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.