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Mario Kart Super Circuit review
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.


ntsc-uk score 8/10
System: Nintendo GameBoy Advance
Genre: Racing
Developer: Intel. Sys.
Publisher: Nintendo
Players: 1-4
Version: United States
Writer: Stuart Smith
Pros:
- Extremely well designed tracks
- Near perfect handlling
- Excellant, fun multiplayer mode
Cons:
- Ranking system very harsh
- Not everyone can get access to multiplayer
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