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Mario Kart Wii

            Mario Kart Wii should need little introduction. With a the series now seeing it’s eighth iteration, there’s no denying it’s long-term appeal. While many argue the values of each title in the Electronic Theatre Imageseries, none could argue that 2005’s Mario KartDS has thus far been its’ biggest success. A fully-3D Racer sporting a wide variety of gameplay modes, playable on the bus, and online, Mario KartDS showed what Nintendo’s handheld was capable of, and what the series had become famous for.

            Of all the Mario Kart’s that have been released thus far, Mario Kart Wii most closely resembles the arcade spin-off series, Mario Kart Arcade GP. The graphical touches and modifications bring the title more in-line with Wii’s thirty-minute play philosophy than ever before. Featuring over thirty courses, more than fifteen characters (of which many are unlockable) and the usual array of Grand Prix, Time Trail and Vs. options, Mario Kart Wii is certainly no slim package. However, the fact that Battle Mode can now be played alone with Artificial Intelligence stand-ins will tilt the balance considerably for those with enough time on their hands, if the drastic changes in gameplay don’t irritate too much.

Mario Kart Wii is not an instant hit; there are many elements that have had a drastic remodelling, and the reasons as to why are certainly not immediately clear. The title now features the option to select between Manual and Automatic gearboxes. Whilst this doesn’t actually ask the player to change gear in-game, the hop/two-stage Mini-Turbo returns with Manual gears, and most closely resembles its’ Nintendo64 incarnation. However, the Mini-Turbo is now much easier to achieve, yet lost the second you leave the track – most likely a concession to the hardcore. The total number of racers Electronic Theatre Imageon-track has now been increased from eight to twelve; presumably to allow for the intense tussles of twelve-player online races. New weapons include the Thunder Cloud, which the player must pass onto another by ramming them before the lightning strikes, shrinking the player, the POW Button and the Mega Mushroom, which follows its NEW Super Mario Bros. debut, and fans of the series will be happy to hear that the frequency of the Blue Shell has been dramatically toned down. Item usage has received a slight modification, furthering the technique of holding weapons behind you as a defensive barrier. Up on the D-Pad fires forwards, whereas Down fires backwards, and holding either Left or Right holds most weapons behind your kart.

The bikes are perhaps seemingly the biggest change of all to the title, and along with them come a fresh batch of rules. In Single-Player, 50cc is now karts only, whereas 100cc is bikes only, and 150cc is where both can race. Although some would argue it’ll most likely be nothing more than just a feature of this instalment as with the dual-rider karts in Mario Kart: Double Dash!!, the truth is, the bikes have been executed with grace, and blend in far better than those seen in the likes of Project Gotham Racing 4 and Test Drive: Unlimited. The biggest change however, is that of the Battle Mode. Only two gameplay modes are available; Balloon Battle and Coin Runner, both of which have clearly been designed with online Multi-Player in mind.

Although there are many changes to the series within the title, many elements have remained. The player not only gets a Trophy for completion of the Grand Prix’s, but also a Rank based on performance. Nintendo’s typical Racing game rubber-band Artificial Intelligence is ever-present, allowing for tight races when you perform well and outstanding comebacks when things aren’t going your way. The game continues the series recently established tradition of adding new tracks as well remodelled version of tracks from earlier titles, and the design of new tracks is beyond expectation. And, although allowingElectronic Theatre Image for use of the Nunchuk, Classic Controller and GameCube pad, to do so would be to miss the point entirely. Mario Kart Wii’s Motion-Sensitive handling has been balanced perfectly to allow experts from for experimentation from-the-off, and beginners a fighting chance. The included Wii Wheel is immaculately designed and perfectly weighted, far better than Thrustmaster’s original Launch Window offering with GT Pro Series and 4X4 Monster Trucks.

The online aspect of Mario Kart Wii is far more than simply an additional feature. When beginning, the player chooses a Mii and a Licence is assigned to that Mii. This Licence keeps track of the player’s records, and is viewable online. Online races monitor your performance and assign a Battle Rating accordingly, to which points are added or deducted after each race. Setting-up Matches is quick and the Lobbies are typically Nintendo, allowing you to see the location of your competitors and their Mii, and little else, but then watch an ongoing race as yours is established. Races are exceptionally Lag-free and intense, and are clearly the best part of the title. The title includes two downloadable features to allow direct links from the system’s Main Menu. The first is a very impressive Mario Kart Wii Channel; yes, an entire channel on your Menu dedicated to Online Leaderboards and downloadable Ghost Data. The second is the option to receive notifications about game updates and exclusive Ghost Data and the likes direct to your Message Board. Features like this portray Nintendo’s online strategy as much more aggressive than they would seem to have us to believe, and places Wii in a clear second-place standing behind the mighty XboxLIVE!.

Unfortunately, it already appears as though Wii is beginning to creak in comparison to the competition graphically. The title hasn’t moved-on from its GameCube predecessor other than a handful of sharper textures and a few smoother edges, and it seems as though some of the weapon effects have actually gotten worse. Not comparable to the likes of Electronic Theatre ImageSuper Mario Galaxy or Resident Evil 4: Wii Edition – a port of a GameCube title – it’s a shame to say that Mario Kart Wii still stands as one of the best looking titles on Wii thus far; an unfairly under-challenged system. The music is rather leftfield for the series, including the usual Mario-esque ditties, and some rather interesting Contemporary Electronic Jazz to boot. The use of the Wii Remote’s on-board speaker is the best demonstration of its capabilities up til now; with literally hundreds of different sound effects relayed through it, it personalises the experience no-end - especially in Split-Screen Multi-Player, an area where the title’s graphical fidelity is certainly lacking.

To begin with, it certainly seems as though Mario Kart may simply not be as essential as it once was. However, a small amount of playtime will remind you of why you fell in love with the series in the first place. The implementation of a squished kart – whether normal size or shrunk – is the best the series has seen, and certainly the most comical. Some of the tracks are strikingly similar to those from earlier titles in the series that have now been omitted, suggesting their incompatibility with the new Control System and a developers’ wish to rekindle their own experiences with those tracks for others. The title is balanced and the tracks invite exploration, there is little to complain about when faced with another example of Nintendo creativity that’s simply so enjoyable. To those new to the series – of which there are likely to be many – right now, there’s only one finer step-up from Wii Sports and Mario And Sonic At The Olympic Games than Mario Kart Wii right now, and that’s Super Mario Galaxy.

 

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Kev J.                                                                                                                                    Reviews Score Table Interpretation.

10/04/08

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