Review: Mario Kart DS (NDS)
For many, playing Mario Kart DS will be a trip down memory lane; not only are there race tracks from all previous Mario Kart games (on top of a full set of new ones), but also other bits and pieces cobbled together from these games too: the kart handling feels like a cross between Super Circuit and Double Dash, the graphics a mix of Gamecube and N64, the lower map screen reminiscent of the SNES original, and so on. Most importantly, though, it all feels right.
The 'hop' makes its return (to many a fan's relief), the sliding is easily controllable around corners, and the powerslide boost works by tapping the d-pad left and right in succession, without the need for an analogue stick (although extensive use will likely cause blisters). As expected, firing up the 50cc Grand Prix mode reveals a slow and easy game, and is not the most impressive of introductions; but the 100cc and 150cc are much faster and more challenging. The points system still unfortunately uses the new (realistic) Double Dash method whereby you still qualify in any position (rather than losing a 'life' for anything less than 4th place) which can make your overall position take an annoying nose dive in the last moments; however, the AI racers no longer gang up on you, and the amount of power-ups flying across the screen is pleasantly minimal, so skillful victory is more of a certainty this time around.
The new tracks for this version have been expertly crafted to make the most of the DS's capabilities. The 3D is very impressive, offering up some massive sprawling levels (the new Rainbow Road is a sight to behold). The distance fogging is very subtle and, outside of the usual pixelated textures, the graphics can't be faulted overall. Even the Double Dash tracks have converted well to this less powerful format (were they originally held back for this reason?), and the recreations of the SNES and GBA tracks are faithful to the originals whilst still managing to look like new. New additions continue with power-ups like the Bullet Bill boost (which turns you into a bullet and sends you ploughing through at least three karts in front of you). Such power-ups appear in times of need thanks to the catch-up system which helps to keep races close right to the finish and, in multiplayer, ensures a constant challenge to experts even from novices. 'Slipstreaming' similarly balances races by encouraging close pursuits (and rewards those daring enough to hold their course with an extra burst of speed).
Old favourites make a welcome return (such as the three spinning shells), and others a not-so-welcome one (the Blue Shell of Death). The lower map screen may seem perfunctory, but it really is an excellent addition. The top down view of the track shows everything - karts, weapons, power-ups - and its precision allows for easier evasion of projectiles and much more satisfying aiming and firing of weapons. A well-aimed green shell, sending the former first place holder spinning on the final straight, is immensely satisfying.
So it's clear by now that the cutesy appearance of Mario Kart, as usual, disguises its hidden depths. Even something as simple as character/kart selection has branching ramifications. The beauty of it is, newcomers will typically pick the kart they like the look of the most, whereas experienced players will weigh up the pros and cons of the course and decide carefully on whether greater acceleration is a fair substitute for speed, or if a better good/bad item ratio will be of more help. To please the purists, each character has both traditional and signature kart designs, again with minor differences in how they handle.
Onto bigger issues, then. Nintendo stated that online gaming was not something they would venture into until such a time as they could make it effortless. That time is now, but it's no revolution. For anyone experienced with online games, Mario Kart's feebly limited set-up will appear laughable. It isn't integrated into the main game at all, and only 20 of the tracks are available to race on (no battle mode, either) with a maximum of three other players. 'Friends' can only be added to your list outside of the game, and can only be raced against via random selection, and no-one can communicate with each other. Oh, and there's no item 'dragging' online, either. That's the bad, now for the good: it's ridiculously easy to set up a game for just dipping into; it plays smoothly with practically no noticeable lag; and the lack of communication focuses attention on just the races (rather than being forced to endure a bad winner/loser prattling on at you).
Mario Kart's online mode may have its training wheels on, but this is essential for making it family-friendly. Aside from the dubious custom emblem feature (which people are free to use for generating 32x32 pixel phallic images, if they so wish), the online mode is as safe as it can possibly be, and with any luck, available through many public places for free. But online is only a small part of this game, even if it is an important one in the larger scheme of things. The local wireless play doesn't restrict any features and is actively encouraged by being so easy to set up. One Mario Kart cartridge can play host to eight people with a DS each. You get the full range of characters and tracks if everyone has a copy of the game, but there are more than enough modes on offer without them, including the battle modes.
Balloon battles (deathmatches, basically, where the number of balloons your kart is carrying represents how many lives it has left) are more flexible this time, what with the ability to inflate more balloons by blowing into the DS microphone, but as a result it becomes less tense. Quite the opposite is true of the Shine Runners mode, where a limited number of 'Shines' is split between a dwindling number of karts, the player with the least remaining dropping out (like a more fun version of musical chairs). And the battle arenas themselves are mostly good; the Block Fort makes a welcome comeback, but the level shaped like a Nintendo DS underwhelms.
The most difficult opponent of all, however, is yourself; that's where the time trials come in. Freed from the pressures of incoming attacks, they are the best way to hone your pure driving skills (and boast by trading 'ghost' data). Topping off this already overflowing package is the mission mode: progressively harder, these missions task you with completing basic objectives (like collecting coins, gate running, or blowing up crabs) before tackling a boss. These are great for short goes whilst travelling, and can be replayed to improve rankings, much like the GP can.
Mario Kart DS is a general mish-mash of the best bits of Mario Kart combined with a slew of new features in one overwhelmingly complete title. It may be lacking focus, but there's undoubtedly something here to suit everybody. Ultimately, it's Mario Kart, and it's online - what are you waiting for? See you on the tracks...
Rating: 8 / 10
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