Am I tweaked out of my mind or do 1H Sword Golden Gate bosses not drop Sword Skill Damage+% ??

I keep farming and farming and farming and *NOTHING*

Ive easily spend at least a hundred Golden Crystals on 1H Sword Gates and I cant for the life of me get a Sword Skill Damage EX Mod to drop. Its the last thing I need to finish my 1H Sword build, but it just won't drop

Ive rolled it for literally every other weapon, including Maces. Does it just not drop for 1H Swords specifically? Is it tied to a specific Gate and Ive just been running the wrong one?

Im losing my mind man. *Literal* insanity

reddit.com
u/Ratio01 — 2 days ago

How do you unlock 'Suspicion'

&gt;!Klein!< is the only Partner Im missing, but try as I might I cant trigger the rest of his questline

Ive already completed 'Bride-to-Be'. Based off what Im reading, 'Suspicion' should've automatically trigged upon completion of former. But it just never did

Am I missing something? As far as I know only 'Bride-to-Be' requires a hidden dungeon

reddit.com
u/Ratio01 — 26 days ago

Post game questions

Hey everyone. I just rolled credits on EoA finally and went through that whole sequence of >!discovering the Labyrinth underneath Black Iron Palace!<

Now, I know very little about EoA's post game. I know theres a super boss, a true ending, and something called Waystones, and thats about it. My initial plan to conquer the post game was to clean up all the extra goodies from Quest zones then fight the super boss, but the post game seems to have more story than I was anticipating so I have a handgul of questions

  1. How does this new Labyrinth work? Ive read that EoA's post game has rouge-lite like elements, is that this or something else?

  2. What are the Waystones? How many are there?

  3. Ive been putting off doing Golden Gates til I reached max Cardinal Rank so I can get the best possible rewards. Does CR cap out at 6 or is there more? I should note that I haven't attempted a single Golden Gate so I have no real idea on how they work beyond what's said in the little tutorial blurb

  4. Without actual narrative spoilers, how does the narrative progress for the post game? If I follow Iori into the Labyrinth will I be locked in into encountering that super boss? Should I go do my do my map clean ups first and prepare more? I want the super boss to be the *absolute last thing I do in this game before the DLC launches*, so I wanna complete *everything else*, and potentially even completely build out my weapons if possible, beforehand

Thats all I wish to know. I appreciate any and all help

reddit.com
u/Ratio01 — 29 days ago

I adore Tyrant Golem

Seems to be an unpopular opinion in this community but I think this boss absolutely rips; easily my favorite in the game so far

Of course, on my first run through of 'Legend of the High Elves' he absolutely curb stomped me. I ended up dying like four or five times before running out of HP restoratives and having to run back to town to restock. But that initial encounter was a huge wake up call for me to reasses how I prepare for dungeons as well as readjust my build, Skill selection, and strategy for 2H Greatsword (my main weapon). I gave bro the run back and had a much easier time, beat him on my first re-attempt, and in hindsight was able to appreciate the boss design much more

Im glad theres Side Quests that features the Tyrant Golem so I can run the fade whenever I want lmao

Granted, I am playing on Normal, but I do think the difficulty of this boss is massively overstated. As long as you're patient, observe his patterns, and keep your distance, its not bad at all I dont think

u/Ratio01 — 1 month ago

How do I obtain the Proto Elucidator weapons

I pre-ordered a physical Ultimate Edition for PS5, and while it came with a redeem code for the bonus contents app and starter packs, I dont have anything on the Proto Elucidator weapons

Im reading on other posts that they shouldve been added to my storage upon completing the prologue. I had played the demo when that launched, so Ive already cleared the prologue, and still nothing. My PS5 has a side bar to purchase them for $5, but I'd rather not resort to that if I can help it

reddit.com
u/Ratio01 — 1 month ago

Mina the Hollower Yapview

❗️SPOILER WARNING❗️I go pretty in depth with just about everything I encountered during my playthrough here, both gameplay and story. If you wish to remain blind, this is your spoiler warning. If not, then continue on

~

I have very, mixed feelings about this game

Like a lot of people, I felt the perceived difficulty after the tutorial was quite rough. The game felt oppressively difficult, to a point where I was questioning the game's positive reception and prestige that game's with bring the most critically acclaimed game of the year (so far). The game was so frustrating that I ended up temporarily dropping it for a couple days

I, of course, eventually learned how to properly approach the game, and things got much better. The difficulty through the intended region order felt a lot more balanced and fair than I originally perceived the game to be

But, that doesn't make Mina a perfect game. I think it still has some notable flaws, particularly in its combat design. Enemies can very easily out maneuver, out range, and out damage you, especially later on in the adventure. I get its the final area, but during Radiant Manor the enemies felt straight up unfair, and I had maxed out stats.

That said, most of my ire resides in standard enemies. Bosses, on the other hand, were largely very fair and appropriate challenges. There were a handful I felt were poorly designed or ridiculously oppressive, which Ill get to later, but more often than not I generally enjoyed Mina's bosses

The healing system also got pretty annoying. On its face needing to attack enemies to regain Plasma is fine, but the fact that you lose Plasma to pit damage got very frustrating, more frustrating than it should have been. It made every tiny mistake during platforming a death sentence because it then meant you'll be easier to kill by enemies later on, since e in order to heal you need Plasma, and in order to get Plasma you need to attack enemies, and doing that while on low health is extremely reckless. I really would've much preferred it if pit damage only depleted health; as it is now it makes every failed jump disproportionately punishing

But those are where my biggest issue lie. Nearly everything else I really enjoyed.

Something I think the developers really nailed was level/world design. In that regard, this game is quite fantastic. Theres only one region I can say I actively disliked, everything else was superb. Rarely, if at all, did I struggle to read and room or traversal challenge; everything was clear and extremely well communicated

I also really enjoyed Mina's story and characters. Mina herself was a super well realized and likable protagonist, the NPCs were full of Yacht Club's charm, and I liked Lionel as an antagonist and Thorne as a rival turned friend (possibly more?). This game also had impeccable presentation; absolutely gorgeous pixel art that emulated the GBC/GBA era style extremely well

~

From this point on, I want to go over my thoughts on each Generator region and their respective story bosses. I feel this necessary given just how much my opinion of this game wavered during my playthrough

Loner's Landing

Superbly designed tutorial area. Teaches the core mechanics and geberal design language of the game flawlessly

Nether Kraken

Not much to say since its the first boss. I didn't defeat it during my playthrough, tho knowing YCG its likely possible

Thorne

For the majority of my playthrough this aactually reigned supreme as my favorite boss fight. This fight was the perfect blend of challenging, yet manageable; Thorne's patterns were very easy to read and react to

Queensbury Crypt

First Generator of the game and I gotta say it was a very good start. The puzzle design and traversal obstacles were communicated extremely well, making for a really compelling first 'dungeon'

The Duchess

Duchess was disproportionately difficult for when you're intended to first fight her. She's well designed, but felt extremely aggressive and like I wasn't given much time to breathe and heal between her constant bounding across the arena, activating arrow traps, and tentacles erupting from the ground. This is a prime example of Mina's somewhat inverted difficulty curve, especially since by this point you dont have Plasma Funnel and have to deal with the insanely long start up animation for healing

Nox's Bayou

Very solid area, though not anything too special in my opinion. It mostly just amounted to a bunch of platforming and not a whole lot of puzzle solving

Mock Moon

Amazing premise for a boss with great patterns and fun flow. Really dont have a lot to say here to be honest

Nox's Beast

This is one of those bosses where the game's hit boxes feel against you, particularly when beyond the boss. In general this game struggles to properly convey the attack range and clarity of large enemies. Its not bad as some other giant enemies, but still a little annoying

Septemburg

The one area I actively disliked

I enjoyed the lightning rod mechanic, but the wind and ESPECIALLY the Carving Man felt awful to deal with. It didnt help when the three were combined, genuinely who's idea was it to combine two gimmicks that force you to wait out cycles with a giant unkillable enemy gimmick that forces you to constantly be on the move. Theres zero synergy between the three and I hated every second that fuckass scarecrow was on my screen

Mad House

Despite my issues with large enemy hit boxes, Mad House was honestly just, really easy. Now, I'd rather an easy boss compared to a frustrating one, but Mad House just had really simple patterns. If memory serves, this was one of two bosses I didn't die to

Carving Man

Speaking of the Carving Man, he's also far and away my most hated boss fight, purely for the fact that the fight is BROKEN. I used Recall Disc as my Sidearm since its A) provided to you just before the fight, and B) counters Carving Man's sheer size as well as he blocks he spawns in really well, acting as a nice escape route for both. The issue here however is that if you're unlucky and a block drops onto your portal, you're just completely fucked. Nevermind the fact that these blocks can even land on the portals in the first place, but why are you unable to cancel your current portal and place another one??? This feels like such a ridiculous oversight, Im genuinely baffled its in this otherwise extremely polished game

Bone Beach

The juxtaposition of going from the region i hated to my favorite is honestly crazy

I absolutely loved Bone Beach. The way it was structured and paced felt a lot like a traditional 2D Zelda dungeon, with a heavy focus on traversal and puzzle solving. What a fantastic area

Major Miner

Probably the most forgettable boss in the game for me. He's not particularly great nor particularly bad; just aggressively average with nothing that really stood out to me

Mined Mind

This fight felt like a lot on first attempt, but once I realized you could destroy the bone spires it became much easier to handle. Pretty cool boss with good challenge I'd say

Coltrane Peak

I'll fully admit, I used the Steady Soles for this region. That said, I liked it quite a bit. I found the puzzle solving, traversal, and platforming to be really fun. I'm a huge sucker for rail related stuff, so this was a pretty satisfying entry in the rail dungeon archetype

Unfortunately though, this is where the game started getting really annoying with its enemies. Theres giant mice with the throwing stars, as well as the long ass wolves which are only vulnerable on the head. Not only are they annoying in a vacuum, but they were placed in extremely tight platforming sections, which got really frustrating really quick. I dont want to dock the fun level design for annoying enemy design though

Thorne 2

Still a fun boss, but its fundamentally worst than the first since he's airborne now and this game really struggles with aerial combat

Frozen Horror

Largely okay miniboss but that final desperation attack after killing it was so bull. I didn't die to it, but its the principal of the matter

Locomotress Agnes

Not the hardest, but easily the most tedious boss in the game. Her constant floating made the fight such a slog to get through since you'd have barely any time to attack. Her attacks aren't even hard to dodge once you get the pattern down, its just that your attack window is tiny for 75% of the battle

Astral Orrery

Just barely misses being my favorite area in the game. A massive puzzle gauntlet yet an extremely fun one; the team decided to get really crazy with the puzzle mechanics here, befitting for the otherworldly location. My one issue with it is that the heavily reliance on platforming makes Plasma quite sparse in this region, which in turn makes healing more limited

Lumenarks

Just an overall really tedious fight for me. I have no idea if I was just doing something wrong, but the fight felt like it went on forever

The Congealed

Fantastic fight with adequate challenge. The surprise third phase got my ass good on first attempt lmao

Radiant Manor

Really fantastic puzzles and traversal that remixes all the unique mechanics from throughout the game in a tightly designed and super fun final dungeon. This one specifically reminded me of Lorule Castle in that regard, which is high praise from me cause that's probably my favorite 2D Zelda dungeon

But...

The enemies here SUCK bro. I was at MAX STATS and they still out maneuvered, out ranged, and out damaged me like crazy. Specifically the guys in the ballroom were really annoying, and the two mimics in the basement. I kept falling into a negative feedback loop with these assholes; every time I returned to hub and popped into the Underlab to refresh my resources, Id then have to deal with these fuckers in the foyer and potentially waste more resources on just them before I could actually continue with the dungeon. These guys were absurdly tanky and hard hittding for no good reason, AND THAT ASSHOLE LION KNIGHT WOULD CAMP THE SHIT OUT OF ME TOO. And OF COURSE I couldn't close the gap because the floor is fucking glass and you cant burrow on glass. God I fucking HATE this one room so much, near killed my enjoyment of the endgame singlehandedly

Thorne???

The most heartbreaking boss in the game. A really fun evolution of Thorne's prior two fights, but fighting this mutated Thorne was genuinely so sad

Furgus

Alright miniboss. His reach was a bit absurd but besides that it was fine

Barron Lionel

Far and away my favorite boss in the game. Everything about it was absolutely incredible. Just a no bullshit straight duel with perfect difficulty and amazing narrative weight and atmosphere

Radiant Lionel

Thorne swooping in to save Mina was fucking CINEMA dude holy FUCK what an incredible finale. The fight can feel like a bit much at points, but man I dont care that shit was awesome

And now a quick lightning round for optional bosses

Midden

He stinky p u

Armad

Cool that you had to weaken him with lava flow

Erva the Undying

Bullshit ass boss I hate you why the FUCK do you deal 66% of my health on a single hit and why the FUCK do you spawn in so many enemies

Mirren

I one tried it lmao

~

Rankings

Generators

  1. Bone Beach

  2. Astral Orrery

  3. Radiant Manor

  4. Coltrane Peak

  5. Queensbury Crypt

  6. Nox's Bayou

  7. Septemburg

Bosses

  1. Barron Lionel

  2. Radiant Lionel

  3. Thorne???

  4. Thorne 1

  5. Mock Moon

  6. Thorne 2

  7. The Congealed

  8. Furgus

  9. The Duchess

  10. Mined Mind

  11. Nox's Beast

  12. Mirren

  13. Major Miner

  14. Armad

  15. Mad House

  16. Maxi

  17. Midden

  18. Frozen Horror

  19. Locomotress Agnes

  20. Lumenarks

  21. Erva the Undying

  22. Carving Man

~

In all, I generally really enjoyed my time with Mina the Hollower. Its not a bad game at all. But, its fairly flawed, particularly in how it presents its difficulty, and as such I didnt quite love it as much as I wish I did

I hope future playthroughs, particularly through NG+, I have a smoother time and as such can grow to truly love this game

reddit.com
u/Ratio01 — 2 months ago

Custom character returning in AoT3?? (Micro trailer analysis)

I have extremely strong reason to believe we're getting a custom character again for AoT3

Take a look of these shots? Don't they seem rather conspicuous? There's a Scout, a completely nondescript one at that, fighting in battles none of the Scouts we know should be.

  1. Against the Warhammer - That's not Mikasa. The Scout is using the ODM blades (as opposed to Anti-Personnel m/Thunderspears) and if you look closely the hair and build are different from Mikasa's

  2. Against Galliard - This one is admittedly shaky cause that could just be Levi, but given the rest of the evidence, I'm near certain its a custom character

  3. Against Reiner - This scene seems like it takes place during War for Paradis after Marley launches their retaliation. We evidently see what appears to be Eren in his Titan form battered on the ground with Hardening spires surrounding the battlefield, and if that his Eren the only context that makes sense is that this is when he and Reiner clash during WfP. The Scout being controlled looks nothing like any of the established characters, and none of said characters would be helping Eren here. The closest possibility is Floch, but at this point he's escorting Hange to find Zeke

  4. With Sasha (Against Annie?) - Firstly, that shot of Sasha isn't from the anime; it's entirely original to that game. But again, take a look at the Scout she's with. Completely nondescript, looks nothing like any established characte. The subsequent shot of the Scout fighting Annie seems to be immediately after

  5. Against Ymir - I have no major breakdown since this cut is so quick

  6. Against Zeke - This is clearly Levi's tear down of Zeke from RtS. But, again, LOOK. A completely nondescript Scout is helping him, and the only feasible explanation is that its a custom character because no Scout from the suicide charge should be part of this battle

I'm sure it won't be 'Our Friend' exactly as they're portrayed in 2, but I'm certain these shots are indicative of the custom character feature returning. I cant think of any other explanation for how/why they stand out so much then. They're also, notably, the only pure gameplay cuts in the trailer; the rest of the trailer are cutscenes recreating scenes from the anime

What do we think chat? Am I onto something or just on something?

u/Ratio01 — 2 months ago
▲ 2 r/MarioKartWorld+1 crossposts

Mario Kart World Personal Track Ranking

Happy anniversary everyone!

I figured to celebrate our first year with World, I'd go and finally make a tier list/ranking of my own of this title's track selection. I wanted to wait a bit before making my ranking, truly cement my thoughts on each course and the line up as a whole. And what better time to make that effort than the game's first anniversary?

Before I begin, I want to give a huge disclaimer. For one, this list is near solely based off my personal enjoyment and little more. This isnt an objective analysis of the track design, as Im not really properly equipped for such. Im speaking in terms of pure subjectivity

For another, my criteria; my primary focus is course layout and how fun it is to play, but that being said a theme I vibe with will certainly also affect track placements. I try to keep the focus on layout, but truth be told often time a good course theme plays a large part in why I love a given track

Yall can see the image of the tier list, so there won't be any surprises moving forward, but I still felt it necessary to elaborate on my thoughts and the track placements, as well as explaining what each tier means to me

All that out of the way, here's my ranking of each Mario Kart World track

~

F Tier

Courses I consider to be genuinely awful with zero redeeming qualities

• Peach Beach

The most boring track in the game, and by extension the worst retro. I have no idea what they were thinking overstretching an already not great course; the majority of the layout doesn't even take place on the original Peach Beach segment and you'll *never* see said original segment if playing with the connected routes

This course is just awful. Its 99% straightaway and %30 of that is on boring still water with nothing to actually engage with

• Koopa Troopa Beach

Its literally just a circle. You do nothing but turn left the entire race

D Tier

Courses with minimal redeeming qualities

• Starview Peak

Man, what the hell happened here?

This course could've been so much more, especially with the loose Comet Observatory theming, but instead its just a wide, boring, and basic course. The most interesting part of the location, the library, isnt even part of the track proper but instead just its connected routes

But at least its layout is still more interesting than three massive straightaways and a circle. Even if only slightly

• Desert Hills

While I do think that the hate this track gets is a bit overblown and exaggerated at times, its still a bottom five course in the game. Not the worst, but pretty down there.

My biggest gripe with it is that the turns in the first half are just obscenely wide no no reason, making for pretty lame driving. I do enjoy the second half, the dunes and beyond, decently fine though, which is this course's saving grace

C Tier

Simply just average courses

• Moo Moo Meadows

It's Moo Moo Meadows. Not a particularly complex or great track, but not bad either

Cow bouncing is funy tho

• Acorn Heights

Acorn Heights just feels kinda whatever to me. Wild Woods is one of my all time favorite Mario Kart tracks, and Maple Treeway not too far behind, and I think Acorn Heights just kinda pales in comparison to both of them. I dont think it really does anything particularly notable, especially with such strong competition in nature/treetop genre

• Mario Bros Circuit

Pretty good starter course, best in the series Id say even, though ultimately nothing too special

• Choco Mountain

I don't fundamentally dislike this reimagining of Choco Mountain, however something about it makes it feel a bit, not Choco Mountain. Not even in just the esthetics, but also the layout

To be entirely honest, I kinda forget this track exists sometimes. It feels like the most "its there" course in the game

B Tier

Courses I feel are ultimately good, but they lack that certain sauce in their layouts

• Toad's Factory

Ive honestly never really gotten the reverence for Toad's Factory. Even as a kid Ive found the layout a bit basic. I think its cool how it adds an element of lore/world building into Mario Kart, especially in World, but the actual course itself has never been anything too remarkable to me

If anything I feel like this remake is even a little bit worse than the original. I like the added routes that make use of the new mechanics, but I feel like World kinda nullified the dangerous and dramatic feel the factory had in Wii

• Peach Stadium

A pretty alright circuit course. I think there's a bit of a dissonance between the grand tone and presentation and the actual layout and difficulty, but it still plays well and is fairly engaging

• Boo Cinema

This course is good. I think its objectively good

But, man, it has some missed potential. They could've done a lot with the premise of jumping into a horror movie, but I don't think it fully realized it. As is, Boo Cinema is still a fun course with a good, if a bit basic, layout. I just wish we spent more time in the actual movie and visited the haunted castle we see on the film reel

• Whistlestop Summit

Ive fallen off Whistlestop quite a bit as time has gone on, despite my love for trains and the overarching theme. I cant do the big shortcut, and as such the track loses a bit of its luster for me since the optimal lines are a bit basic

• Crown City

Really fun course I find to be a bit underrated even. The layout flows nicely and makes use of the trick system pretty well

A Tier

Courses I consider great. Very little, if any, major issues

• Wario Stadium

Man what a glow up. World really trimmed down the fat from the N64 original and as usual with pre-Wii courses being able to actually do tricks off ramps makes them feel so much better

Im fairly consistent with this track's optimal route and shortcuts and they feel quite satisfying to pull off

• DK Spaceport

A fairly linear course, but immaculately themed and still quite engaging due to each segment having a different gimmick that builds off the trick system

• Salty Salty Speedway

One of my favorite track esthetics in the game; I really love the Venice inspired location. The layout is largely extremely fun, with really only the final turn being a bit of a dud especially coming off the high energy of the final canal section

Im sure its slower, but the wall jump to reach the glider is probably one of my favorite alternate paths in the game. I remember being absolutely blown away when it was first showed off during the Direct and I love taking it

• Faraway Oasis

Maybe Im overeating this one a bit but, man, I really enjoy it. The layout flows extremely well in my opinion, with some really fun tricks and amazing synergy between the water riding and rail grinding mechanics

• DK Pass

This one *really* benefited from the new trick system, which adds two really fun cuts. Beyond that though, the track as a whole just feels tighter and better paced than on DS

• Sky-High Sundae

A remake so good, there's a conspiracy theory that this is the real version of the track and the 8DX/Tour version was just a beta design

I think thats pretty obviously untrue, but I can't say I don't understand the sentiment. This version of the course has *perfect* usage of the new trick system, better usage than some of the nitros even. It completely opened up the original course, adding a bunch of new branching paths and small shortcuts. It makes for an incredibly fun, if a bit "heehoo monkey brain spam ZR" course

• Mario Circuit

I do not fall for anti-circuit propaganda. Layouts are always primary concern, though a good well realized theme can and will bolster my view on a given course

As such, I really like this Mario Circuit. I think remixing the SNES layouts into an alternate lap course was a fantastic idea, and they executed it well Id say. Mario Circuit doesnt make a lot of use on World's new mechanics, but I think thats ultimately alright since I feel its important to have courses that do just focus on tight lines and good driving

I really like how this interpretation of Mario Circuit is framed as a sort of go kart entertainment complex, with the different iterations being different track difficulties for its patrons. In my headcanon for World's lore, I like to think of this course as the nexus point for what sparked "Mario Kart" as a sport

All that said, I do wish Mario Circuit 4 was included here

• Airship Fortress

Even as a kid I never felt this layout was anything crazy back on DS/7, and as I got older I got the sense that people really only loved this track for its theming more than anything else

World fixed that for me. The core layout is still the same, but the added rail routes, and by extension the tricks you can pull off them, adds a lot of depth to the track I felt was lacking in the original

My only gripe is that I wish the route used during Heart Rally was part of the isolated track as an alternate lap. Hanging a right in the boiler room to travel through the ship's bottom deck and the lower layer of the fortress wall would've been an awesome switch up

S Tier

Courses I consider just about perfect with no real gripes on how they play or present themselves

• Dino Dino Jungle

Simply a fantastic course. Dino Dino Jungle has been a well deserved fan favorite since its debut, but I also think it plays especially well with World's engine too

The revamped visuals are also phenomenal. Reimagining the course's location to be a Jurassic Park esque laboratory where dinosaurs were resurrected, housed, and subsequently broke out of was absolutely genius. I also quite like how when played in isolation, the dinosaurs rotate out with each lap, making the jungle feel more alive and populated

• Bowser's Castle

Probably my favorite Bowser's Castle in the series. Its less of a castle this time around, but the layout is fantastic and the course feels *intense*. By far this is the best implementation of the mach speed mechanic in World; in Starview Peak its negligible since you're in water, and in Rainbow Road its instances are largely during wide gentle curves sace for the spaceship section. Even though this segment is the shortest of the other uses, this mach speed segment feels the best I'd say since these turns are a bit tighter, you fly off ramps, and have obstacles to dodge as well

I struggle a bit with the big shortcuts here, Ive only gotten them a handful of times (the lava jump I've only been able to do with Feather), but even without them this track is still awesome

• Wario Shipyard

Wario Shipyard was my favorite course back in 7; I absolutely loved it. World's remake left me fairly mixed at first, especially with a bit of a sanded down layout, but the more Ive played it, the more Ive grown to love it as well. Possibly even more than the original

World's water driving gets a lot of flack, but personally I find it really fun. Its a bit of a learning curve, but once you learn how to properly trick off the rough waves, it feels incredibly satisfying to master. Wario Shipyward I think makes use of that mechanic the best bar none, while also have cool spots for shortcuts and rail grind routes

• Shy Guy Bazaar

I never really got the hype for this track back in 7. I liked it fine then, but my lord with World do I love it

This retro really benefited from the new trick system; it completely transformed the course and added a ton to its layout. I dont even know if its probably faster, but I love taking the clothesline route through the bazaar, and though the latter half of the track is largely unchanged, World's physics compared to 7 makes driving it feel much better

This doesn't factor a ton into my ranking, but I also love the new route through Daisy's palace if you approach the track from the north. I just wish it was part of the track in isolation, much like how Crown City's main variants are for it

• Cheep Cheep Falls

Off rip, this is my favorite location in the game. The autumn mountain vibe mixed with the feudal Japan architecture feels like the esthetics of this stage were tailor made for me specifically

I love how this course *feels* to play. The rushing water of the falls makes the track feel like river rapids ride, it has unique energy Ive only ever seen before in Koopa Cape and Wild Woods

I can't do this course's crazy tricks, but thats alright as the layout still feels quite strong without them

• Dandelion Depths

Ok, I have no good excuse. I *know* Im overrating this one

I can't explain it, but I just inexplicably love Dandelion Depths. Something about it just clicks extremely well with me. The spiral descent feels great especially with the trick ramps breaking up what would otherwise be a mundane element. I know its technically slower, but I love taking the right path at the fork so I can chain a ton of tricks in the proceeding water pools. The giant ascent back up to the surface is also a super fun climax to the course

I love this track's esthetic as well. The juxtaposition of nature reclaiming the industrial structures on the surface mixed with the beautiful bioluminescent cavern below housing the titular dandelions is just absolutely gorgeous

This course's placement is the main reason I have that subjectivity disclaimer at the beginning. I *know* that objectively this course isnt all that, but subjectively its one Im always happy to roll and play. This placement is purely for me.

• Great ? Block Ruins

I will always love this course for being my gateway to learning just how insane World's trick system is. The iconic ring jump still feels incredible to perform to this day, and Id argue its World's most quintessential shortcut; not necessarily the hardest or most important, but the one that shows off just how freeing the new mechanics are that I think everyone should learn

Even without the cut, I still quite love G?BR. The layout seems simple but its deceptively fun with excellent flow and tight lines. This is also one of the prettiest tracks in the game with a wonderful esthetic and visuals

• Dry Bones Burnout

God this course is fucking fantastic. Easily has the best flow of any track in the game I'd say, its constantly engaging you with a winding layout and plenty of split paths both vertically and horizontally, and said paths intertwine with each other wonderfully

This track's esthetic is also fantastic. I dont know who came up with the idea of mixing the typical lava theme with a Dia de los Muertos overlay, but man does it work extremely well. And God damn dude the music is equally as incredible, probably my favorite course theme in the game (very close contention with the full Rainbow Road medley)

Easily my favorite course with the standard three lap structure, and one of my favorite Mario Kart courses in general

• Rainbow Road

To be completely honest, there was no other option for number 1

This track is simply phenomenal. Its not just a wonderful climax to the game, but a love letter to Rainbow Road's legacy. Nearly every section pays homage to an element of a prior Rainbow Road, and its a marvel to behold. I still have yet to get tired of this track

I know all the talking points, but I simply just don't agree with them. I don't agree with the idea that Rainbow Road needs to be some sort of tough final gauntlet, most of them really aren't. And even still, I wouldn't care either way cause of this track's narrative and presentation. It truly feels like a proper end to Grand Prix, like a finale, like a goal. Its a wonderful journey through the emotions Mario Kart's legacy instills in its player base, and I will always love it for that

~

Such concludes my list

Im sure yall noticed that this ranking is extremely top heavy. Some may argue that makes the A and S tiers lose weight, but I honestly believe that this course line up is quite stellar. The bottom three are really the only ones I actively dislike, everything above I find at least some enjoyment in

In large part I think its cause of World's trick system. It makes just about every course feel like it has some much more depth than in prior Mario Karts; you're always engaged and doing *something*. Even on courses without crazy tricks though, most of the time they're just really strong layouts and have great game feel. Rarely am I ever bored when playing this game

Even now I think World has the best track selection of any Mario Kart, and I can only imagine it'll get better with additional content. This past year with the game was been extremely fun, and I can't wait to see what it has in store for us in the future

u/Ratio01 — 2 months ago

When do Replays become unwatchable after updates?

I dont have a microSD Express card yet so I cant save my Replays right now. My game's still on 1.3.2 but I dont know if updating to 1.3.3 will kill them

Does it happem after *every* update, or only major version changes (1.1, 1.2, 1.3, etc)? If I update to 1.3.3 will my Replays remain intact or will I losr them

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u/Ratio01 — 3 months ago

The Competitive Journey - Orange Class

Figured I'd post compilations of my comp clips so I can chronicle my journey of climbing up the ranks/classes, complete with a brief breakdown of stats I find interesting

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Breakdown

  1. Fantasy Meadows - 2nd Place

  2. Magma Flows - 2nd Place

  3. Steamgust Forge - 1st Place

  4. Airtopia Ruins - 1st Place

  5. Mount Amberfalls - 4th Place

  6. Beanstalk Park - 3rd Place

  7. Cyberion Highway - 4th Place

  8. Sky Sands - 3rd Place

  9. Sky Sands - 2nd Place

  10. Airtopia Ruins - 1st Place

  11. Crystalline Fissure - 2nd Place

  12. Airtopia Ruins - 2nd Place

Average Placement: 2nd

Most Played Course: Airtopia Ruins

Overall I of course struggled a bit more on Orange than with Red, but thats to be expected. Ive encountered a few Machines that hard counter my combo of choice, tho Im still not switching off my main lol

u/Ratio01 — 3 months ago

Beginning the Competitive journey - Red Rank Saga

I normally don't really touch competitive lobbies in online games but man Air Riders is so damn fun that Ive actually been compelled to do so. Plus, in my experience so far, albeit fairly limited, Competitive lobbies have more actual human players based off the amount of Licenses Im getting now compared to Quick Play

I have no idea what the meta of this game is, but Im a main loyalist so Noir/Wheelie will take me however far they take me for I start getting skill gapped lmao

u/Ratio01 — 3 months ago

Got my first online win today chat

I wish Air Ride lobbies were more populated. This already fun game is infinitely more fun when up against real people

u/Ratio01 — 3 months ago

My initial experience and thoughts with Air Riders

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I'm sure this'll be moot on this sub, but still just in case some of yall haven't completed it already I want to give a spoiler warning for Road Trip, as I touch upon both endings and its big reward

I also wanna warn yall about the absolute yap that is this post

~

I got Air Riders about a week ago and have been making my way through the game and trying to get acquainted with it

I never had the opportunity to play the original release on GameCube, but I knew how beloved it was so I always wanted to. I was extremely excited when the sequel was announced in the big Switch 2 Direct and followed the pre-release marketing pretty closely. I didn't get Air Riders at launch, Age of Imprisonment took priority for me that month and since then I have been working on my backlog, but I found a gap in my 'schedule' so I decided to pick up Air Riders. All this to say that I was extremely hyped for the game and wanted to love it

After some tutorials, I jumped straight into Road Trip, since I knew that was the story mode of the game. I cant say I enjoyed it very much. Maybe it was just a really bad first impression, but for the entirety of the playthrough I just could not click with the game. It felt like in Sakurai's effort to make a 'simple' racing game, he made a needlessly complex, chaotic, and unintuitive one. Air Riders felt like it was trying too hard to be like Smash, a party-fighter, but didn't really succeed at being both that and a racing game. The only part I had really enjoyed on a gameplay front was that final race against Noir Dedede; it felt like the game was actually allowing me to breathe

My main issue with Road Trip really were the minigame like stages. Anything that required me to go head to head with the CPUs felt awful and borderline rigged against the player. The Button Rush, non-linear Gourmet Races, box/pillar breaking, and arena battles felt awful. The controls just feel way too imprecise and I found myself struggling to actually properly plan a route, adapt to the CPU behavior, and, well, control my character. I used Kirby/Warp Star for most of the run too, so I could get as much of a vanilla experience as possible.

For the arena battles in particular, specifically against proper drivers, it felt like they were given ridiculous attack priority. I had to rely purely on projectile Copy Abilities for the Meta Knight fight in Farthest Reach because Sword, Needle, and Fighter literally would not come out regardless of my distance and Meta Knight always got to attack first

For what its worth tho, I quite enjoyed the story itself. I found Zorah's tale to be pretty compelling and the way the twist completely reframed the narrative near single-handedly gave me the resolve to see Road Trip through to the end just so I could see how the story concluded

Overall though, I came off Road Trip really down on the game as a whole. That Noir Dedede race was a highlight, but I didnt really enjoy my time with Air Riders up to that point much at all

I still wanted to stick with the game tho and see if hopefully things will actually start clicking, so I decided to just do some standard Air Ride races, still with Kirby/Warp Star. And it was actually incredibly fun. Standard races are much less chaotic than in Road Trip and it felt like I was actually acclimating with the game's central gimmicks and course design. CPUs also felt more fair, even on higher levels. I still feel like they're a tad bit overturned, some courses it feels like a complete shot in the dark on if I'll be able to beat 7-9s, but overall they felt way less aggressive and prioritized than in Road Trip

That said, I don't think a few of the 'retro' courses fare well, or I guess 'Nostalgic' will be Air Riders's equivalent. Fantasy Meadows feels like it's *way* too much of a frontrunner track, so much to the point that catching up feels borderline impossible. Even with lvl1 CPUs, I struggled to catch up because I was left with absolutely nothing; no enemies to defeat for speed boosts and no Copy Abilities to obtain. I only managed to actually pull ahead cause I popped my Special at an opportune moment. But then on the flip side you have courses like Frozen Hillside and Sky Sands, which had brief segments of turns that felt really awkward and like they don't fit the game's controls and physics well. Nebula Belt is also quite boring and barren.

But I did enjoy just about every 'nitro' track for what it's worth, and the Nostalgic courses I didnt mention it don't have much issue with

I also played everything in Top Ride, especially since I wanted to unlock Starman. Not much to say here tho to be honest. I also did them with Kirby/Warp Star and completely blew past even lvl9s. When I first encountered Top Ride via Road Trip I found the controls to feel a bit slippery and imprecise but Ive gotten used to them by now

After a couple days of just running Air Ride on loop (highkey got addicted), I decided to do NG+ on Road Trip and get the true ending so I could see the full conclusion to the story and unlock Noir Dedede. I dont know what it was this time around, but my second Road Trip run was actually incredibly fun. Theres still a couple isolated challenges I took some issue with for one reason or another, but the majority of my NG+ run was a blast

The finale was quite incredible too. I'm a bit sad that we skip over that final race with Noir, but the boss rush was super fun and Noir actively teaming up with Kirby to take down Galactic Nova was genuinely hype. The actual fight against Galactic Nova himself wasn't anything too special, but thats alright

Also, I'd be remiss to not bring up Air Rider's presentation. This game is absolutely gorgeous man. The visuals, UI, and style are all stellar, and the soundtrack is quite great as well. The Sakurais and their team cooked a delicious five star gourmet meal here

For as much as Ive come around on Air Riders, I don't think its without fault. I still have minor issues with the controls, namely the Quick Spin input. I really dislike that it *requires* flicking the stick and that there's no option to assign it to a button input. My hands are fairly shaky, and as such I'd keep accidentally inputting Quick Spin when simply just trying to swerve because of how high the sensitivity is normally. Ive since decreased it to Hard, but now there's a new problem in that Quick Spinning in a multi-lane rail is a hassle since I'll end up switching rails before the spin registers. I'd much rather that than constantly slowing down on standard road, but still, *both* issues could be very easily eliminated if we could just assign it to a button

All that said, that's about where I'm at with Air Riders. Since unlocking Noir, Ive genuinely soul mained him with Wheelie Bike, even made a custom variant of the latter in My Machine to match my favorite rider. I also have Meta Knight/Transform Star and Starman/Warp Star as seconsaries for when I feel like mixing things up, but Noir/Wheelie handles perfectly for me, even with the inability to take glide paths, and looks so sick that I'm perfectly content with just using him lmao

I haven't tried out City Trial proper yet. I'll give it a couple runs some time in the future but to honest Air Ride is much more my vibe

I started off thinking Air Riders was my least favorite of the big three 2025 kart racers, honestly the only one I had more negative feelings for than posotive, but by this point I think it might actually have my favorite moment to moment gameplay. Each of the three scratch different itches for me, but in Air Riders's case Ive grown to love how involved it feels, how nearly every action you take rewards you in the race by giving you a burst of speed. There was a bit of steep learning curve but once everything started clicking its been impossible to put the game down because of how addicting that core feedback loop is

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u/Ratio01 — 3 months ago

Disclaimer: OoT, MM, LA, WW, and TP's rankings are based off their respective remasters/remakes

u/Ratio01 — 4 months ago