Mario Kart Wii lacks that one key feature that allows it to truly sing and distance itself instantly from its predecessors. Instead, it offers abilities that fail to make the intended impression. While online play is a first for the home console installments of the series, it comes at a time when it’s expected, not hoped for. The motorcycles are an interesting addition, but they aren’t terribly different from the standard karts. And as far as motion controls go, the ability to swap out the Wii Wheel for a more traditional method of control becomes a necessity for those hoping to compete.
So with Mario Kart Wii’s enhancements not benefiting the series as much as intended, just where does it shine? While the game’s graphics have an almost porno-film like oily-luster, a staple of Nintendo’s Wii games, I’m talking about something more important. And what could be more important to a racing game than its tracks?
As if they were fighting for their lives, Mario Kart Wii’s track designers have created some of the best work the franchise has ever seen. While staples like a newly renovated Bowser’s Castle and the panic inducing Rainbow Road are found, Mario Kart Wii still manages to surprise. In your travels you’ll race within an in-production factory, atop the trees of an aging forest, and down the roads of a moon lit vila. Defying all odds, the tracks found in the earliest cup manage to impress, escaping the tradition of boredom found in most other MK entries. Three tracks into the game you’ll first encounter the results of a possible affair between Mario Kart and the formerly great Rush series of video games. Mushroom Gorge is an early indication of Mario Kart Wii’s new emphasis on alternative paths. Unlike the shortcuts found in previous Mario Karts, these routes rarely require the aid of an item like the mushroom or star. Instead, success depends upon the ability of the player. With each lap of Mushroom Gorge, players have a choice. One requires players to carefully maneuver an awkward placment of overgrown mushrooms, while the other is a much more straightforward path. While not every alternative route will shave seconds off your time, the variety alone is welcomed.
But it’s not all smooth sailing on these new courses. In fact it’s quite a bumpy ride, but for the better. With a quick jolt of the remote, every instance of air time will result in a trick. These can be pulled off from the highest of ramps, to the tiniest of moguls. When your cart or bike lands on solid ground, you’ll be treated to a mini boost similar to a gold-spark power slide. Each track has its fair share of opportunities to perform one, but much like the short cuts, there is a risk/reward factor. In the race for first you may lose a placing or two, but the jumps usually net an item as well as a boost, so it may not take long to earn that placing back.
So with the courses making up the bulk of why this entry is so great, what else stands out? Interestingly enough, a lot of little details stand out. And at face value, all these tiny additions really make for quite an improvement.
Online multiplayer runs perfectly well, and none of the hiccups that popped up during Super Smash Bros. Brawl’s debut have bubbled to the surface. When you and your online adversaries link up, players choose a track from which to race, and the outcome is randomly chosen. When the race comes to an end, players can decide to quit or to continue playing. Interestingly, unlike Mario Kart DS, you are not limited to four races. You can continue for as long as you’d like this time around. And players will constantly flow in and out of your matches, with a maximum of 12. As far as battle mode is concerned, it continues to play second fiddle to racing. The usual modes return, but this time around players are divided into two teams. Battle mode is offered both online and off, but still lacks the appeal that has been degrading since Mario Kart 64. And if you intend to race and battle friends, Mario Kart Wii offers a much simpler approach to the usual friend code doldrums. Tucked away at the bottom of the screen of the game’s Mario Kart Channel is the chance to send friend requests to those registered on your Wii console friend list. When they receive the notice, they can choose to add you. Of course, if they’re not on your console friend list, it’s back to the ol’ exchanging of friend codes for you.
While multiplayer is grand and all, online benefits Mario Kart Wii in a lot of other areas as well. The once neglected Time Trial mode returns with a fiery vengeance, bolstered by the ability to send and download ghosts. As you race in this mode, your times are collected and compared to those of your friends. And if you want to further humiliate yourself, you can compare your times to those in your region and even the world. You can even download the ghost of he that claims the number one spot, and see just how they did it. You’ll expect their ghost to glitch all over the course, but when you see that their combination of Funky Kong, a motorcycle, and perseverance destroys your best by 10 seconds, you’ll be stifled. Knowing that your friend has bested you by only .04 of a second will drive Time Trial mode out of obscurity.
Nintendo looks to also be holding tournaments, which are provided within the Mario Kart Channel. While world wide championships might spring to mind, Nintendo is actually attempting something on a much smaller scale. Instead of working your way up a leader bracket, players compete for the best time on any given track. Based on the games first tournament, players can expect a twist to take place. The first tournament presented players with unrestrained Chain-Chomps running amok on the track. Hopefully Nintendo continues to provide these fun diversions for some time to come.
It’s funny that everything outside of Mario Kart Wii’s talking points are what makes it most enjoyable. The addition of motion control through the game’s Wii Wheel accessory feels like nothing more than a fun experiment. Were it to be the only option, the game would still be fun. But the quick reaction times you’ll need online as well as in the 150cc cups will be hindered if you decide to go this route. It’s disappointing to say it, but the game is just as if not more fun with a more traditional set up. That said, the best method of control is remote and nunchuk. While the Gamecube and Classic controllers work well, it’s just easier to pull of tricks with the remote and nunchuk. Instead of moving your thumb away from the analog stick, your simply flicking your wrist to perform a stunt. And you can scratch your face as you play. So that’s a plus.
While the addition of motorcycles does seem important, they do end up feeling like little more than another set of statistically different karts. While they lack a second degree of sparks during power slides, they are able to pop a wheelie at will to gain speed. Because of this, they are pretty much on even ground with the karts.
Mario Kart Wii is just as much fun as any previous Mario Kart, but without any game altering additions, it appears to be a flat installment. Don’t be fooled, the gameplay may not be altered to the degree of Double Dash!!, but the small advancements its made in every other area is what makes Mario Kart Wii worthwhile. And with 16 of the most original tracks of the series in tow, it’s definitely a Mario Kart to remember.






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Posted by: vghjg | November 09, 2009 at 03:54 PM
Thanks man. Will do.
You must be a big Club Penguin fan, eh?
Posted by: Tyler Ohlew | April 09, 2009 at 03:51 PM
its me again jack so to unlock the bubble bike uu have to beat 12 ghost on time trial do race this ghost ok
Posted by: jack | April 09, 2009 at 11:11 AM
Ok dude i beat mario kart wii its so easy to unlock drybowser u have to beat all the 150cc cups ok so plz post me on if u do i will tell u how to unlock the Bubble bike plz post me
Posted by: jack | April 09, 2009 at 11:09 AM