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Mario Kart Wii

By Adam Mathew, 5/2/2008 10:15:09 AM

Mario Kart: because all multiplayer parties need special mushrooms…





Mario Kart sequels are like breast implants – sometimes they’re awesome, sometimes they make you want to run away from them at top speed, screaming. Essentially all of these sequels are an attempt to take the original, pristine beauty of Super Mario Kart on the SNES and enhance it to make it more attractive to a new audience This has been attempted on four sequels thus far and for the most part the process has gone quite well – despite feeling artificial in places when you first get yourself some hands on time.


However, there are occasional botches, like Mario Kart: Double Dash, which took the franchise to strange new places and, while not being utterly terrible, was a pretty sloppy affair. Which begs the question; how can you improve upon near-perfection without tainting it?


Ultimately we’re inclined to believe that you can’t – because there’s nothing as beautiful and natural as the original form. This isn’t the definitive answer though; because the punters are always going to demand bigger and better things, and secondly; beauty is in the subjective eye of the beholder and arguments often start (in our forums, usually) over which Mario Kart game is the absolute pinnacle of the series. With all these facts in mind we apprehensively pulled the starter cord on the series latest iteration, Mario Kart Wii…


Straight out of the gate you’re hit smack in the face with the plastic fantastic (quite literally) in the form of a new WiiWheel attachment. Feeling a touch ‘douche-baggish’ we clipped the Wii-mote horizontally into the wheel, and were immediately surprised at how good it felt in our hands when compared to the cruddy third party wheels bundled with lesser Wii games. Aside from having an oversized B button underneath the wheel to replace the Wii-mote one; the wheel really does sweet bugger all else functionality-wise. But it really is a damn sight better than half gripping the tiny oblong of the Wii-mote in our over-sized Cro-Magnon mitts.


Navigating through the menus using the wheel is a breeze too. You have the option of using the D-pad and the ‘2’ button to select things, plus they’ve drilled a discreet hole in the side of the wheel to allow the Wii-mote’s infrared sensor to do it’s thang as per normal. After creating personalized license data and getting to the main menu we jumped into the single player GP mode to see what was under the hood.


Everything seems pretty familiar here. The GP mode offers eight different cup races (four need to be unlocked) that are comprised of four tracks in each. This means 32 different tracks in all, with the first 16 being newly designed ones and the remaining, unlockable 16 being redux favourites from every previous Mario Kart imaginable – that’s the SNES, N64, DS, Gamecube, and GBA versions.

 

Selecting a cup you’re presented with another slew of options in the character selection screen, with Baby Mario, Baby Peach, Toad, Koopa Troopa, Mario, Luigi, Peach, Yoshi, Wario, Waluigi, Donkey Kong, Bowser immediately available – and slots for 8 more unlockable characters (Funky Kong, Dry Bones, Toadette, Birdo, Diddy Kong, King Boo, Rosalina, plus you can race as your Mii which is weight dependant on how big it is). All of these characters are divided across light, medium, and heavy classes - each of which determine various strengths and weaknesses when it comes to their acceleration, top speed, and off-road attributes.


Moving onto the vehicle section you’re introduced to the first big shake-up of the game: bikes. Perhaps if they’d called the game “Mario Vehicles” we may have all been better prepared, but given that this name sucks balls from a marketing perspective – they didn’t. Each character has (eventual) access to four karts and four bikes, and each vehicle has various strengths and weaknesses with regards to speed, weight, acceleration, handling, drift, off-road, and mini-turbo. The bikes and karts are balanced quite evenly and despite the sharper turning capabilities and the ‘need to wheelie’ nature of the bikes, you can jump between the two camps without having to drastically adjust your strategies. Once you choose your vehicle of victory you’re given one last option, the second big curve ball of the proceedings: automatic drifting or manual drifting.

 

As with every other Mario Kart game, drifting is a technique which lets you take corners without losing your speed via a thumb breaking stick waggle technique – and it has now been rendered obsolete. The new Manual Drift option has you tapping ‘B’ to hop into a slide, the counter-steering to initiate and maintain the slide, waiting for your tires to turn blue, then orange, then releasing to get a small boost of speed.

 

If that sounds too hard there’s the decidedly more lame Automatic drift; which as the name suggests makes you automatically slide by simply turning into a corner. This sounds great in theory, but adopters are punished for their suckiness by losing the ability to hop and they also get shafted out of having a mini turbo boost at the end of it - which serves them right, damn pansies. While we lamented the loss of the old faithful ‘analogue stick flicking’ drift method, we think that Nintendo has struck a good balance here between making things accessible to newbies while still having enough depth to keep (most) veterans happy.

 

Mario Kart Wii eases you into things by having the 50cc mode a karts only affair, the 100cc is a bike-only-a-thon, and 150cc is whichever flavour you please. Hitting the raceway the experience is largely the same as the earlier games; the karts handle well, the new bikes are balanced to be slightly quicker but vulnerable to shunting, and the courses feature jumps, half-pipes and positively reek of that cheerful Nintendo voodoo (or ‘Nintoodoo’ as its known in the Necronomicon). For the most part, the new courses are all worthy additions to the great Mario Kart canon but we did notice that some of them can feel disappointingly large and lonely if you aren’t running any A.I in your four player versus races.

 

The biggest addition to the formula here is a trick system which is initiated by flicking your Wii-mote at the apex of a jump ramp to bust out a randomly selected mid-air stunt that earns you a subsequent speed boost when you land. The second is that by using a similar Wii-mote flick, bikes can enter a wheelie state that affords them faster speed, but seriously dodgy steering capabilities. Last but not least; instead of eight competitors on track they’ve bumped it up to twelve, which can make things rather hectic when you factor in the escalation of the Mario Kart weapons stockpile.

 

While you still have access to the old chestnuts like bananas, red shells, and green shells (triple or single varieties included) you’re now given the likes of proximity mine Bob-ombs, a spiny blue shell that detonates the lead racer and envelopes all nearby frontrunners in the explosion – plus the bullet bill power-up and the pain-in-the-arse blooper ink from Mario Kart DS make return appearances.

 

New items to the series include a POW block that disarms four people in front of you, a competition stomping Mega Mushroom power-up, and the Thundercloud – which infects other racers with a storm cloud curse that threatens to eventually shrink them (unless they offload it onto some other poor bastard by ‘tagging’ them). It’s a sizeable arsenal to be sure, and these newer weapons definitely come in handy during the cut-throat online mode.


Hooking online into the Nintendo WFC mode you (or you and a buddy playing on the same console) can challenge other like-minded, rabid racers from all across the globe. They give you the option to race against people from your own continent, against your registered Wii friends, or you can take on international opponents (with vastly superior Internet speeds, and cat-like, Japanese reflexes).

 

Like the single player mode Online Versus races support 12 players, plus there is a Battle mode with a ‘coin runner’ variant available which divides you all up into two teams. With our modest broadband connection we experienced zero-to-no difficulties with the continental races, and to be perfectly honest, we were having so much fun we never needed to venture into the worldwide option.

 

While the online racing doesn’t skip a beat, we do have to call shenanigans on the Battlemode – the fact that it is only a team vs. team affair ruins the traditional free-for-all nature of it all. Also, setting up a race and communicating with your buddies isn’t as intuitive as it could be. With the Wii console having no support for headsets, your game room banter is limited to 70 odd ‘Nintendo pre-approved’ dorky text messages like “long time no see!”, “this isn’t over yet!”, “Grrr! No fair!”, “You’re all so fast!”, “I’m going to use my Wii Wheel!” – so for those of you hoping to blast your opponents with choice comments about their mothers promiscuity, their body odour, and/or some bizarre sexual habit accusations – you’re going to be bitterly disappointed, like us.

 

The online hookup is also used by a dedicated Mario Kart Channel which let’s you humble the hell out of yourself by comparing your times against the current course records of each and every track. If you’re really down for some masochism you can even download the ghost laps of the greats and spend a fruitless hour or two attempting to beat them. The Mario Kart Channel also tracks a plethora of various other statistics like hours playing the game, kilometres raced, wins, losses, WiiWheel usage, favourite character, and how many times you’ve screamed abuse at the TV for getting beaten in the last one metre stretch of a race – y’know, all the important statistics…

 

All said and done, we think that Mario Kart Wii is easily one the top three games on the system. In terms of longevity, you can spend hours and hours attempting to either ‘three star’ perfect every course, best the Nintendo Staff time trials and ghost times, or unlock the various characters and courses. In addition to this you have limitless hours of fun ahead of you for multiplaying friends and random victims in epic online races and battles. Failing an internet connection you can always just kick it old school by having yourself a suitably hilarious local 4 player bash.

 

At a glance the game looks like a light-hearted, braindead affair but in reality it is brimming with strategic nuance with a huge range of techniques available to secure you the win; like Rocket starts, Drifts, Mini turbos, Super mini turbos, tricks, wheelies - not to mention the various offensive & defensive weapon strategies, and secret track short cuts.

 

Although Mario Kart Wii has been made approachable for the ‘casuals’, expert players who can make use of every boost opportunity and cunning trick will have themselves a significant edge – which is how it should be, really. We’re not going to enter into the whole “is the best Mario Kart game ever” debate (we’ll leave that to angrier online individuals) but what we will say is this: Mario Kart Wii is a fast and furious addition to this hallowed Nintendo series with something for every taste. If you own a Wii you need to have a copy of this bad boy idling in your garage.

 

 

Graphics:

Presentable, but sacrifices were made for speed

Sound:

Nostalgia-ville music and character voices

Control:

Sublime drifting. Everything we've come to expect

Gameplay:

Approachable mechanics yet rewarding for veterans too

Verdict:

A must-own Wii racer that pays multiplayer dividends

Rating:

4/5






Comments
iamthemaxx
Yup I got this one, it's awesome. 4 player is just divine!
5/2/2008 5:44:30 PM

Damian Francis
Gotta agree with you there maxx. Best game on Wii yet I think!
5/3/2008 12:42:08 PM

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