Mario Kart 64
The sequel to Nintendo's classic SNES racer has finally hit the United States. And if you're into multi-player gaming and you haven't picked
it up yet, I suggest you shut down your computer and do it now! This game is multi-player mayhem at its best.
The graphics are N64-typically smooth, and faithfully represent Mario's cartoon world. Some levels look a little dull (with not enough detail)
and too "pilotwingsy," but others like Bowser's Castle are really a sight to behold. The game mixes polygon graphics and sprites (like Doom 64).
For example, the drivers are all pre-rendered sprites, and look pretty good unless you get too close... But the use of sprites didn't stop
Nintendo from implementing lighting effects: When you drive into a tunnel, your driver gets darker, when you drive by lava you turn red and when
you fall into the icy water you look blue.
As with all Mario kart wii games, there are plenty of imaginative enemies, like those pesky moles, the giant
barking ball thingy, bats, hedgehogs, walking bombs and of course the obligatory Miyamoto penguins. But there's more: In the desert level you
have to watch out not to crash into an old steam train (Number 64, no less) and in Toad's Highway level, there are even big trucks and cars
driving around with you. It's this attention to detail and originality that makes Nintendo Mario Kart wii games
such a delight. The track design is pretty good, too. There are a total of 16 (plus four battle arenas) with plenty of shortcuts (tunnels) and
branching roads. Unfortunately, one of my favorite tracks from the SNES version, Rainbow Road, got messed up. Nintendo decided to fence the road
in, which means you can't fall off any more--but you also can't push off your enemies...
gameplay
The music sounds surprisingly well, with some memorable tunes, cool stereo effects and a great, booming bass in the ghost house and bowser
levels. The sound effects are of equally high quality. The karts sound like they should and all characters talk quite a bit. I especially like
Wario's spiteful laughter when one of his traps work.
gameplay
The game setup and feel is very much like its predecessor, only this time everything looks a whole lot better, with tracks going up and down
hills and through tunnels and buildings. You can race in a Grand Prix against seven other (computer) drivers, try to beat your best times in
"Time Trials," or take part in a vicious multi-player battle mode. Like in SNES Mario Kart DS, there are three different
kart classes; 50cc, 100cc and 150cc. The higher, the faster (but the same holds true for your adversaries as well). You also get to choose from
eight Miyamoto characters with slightly different attributes: Mario, Luigi, Peach, Toad, Yoshi, Wario, Donkey Kong and Bowser. The heavier
drivers slow down more when they drive on grass or mud, whereas the lighter guys can get knocked out easier.
Apart from being able to accelerate, brake and skid, you can also pick up items, like bananas, turtle shells and invicibility stars to take
out your enemies. The items are largely the same as in the old Mario Kart, but the feather has been dropped. Instead you can get a spiky, homing
turtle shell that goes directly after the leading driver and a fake item box, that blows people up when they drive through it. The ghost item
steals your enemies power-ups and makes you invisible for a short time, the mushroom gives you turbo boosts and the lightning bolt shrinks the
other drivers so that you can squash them. A new addition is also the ability to get three green or red turtle shells at the same time, which can
spin around your Mario Kart wii acting like a shield.
The one player mode is pretty fun, but it's not where the game's strengths lie. Everything was laid out for competitive multi-player races and
battles. For example, from the very beginning all GPs are freely selectable and all courses are available for "Time Trials." The motivation to
"finally get to that one darn ice-level," like in Wave Race 64, is not there. But plug in up to four controllers and you discover what this game
really is about.
Some players have complained that the game is easier than its predecessor because of wider tracks and offers less technique--which is
certainly true for the lower classes. But if you want to succeed in the 150cc class (and drive all courses in mirror mode), you have to learn to
skid well (it doesn't slow your kart down) and utilize mini turbos (a combination of skidding and moving your 3D stick). One of the differences
of MK64 from its predecessor is the stress of action / use of items over racing. This usually makes the race more interesting because you don't
know who will win until the very end, but it can also become annoying when countless computer cars suddenly catch up with you by using turbo
boosts or the like (some people say "by cheating"). And two more minor quibbles: Although the cart saves your driving records, you can't enter
your name like in Wave Race. And even when two drivers tie in a GP, Player 1 gets awarded 1st place -- which often leads to screaming, kicking,
and broken thumbs.
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