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Twilight

[Post Oficial] Mario Kart Wii - Actualizado 20/4/08 Pág. 1

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Pablitoo Humano

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El juego pinta muy bien, que ganas de tenerlo en mis manos

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ikanemus King

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no me compro mas en mi vida un mario kart desde que me compre el double dash...ademas siendo este igualito...

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??????????????? pues tienen la misma mecánica, desde el SNES pero iguales...no son cada mario kart ha tenido elementos que otros no (la pluma del SNES, sniffff) en este si mal no recuerdo volvemos a utilizar un corredor por kart (o moto) ahora podremos hacer piruetas en el aire, y vuelve el salto que no apareció en MKDD y aun falta por ver la plantilla de pilotos y los items,... bueno a esperar se ha dicho....

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Dabra PRAESIDIUM VIGILO

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nuevas imagenes e informacion

 

http://www.nintencas...t_from=&ucat=2

 

- D.Ks snowboard Cross is a half pipe sort of track. Youll be able to drive up the side of them and pull off awesome tricks in the air.

 

- Miis will be spectators in the background.

 

- Luigis circuit is still a simple track.

 

- Koopa Troopa will be a playable character.

 

- Coconuts Mall has players driving around a huge mall with multiple routes.

 

- D.K has a new go-kart.

 

- Names hover over players during online play.

 

- Motor bike will be able to be used online.

 

Finally, numerous retailers are now reporting that the game will launch in Europe on April 25th

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B3RS3K3R_91 Tingle

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Al parecer, aparte de los 32 circuitos ya mencionados (16 nuevos y 16 antiguos) habra 10 campos especiales para el modo batalla.

El multijugador local seguira siendo a 4 y el online a 12
Aun espero que mejore un poquito mas graficamente y que el control sea una pasada, sino lastimosamente tendre que pasar de el =S

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Dabra PRAESIDIUM VIGILO

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Mario Kart Wii Hands-on en IGN

 

http://wii.ign.com/a...2/852952p1.html

 

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Mario Kart Wii begins with the same established Mario Kart structure: Grand Prix mode still features the same three different classes of difficulty: 50CC, 100CC, and 150CC, but now there are 11 other racers on the track instead of seven. That's right, it's now a 12-kart competition. Additionally, the game adds a new class of vehicles: motorcycles. Each character has six different vehicles right from the start, three karts and three cycles that alter the character's different racing attributes. In Grand Prix, 50CC races are kart exclusive, 100CC races are motorcycle exclusive. 150CC races allow for the mix of karts and motorcycles.

The player roster will start at 12 drivers. Right from the start the line-up of racers includes: Baby Mario, Baby Peach, Toad, Koopa, Mario, Luigi, Yoshi, Princess Peach, Wario, Waluigi, Donkey Kong, and Bowser. Even though there were no "question blocks" that hinted at hidden players, the menu selection seemed kind of "open," which leads us to believe that there are more characters that'll surface as you unlock them. Nintendo did confirm that you'd be able to race as Mii characters, but this was an option that wasn't available during our play session.

Mario Kart Wii will feature at least 32 tracks: 16 old-school from the series' past, as well as 16 original

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magnus87 PRAESIDIUM VIGILO

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Espero que no sea la version definitiva, porque me da mucha bronca que se vea igual o peor que Double Dash... los moldeados son feos, aceptables para años anteriores pero para ahora no son, es mas moldeados amateur son mucho mejor

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Perdón por los Doble Post, culpa de ZF6

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La vida es binaria: sos Deluxe o WiiU
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Twilight TERRESTRIS VERITAS

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Gracias por postear las imágenes y los datos, chicos.

Cuando tenga tiempo libre lo pondré en la primera página, que ahora estoy con exámenes. ;)

Andrea112.jpg

"WE. DON'T. DIE."

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B3RS3K3R_91 Tingle

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Hey Dabra, te olvidaste los puntos mas importantes xD.... Aqui los pongo:

 

Sobre el temido Snaking :D

 

Karts aren't crippled from extra jolts of speed, though. Like in previous versions of Mario Kart, powersliding around turns enable players to get a nice surge of momentum if they pull them off correctly. Mario Kart Wii changes things around a bit by not requiring players to rapidly steer in the opposite direction of a powerslide to generate the boost power. Instead, the boost power builds automatically during a successful powerslide, and the longer you hold it the more boost you'll get out of it. As soon as you let go of the powerslide trigger (the button on the back of the steering wheel controller) your kart will jolt forward with a surge of energy. No more waggling the stick/control pad back and forth to generate boosts this time around. Whether that's good or bad, it was a little hard to tell in the short spin around a few of the game's courses.

 

Of course, the question of "snaking" came up, whether multiplayer games are going to boil down to what's happened with Mario Kart DS: players simply powerdrifting on every possible straightaway as rapidly as possible. Well, with the new powersliding mechanic it makes it difficult for quick fingers to get more boosts than the racers with slower fingers. So perhaps this is Nintendo's way of combating the awkward "love it/hate it" snaking mechanic.

Aqui algunas de las pistas que apareceran:

 

In our hands-on, eight old-school courses were unlocked: Peach Beach and Waluigi Stadium from Mario Kart Double Dash on the GameCube, Yoshi Falls and Delfino Square from Mario Kart DS, Mario Raceway and Sherbet Land from Mario Kart 64, Shy Guy Beach from Mario Kart Advance, and Ghost Valley 2 from Super Mario Kart. The tracks have been improved in visuals to match the capabilities of the Wii graphics engine but for the most part they retain their original appearance, right down to the SNES and Game Boy Advance tracks' Mode 7 flat surface, pixilated appearance.

 

And like the classic set of tracks, only eight original tracks were unlocked right from the start. The list includes: Luigi Circuit, Moo Moo Meadows, Mushroom Gorge, Toad's Factory, Mario Circuit, Coconut Mall, DK Summit, and Wario's Gold Mine. The one we played the most was Coconut Mall, a fast-paced race through a double decker shopping center, complete with outside parking lot (with Mii characters driving in and out of racers' ways) and escalators that'll give your karts an extra jolt of speedor slow you down depending on if you're going up or down the ones going in the proper direction. These new courses have tons of shortcuts to discover driving through stores in the Coconut Mall, for example, will lead you to some pretty spectacular jumps.

Algunos items:

 

What about items? Well, you're going to get the traditional line-up of offensive and defensive weapons: green and kart-seeking red turtle shells, speed-boosting mushrooms and slippery banana peels (both individual and three-string kinds), and kart-shrinking lightning bolts. We even saw the power-up that turns your player/kart into Bullet Bill from the Nintendo DS game that puts your kart on a high-energy auto-pilot. A new power-up popped up during our playtest: a POW block that will hover over your players's head, and you'll need to jump three times in a specific rhythm to get rid of itor you'll spin out. We're told of a new power-up that didn't show up during our play session: a cloud that'll give your player a boost of speed for as long as you hold it, but it has the side-effect of zapping your kart with lightning which will shrink your kart if you hold onto it for too long. It's an item that can be passed from kart to kart by bumping into your competition, almost like a shrinking hot potato.

Algo sobre el online:

 

First of all, Mario Kart Wii will be 12 player compatible over the internet. Additionally, the game will allow either one or two players per system, so when you jump online, you can play split-screen with a friend and compete. On top of the multiplayer focus, Nintendo will also introduce the "Mario Kart Channel" currently, this channel is in-game only and not included on the Wii Menu (but that could change), and it's used for players to check up on rankings and times, to upload and download ghost racers, to download tournaments and weekly challenges (like Mario Kart DS-style missions), and other cool network tidbits.

Sobre los perfiles:

 

Mario Kart Wii will put four different profiles in the system save file, which means you can have four different racers on a Wii systemall marked by the Mii character chosen at the creation of the profile. The game has a seriously huge statistics tracking list for each player. The game will record all sorts of fun tidbits: Distance traveled, Total Race and Battle count, how much you've used the Wii Wheel, how many tricks you've pulled off, favorite character, favorite vehicle, favorite course, and favorite stage. Nintendo WFC friend race win/losses. Ghosts sent and ghosts received. There's something called "VR Rating" as well as "Battle Rating," both were set at 5000 points during our demo. It'll track how many Wi-Fi races you've played and your Wi-Fi Battle mode win/loss record. It'll track how many first place appearances, percentages of times in first place, how many times you hit someone, how many times you've been hit, your ghost race wins/losses, and how many tournaments you've played. Whew!

 

And as the statistics suggest, you'll be able to play Battle Mode over the Wi-Fi Connection network. Unfortunately, we didn't have a chance to tinker around with Battle Mode or race online during our short hands-on.

Espero que les agrade ;)

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Saviola_ Terraria, Ojo de Cthulhu

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11 de abril lanzamiento europeo !!!! :D :D :D que ganas ya !!! menos de 2 meses y podremos empezar la gran batalla de karts !!! :D

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duckn9 Stinger

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Una duda, he leido que van a hacer lanzamiento mundial con este juego, ¿Sabeis las fechas de EEUU Y Japón? Es para saber si lo tendremos aunque sea solo unos días antes que otros...

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Key Líder de gimnasio

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los graficos MUY flojos, esperemos que mejoren...

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VENTA TODOS Ter Stegen, Alba, Piqué, Umtiti, Roberto, Semedo, Busquets, Rakitic, Gomes, Suárez, Messi, Dembelé VENTA TODOS 

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ikanemus King

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cada vez que veo los nuevos niveles me enamoro....definitivamente esta de vuelta un clásico....

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