Thursday 6 March, 2008
GAMEPLAY
The next races would be done under multiplayer with 3 of my friends. We would all select small characters (Diddy Kong, Paratroopa, Baby Mario to name a few) to avoid someone gaining an advantage with better control and acceleration. Our first race took place at DK Mountain, which is known for it’s downhill path from the top of the mountain and Nintendo’s intricate level design made for drifting. But as long as you stay tight around the corners and avoid falling off the mountain (which will be provoked by both the elements of the course and your opponents), you could easily find yourself in first or second. Another thing to commend Nintendo on is how each race garners excitement until the very end. Stronger weapons are handed out more frequently to the players in lower (4th place and behind) positions, making the race an interesting one until the very last lap.
DESIGN
The design of Mario Kart compliments its easy-to-play, hard to master feel. Every theme you notice is directly related to the Mushroom Kingdom, and its interactive courses create a better strategy aspect every second you play. The game lacks in overall modes in which to entice the gamer (a fast single-player, a basic multiplayer, the general time trial additions, and a forgettable battle mode) but makes up in creative design of each character, kart, weapon, and track. Mario Kart’s simple formula along with its beautiful presentation of each race puts it on top of the ‘wacky-racing’ genre with the likes of its 64-predecessor and Crash Team Racing (ß yeah, I said it).
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