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Mario Kart DS Review
Chris Leyton
17/11/2005

Mario and Co are back with fun, frantic racing and a few tricks up their sleeves...
Boldly launching Nintendoās long awaited entrance into the world of online gaming with the debut of the Nintendo Wi-Fi Connection service, itās fair to say that more significance surrounds the release of Mario Kart DS then that of recent releases on the GBA and GameCube.
Thankfully Mario Kart DS even without its online multiplayer manages to make up for some of the disappointment shared by a Mario Kart: Double Dash that simply took too long to arrive and ultimately messed around with the formula just a little too much. Mario Kart DS makes no such innovations, returning to the blueprints that have established the series as a fond favourite since 1992.
Ardent fans will appreciate the fact that Mario Kart DS is easily the biggest in the series to date, with a gargantuan 32 tracks split evenly amongst classics from the series history in the Retro GP and 16 typically ingeniously designed new tracks in the Nitro GP. In true Mario Kart tradition the game offers three levels of difficulty and intensity from the 50, 100, 150cc classes, each encompassing four cups with four tracks. Itās only until the second stage that the competition even begins to simmer so seasoned pros should be able to whisk through the first level and unlock new content in a matter of moments.
On the track itās classic Mario Kart action, frustratingly addictive in a way that few others can replicate. Despite the instant similarities to previous titles thereās a number of subtle changes, a handful of new weapons and the difference that the map on the second screen brings ā“ something I could never see myself saying. Charging off the line for a super start has changed somewhat and been made slightly simpler if anything, it seems once youāve done it one time youāll have it every other. Similarly Mario Kart DS makes a return to the fan favourites of hopping around corners, activating the crucial speed boost and drift using the traditional hop and waggle technique. New to the series is the inclusion of slipstreaming which only helps to make the manic experience that little more hectic, particularly when it comes to the final straight; although the continued lack of coins and brake recoveries is a personal disappointment. Also making their debut is a handful of new weapons such as the ability to transform into a Bullet-Bill and scream up the track until first contact, lob a bob-omb into the horizon, or summoning an infuriating Blooper to squirt ink into the eyes of an opponent. After the appeal of Mario Kart: Double Dash soon began to wear a little thin I foolishly considered the series to have had its finest hour; however Mario Kart DS soon dispels such fears, making an ideal quick (and sometimes not so quick) fix at every opportunity. Itās surprising just how accurately the fluid motions of Mario Kart 64 and Mario Kart: Double Dash have transferred to the DSā d-pad, making the art of drifting and boosting absolutely essential; played on the latter difficulty stages Mario Kart DS is fun, frantic and outright mean; the perfect components for any arcade racer.
Perhaps the only disappointment with Mario Kart DS is the apparent inability of Nintendoās best to highlight a game taking full advantage of the DS unique capabilities. The thought of the second screen being used merely as a map is perhaps not the most intriguing of uses, however strangely it does add to the game and makes Mario Kart DS stand out on its own amongst the series. Every kart, shell and banana is featured on the map, adding a sense of strategy to the experience as you dot around hazards and ensure the pinpoint perfection of a banana drop to create an impassable line. The art of holding a weapon behind your kart as a last line of defence has also benefited, as the map gives slightly more time when a red-shell is homing around the corner and riding up your back, though some could say it detracts from the blind-skill needed in previous titles.
The dual screens are also used to great effect whenever youāre hit by a Bloopers ink, obscuring the main game view and forcing you to drive largely by the map; the only problem is, thatās it. Weapons within the Mario Kart series have become entrenched into gamersā minds and thereās little reason to mess with them ā“ everybody knows the difference between a red and green shell after all. However the opportunities shown by the Blooper ink attack leaves you wanting for more; how about a Magikoopa spell that reverses the screens, or a Princess Peach striptease that forces players to wipe the map clear (ok maybe thatās just me), how about something really daring like blowing your kart frantically for a last spurt of speed.
However itās nitpicking when compared to the triumphant return of Battle mode in the shape of two forms, Balloon Battle and Shine Runners. Featuring a surprising amount of depth for the Mario Kart series at least, battle games can also be played in team variations although the lack of online support feels like a missed opportunity. Balloon Battle highlights one shrewd twist to the typical formula, challenging players to blow frantically into the DS to blow up the balloons to begin with. Itās a frantic struggle before an opponent comes screeching around the first corner with a red shell baring down, adding to whatās a time-honoured multiplayer classic. Shine Runners is a new mode which finds players dashing around the arena trying to collect Shines before their opponents, however a well timed weapon will soon bring them back into play; systematically the game removes players from the bottom until itās the final two. 6 maps feature within the game including the return of Block Fort, each typically brilliant in making the most out of multiplayer with rising tides and warp pipes amongst others to contend with.
So Mario Kart DS excels in the truest tradition of the series, however it also offers a number of new features to enjoy. Mission mode finds six different groups of eight challenges, revolving around tasks such as collecting a certain number of coins or driving through a series of numbered gates. Not only does it provide the quick-fix ideal for the DS but also introduces a boss stage for every group, each centred around classic confrontations from the past.
However Mario Kart DS marks an even more significant milestone for Nintendo, namely its long awaited debut into the world of online gaming. Kick-starting the Wi-Fi service that will develop on the Nintendo DS and expand upon the Revolution, Mario Kart DS is an experience quite unlike any other online.
Initially players simply select Nintendo WFC from the main menu and initialise a connection to the Nintendo Wi-Fi Connection service. First attempts on the office network with security measures proved to be surprisingly quick and easy, although thereās always going to be the issue of lowering the security of your network to facilitate the Nintendo DS. Bizarrely my home network without any WEP security has proved a problem, and despite the informative and accessible structure of www.NintendoWiFi.com Iāve yet to work out the solution.
Initial disappointments centre on the restriction of four players per race; a somewhat lengthy wait for players to arrive (which isnāt helped by not being able to skip the process for a quick two-player blast) and the fact Battle mode hasnāt made it ā“ however these are quickly dispelled once you get online. Thereās definitely something worthy to Nintendoās policy of anonymity, which is based upon friends transmitting codes offline and naturally no voice support for 9-year olds to terrorise with their trash-talk. Jumping online in a matter of moments and engaging against somebody you donāt know at all lends the game a different kind of feeling to Xbox Live and PC gaming, itās hard to put into the words but the service has Nintendoās style firmly stamped upon it ā“ itās all about the game.













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