Sunday, 23 February 2014

Series Review: Mario Kart

To take me past 250 games reviewed in total, I thought I'd play an incredibly popular series that has both classic and modern instalments and is still going to this day. With a game from the series on nearly every Nintendo console since 1993 and almost 100 million sales in total, the Super Mario Kart series stands 16th on a list of all time best selling franchises.


Game: Super Mario Kart
Console: Super Nintendo Entertainment System
Developer: Nintendo
Release Date: 21st January 1993

The earliest independently successful spin-off from the Mario platforming series and pioneer of the Kart Racing game genre, Super Mario Kart took Mario, his friends, and some enemies and allowed them to vent their frustrations through vehicular mayhem. The game features 8 different characters, racing on 20 unique tracks which are based off Super Mario World locations, with 9 items used to gain some sort of advantage over other players.

The player can choose to race in GP mode which consists of five laps, on five different circuits with points awarded for finishing in the top 4 positions. If players finish below this, they must retry the race until they attain at least 4th place and have a limited number of lives to do so. With 3 difficulty levels (50, 100 and 150cc), and 4 cups per difficulty level, there's a good amount of replayability for such a seemingly basic racing game.


When racing in one player mode, the screen is split into two halves; the top showing the racer's viewpoint of the circuit and the bottom showing more of an overview. In two player modes, the bottom screen is replaced by the view of the second player. The coins that a player has collected are shown in the bottom right and these make the kart go faster, up to a total of 10. The player's remaining lives and current position are shown alongside the number of coins.

The driving itself feels looser than in later Mario games; it's definitely a good idea to take your foot off the gas pedal if you're cornering (unless you plan to drift around corners). Overall it fits well with the age of the game and feels a lot easier to control than F-Zero on SNES, perhaps due to reduced speed. Players are able to jump over obstacles with the L and R buttons, as well as using them to initiate a drift.


There's a choice of two player modes; players can choose to race each other in both time trial and cup modes as well as battling to pop balloons in specially designed levels. The tracks featured in the game are imaginative and do a good job of evoking the feel of Super Mario World. Toward the end of the game there are some devilishly difficult tracks, including the first incarnation of the infamous Rainbow Road.

The items are what give competitive racing the edge over most racing games of the time; using green and red shells to slow your opponents down is incredibly satisfying and although the item selection is only small in this game, the core ideas are present. A lot of the features we see in Mario Kart games of the present day originated in this game.


Graphically the game is fairly impressive for the time, using Mode 7 graphics to emulate a 3D feel with only 2D components. The problem with this, however is that in some levels (particularly ice and lava levels) it's difficult to recognise items on the floor, as they appear flat. There's nothing more infuriating that being in the lead and crashing into a surface that doesn't appear to be in your way. The music of the game is generally enjoyable although not particularly notable.

Overall Super Mario Kart was a great start to the spin-off series, featuring enjoyable gameplay and ideas combining with good use of the technology of the time to produce a fast, fun and competitive experience. 100cc and 150cc difficulties can be fairly hard to win races on, and laps on most tracks are incredibly short, but other than these minor points, there's some good racing to be had.

Rating: 75/100
Grade: B


Game: Mario Kart 64
Console: Nintendo 64
Developer: Nintendo
Release Date: 24th June 1997

Four years after the first game in the series, Mario Kart 64 provided an updated look and feel for the games which is much closer to what we're used to from modern instalments. With fully 3D tracks came the ability to have changes in elevation, proper jumps and more complex obstacles such as walls and pits, even though the pre-rendered character sprites and items were still only in 2D. The game still featured 8 racers, replacing Koopa Troopa and Donkey Kong Jr. with Wario and Donkey Kong.

Making a change from Grand Prix races being 5 laps of a very short track, players now complete 3 laps of slightly longer tracks (although in some cases, the tracks are incredibly long). There are also 4 tracks per Grand Prix instead of 5. The 50, 100 and 150cc difficulty levels are retained, with an added Extra difficulty mode which allows players to race on mirrored tracks. Up to 4 players can compete in multiplayer modes, up from Super Mario Kart's 2 and Battle mode re-appears with many of the same ideas.


Driving definitely feels a little different from Super Mario Kart with more of a sliding dynamic to cornering and less places where it's necessary to take your finger off the A button. While this style of control is less precise, it works well with the analog stick of the Nintendo 64 and the 3D graphics of this instalment. The players view whilst playing the game in one player modes is slightly changed, as the map no longer takes up a whole half of the screen.

Grand Prix Mode is fairly easy on 50cc difficulty, 100cc can be challenging on the harder tracks and 150cc cranks the rubberband AI up to a level which is very hard to beat. On all levels of difficulty, the AI's programming means that they'll catch up with your kart quickly, even from shell and banana attacks. Another factor that increases the difficulty is the way that the character who is first (or second if you're first) in the ranking table after Race 1 of each Grand Prix will be your toughest competitor in the next rounds, securing victory in the Grand Prix overall for the AI unless you win at least 3 races and place well in the other race.


Most of the items from Super Mario Kart make a return in 64, with only the coins and feather taken away, and the Boo item re-purposed to steal an item from another player rather than turning the player invisible. New items that appear in Mario Kart 64 include the blue shell, which travels along the floor to halt the progress of the player in pole position (although not as devastatingly as in later installments), fake item boxes and multiples of pre-existing items such as bananas, green shells, red shells and mushrooms.

Battle mode is fun and arguably better than in the original, with the use of the new items and 4 player capabilities. There's 4 courses to battle on, as well as the ability to race without any AI players against other human players on any track from the main game. This is the first point in the series where the games feel geared towards the multiplayer experience as one player mode is plagued by the rubberbanding AI and hugely varied difficulty levels.


Graphically the game's tracks are impressive for the most part, and even the 2D character and item sprites are bearable. It's an improvement on the Super Mario Kart's ground based obstacles which were hard to see and thus avoid. The game also is better musically with some memorable themes which are remixed for stages in later games; particularly the theme for Rainbow Road.

Overall Mario Kart 64 is an enjoyable racer, just like its predecessor; there's good competitive action most of the time, and excellent multiplayer modes. Although there's less laps in this installment, some races last far too long, especially on Wario's Stadium and Rainbow Road, with the latter's 3 laps lasting around 8 and a half minutes. The difficulty is also a bit off with 50cc mode being far too easy, and 100cc mode a bit too challenging when the rubberband AI is factored in. It's a small improvement on the SNES version in my opinion.

Rating: 76/100
Grade: B


Game: Mario Kart Super Circuit
Console: Nintendo Game Boy Advance
Developer: Nintendo
Release Date: 14th September 2001

The first handheld instalment of the Mario Kart series, Super Circuit plays like an updated version of Super Mario Kart featuring the same sort of 2D graphics for the tracks, with features of the game more akin to Mario Kart 64. With 20 new tracks as well as all 20 original tracks from Super Mario Kart as unlockables, it has the most playable tracks of any Mario Kart game. The same 8 racers return from the previous instalment and no new characters have been added.

The tracks, sprites and items are all in 2D, although there are some nice scenery and background effects which give the game an edge over the original. The items featured in the game are the same as those in Mario Kart 64, with the Golden Mushroom removed. Single player mode features Mario GP, Time Trial and Quick Play modes, and 2 Player is achieved through a Link cable. Surprisingly, Super Circuit can be played with others who don't own the game, and is one of only a few Game Boy Advance games to make use of this, although it's a stripped down version due to memory limitations.


Driving in this game feels like a mixture of both preceding games; the controls are fairly tight and it's less drifty than Mario Kart 64, but the circuits have a little more influence from the later game. It handles well on the whole and the difficulty issue with previous games has been fixed. 50, 100 and 150cc races are all potentially winnable, but with each rise in difficulty there's a steady rise in challenge also.

The tracks themselves could be a little more original; some of the new ones are based on courses from Mario Kart 64, and the game features all of the courses from Super Mario Kart. That said, it's still a lot of fun and  later games have indulged in classic cup features also. The game retains the 4th or better to continue dynamic in GP races, for the last time in the series, as well as the 9, 6, 3, 1 point scoring structure.


Graphically the game doesn't look great when inspected up close, but on the Game Boy Advance's small screen, there's not a whole lot wrong with it; in fact it can look pretty nice at times. There's a marked musical improvement also with funky basslines and some enjoyable music to race to. The voice clips are very similar if not identical to those used in Mario Kart 64, but with the same roster it's to be expected.

Overall Mario Kart Super Circuit is a great mix of features from Super Mario Kart and Mario Kart 64 which offers a whole host of new gameplay as well as all of the tracks from the original game. While I couldn't play the 2 player modes due to lack of a link cable I'm sure there's a lot to offer, and the ability to play others who don't own the cartridge themself is a bonus.

Rating: 79/100
Grade: B


Game: Mario Kart: Double Dash
Console: Nintendo Gamecube
Developer: Nintendo
Release Date: 13th November 2003

Double Dash, the first truly 3D instalment of the Mario Kart also changed up the formula and gameplay significantly. In this game two racers are in each kart; one to drive and the other to use items, the points system has been revised to reward the first 7 finishers rather than just the first 4, and players no longer need to retry races if they finish below 4th. There's a choice of 20 characters to play as, and a larger and more dynamic choice of karts, representing racer's individual styles and colours.

As with previous instalments of the series, the main GP mode features 50, 100 and 150cc difficulties as well as a mirror mode once all championships have been won. Players can choose to race as a team or competitively with up to 4 players (or even 8 with a LAN cable for Gamecube). Multiplayer Battle mode also returns with new courses and modes. Although all of the normal items which feature in the game were in Mario Kart 64, there are new special items which are individual to specific characters and are a good addition.


The controls for racing and using items are fairly similar to those in previous instalments, although they can now be separated out when playing co-operatively. There's an improved drift mechanic and the ability to shift the kart left or right when playing with a friend on your team. Driving in this game feels pretty tight, and the option to drift around sharp corners is an advantage. The difficulty is similar to other games in the series, with 50cc being incredibly easy, 100cc presenting a small challenge, and 150cc being willing to cheat you out of entire championships with items and AI finishing positions.

There's a real focus on multiplayer in this instalment of the series, even more so than before. I'd certainly recommend the Mario Kart games for parties and hanging out with friends than as a single player experience but if you can deal with AI that's geared towards beating you and using items to stop you from winning at all costs and take racing as a fun arcade experience then there's enjoyment to be had.


Graphically the game is huge improvement on everything before it in the series, with fully 3D tracks and karts which are more detailed than before. Musically too it's impressive and features some enjoyable track themes. Although there aren't too many new features in the game as a whole, the 2 person per kart dynamic works well and expands the two player gameplay.

Overall Double Dash is another slight improvement on past instalments, upgrading parts of the game like graphics and drifting, whilst removing the ability to hold items behind you in a game that's set the AI to target you above all other competitors. It's definitely better as a multiplayer experience but 100cc races in single player are also good fun.

Rating: 80/100
Grade: B


Game: Mario Kart DS
Console: Nintendo DS
Developer: Nintendo
Release Date: 25th November 2005

The 3rd best selling game for the Nintendo DS, Mario Kart DS introduced several features such as a single player mission mode, Retro Grand Prix, a Bullet Bill item and a Wi-Fi connected multiplayer mode. There are 12 playable characters, each with their own themed kart and a personalised version of the simple kart. The other available gameplay modes remain largely the same, with Grand Prix, Time Trial and Battle modes.

Grand Prix mode now contains 8 championships, with the addition of 4 Retro sets featuring remade courses from the previous games in the series. All of these are available at 50, 100 and 150cc difficulties. Completing a set of 4 Grand Prix at any difficulty will unlock different playable characters, karts and mirror mode, depending on which Grand Prix is completed. Players are also able to compete online via Nintendo WFC but I was unable to use this on my DS for some reason.


With the addition of the second screen, players have a slightly different view of the race, with the classic 3rd person rear viewpoint on the top screen and an overhead view displaying simple face sprites to represent players, but also highlighting upcoming items and hazards, and showing what items other players have aquired. It's possible to race whilst looking at either screen, although a combination of the two with more focus on the top tends to work best.

The racing is similar to that of Double Dash with a slight change in that players are able to hold items behind them for protection once again, and the D-pad is used to control the kart as there are no analog sticks on the DS. While the difficulty is also similar, 50cc mode is insultingly easy at times, but the other two difficulties are made harder by items more than the AI. In 100cc races, I was averaging 2-3 blue shells per race whilst leading which seems excessive.


Battle mode has been improved with 6 courses available from the beginning as well as 2 to unlock. There's also the option to play against AI opponents in Balloon Battle and Shine Sprite modes. The new inclusion of Mission Mode adds challenges for players to complete over 7 difficulty levels with a boss at the end of each. This adds some inventive single player gameplay outside of the Grand Prix mode, which the series was in need of.

One thing that the game does seem to be a little obsessed with is grading your performance. In every Grand Prix, you'll receive a grade from 3 stars to F for the time it took you to complete, regardless of your finishing position. In Mission Mode you're also graded on the time you take, irrespective of the fact that you've completed the objective. While there's no need to get the best grades to complete the game, it might annoy completionists that the standards for the best grades are very high.


Graphically Mario Kart DS doesn't look as sharp as Double Dash due to being confined to the small screen of the DS, but it's not far behind. I did manage to mistake a Goomba for a mushroom powerup at one point but that might say more about my eyesight than the graphics. The music of this game is almost exactly what you'd expect from having heard the soundtracks from the rest of the series. It's never mind blowing but it gets the job done.

Overall Mario Kart DS introduces some good ideas such as the new Mission mode and Wi-Fi based multiplayer, but can suffer at times from item induced difficulty with blue shells being far more common than in previous instalments. The inclusion of a retro Grand Prix makes for a good look back on the series, and makes for a large roster of well designed tracks. Also R.O.B the robot is included as the final unlockable, which made me smile.

Rating: 83/100
Grade: B


Game: Mario Kart Wii
Console: Nintendo Wii
Developer: Nintendo
Release Date: 11th April 2008

The final instalment of the series that I'll be reviewing is Mario Kart Wii, which has the largest roster of any Mario Kart game, with 24 characters in total as well as 32 tracks, 3 new items, 6 new battle stages and 5 karts and bikes for each driver weight class. Looking back to the first Mario Kart game, this is a huge expansion of options whilst keeping many of the same gameplay ideas.

The modes remain much the same as on the DS version of the game, with the exception of Mission mode, which has been removed; Grand Prix is the main single player event with 4 Grand Prix on all new tracks and 4 Retro Grand Prix which take stages from all previous instalments. Time Trial, Online races and Battle mode can also be played in single player with AI making up the rest of your team as well as your opponents, or with friends as an alternative to multiplayer Grand Prix and VS Race mode.


The biggest change in racing terms is the inclusion of bikes in the game; 50cc races are competed with only karts allowed, 100cc allows only bikes, and 150cc and Mirror Mode allow both karts and bikes. Players can control their kart with either the Wiimote, used like a steering wheel, Wiimote and nunchuk (using the nunchuk to steer and the Wiimote for accelerating) or a Gamecube controller to make things more similar to Double Dash (although the buttons are slightly different). Using just the Wiimote on its own can be a little imprecise, but the other two control methods both work well to give the player a choice of at least 2 ways to race.

Three new items have been added since Mario Kart DS; the first is a large mushroom, from New Super Mario Bros. which makes the users kart much larger and faster for a short while, the second is a POW! block from Super Mario Bros. 2 which causes all other racers to spin out and lose all speed, and the last new item is a Raincloud which makes the receiver small via a bolt of lightning after a short time, unless they manage to pass it onto another racer.


Another difference from previous versions is that races now consist of 12 competitors instead of 8, which makes for a slightly more chaotic experience. Items seem to dominate the racing more than the previous rubberbanding of the AI, and although the amount of times blue shells are used per race seems to have fallen from Mario Kart DS, there's plenty of use of the POW! blocks and lightning items. All of the difficulties in Grand Prix mode seem to have got a little easier, with 150cc and Mirror Mode being difficult but not impossible to come first on.

Online Mode makes for the most difficult challenge with a busy and alive scene even today, 6 years after the game's release. I was able to find a game with 11 other players within around 10 seconds and there was a mixed standard of ability. Players start with 5000 race points to their name and gain/lose points for doing well/badly in races. Due to Mario Kart's chaotic multiplayer nature, it almost feels as if this is what the series had been heading towards. I rarely won races online but they were all fun and tightly contested.


In addition to the online multiplayer, there's also local multiplayer for up to 4 players, with racing, balloon and coin battle modes. These are mainly team based, but the AI will fill any empty slots. With a good selection of battle courses and all of the circuits featured in the main game to race on, this makes for a rich local multiplayer experience to match the online and single player modes. Any of the battle modes can also be played purely against AI opponents in single player mode also.

Unlockables in Mario Kart Wii are slightly different to other games; some require staff time trial laps to be beaten, whilst others need specific star ratings in all Grand Prix of a certain difficulty. This means that players have to work hard to unlock every character, but does give the game some replay value. Whilst R.O.B the Robot isn't included in this instalment, there's plenty of new additions to the roster to give new choice to players.


Graphically Mario Kart Wii is the nicest looking of the games I've reviewed in the series, with crisp stylised locations, characters and karts in full 3D, with bright and vibrant colours. There's a good sense of speed throughout the game which adds to the feeling of chaos within races. The soundtrack is enjoyable also, with many new tunes as well as remixes for the Retro Grand Prix stages. Voice clips and other sounds are good and help to add a sense of personality to the racers, especially those who haven't been in the series before.

Overall Mario Kart Wii is in my opinion the best game of the series so far as it expands the racing experience to 12 players at a time, has a great online experience and single player offline Grand Prix, and loses the blatant rubberbanding AI of previous instalments to make way for a more balanced approach. While races can get chaotic with the use of many items one after another and the new items being fairly powerful, I think this is the way Mario Kart was intended to be.

Rating: 87/100
Grade: B

As you can see from the fact that I've given every Mario Kart game in this review some kind of B grade, all of the series titles are enjoyable 'pick up and play' racing games with an element of luck as well as skill. Whilst the idea of rewarding those in later positions with better items may not seem appealing to hardcore racing game fans, it's a nice way to even up the stakes when playing with friends or anyone who hasn't played the games before.

As for the difficulty of each title in the series, many people seem to have their own opinions on which is hardest. Having played each of the games in succession, I'd say that this order is about right for difficulty of winning the 150cc Grand Prix races with any ranking;

Mario Kart 64  (most difficult)
Mario Kart: Double Dash
Super Mario Kart
Mario Kart DS
Mario Kart Super Circuit
Mario Kart Wii  (easiest)

With so many games sold across the entire series, it's safe to say that most people have played at least one of the titles. Just like discussion of which is hardest, an intense debate rages over which game is the best, which begs the question; which is your favourite Mario Kart game, and why?

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