Well, I've had Mario Kart DS for a while now, and I'm reaching
the end of my tether on the single player game experience, so I thought
I'd post my final impressions of the game.
I'll start with the title. The game's called Mario Kart DS. That's all. The DS does not stand for anything above and beyond the title of the gaming machine. They didn't try to call it Mario Kart: Dust Strikers or Dual Strike or Dawn of Sorrows or Deadly Silence or any other clever or not so clever extension of the letters "D" and "S". So big points for that. Yay Nintendo.
Right,
so now that we've established that the name's relatively
pretension-free, we can move onto the gameplay. There's essentially
three single player modes: a grand prix, a mission mode, and a battle
mode.
The "main" single player game is the tried and tested Mario Kart
race formula: a series of grand prix style "cups", each featuring four
races. You can choose from 12 familiar Mario-style characters (four of
whom are unlockable), and then pick one of that character's karts (a
choice of two to start with, expanding to some ridiculous amount through
unlocking). Each character and each kart has different strengths and
weaknesses, including their weight, their speed, their handling, and the
average quality of items they find on the track. Bowser, for example,
is a high-speed powerhouse, but a little slow to start and awkward on
the corners, whereas Toad is annoyingly nippy with a tendency to lose
ground on the straights.
There are eight cups of four tracks each
(that's 32 tracks in all). Half the tracks, collected in "retro" cups,
are re-issues of tracks from the last four iterations of Mario Kart,
including favourites like the Mario Circuit from the original SNES game
and the Baby Park from the Gamecube. The other half are new tracks,
which are a little more hit and miss; some tracks like DK Pass and
Delfino Square are a load of fun, whereas some others like the notorious
Rainbow Road are just a pain. (Though it's worth mentioning for
veterans of the older games that this time round the Road is a walk in
the park compared to its last outings - it's not hard now, just dull.)
As always with Mario Kart,
the gameplay involves driving the track using very simple controls, and
attempting to improve your position by the use of items scatterered
around the track, and by controlled drifting and boosting around
corners. The items include such things as red koopa shells which
function like homing missiles, banana peels which can be dropped to foul
races behind you, or mushrooms which give a brief speed boost. The more
you're losing by, the better the items you get are, so there's a
constant rubberbanding which feels good when you're learning or playing
someone a lot better, but can be a bit frustrating when someone you've
outperformed all race nips the victory which a cheap Bullet Bill at the
last second.
Boosting bears mentioning, though, largely because
it very nearly wrecks the game. This isn't the first time this game
element's been included in Mario Kart, but it's the first time
I've really appreciated how annoying it is. Basically, it works as
follows - when you turn through a corner, the best way to do it is to do
what's effectively a handbrake turn, allowing you to "drift" through
the corner. While drifting, you have the opportunity to waggle the D-Pad
left and right very quickly. If done sucecssfully, your wheels spark
orange, and when you come out of the drift you gain a quick burst of
speed which makes up the speed you lost on the corner and then some.
It's so effective, that it's essential for mastering the game - on the
top difficulty, you absolutely have to boost at least once on every
corner, and sometimes twice.
But it gets worse - the speed boost
is so significant that on straights, instead of just accelerating like
mad, it's actually more effective to drift back and forth across the
track, boosting like crazy. The speed gain makes up for the snaking
motion, and will outperform a racer just driving normally. To play at
the top level, you spend almost the entire race holding the drift button
and waggling your thumb on the D-pad. I've almost ruined my wrists
doing this online - I wish there was an option to have a race with boost
disabled. Item use and course positioning largely become irrelevant in
the face of the mad thumb wiggling; which is a shame, because those are
the best bits of Mario Kart.
Boost-snaking aside, the
grand prixs are pretty fun. There's more, though. The second gameplay
mode is a mission mode, which challenges you to complete certain tasks,
such as "collect 5 coins" (which are laid in certain pattern on the
track), or "drive through six numbered gates in order". You're ranked on
performance factors (usually speed) to get a rating for each mission.
Every ten missions culminate in a boss fight with a classic Mario boss
rendered in Mario Kart style - for example, you're challenged
to race the giant Goomboss from Mario 64 DS around the Baby Park - but
the Goomboss cheats by stepping over the median strip! There's no real
point to Mission mode as far as I can tell - it doesn't unlock anything
or have any plot - but it's kind of fun and the boss battles are truly
excellent. There's about 80 missions in all, by the looks of things.
Lastly
is the classic Battle mode, featuring the Balloon Battle and Shine
Runner modes from the Gamecube. Here you're placed against other karts
in an arena-style level and challenged to use items to take out or
otherwise frustrate the other karts. This has always been my favourite Mario Kart
mode, and so I'm a little disappointed to see only two battle modes and
only a handful of courses. Where's Bob-omb Battle? Where's King of the
Hill? Where's Capture the Flag? Still, what there is remains solid.
No discussion of Mario Kart DS
would be complete without mentioning multiplayer. I have to say I
haven't had the chance to try out Multi-Card play against other people
who are physically close to me, but I have thoroughly explored the
online options, thanks to me DS Wi-Fi USB connector.
Online play
is excellent; it's well implemented and almost lag free. But it's not
without its disappointments. Firstly, online play is limited to grand
prix. That's right - no battle mode. I can't fathom this omission - it
strikes me as just plain bizarre, and a little sad. I assume you can
play battle mode multi-card, but I would have loved to go global with
it. And secondly, of course, everyone else in the world is better than
me. I can go nuts breaking my fingers with drift boosting and I still
lose an awful lot. At least it's not on the PSP or I would have gone
into terminal hand cramps long ago.
There are several online
match finding options. "Friends" allows you to match against people
whose friend codes you have. There is no way to trade friend codes in
game (this is deliberate to protect minors from online predators,
apparently) and as far as I can tell no way to tell when your friends
are online short of trying to start a game with them, so I haven't had
any joy from that mode yet. "Regional" matches you against players from
your region (which I assume for me is Australia). I've yet to find
anyone else actually using that mode, so I've never had a regionial
match. And "Worldwide" effectively dumps you into a match against the
first three players it finds, out of everyone looking for a game in the
world. It might just be that I'm playing at Australian hours, but
considering I'm searching "everyone", it takes me a damn long time to
find players. Often I'm forced to go with only one or two opponents as
we can't find a fourth.
That's worth noting, by the way -
although you can race eight players in single player or multi-card play,
it's limited to four online. I don't know whether that's a technical
limitation or just a wierd design decision, but it's another small
frustration. I suppose given my luck to date in even finding four
players, I'd never find eight in any case, but still. Also, in passing,
it's worth saying that Mario Kart doesn't have the voice chat support that Metroid Prime Hunters has implemented. In fact, Mario Kart
doesn't support chat of any kind - not even a "good game" button for
when someone hands your butt to you. Sometimes it feels a little like
I'm not playing other people, just a spotty AI. The only sort of
communication you can engage in comes in the form of your "icon", which
is a little picture that you can draw yourself in an included
pixel-paint application. Your icon appears over your head in multiplayer
games.
I know I'm picking a lot of holes in the game, so it's worth saying that despite all its niggles, Mario Kart DS is far and away the best multiplayer handheld title I have ever played, Liberty City Stories
notwithstanding. Its online implementation is a great first step into
the obvious future of handhelds, and it's a ton of fun no matter what
mode you're in. It picks up everything that's always made Mario Kart
great and is probably the best ever released in the series.
Now, it's almost certain there's a Wii version of Mario Kart
in development right now, so can I just shout out a message to any
designers out there that stumble across this - forget about drift
boosting. Just take it out, and get back to the item-focused,
skill-light gameplay that we know and love. And for Jeebers' sake, give
us more support for battle mode!
This review has been edited from one previously posted at The Dust Forms Words on 18/052006.
Score: 15 out of 20 (A great game, but not exceptional.)
For fans of the racing genre: 14 out of 20
For fans of the Mario Kart franchise: 16 out of 20
Release date: November 2005
Developed by: Nintendo
Published by: Nintendo
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