Intro
Lovers of red shells, gather 'round. Masters of the mushroom, take your places. Drunken partygoers looking for something more exciting than yet another Friday night of cow tipping, put down your car keys and pick up a controller. It's go time.
Mario Kart Wii has finally arrived. And for those of us whose sole purpose in shelling out a large sum of money to purchase Nintendo's latest console was in anticipation of this game, it has been a long wait, (though, to be fair, Mario Galaxy helped the time pass). But does it measure up? Was it worth the longsuffering? That's what we're here to find out.
The commercials have talked a good talk. If we are to believe the hype, no self-respecting gamer should be without this title. But for the record, referring to "Mario Kart Wii" as "Mario Kart 'wee!'" is an insult to my intelligence, and it's about as clever as spelling everything Kart related with a K.
Karts
Most Karters are familiar with the basic setup of this racing game, but for those less versed the major elements are vehicles, controls, drivers, and tracks, all with the fun element of item use. Let's begin with the karts.
At first glance, the cars are similar in this installment to its predecessors. There are several different styles and looks, and there are qualities displayed to the left to give the player an idea of how the kart will maneuver on a course. It's a helpful way to personalize your driving experience. However, we've already arrived at our first major Mario Kart alteration: you can now choose from motorcycles, too. But don't get too thrilled, bikes aren't allowed on the lowest level of Grand Prix racing (50cc) until you commit to some unlocking. And then, once you've trained with and gotten used to a certain kart for the easy races, you'll be forced to ditch it for two wheels in the next level of difficulty (100cc), since only motorcycles are initially allowed in those races. Yay! Being punished for building skills and getting used to the game is fun.
Automatic Driving (No Flame or Mini-Turbo)
An immediately noticeable change in this episode of Mario Kart is the player's option to choose manual or automatic driving. The terms "manual" and "automatic" are seriously misleading here, as they have nothing to do with the transmission or shifting gears. Rather this is a setting pertaining to drifting. Drifting was first provided to Karters in Mario Kart 64, but mastering it required some practice. When going around turns, holding the jump button while turning in and out would trigger different colored smoke to pour from the tires and give a burst of speed when the jump button was released. Drift racing has become more and more popular and is basically the practice of making the back end of the vehicle slide around a turn. With the unveiling of the GameCube version, it seemed the programmers wanted to make drifting more accessible to every player, as it was significantly more intuitive in its physics.
Manual Driving (Awesome Blue Flame)
As for the current game, drifting has taken a new application. There is little control in pushing the drift; it seems to respond to the amount of turning the player has done. In earlier manifestations one could rock the analog stick back and forth to bring up the level of boost. This is not possible in Mario Kart Wii, causing a bit of change in driving technique for those who have already established theirs on any or all of the five to seven former Kart titles. However, should anyone desire to not bother with the issue of drift at all, he or she can simply choose "automatic" in the setup stage. Those players will miss out on the slight boost drifting gives to those willing to adapt to its quirkiness. We should also note that on a motorcycle the drift only goes to one level and results in a smaller speed boost than the two levels of what the game calls "mini-turbo" reserved for the karts.
The types of choices a player has in choosing a kart or bike determines the style of the driving. Categories are Speed, Weight, Acceleration, Handling, Drift, Off-Road, and Mini-Turbo. Most of these are self-explanatory. Handling and Drift will determine with how much ease (or how sharply) the kart or bike turns, Drift indicates how hard the car slides while drifting, Off-Road shows how well it will perform outside of the track, and Mini-Turbo details how substantial the speed boost from manual drifting will be. The driver's size also has some impact on the experience, as heavier characters and their large karts have lower accelerations and higher top speeds than the small ones.
Unfortunately, there seems to be no high accelerating, high-speed, excellent off-road, high-mini-turbo and low drift (my personal preference) karts or bikes, so adjusting to the driving experience can take a considerable amount of time. Also, some of the fun of the motorcycles and karts will require patience, as unlocking them all might take a little time. Hey, if it were easy, what fun would it be?
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SonicIce - Saturday, May 31, 2008 - link
taking pics of the screen... anadtech has not evolved to the point of capturing the video output? come on, even a 10 dollar capture card can receive s-video :)crimson117 - Friday, May 30, 2008 - link
Wouldn't it be "kluster f***"?
Cygni - Friday, May 30, 2008 - link
Zing!I agree though, i rented this game to try and decide if it was worth picking up... and it just wasnt for me. And im a HUGE Mario Kart fanatic. It just seemed rushed or something, with little (but ridiculously important) menus crammed in weird places. Im going to rent it again in a few weeks, when ive beaten GTAIV, and give it another shot.
wchall01 - Friday, May 30, 2008 - link
"If you want to play battle mode with only two people, too bad. Want to play with four? Too bad! Your only option is to be on one of two teams and play with twelve players"I was very frustrated the first time I encountered this issue. But there is a "Rules" button in the upper right hand corner on the menu screen before you click "Battle" or "Coin Runner". Simple select "None" for CPU and you can battle with just 2-4 of your friends.
The same options apply on the local multiplayer racing menu.
Laura Wilson - Friday, May 30, 2008 - link
Thanks for pointing out the error, we have updated the article.DerekWilson - Friday, May 30, 2008 - link
WOW ....I had no idea about this -- way confirms the ergonomics / UI issues pointed out though.
I'll let Laura know about this and ask her to update the article.
thanks for pointing it out -- you've just made me a lot happier with the game :-)
Bremen7000 - Friday, May 30, 2008 - link
s/loose/lose/SniperDaws - Friday, May 30, 2008 - link
This is by far the best Mario kart yet, and is unique because of the wheel.But 2 player Wifi is pointless because the 2nd player is a guest so doesnt really feel as part of the game.
But thats all that ruins it for me so far.
DerekWilson - Friday, May 30, 2008 - link
i know i'm lame, but i love the n64 version ...to me n64 and GC are tied for best mario kart.
the DS version is good, but the Wii version is really a better DS version that doesn't quite live up to the n64 or GC. with a wheel.
seriously guys, if you want to compete for near the top in tournaments and time trials, you'll want to look into not using the wheel (where the tournament allows it).
Locutus465 - Friday, May 30, 2008 - link
You'd have to use kluster f*** :DIn all seriousness, I love this version of the game... Yeah, it has it's issues but it easly owns the GC version (which I also own). I love using the Wii wheel though I'm still not quite as good at manual power sliding as I need to be, and since I play mario with medium karts power sliding is essential to staying on course (I'm sure it is to varying degrees for all characters).
As an added testiment, and I'm sure many on these bords will be shocked... In my appartment I bought this and rented GTA4 at the same time... Mario Kart got serious play time, GTA4 sat around my apparment until it was time to return it (basically).