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Mario Kart Wii is more Mario Kart, no more, no less.

by cann3dheat on July 21, 2008
4 out of 5 starsScore: 80/100

In 1992, the Mario Kart series was released on the Super Nintendo Entertainment System. Since then, it has become one of Nintendo’s most popular series, along with Zelda, Metroid and the Mario series in general. The Kart series has made the racing genre much more accessible for everyone. Over the years, the series has been fine-tuned while still retaining its easy-to-pick-up play style. Now, with the introduction of the Wii and the motion-sensor controller, the Mario Kart series continues, and guess what? It’s more Mario Kart.

As previously mentioned, the Mario Kart series has been around since 1992 and since then, has grown to six games (eight if you count the arcade GP games.) With this many games out, the series is bound to repeat itself in a few areas, and for the most part, that’s fine. The Mario Kart series is known for it’s ability to be played with friends on the same console, which means there’s always plenty of fun to be had. Each Rainbow Road is as difficult and exciting as the last, and even unlocking the characters by yourself can be interesting enough to keep you playing for quite some time.

But this time around, Mario Kart Wii just seems like more of the same. As mentioned before, while this isn’t a bad thing overall, returning players will notice a lot of the same tricks and tracks designs from previous games. Some tracks almost feel like the same track from a previous game, but with a different theme and looked at through a mirror. While it’s not expected that each track be completely original and unique, it just feels like the designers copy and pasted a few tracks.

While some of the tracks may give a feeling of deja vu, there are 32 of them to pick from, so at least there’s a large selection. 16 of the tracks are new, while the other 16 are from previous Kart games. While the ability to choose is nice, some of the “retro” tracks that were selected aren’t all that popular from the previous games, so there isn’t much of an incentive to play them a second time around, since they weren’t all that great the first time around.

That being said, the retro tracks haven’t come in untouched. While many of the tracks (mainly the SNES/GBA tracks) have been translated into 3D, most of the previous 3D tracks feature some new additions to make them more in tune with the new additions in Mario Kart Wii. But while they have been modified slightly, the tracks will still look and play just as you remember them.

In addition to the 32 tracks, there are 25 playable characters in Mario Kart Wii, most of which you’ll have to unlock. Doing so is a great example of the kind of audience that the Kart series caters to. For some of the characters, you must simply finish the Grand Prix modes and finish in the top three. But for others, you must complete tasks that most Kart players wouldn’t even consider completing, which means there is a nice reward for the hardcore Kart players.

While Mario Kart Wii may cater very well to the hardcore player, it also tries to maintain it’s pick-up-and-play mechanics, which doesn’t cross over very well in a number of different ways. Especially in the 150CC races, the items become ridiculous, knocking a first place racer all the way down to 12th in a matter of seconds. Even though this may work to the players advantage, it mainly gives the AI the upper hand, since they have a greater chance of being behind you.

Even with the item problems, the algorithm behind the selection can seem off at time, especially during 1-on-1 races. Even though the player in second place is technically in last place, the game still gives them items as if they were in second place, giving them little or no chance to catch back up. This can become frustrating, especially if the gap between the players is quite large, making your defeat almost imminent.

On the topic of multiplayer, the Mario Kart Wii still retains the great local multiplayer that the game is known for. However, Battle Mode is now broken down into two teams, and when these games are taken online, they’re played on maps built for 12 players, rather than the four that are allowed. Also, when playing with three or more people on one console, the game cuts its frames-per-second in half, making it look not nearly as smooth as when one or two people are playing.

Outside of local multiplayer, online play has been introduced to the console Kart games, and it’s a vast improvement over previous Nintendo titles. Games begin quickly, and there is virtually no lag at all. You can race worldwide, in your country only or simply against a few friends. The friend code system is still in place, which means you’ll have to swap codes if you want to play with friends, but the whole experience is so much quicker and easier than previous attempts, that it can almost be overlooked.

In addition to playing online, there is also a new Mario Kart channel for your Wii that comes with the game. It contains leaderboards and stats from yourself and all of your friends. You can compare time trial scores, along with simply spectate current online matches. The channel works without the disc, which makes keeping up with the game rather simple.

Another thing that comes with the game is the wheel, which is one of the main draws of the new Kart. Most of the previous racing games make use of the Wii remote itself, but this time around, Nintendo has included an accessory that makes the experience that much more authentic. Along with the wheel, players can use the Gamecube/Classic Controller, along with the Wii remote and nunchauk. It’s all up to your preference, but the new wheel works just fine, especially since it comes free with the game.

The last large addition to Mario Kart Wii is the introduction of tricks, not to mention motorcycles. The trick system is quite easy, and gives players a short boost when they land one. There are jumps all over the courses to ensure that players will make full use of this system, especially when it comes to 150CC.

Also, bikes have been added into the series, and they feel completely natural. While karts can receive a second ‘level’ speed boosts, bikes can pop a wheelie on straightaways and recieve a slight increase in speed. Also, drifting is no longer determined by players jiggling their joysticks, which eliminates ’snaking’, giving new players a much better chance at winning online against experience players.

Aesthetically is where Mario Kari Wii shines the least. It doesn’t look much better than the version before it, and even the bystanders in stands, who consist of Miis from your console, are rendered in 2D, which shouldn’t really even be an option at this point. While a few details have been fine tuned, and the game itself runs very smooth, it just isn’t a large enough step ahead to be considered up-to-par. Audio-wise, Mario Kart Wii sounds like every Kart game before it, although the character sayings do begin to feel repetitive after landing tricks over and over.

Overall, Mario Kart Wii is more Mario Kart. No more, no less. The addition of online play is a nice addition, and in itself is worth getting the game for. So in the end, it comes down to one question: do you like Mario Kart? If the answer is yes, then pick up Mario Kart Wii, because it stays very true to the Kart formula and has plenty of replay value, but don’t expect to be amazed. If no, then I would still recommend looking into it. It’s a great game, and definitely a must own for the Wii owner who loves to party.

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