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Mario Kart Double Dash review
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.

Feedback via Forum or Email us ntsc-uk score 8/10
System: Nintendo GameCube
Genre: Racing
Developer: Nintendo
Publisher: Nintendo
Players: 1-4
Version: United States
Writer: Mat Allen
Pros:
- Reinvents the genre
- Course design is sublime
- Strategy and complexity introduced into racing choices
Cons:
- Single player mode is short and sub-par
- Still no 4 individual player GP mode option
Mario Kart Double Dash Video: 3.1MB MarioKartDD Video
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