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When Nintendo released Super Mario Kart for the SNES back in late 1992, they invented
an entirely new genre of racing, one that was swiftly, and not as successfully,
copied to kingdom come in the years following. With Mario Kart 64, the concept
was evolved and turned on its head so much that many fans were left confused and
angry at what had happened to their beloved game. On the other hand, it attracted
a whole new set of followers. For all the concerns that were mooted at preview
playings, there are two things of note to conclude immediately from the final
code. Firstly that for the two groups of supporters, there are major elements
of both previous Mario Kart games successfully interwoven into the tapestry of
addictiveness, and yet still there is also the fact the genre has once again been
pushed forwards. Pure driving skills are more important this time as it was in
SMK, and whilst weapon usage and choice is not as influential as it was in MK64,
they still factor in the outcome between winning and losing. Secondly, that Nintendo
have listened to their fans. Mario Kart is not Mario Kart without higher speeds,
non-standard weapons and powersliding. And yet, for all that is familiar and cosy
about knowing within 5 minutes of initial play, this game still possesses the
beating heart of Mario Kart, there is still much that has been tweaked and introduced
into the experience.
The most obvious new feature is the introduction of a passenger and another
is that the vehicles are no longer all that kart-like. Whilst neither of the
occupants directly affects the statistics of the vehicle they ride in (instead
merely defining the range of vehicles available for choice), they all have their
own specific weapons. Mario has fireballs, Bowser has a giant rolling shell,
Yoshi has eggs and so forth. This combined with the fact that each member can
carry a weapon, means that a whole new strategy has to be considered when picking
whom to play. Choices between defence and attack can be weighed up, with many
weapons having multiple uses.
The deployment of weapons has also been radically altered. Gone is the ability
to surround the vehicle with a shield of shells or hold an item down the back
to protect against a red shell, instead all weapons are held in hand until they
are used. Items therefore must be deployed with the right timing to block incoming
fire, which requires more skill and judgement than before. It can only be a
good thing because in previous versions, it was sometimes impossible to break
down the defence and hit a well-armed vehicle in front if that was the only
potential means of catching up. It balances the equation and forces drivers
who started with Mario Kart 64 to now be equally as good in their driving skills
as their weapon skills.
If there is one thing Nintendo can be relied upon for delivering, it is the
quality of track design and there is no disappointment within Mario Kart DD.
Right from the start on Luigi Circuit, there is an air of simplicity and yet
a multitude of hidden complexity, choice, racing line and shortcuts to choose
from on the fly becomes evident over time. Baby Park is a manic, frenetic chaos
of racing and weapons fire concentrated into 80 seconds of sheer tension. Nintendo
may well have also been picking up some rub from Sega due to their partnership
on F-Zero GX. Wario Park has all the hallmarks of an F-Zero GX style track minus
the supersonic racers with caged flooring, sharp bends, complete corkscrews
and the such like. And Rainbow Road is a winding mix of different styles, with
slow and huge boost sections interspaced.
True, there are the usual suspects such as Mario Circuit, Bowser's Lair and
one track set on ice for example, but there is flair and style present in every
design. Boo fans will be disappointed to learn there's no Ghost House, but the
new ideas and replacements are more than enough compensation. Daisy's Liner
is a perfect example of how to take a modern world object and still incorporate
a living, breathing track into it, by moulding the obstacles and layout to suit.
Shortcuts are still present within many tracks, but nothing discovered so far
can be deemed as gamebreaking or even seriously outcome altering (yes, we're
talking to you Koopa Beach). The shortcuts for the most part only allow you
to catch a small bit up, or just acquire extra weapons, and do not unbalance
the race. It is just another way Nintendo are ensuring that races are competitive,
tight and down to the balance of skills that each player brings to the table.
There is no N64 Mario Circuit or Wario Stadium style lunacy where most of the
course can be bypassed, and the game is far better off for it.
Another change for which the game is far better off in comparison is the computer
AI. There is less "rubber band" cheating going on, the other competitors
genuinely are trying to win the race and use their items a lot more sensibly,
and it is possible sometimes to pull away and not have them miraculously catch
up. True, they seem to target the human players more than their own, but it
has always been like that, hasn't it? Controls are tighter, powersliding properly
feels just right and there is no loss of control that was possible in MK64.
Everything about how the game plays and feels is on a par with or an improvement
over the other games in the series.
Sadly single player mode is still somewhat lacklustre and should only take
a weekend to fully complete and unlock everything. The main aspect of the series
has always been multiplayer and again there is not that much to disappoint.
Whilst the battle arenas are not as expansive or multi-leveled like their MK64
counterparts, there are still a couple of new ideas floated. Gamecube is a sealed
small arena, frantic in its own right, but even more manic when Bomb mode is
in operation, whilst there is also now a level where the whole floor tilts and
sways, and all the weapon boxes can be seen tumbling about the place. Balloon
Battle mode isn't quite as enjoyable as it has been in previous titles, but
that is made up for by improvements in other areas of the game.
LAN mode is an option that is well worth exploring if it is possible to put
together. Everything is fully configurable apart from choosing what drivers/kart
to be (for ease of use presumably) and there is nary a hint of lag or frame
skipping during this mode. Four players round a Cube playing Mario Kart was
always fun - now it takes proceedings to a level or two above that. Proper online
would have been even better, but for now, having up to 16 human players involved
in a mad versus battle, or bomb challenge is intense. Shine Hold mode is now
the video game equivalent of "The Benny Hill Show". Some courses come
more alive with a greater number of players. It is all a precarious balancing
act that Nintendo have tried within the game so that all possible modes have
their good points.
Competitive mode in driving is now also joined by co-operative, with one player
taking the wheel and the other acting as weapons master. Players can swap about
just like the 1-player game and provides a fascinating lesson in communication
ability and teamwork to still achieve a victory. It can also cause much hilarity
as each player makes some fundamental mistake and the other player then wants
to get into the driver's seat and show them how it's done.
Graphics and sound are typical Nintendo fare and quality - they are not outstanding,
but they do their function. Colour, verve, and character describe each of the
models, with some of the background detail (especially on Baby Park) being more
detailed than the track. It looks and sounds like how a Nintendo game is expected
to be and they can't be faulted for delivering what players around the world
want from such a title. When it comes to Mario Kart, it is never what the aesthetics
are in the program, it is the sheer empathic feel of the game that is important,
and that it doesn't even have to break sweat to make sure the pad does not leave
the hands.
There is love poured into this game by Nintendo's programmers, and there is
love blessed upon its players. For all the random funny comments that the characters
make when completing a race. For being legally able to swear at the TV screen
when Bowser puts a shell right up your nose. For allowing arguments to break
out when two players are supposed to be working together. For courses that just
scream for you to keep playing them. For allowing the true evil in people to
manifest itself on screen during multiplayer by the placement of objects just
where you can't see them until it is too late. For being thankful this is by
Nintendo who stubbornly refuse to conform their output to any other company's,
as then games like this would never be made.
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