Be sure to let me know how keen you all are for Koopa Cape and of course if I missed anything. Also to be part of our $30 E-Shop giveaway once we hit 10K subs just make sure you're subscribed to this channel. Plus, if you follow us on Twitter, you'll earn an extra entry! Here are the other social media platforms where you can stay connected with me: 🐦Twitter: twitter.com/Swiftjar 🔥Discord: Join our vibrant community here: discord.com/invite/Sj2PHzw3kz
Koopa Cape, Toad's Factory, Rainbow Road and even SNES Ghost Valley 2 are all of the most fun courses to play on mkwii. And it's really good to see that Koopa Cape is arriving on mk8dx. But the thing is that there's only one more wave left on deluxe, and probably Toad's Factory is not going to arrive there at all unless they add 2 Wii courses to Wave 6 just like they did with wave 5. If Toad's Factory doesn't arrive, so many people are going to really upset that one of their favorite mkwii courses is not going to be there. They're probably just going to have Rainbow Road as the only Wii track for wave 6 and they should get Toad's Factory to have a good chance of being on mk8dx.
If I had a penny for every time a Booster Course Pass added Toads, Yoshis and Shy Guys as Spectators in a track for no reason, I’d have way too much money.
Koopa Cape is all about getting players used to the physics of the rapids, and I feel like a lot of the changes made to it take away from that initial goal. The glide ramp now lets players just completely skip the section all about introducing the rapids and straight into the section focused on dodging stationary obstacles while under the effects of the rapids, meaning the player isn't even given a chance to get used to the rapids before they're being challenged. Plus, the original pipe section was meant to be a hard challenge that puts your knowledge of the rapids to the test; that's the entire reason the track was so focused on getting you used to the rapid's physics. The new underwater version of the pipe now has neither the challenge nor the rapids. The Cheep Cheeps in the 7 version are way less punishing than the zappers, and just slightly bump you if you touch them (they even seem to be removed in the 8DX version). And the absence of the rapids means that all the skills you've learned from getting used to the rapids only applies to the section about teaching you how to dodge obstacles under the influence of said rapids. For a course that was initially themed around the rapids, it's strange that the player only spends a small percent of the track actually driving on the rapids in the new versions.
An unoriginal take, perhaps, but Koopa Cape is the course I’m most looking forward to this wave. A potential good sign for wave 5 is that I’m noticing a variety of choices for players’ most-hyped tracks. Hopefully this wave will have something for everyone to love! Thanks for another cool video!
The 8 remake seems to be getting everything right. The eels are back and they included the river part of the music. Let’s just hope they kept the Koopa sign on the rock face.
@@maxrn3923yeah that was my favorite part of the Wii version, always an intense and fun way to end the track. The half pipe to jump out of the water is pretty cool so at least it’s better than 7 but still much worse than the original version
I’m kind of sad they didn’t base it off the Wii version. The gray cliffs and electric zappers made the track very nice and fun. Sucks that it’s based off of the 7 & Tour version, but then again, all the tracks in the BCP are based off of their Tour versions.
in the promotional footage of koopa cape they didn't show the cliff face that the big koopa face was on, so im holding out hope that it makes a comeback.
@@lukima_yt the tour version of dk’s snowboard cross was missing the big screen at the end of the halfpipe section and 8 deluxe added it back, anything’s possible
I can’t wait for this wave to release also asides from the tracks I wonder if Wave 5 will have some hidden features that we don’t about like how Wave 3 secretly had the custom items setting
I'll forever miss the enclosed pipe with the water in the center. The open pipe and becomming an underwater section has its own charm and beauty to be sure, but mechanically nothing compares to racing the perfect line down the center of the pipe as it curves and getting a speed boost from the flowing water for your reward. Still really happy to see the track coming back regardless though. My second favorite Wii track after Maple Treeway
Koopa Cape has always been such a fun course no matter the version so obviously I'm looking forward to it and even more so considering the visual update and all the additions you mentioned!
I missed when the pipe tunnel was an air tunnel- it felt more magical that way? Making it all underwater and removing the challenging obstacles don’t make it feel AS special to me
I absolutely hate that they removed the electric zappers and water stream in the pipe since Wii. They were the heart and soul of this track... Why make it easy?
Maybe because the underwater driving was a new feature in Mario Kart 7 and they wanted to feature it???? Like its really obvious if you have some common sense.
What version of the koopa cape music did you use for this video i literally can't find it anywhere, this version doesn't have the wub instrument and it sounds so clean.
call me nostalgic but i love the wii version better, those koopa signals were amazing and even if the antigravity tunnel looks nice i would have preferred if it had water to speed up (kinda like the wild woods ending, but with those spins to give you boosts)
Spot on analysis as always swiftjar. One of the classic mariokart tracks. I would say I still prefer the original wii version and it’s a shame they have taken a few details away like Koopa zappers etc but it still looks really good and can’t wait to play it😊
My brother’s favorite and most wanted track so I’m happy it’s back for him! Funny I had a dream a few days prior to the reveal playing this exact new rendition of Koopa Cape in some sort of play testing place lol
While I'm not too happy with the new graphics, I'm sure the gameplay will be once again amazing. I can't wait to play this track again. Awesome vid legend.
So happy that the best wii track is finally coming to 8dx instead of being stuck on the 3ds for an entire decade. All other wii tracks from mk7 have been brought back to 8dx before it.
The graphics of Koopa Cape looks at least a little better than some of the Booster Course Pass’s tracks like Shroom Ridge, Mushroom Gorge, Rock Rock Mountain, and Toad + Mario Circuit. I call it the Mush/Shroom/Mountain Circuits combo.
I really just wanna know if they added back the giant Koopa sign before the cave section, and also while it looks much better than most tracks on BCP it's still jarring to see those playdoh trees and grass next to the overly detailed Koopa shells and water textures, the walls are kind of in the middle zone in terms of graphics lmao 😭
I don't really like any of the old courses announced for this wave (not including tour since I have never played tour) mainly cause I never got the hype for them mostly. I didn't like koopa Cape and daisy cruiser in 7 either. This being said however I appreciate all the work swiftjar puts into these videos :)
@swiftjar I won't be able to play Mario kart 8 wave 5 with you on Wednesday because I a have day service that at the time you are streaming So I will watch the replay when I get home from day service on Wednesday
Kinda sad about this remake because they’ve shrunken the river sections and removed a lot of the pipe section, the Wii version is still a masterpiece, and like every masterpiece, has its cheap copy
@@harrybest2041 it literally is the same as mk7 edit: ok it doesn't have halfpipes yes but they based it on the mk7 one not the wii one that people actually like ok
@@leont7956 They added the two half-pipe ramps from Mario Kart Wii's version of the course, another half-pipe ramp not seen in Wii and gave the tube anti-gravity.
Koopa Cape was my most wanted track for the Booster Course Pass, and I’m so happy it made it in. I was worried that Dry Dry Ruins or Daisy Circuit were going to get chosen over Koopa Cape, but I’m glad that’s not the case 🥲
Be sure to let me know how keen you all are for Koopa Cape and of course if I missed anything.
Also to be part of our $30 E-Shop giveaway once we hit 10K subs just make sure you're subscribed to this channel. Plus, if you follow us on Twitter, you'll earn an extra entry!
Here are the other social media platforms where you can stay connected with me:
🐦Twitter: twitter.com/Swiftjar
🔥Discord: Join our vibrant community here: discord.com/invite/Sj2PHzw3kz
I can't wait it's my favourite track of all time
Koopa Cape, Toad's Factory, Rainbow Road and even SNES Ghost Valley 2 are all of the most fun courses to play on mkwii. And it's really good to see that Koopa Cape is arriving on mk8dx. But the thing is that there's only one more wave left on deluxe, and probably Toad's Factory is not going to arrive there at all unless they add 2 Wii courses to Wave 6 just like they did with wave 5. If Toad's Factory doesn't arrive, so many people are going to really upset that one of their favorite mkwii courses is not going to be there. They're probably just going to have Rainbow Road as the only Wii track for wave 6 and they should get Toad's Factory to have a good chance of being on mk8dx.
I kind of still want the top part of the pipe on I just think it makes it so cool.
If I had a penny for every time a Booster Course Pass added Toads, Yoshis and Shy Guys as Spectators in a track for no reason, I’d have way too much money.
Don't forget Paratroopas, they are EVERYWHERE
P A R A T R O O P A S
@@SmashSSL 🐢🪽🐢🪽🐢🪽
@@tommyberru Paratroopa's are everywhere except playable characters lmao
Paratroopas are invading every course
Koopa Cape is all about getting players used to the physics of the rapids, and I feel like a lot of the changes made to it take away from that initial goal. The glide ramp now lets players just completely skip the section all about introducing the rapids and straight into the section focused on dodging stationary obstacles while under the effects of the rapids, meaning the player isn't even given a chance to get used to the rapids before they're being challenged. Plus, the original pipe section was meant to be a hard challenge that puts your knowledge of the rapids to the test; that's the entire reason the track was so focused on getting you used to the rapid's physics. The new underwater version of the pipe now has neither the challenge nor the rapids. The Cheep Cheeps in the 7 version are way less punishing than the zappers, and just slightly bump you if you touch them (they even seem to be removed in the 8DX version). And the absence of the rapids means that all the skills you've learned from getting used to the rapids only applies to the section about teaching you how to dodge obstacles under the influence of said rapids. For a course that was initially themed around the rapids, it's strange that the player only spends a small percent of the track actually driving on the rapids in the new versions.
the original version should of been used than tour's version.
An unoriginal take, perhaps, but Koopa Cape is the course I’m most looking forward to this wave. A potential good sign for wave 5 is that I’m noticing a variety of choices for players’ most-hyped tracks. Hopefully this wave will have something for everyone to love!
Thanks for another cool video!
You’re welcome! Everyone has their favourite courses. Thats what make you, you!
The 8 remake seems to be getting everything right. The eels are back and they included the river part of the music.
Let’s just hope they kept the Koopa sign on the rock face.
Eh no, electric zappers and the water stream in the pipe section are missing
@@maxrn3923yeah that was my favorite part of the Wii version, always an intense and fun way to end the track. The half pipe to jump out of the water is pretty cool so at least it’s better than 7 but still much worse than the original version
@@JacobPDeIiNoNii won’t say much but it is worse
I’m kind of sad they didn’t base it off the Wii version. The gray cliffs and electric zappers made the track very nice and fun. Sucks that it’s based off of the 7 & Tour version, but then again, all the tracks in the BCP are based off of their Tour versions.
I actually like the tan rock because it fits the tropical music a lot better than the more gritty gray
Yeah, and it has more noticeable textures than Rock Rock Mountain did so it doesn't look like Play-Doh.
theres something wrong with u get help
@@chocokarina Oh no how dare someone have a different opinion than I do! 😠
@@chocokarina people who act like this don't have opinions that matter.
@funminer8453 now that you mention it... I'm starting to see what you mean...
Less of 2 days for the Wave 5 release to test all the 8 tracks, my eye go for Koopa Cave, Athens, Daisy Cruiser and Vancouver.
in the promotional footage of koopa cape they didn't show the cliff face that the big koopa face was on, so im holding out hope that it makes a comeback.
Me to!!
It's ported from Tour... don't expect too much😂😂 also the electric "sticks" are missing
@@lukima_ytpov: every track in wave 4 ported from mario kart tour
also let bro have hope 😭
@@lukima_yt the tour version of dk’s snowboard cross was missing the big screen at the end of the halfpipe section and 8 deluxe added it back, anything’s possible
I can’t wait for this wave to release also asides from the tracks I wonder if Wave 5 will have some hidden features that we don’t about like how Wave 3 secretly had the custom items setting
I'll forever miss the enclosed pipe with the water in the center. The open pipe and becomming an underwater section has its own charm and beauty to be sure, but mechanically nothing compares to racing the perfect line down the center of the pipe as it curves and getting a speed boost from the flowing water for your reward.
Still really happy to see the track coming back regardless though. My second favorite Wii track after Maple Treeway
Koopa Cape has always been such a fun course no matter the version so obviously I'm looking forward to it and even more so considering the visual update and all the additions you mentioned!
Wii's version is probably gonna be my farorite but this version looks still very good !
I missed when the pipe tunnel was an air tunnel- it felt more magical that way? Making it all underwater and removing the challenging obstacles don’t make it feel AS special to me
You are rolling out these analyses. Great work!
I’m trying my best! They’re fun to make and time consuming to haha 🎉😅
Well keeping it up. I sure do appreciate you providing me information that otherwise I wouldn't have known.
I absolutely hate that they removed the electric zappers and water stream in the pipe since Wii. They were the heart and soul of this track... Why make it easy?
Maybe because the underwater driving was a new feature in Mario Kart 7 and they wanted to feature it???? Like its really obvious if you have some common sense.
@@OrgnnCantSpellCanHe that's true but it made the track worse
@@ballisticboo7808 Me personally, it doesn't really bug me, but i see why people dont like it.
Tbh you give me something to look forward to every morning while I'm waiting for wave 5, I appreciate it
These are the comments I live for! I appreciate this heaps. The grind feels worth it. Another for releasing in 40 mins!
@@Swiftjar YESS let's goo,
Hmm... I'm not sure if koopa cape's rendition in Mario Kart 8 Deluxe will be based on the Mario Kart Tour or 7 version
What version of the koopa cape music did you use for this video i literally can't find it anywhere, this version doesn't have the wub instrument and it sounds so clean.
3:32 my favorite part.
RIP Koopa Zappers ⚡🔌
Where the sign of Koopa cape and I been waiting for years to see the dream come true
I hope it’s back!
Super excited for Koopa cape it's one of my favorites
call me nostalgic but i love the wii version better, those koopa signals were amazing and even if the antigravity tunnel looks nice i would have preferred if it had water to speed up (kinda like the wild woods ending, but with those spins to give you boosts)
I liked the 7 remake but that 8 deluxe version is gonna be the best version
Koopa Cape is one of the best looking tracks in the entire BCP
Great video swiftjar! I loved it.
Spot on analysis as always swiftjar. One of the classic mariokart tracks. I would say I still prefer the original wii version and it’s a shame they have taken a few details away like Koopa zappers etc but it still looks really good and can’t wait to play it😊
Is the Glide ramp still there? Cause it seems not to be in the previews, which is a good touch.
No
I don’t know how but I guessed Koopa cape would be the next thing you analyse, here we are.
“Look Gary! There I am again!”
Great video as always, Swiftjar! I'm noticing in the latest videos that the editing is getting very good!
Thanks my friend! Always trying to improve with each video. I think I’ve found my new style??! 😊😅
My brother’s favorite and most wanted track so I’m happy it’s back for him!
Funny I had a dream a few days prior to the reveal playing this exact new rendition of Koopa Cape in some sort of play testing place lol
Your brother is a Nintendo fan.
While I'm not too happy with the new graphics, I'm sure the gameplay will be once again amazing. I can't wait to play this track again. Awesome vid legend.
So happy that the best wii track is finally coming to 8dx instead of being stuck on the 3ds for an entire decade. All other wii tracks from mk7 have been brought back to 8dx before it.
This track is awesome
Hope they do the reverse variant in tour for this track
The graphics of Koopa Cape looks at least a little better than some of the Booster Course Pass’s tracks like Shroom Ridge, Mushroom Gorge, Rock Rock Mountain, and Toad + Mario Circuit. I call it the Mush/Shroom/Mountain Circuits combo.
Mushroom Gorge looks fine tbh
@@ballisticboo7808 I didn’t say they’re bad, they’re just incomplete. The textures are just plasticky and fake.
I’m OK with not having the dome but why did they have to remove the obstacle?
I really just wanna know if they added back the giant Koopa sign before the cave section, and also while it looks much better than most tracks on BCP it's still jarring to see those playdoh trees and grass next to the overly detailed Koopa shells and water textures, the walls are kind of in the middle zone in terms of graphics lmao 😭
I love this series so much!
this is gonna blow up, I know it
I don't really like any of the old courses announced for this wave (not including tour since I have never played tour) mainly cause I never got the hype for them mostly. I didn't like koopa Cape and daisy cruiser in 7 either.
This being said however I appreciate all the work swiftjar puts into these videos :)
I respect your opinion and all but like
I dont know mannnnnn....
Love Wii Koopa Cape but it has no reason coming back every game 😐
One of my favorite racetracks 🥹🐢🏎️🔥🔥🔥
Absolutely!
Koopa cape!
Wave 5 releases tomorrow 🥳🥳🥳🥳🥳🥳🥳🥳
@swiftjar I won't be able to play Mario kart 8 wave 5 with you on Wednesday because I a have day service that at the time you are streaming
So I will watch the replay when I get home from day service on Wednesday
I’ll be on discord playing the next couple days after as well!!!
@@Swiftjar ok thanks
While I like the visuals and some changes in the DX version, I still like the original version.
What is your switch friend code?
I replied to this in the last comment :D
@@Swiftjar, could you give me the code, please?
@@kylelawrence9255 Swiftjar Friend Code: SW-1533-4944-2120
nice
Rip cool science
Hi again
Gotta love cooper kate
The eel looks questionable and the animation is choppy
Kinda sad about this remake because they’ve shrunken the river sections and removed a lot of the pipe section, the Wii version is still a masterpiece, and like every masterpiece, has its cheap copy
they have RUINED this course, tell nintendo they still have time to change it comment on the wave 5 trailer, lets do it
They haven’t it looks good 😊
It's a huge improvement from Mario Kart 7.
@@harrybest2041 it literally is the same as mk7
edit: ok it doesn't have halfpipes yes but they based it on the mk7 one not the wii one that people actually like ok
@@leont7956 They added the two half-pipe ramps from Mario Kart Wii's version of the course, another half-pipe ramp not seen in Wii and gave the tube anti-gravity.
Koopa Cape was my most wanted track for the Booster Course Pass, and I’m so happy it made it in. I was worried that Dry Dry Ruins or Daisy Circuit were going to get chosen over Koopa Cape, but I’m glad that’s not the case 🥲
Let’s go! So glad you got it my friend. It’s a good track.