It has become an interesting trend in recent years for new systems to be sold
at launch on the strength of a game not available. In Japan, the Dreamcast launched
without its flagship title, Sonic Adventure. In all territories, the PlayStation
2 launched minus Gran Turismo 2000 (GT 3: A-Spec, these days), despite it figuring
highly in the publicity.
And the Game Boy Advance is no different. For, regardless of the quality of Super
Mario Bros. Advance, Tony Hawk's Pro Skater 2 and F-Zero: Maximum Velocity, the
game that everyone really wanted to play was still Mario Kart: Super Circuit.
Well guess what, ladies and gentlemen? It's time to start your engines
the
shells are flying again!
Despite a lukewarm critical reception to the 3D Nintendo 64 update, there can
be no denying that Mario Kart has transcended it's spin-off origins to become
one of the most adored game series across the world. And, as a result of the
64-bit update being somewhat lacking in polish, the original SNES/Super Famicom
version has gone down in history as the definitive example how to make a cartoon
kart racing game. That is, until now. For fear not, because Mario Kart: Super
Circuit is the new king of kart games, and you can even take it on the train!
The format is the same as always. You have eight characters to race as, the
same selection as the N64 game as opposed to the SNES version (Mario, Luigi,
Peach, Toad, Yoshi, Bowser, Wario and Donkey Kong), and the option of multiplayer
(which I'll come to later on), time trials, free run on any unlocked circuit,
and Mario GP. Of course, the real meat of the game is in Mario GP, where you
can compete in 4 default cups at three levels of 50cc, 100cc and 150cc (with
a further `Special` cup unlocked when the others have been beaten). Each cup
consists of 4 tracks, based on a certain theme, and contain coins to be picked
up (which can increase your overall top speed) and power-up icons. As with the
character list, the power-up list is taken from the N64 version, meaning the
feather is out, but the blue, spiked shell that targets the race leader is in.
As always, some of the most obvious catch-up AI is on display, not only in terms
of what power-up you receive (if you're leading comfortably, expect a LOT of
banana peel), but also in the speed and skill of the AI racers.
The time trials are diverting, too, due to some default targets set, and the
option to use ghost racers. You can even watch replays and analyse your performance
in the harsh light of day. Playing through the GPs is enormous fun, and the
nicely floaty handling, coupled with the differences between each class of racer
(Mario, Luigi and Peach are Light; Yoshi and Toad are Medium; Bowser, Donkey
Kong and Wario are Heavy). While it isn't too difficult to win, the catch-up
AI means things are consistently interesting, and that sheer Nintendo charm
ensures it's always a lot of fun to play.
The differences between the SNES version are made considerably clearer by the
ability to unlock all the old tracks. This is an inspired idea, because essentially
you got two games in one. You get a straight port, which would have satisfied
many, but at the same time, you get a whole new game with brand new circuits.
And this particularly highlights just how much things have changed in the years
since the original. The stages are now large, vibrant affairs, with some exhibiting
real design flare (on one circuit, the third lap sees the whole map dim as day
turns to night, while on another, the second lap sees a distant volcano erupt!)
whilst still being consistently fun. Of course, it's a great nostalgia trip
to play the old maps, but arguably I could do that on an emulator, so it's fantastic
to have the latest evolution of the series alongside the classic option. There's
also an interesting new feature whereby, at the completion of each cup, you
get awarded a rank (E, D, C, B, A, *, ** or ***), based on your overall performance.
While being ranked is pretty cool, and gives you a goal to aspire to, anything
above an A is fiendishly difficult to achieve, and it's difficult to see the
point of the feature, if it's going to be so harsh. But that aside, so far,
so good.
Which brings us to the multiplayer. It's nice to see Nintendo sticking to their
promise to include single-pak linkup is as many games as possible, but the limited
set of features (only Yoshi is available, and only a single race option) make
it somewhat redundant. What you really want are four games, four GBAs, and battle
mode. This too has come over from the SNES version in tact, and is as much fun
as it has always been, even if the portable medium makes things a little bit
harder. The fact is though, with so few people actually having access to another
3 GBAs, recommending the game on the strength of its multiplayer alone would
be both naïve and pointless. Thankfully, there's much more worth recommending.
Flaws? Well, it could be conceived as too cute, I suppose, but that would be
to miss the point. Similarly, the ease with which it's possible to complete
the Mario GP could be a problem, but the ranking feature adds longevity, as
does the sheer amount of fun to be had tearing around Bowser Castle. Basically,
this is the Game Boy Advance's killer app. With big, bold graphics (that aren't
affected overall that badly by the screen problems), spot on handling and tracks,
and the same classic multiplayer, it's impossible not to recommend this as a
must-have game for any GBA owner. And if you don't own a GBA
now IS the
time.
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