#mario kart 8 deluxe coins purpose
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How much faster do we drive with coins ?
Every now and then, people tend to say: "yeah you get a 1% speed increase per coin you get so you get a 10% with 10 coins", "you a get a 1% speed increase per coin and a 15% speed increase with 10 coins plus a bonus speed increase" .....
Bla..bla.bla..bla.
Bonus speed increase.. a bonus of what is already a bonus.. seriously ?!
Okay so I know Mario Kart 8 deluxe has been around for the past 6 years now but we gotta discuss this topic ASAP because most players still have no clue of the true speed increase coins generate.
So according to the game itself, coins increase top speed.
The question is by how much is it increased ?
Well according to Mario Kart 8 Deluxe in-game statistics, the game indeed increases per coins you drive through (as you can see on this table) :
Basically it shows different top speeds values (in distance units/frame) for each level a combination accounts for its speed statistic (see this post to understand what a "level" is and represents) in every road section type you drive on (ground, water, anti-gravity, air).
Here is a simplified version of that same table so that everybody reads the values in an easier way :
From it, we understand each coin's top speed increase is in fact a flat increase which means that it's not a percentaged increase (a percentaged top speed increase would be relative and different for every level while a flat top speed increase means it's the same for every single level).
Now to find out the top speed increase we get 10 coins, we subtract the 0 coin top speed value to the 10 coin one for each level.Then we wanna know how it translates into a percentage.. However let me tell you right away, there is no such thing as "{insert number of coins} coin(s) increase(s) your top speed by {insert a percentage}", the top speed increase percentages are relative to a combination speed stat (even though they get the same amount of speed increment) meaning that we have to calculate these different percentages for each level of speed :
We notice that 10 coins increase top speed by 0.5 distance units/frame and that there is a 0.025 distance units/frame difference separating 2 level of speed.
Based off of this information, we can determine cumulative top speed increases for a given coin number (ranging from 0 to 10 as one should know) in distance units/frame, in levels & in stat bars :
Looking back into the top speed increase percentages, we see that it is more interesting and relevant for low speed combos to pick up coins than for high speed combos (in other words coins are more effective on slow combinations), I do not say it is unnecessary for fast combinations but it is only less efficient.
Ultimately, a coin increases your top speed by 0.628 % to 0.669 % (approximately) depending on your combo (you can get like up to 5 stat bars more for speed once you got 10 coins).Even though, their increases are lesser than expected, coins are still important.
Here is a side-by-side comparaison done by JPGiviner for us to visualize the actual differences :
youtube
Moreover, let's calculate the time difference between a 0 coin & 10 coin racers (i.e: how much time is the 0 coin racer late to the 10 coin racer at a given time) driving for a certain amount of time (of course we'll consider they are both driving straight at their top speed constantly) with both using the Mario/standard kart/standard wheels/super glider combo (speed level being 13) :
So we can chart every results out :
Finally, what you can remember is that for a 2 minutes of driving with Mario/standard kart/standard wheels/super glider, the 0 coin racer is about 8 seconds late to the 10 coin racer (note that this time difference gets shorter, the faster the combinations are)
Hence the outright importance of coins in Mario Kart 8 Deluxe performance talking :)
Sidenote: I didn't mention it but there isn't anything as a bonus top speed increase by picking the 10th coin, the coin counter getting orange doesn't imply a bonus top speed increase but is rather a game design choice to indicate the max amount of coins you could get in a race has been reached.
By the way, all the datas shown are related to the 150cc engine class.
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Mario Kart Concepts: New Modes & Mechanics
Brand new features: -Roadblocks, which are everyday assets from a track now repurposed for the racer's use. This is for the purpose of throwing opponents off course, incorporating track hazards. (A goomba, a spill of oil, etc.) These could serve as mini items, without all the “luck of the draw” RNG. (Maybe, racers pick these up?) -Battlefield’s type of destructible environments for Mario Kart. The levolution would be similar to Hardline, as there were a select amount of areas within the environment that could be affected. EX: Throwing a shell at a water tower will cause a spill, making other racers swim underwater. -A drill feature that would allow players more freedom of movement, in which they could create their own routes and methods of navigation. (Imagine hand tailoring your own shortcuts!) -Course designer, allowing players to create and upload tracks, like CTGP Revolution. -Respin roulette with coins. (Basically, use coins collected from the track to respin an item you didn’t like for a new one. Because this is a respin, chances of getting rarer items are lower, or not possible) -Sidekicks (double dash inspired with allies that ride alongside the user; which are special items in solo, but playable ride companions in split screen) -Character Specific Items (items specific to certain racers, like in double dash) -Diddy kong racing/star fox vehicle transformations (incorporate/evolve gliders, undersea propellers, & anti-gravity mechanics more often in track design) New Modes: Rally Mode: This mode would have large racing environments, like what Nintendo was experimenting with in one lap tracks on Mount Wario and Wuhu Loop. This mode is both inspired by Mr Bean's Countdown Gamemode from CTGP Revolution, as well as a real life cross-country race. The racer with the most laps would win. All karts and bikes would have gas tanks, which would slowly deplete from a meter on every racer's HUD. A bigger way to lose more gas, however, is by getting hit by items. Ironically, you can also refill your gas tank a small portion by crossing laps and getting item hits on opponents. In addition, there are select pit stop areas on a rally course that allows players to stop in exchange for a % refill of their gas tank. This sacrifices some travel time for duration. Those that run out of gas would be ineligible to race further, and be forced to spectate others. Falling off a course maintains a racer's gas tank to where it was before, not resetting it. There would also be very dynamic vehicle aesthetics, where racers could see the kart/bike damage received from items, as well as impact from track obstacles. -Racing Club (like Mario Strikers) -Shifting Stations like the Booster Pass Ported Tracks in Mario Kart Deluxe (Mario Kart Tour Remix Tracks) -City trial esq free-roam racing mode (like in Kirby's Air-ride) -Adventure mode campaign (singleplayer story campaign) -A career mode. (acquire sponsorships to acquire more vehicle parts, climb the leagues and gain points to win a cup) -Ranked Cup (bottom three players are eliminated each race) -Time Trial Leagues (compete against people online without items, fastest time wins per race like time trials) Returning Modes: -A double dash mode with 8-10 racers. Nintendo can reuse the double item block from MK8 deluxe for this experience. There would also be new special abilities categorized by weight. -Mission mode would return from Mario Kart DS.
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