Mario Kart: Double Dash!!
We take an extensive final look at Mario Kart on GameCube in our full review. Is it all it's cracked up to be?
Version GameCube | Developer Nintendo | Publisher Nintendo | Genre Racing |
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I don't care what anyone says, Mario Kart 64 was a fantastic game. Sure, there's plenty of reason to hate it if you put it in the same category as the SNES version, but lets face it, they're both quite different games. It's no secret that Mario Kart 64 required almost no skill when compared to the SNES classic and, like MK64 before it, Mario Kart: Double Dash!! is also one big game of power-up Russian roulette. Many a time have I sped past the competition for the first three laps only to be overtaken by five enemies after someone at the back of the pack was lucky enough to get a spiny shell. Anyone who apparently hated Mario Kart 64 and now loves Double Dash is a dirty liar, they never hated Mario Kart 64 at all. This is Mario Kart 64 plus one.
"Anyone who apparently hated Mario Kart 64 and now loves Double Dash is a dirty liar."
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"We're sceptical about the double-character strategy - most of the driving stats are in the vehicle rather than the driver."
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Weapon power-ups are still very much a part of winning the race. Most of the Mario Kart 64 power-ups have returned; the banana, mushrooms, green and red shells, lightning bolt, fake item block etc. However groups of three green and red shells are now limited to the Koopa Troopas and the banana row has been taken out completely. The spiny shell (or 'first-place shell') has been upgraded and now flies its victim in first place, creating a huge explosion, hitting those in second and third place if they're anywhere near.
Special power-ups are a little more powerful than the standard weapons, you'll get them randomly just like any normal power-up and when you get them your opponents will probably know about it. DK and Diddy's big banana is much bigger than a normal one, and when hit, drops three normal sized bananas. Bowser's shell is ridiculously huge and bounces around with all the madness of a normal shell; Yoshi and Birdo's egg homes on to the person in front of you and after impact scatters power ups on the floor like mushrooms and bananas, where as Mario and Luigi get fires balls to shoot in front or behind their kart.
"There are only 16 courses to speed around but it doesn't matter because they're all unique."
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Following MKDD's opening track is where it gets interesting, Peach Beach is a track based on Mario Sunshine, complete with a moving tide and the enemies from Sunshine who like to throw you ten feet in the air. Baby Park is simple 8 lap oval course which becomes absolute chaos with shells and bananas by the time the eighth lap comes around. Other favourites include Daisy Cruiser, a track on a cruise ship where you have to get the item blocks as they roll around the deck and avoid moving tables in the dining room, and Waluigi Stadium - a fantastic update of the N64 stadium track complete with lots of fireballs, jumps and piranha plants.
"Bowser's Castle is a fun track with stomping whomps and a fire breathing Bowser statue."
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"The number one question over the single player game will be - does the AI still cheat?"
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As I've already said weapons have taken an even higher role in Double Dash; the ability to break and avoid the effects of a banana has been removed along with the hop and the ability to drag a shell behind your cart. It's not impossible to avoid incoming shells though, an icon will appear behind your cart warning you of any incoming projectiles so that you can shoot a shell or banana back to defend yourself. It's certainly added another level of skill to the game, avoiding bananas on the track is very important if you want to win the race.
It doesn't end at the Special Cup either. There's an "All Cup Tour" which will have you battling through all the tracks in the game, in this mode it will become more and more apparent that every time you start a cup, one AI character is made better than the others and will place first or second every time depending on how well you do. There's also the standard time trial as well. Time Trial is now complete bliss, thanks to MKDD's wonderful track design. I've wasted more than a few hours perfecting my lap times and cursing at the screen as my own course ghost beats me for the 10th consecutive time. But Time Trial isn't for everyone, and that leaves you with just Multiplayer to mess around with...
Lets discuss battle mode first. Battle mode was by far my favourite part of Mario Kart 64, many any hour of my life has been wasted camping at the top of the block fort with three red shells. Sadly, I can say that Double Dash disappoints me in this area. I know this won't be the same for most people as my complaint is quite niche - I loved the gigantic sprawling battle arenas of Mario Kart 64, I enjoyed hunting out my enemies before blasting a red shell into the back of them, this would've suited MKDD so much that it's actually quite tragic they've decided to make battle arenas the size of an average back garden. 8 player LAN mode in one of MK64's battle arenas would be pure bliss, but now we're going to have to make do with 'Block City', 'Pipe Plaza' and 'Cookie Land' - arenas so small, that all we have to do is turn around and fire a red shell to hit our opponent. There's also an arena that takes place on top of a nicely rendered GameCube, unfortunately it's just a square with item blocks in the middle. Great. There are other battle modes like 'Bo-Bomb Battle' in which the players fire an unlimited supply of bombs and 'Shine thief', a game mode in which the player who has the shine for 60 seconds wins, but I can see these getting very old very fast.
"You haven't lived until the brawl when you place first after taking out everyone in front with a shell - on the finish line."
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I'm sure the LAN mode will have a lot of people going out and buying Broadband Adaptors and perhaps even second GameCube, now they're dirt cheap. The only problem with 8-player Mario Kart is there'll be so many power-ups flying around that you'll be lucky to finish the race let alone win it. I say problem, but you'll be having too much fun to care about your finishing position. Nintendo have done the LAN mode really well, there's a whole library of options, you can play with random characters and random courses and play all night until you get bored. There's even a mode where one player can control the character on the back of the kart and the other controls the driver.
"If there's one complaint I have about this iteration of Mario Kart it's the god, god, god awful music."
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Video Coverage (Latest Videos & Video FAQ) | |||
PLEASE DO NOT DIRECT LINK TO ANY MEDIA FILE ON KIKIZO | |||
Description | Dur. | Size | Details |
Mario Kart: Double Dash!! [Direct Feed, 640x480, 1340kbps] Introduction: all characters and circuits |
0.47 min | 7.08 MB | WMV |
Mario Kart: Double Dash!! [Direct Feed, 640x480, 1340kbps] Mushroom Cup #1: Luigi Circuit - Mario and Luigi |
1.21 min | 12.6 MB | WMV |
Mario Kart: Double Dash!! [Direct Feed, 640x480, 1340kbps] Mushroom Cup #2: Peach Beach - Mario and Luigi |
1.20 min | 12.31 MB | WMV |
Mario Kart: Double Dash!! [Direct Feed, 640x480, 1340kbps] Mushroom Cup #3: Baby Park - Mario and Luigi |
1.08 min | 10.47 MB | WMV |
Mario Kart: Double Dash!! [Direct Feed, 640x480, 1340kbps] Mushroom Cup #4: Dry Dry Desert - Mario and Luigi |
1.50 min | 17.02 MB | WMV |
Mario Kart: Double Dash!! [Direct Feed, 640x480, 1340kbps] Flower Cup #1: Mushroom Bridge - Wario and Diddy |
1.17 min | 11.88 MB | WMV |
Mario Kart: Double Dash!! [Direct Feed, 640x480, 1340kbps] Flower Cup #2: Mario Circuit - Wario and Diddy |
1.17 min | 11.87 MB | WMV |
Mario Kart: Double Dash!! [Direct Feed, 640x480, 1340kbps] Flower Cup #3: Daisy Cruiser - Wario and Diddy |
1.28 min | 13.62 MB | WMV |
Mario Kart: Double Dash!! [Direct Feed, 640x480, 1340kbps] Flower Cup 4: Waluigi Stadium - Wario and Diddy |
1.28 min | 13.6 MB | WMV |
Mario Kart: Double Dash!! [Direct Feed, 640x480, 1340kbps] Star Cup #1: Sherbet Land - Donkey Kong and Bowser |
1.30 min | 13.86 MB | WMV |
Mario Kart: Double Dash!! [Direct Feed, 640x480, 1340kbps] Star Cup #2: Mushroom City - Donkey Kong and Bowser |
1.36 min | 14.78 MB | WMV |
Mario Kart: Double Dash!! [Direct Feed, 640x480, 1340kbps] Star Cup #3: Yoshi Circuit - Donkey Kong and Bowser |
1.42 min | 15.7 MB | WMV |
Mario Kart: Double Dash!! [Direct Feed, 640x480, 1340kbps] Star Cup #4: DK Mountain - Donkey Kong and Bowser |
1.38 min | 15.15 MB | WMV |
Mario Kart: Double Dash!! [Direct Feed, 640x480, 1340kbps] Replay: Donkey Kong Mountain |
1.09 min | 10.6 MB | WMV |
Mario Kart: Double Dash!! [Direct Feed, 640x480, 1340kbps] Replay: Waluigi Stadium |
1.12 min | 10.83 MB | WMV |
Mario Kart: Double Dash!! [Direct Feed, 640x480, 1340kbps] Rolling Demo: Baby Circuit - Mario and Luigi |
1.40 min | 6.06 MB | WMV |
Mario Kart: Double Dash!! [Direct Feed, 640x480, 1340kbps] Rolling Demo: Two player split screen |
1.37 min | 5.58 MB | WMV |
Mario Kart: Double Dash!! [Direct Feed, 640x480, 1340kbps] Rolling Demo: Four player Split Screen |
1.37 min | 5.64 MB | WMV |
Mario Kart: Double Dash!! Video 1 (480x356) A minute of direct-feed Mario Kart action. This looks lovely. |
1.08m | 9.36 MB | WMV |
Mario Kart: Double Dash!! Video 1 (320x240) As above, lower resolution. |
1.08m | 7.60 MB | MPG |
Mario Kart: Double Dash!! Video 2 (480x356) More direct-feed Double Dash goodness. |
0.49m | 6.24 MB | WMV |
Mario Kart: Double Dash!! Video 2 (320x240) As above, lower resolution. |
0.49m | 5.56 MB | MPG |
The first ever footage of Mario Kart: Double Dash!!, released back in May. | 1.48 min | 4.47 MB | MPG |
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