that? Yes, but it would take alot of time and would likely have an impact on performances. They could do some trickery with the skybox without having the track change to night, but I don't even know if the engine allows that currently. (Congrats if you made it to the end.)
The Sunset gimmick is something the devs wouldn't just forget. They didn't forget the tables in Cruiser, and they fixed the cars in Coconut Mall. Chances are very high that it is an engine limitation, since 8DX uses baked lighting which precludes dynamic skyboxes, at least ones that would look realistic. They could reprogram the engine, but it is very obvious whomever is making the DLC is NOT the OG dev team, so I doubt they have the ability to reprogram something as large and important as the game engine. They did their best to make it work with a static sunset, with the sun partly below the horizon to start with. However, if Nintendo gets enough flak about this, I wouldn't be too suprised if they bring some of the OG dev's back to rewrite the engine to make it work, but that seems like a LOT of effort for a DLC which isn't exactly know for the highest effort.
We need to riot about this more cause this is what made Sunset Wilds SUNSET WILDS! It’s ridiculous that it’s not implemented here, hell even the MKT remake has it!!
I'm mixed about Sunset Wilds. I like how the track drives and looks--more so than I expected--and I adore the music. But yeah, the sky not changing is disappointing and quite frankly, shocking considering that it is THE main unique track feature. Could have been an A; instead a B for me.
The wave as a whole I give about a B rank. However Sunset Wilds is honestly the WORST GBA in the entire game, not just because of the sunset mechanic being removed but it’s also just very bland and boring to race on. It’s essentially just a glorified Choco Island now…
@@ryderkartdx Exactly man i 100% agree with you its a huge waste of a GBA track like Sunset Wilds without the Sunset to set and because GBA Yoshi Desert got a big glowup in tour it 100% deserved the most but rip 😢
@RyderKartDX: Notice that moon view high the floor is dark collor except for the boost pannel, so if they did do the sun set mechanic in Sunset wild, it would have look terrible since despite changeing to night time, the sand would still be light up like it is still day time, someone with hack did that, and that is what happen, people that are still flashing light sensitive would get an instant epiliptic seizure. Even with the warning of epiliptic seizure they still want to enjoy the game, they are not going to stop playing the game that they bought because of the epiliptic seizure warning. You buy a game with your own money but you can't play the game you just bought, because their is too mush light contrast you have a high risk of having an epeliptic seizure, and if it was digital you can't return it.
removing sunsets wilds feature that made the tracks so unique in the first place is so stupid. it was one of my fav tracks cus of that feature and now it just feels bland
RyderKartDX: Daisy cruiser a retro track in Mario kart 7, this is where the left path was introduce to be open at the start while on the Game cube version the left path was close, the drive in the pool comes from mario kart 7 version and the under path full of water comes from the Mario kart 7, the under path still exist on the Game cube version but was not full of water. Koopa cape also a retro track in Mario kart 7 the clear tunnel section was full of water, Mario kart 7 did not have half pipe because they remove bikes
Well I think it still would’ve fit within this wave cause it basically came out the same time as this wave. To back up my point on that we had SHS back in wave 2 as the same time as the track was coming to Tour, so I don’t really find that to be an excuse on Nintendos part. But hey, maybe it’ll fit in wave 6, but idk. Feels more like a wave 5 track imo, and it shows.
I do get why they couldn't include the sunset in Sunset Wilds since mk8's engine doesn't support dynamic skyboxes. But then that just begs the question, why even include Sunset Wilds in the bcp in the first place?
It's so cute to see your hype for Wiggler and i had the same reaftion aswell i mained him in MK7 and it still feels so surreal that he is here! The boi deserves this hype! 🐛
Not my favourite wave sadly. Sunset Wilds feels so lifeless now and I always found Koopa Cape overrated. Daisy Cruiser is fine and Moonview Highway is good but feels too easy. The real standouts here imo are the cities. They're awesome! From what I've seen on the Internet, Athens is becoming a bit of a fan favourite.
1. Sunset Wilds doesn't feel lifeless, but I hope they fix the obvious missing mechanic. 2. I also feel Koopa Cape is super overrated, ane besides the banger music it's pretty meh. 3. I think Moonview Highway is perfect, especially playing online with spammers and being bumped by lag, and the music fucking slaps. It looks better than a lot of the base game. And yes Athens is freaking awesome and feels fresh!
@@Lordbeerus0901 My other problem with Sunset Wilds is the fact that the layout feels too polished, it's meant to feel rugged and rough. It feels too artificial for my liking, just a shame they've butchered my two favourite GBA tracks, but I'm happy what they did with the other three.
@@rowgonsoleconsole5440 I dunno man. I've seen a lot of people try to talk down on Sunset Wilds because of the lack of actual sunset. And I mean they try to say it's lifeless, or the layout is bad. I have no attachment to the previous layout, and racing on it feels pretty fun! The wave is 9.5/10 besides the Sunset Wilds problem.
@@rowgonsoleconsole5440 I certainly agree if they end up not actually updating the mechanic. If it was something they couldn't put into the code, they at least could have had it randomized like animal crossing's weather
I know that the MK8 engin does not allow Sunset Wilds to actually have a sunset, but in that case, couldn't they have brought in another track instead of this one?? Yoshi desert is overall a course that I like a little less than this one, but considering the fact that Sunset Wilds does not WORK in 8 deluxe, Yoshi desert would have been better
I just want to quickly add that adding the sunset is a LOT more complicated in this game over Tour, tour is just changing a light, this game has a whole bunch of other values that are probably incredably difficult to adjust real time, though yes, they definitly should have and could have, but we all know this DLC is clearly on a stupidly tight budget and also on a stupidly tight time schedule, and judging by the fact that the dynamic shadows (shadow cast by objects and characters etc) are extremely pixelated sometimes they probably tried and failed, and with a bit of luck they will finish it the next wave, just like how the coconut mall cars were unfinished in Wave 1 also.
On Moonview Highway I noticed that the boost panel's layout changes. Similar to the ramps in Excitebike. But it seems one layout appears more than the other. Another thing to mention is that the meta has changed again! (Waluigi got buffed along with a few other. Some characters and karts were also nerfed) Also very upsetting to see that Nintendo literally took the Sunset out of Sunset Wilds.
It actually *IS* that hard to program a dynamic skybox into a game that doesn't support dynamic skyboxes, though I do agree that if they couldn't give us Sunset Wilds with the time changing then they should've just given us a different GBA track instead
You’re so excited for your Wiggler coming back huh specking of Wiggler I think you will grind the ranked cup because Wiggler and the Wiggler Egg are ranked cup rewards for both weeks.
This wave is probably one of my 2nd favorite out of the 5. It was so close to being my favorite but the lack of dynamic time of day changes for GBA Sunset Wilds makes it a let down in my books. I think this feature in 8 Deluxe's version due to its engine limitations. Also, after listening to all of the music in Wave 5 - GBA Sunset Wilds is my least favorite in general out of the 8 courses in Wave 5. To be honest, I have never been quite as mad as Wiggler over a GBA course but I am. It is well deserving of its placement in the BCP, but I am not a huge fan that would want to protect it for its life. Thoughts for LA Laps' "bahs" replaced with sax... I actually like this new version of LA Laps. Who knew that saxophones and synths can work well in harmony together. Also, Vancouver Velocity's music sounds WONDERFUL in 8 Deluxe. From what I heard, they used an EWI (aka Electronic Wind Instrument, pronounced "Ee-wee") for the portion that can be heard "29 seconds" into the course's music as well as the last part of the music before it loops back. Just incase you're wondering what an EWI is, think of it as a synthesizer combined with a clarinet or a recorder and you get that sound. It might sound odd at first but this has definitely elevated the music much better. I will give you a link to the OST so you see what I meant; ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-jFTUxfCwCFE.html&ab_channel=TZGaming Overall it is an *8.5/10* in my books for Wave 5 of the Booster Course Pass. Wave 3 is still my favorite, but *Wii Moonview Highway* is my favorite classic/retro by far because I have noticed something that is not in the original or Tour's version. The Dash Panels in the City portion of that course is actually _randomized_ each time you play on it. You actually notice it in the Course Intro and while racing. It is pretty much the BCP's version of Excitebike Arena. So while the traffic is not as hectic, the Dash Panels being randomized makes up for it. For me, I love the changes they made to LA Laps, even with it being daytime since it is in a wave that Sunset Wilds is in and you get more of the beachy summer vibe to it. One cool detail is that the coins at the Baseball Stadium is not only in the arrangement of a baseball, but the coins on the circle portion of it is rotated to make it look like a circle which gives it quite an interesting look. To be honest, the only Wave that could beat Wave 3 is Wave 6... and after listening to Piranha Plant Pipeline (seriously, just call it *Pipe Canyon* or something. It is too similar to the PAL name of 3DS Piranha Plant Slide being *Piranha Plant Pipeway*), I am actually loving the music of that new nitro course. Speaking of nitro, we are getting *one nitro less* in Wave 6 according to the datamines found in the game's files for Wave 5. Wii Moonview Highway replaced that slot, that means *Wii Rainbow Road* is SAVED and definitely coming for sure. Along with that, we are getting *2 cities, 1 SNES, 2 nitros and 2 GCNs* according to the prefix leak. I have a gut feeling that *GCN Mushroom City* is coming for sure and not Mushroom Bridge. It is the only course that might actually makes sense to be in Mario Kart Tour and Mario Kart 8 Deluxe. So we are not out of the woods or city blocks in terms of city themed courses.
Ranking each wave, I would say.. #1 - Wave 3 By far the best wave imo. Almost every course was a hit. Love what they did with tracks like DS Peach Gardens, and just the fact 3DS Rainbow Road is there. The soundtrack for this wave is also top tier. #2 - Wave 5 Very solid wave, almost no misses aside from obviously GBA Sunset Wilds. The city tracks were very decent, and Squeaky Clean Sprint is a very creative nitro track. Of course, we also got 3 new characters. Though, I think the music could have been better with some tracks. #3 - Wave 2 Aside from Sky-High Sundae and SNES Mario Circuit 3, every track was very fun. Love how they handled N64 Kalimari Desert, love the retro tracks like GBA Snow Land, DS Waluigi Pinball, and Wii Mushroom Gorge. The Tour tracks were pretty alright, and they also slightly improved the graphics from Wave 1. #4 - Wave 4 Kinda disappointing imo. Tracks like Yoshi's Island and GCN Waluigi Stadium were very fun, but most of the others weren't all that great. Amsterdam Drift was very mediocre, GBA Riverside Park is fine but theres not a lot there, and of course DS Mario Circuit just isn't a good pick. #1 - Wave 1 Bad graphics, bad track choices like 3DS Toad Circuit and DS Shroom Ridge. They completely massacred tracks like GBA Sky Garden and Wii Coconut Mall. Tokyo Blur is boring, and Ninja Hideaway just isn't fun to race on imo.
Wii Coconut Mall is fine the only actual change is the cars at the end also DS Mario Circuit is WAY better than Waluigi Pinball that track is ridiculously overrated there are literally zero shortcuts making people in first nearly untouchable with multiple spiny shells
Definitely the best wave, I'd give it a solid 9/10. My ranking goes as: Daisy Cruiser Athens Dash Squeaky Clean Sprint Koopa Cape Vancouver Velocity LA Laps Sunset Wilds Midview Highway Very solid wave, the only bad things in the wave for me are how Sunset Wilds doesn't change the time of day anymore, and how Midview Highway is a shell of its former self. Was never a fan of the track, but at least the chaotic MKWii traffic made up for the lame track layout, now its just straightaways with a few turns, and a few cars going incredibly slow. Other than those 2 things though, fantastic wave. WIGGLER WEDNESDAY!
Fair enough. To be honest, I give it a 9 as well because of GBA Sunset Wilds. Thing to note next time - attention to the placements of the Dash Panels in the City portion of Wii Moonview Highway when you play the course over and over again. From what I have seen, they're actually _randomized_ each time you race on it. It is pretty much the Booster Course Pass version of Excitebike Arena.
Ya know, it's nice to see your opinions on the tracks and stuff, tho it's honestly sad to see that pretty much all your enthusiasm is gone after sunset wilds
Yeah Sunset Wilds really made me very disappointed. Although I wasn’t expecting much out of the track, it really shocked me that they didn’t even program the sunset mechanic.