Mario Kart Double Dash - GameCube Savior Or Rehash?
Thanks to GamesDomain for its review of Mario Kart: Double Dash for GameCube, as the reviewer rates Nintendo's latest kart update very highly, but comments that "...more seasoned gamers may grumble a tad at the general lack of progress", a view occasionally echoed by the overwhelmingly glowing reception from other sites, reminiscent of the (cynically?) subdued positivity regarding Soul Calibur II's release. However, IGN Cube is more critical still, suggesting the game "doesn't progress far beyond the N64 version other than in the visual department... [and] introduces new imbalances to the item system", plus "has axed a few trusted control mechanics like the hop." As for the title's reception outside the U.S., EuroGamer rectifies IGN's downer angle, and C+VG reports significant sales in Japan, with a knock-on effect for GameCube hardware, and a similar effect in the UK for a Mario Kart-including hardware bundle.
It's MARIO KART. It's GOING to be good
When you look at the state of the world, how can you not become a radical, liberal anarchist?
That was part of what made it fun and zany. I can't believe they would cut that out. This is starting to remind me more and more of Wacky Races for DC *shudder*.
The Mario Kart Double Dash that I played for the first time yesterday was a huge leap in progress compared to the SNES and N64 games.
First of all, the multiplayer co-op mode! Hello? Did you reviewers just not notice it? Or do you not know anyone else you can play it with? Lemme explain the co-op mode: One person steers, the other mans the weapons and does the power slides. And you can swap places! I'd file this one under "progress" people.
The reviews sound like this is Mario64 in GC graphics. It's not. This is a new Mario Kart game that represents the most progress in the series to date.
So slashdotters: Don't believe the reviews, they're mostly wrong. If you liked Mario Kart on SNES or N64, you'll love what they've done with it on the GC. It's that simple. If you don't like Mario Kart games, it's worth renting as the co-op mode might win you over.
End rant. Heh.
"To confine our attention to terrestrial matters would be to limit the human spirit." -Stephen Hawking
I thought that Mario Kart 64 was alright. A cute little racing game staring Nintendo mascot characters that was fun for a bit. After a few times playing it, you could see a couple flaws.
1. Multiplayer is where it's at. If you don't have 2 or 3 friends that will squint at their own corner of the screen, don't bother. Single player suffers from cheating computer opponents that are always a few mishaps away. It doesn't matter if your driving is average or perfect, once they are behind you, they will pass you the moment you make a mistake. Not fun at all.
2. Items are overpowering. Once you find out which items do what, you'll always go for the god-like lightning bolt. The items that require some skill to use are shoved to the side.
Mario Kart: Double Dash is supposed to support LAN play. that would be nice for people that already have Gamecubes and BBAs so it's a step in the right direction. I'll give it a chance before condemning it. Sure it's more of the same, but there are so many knock-offs that want to be.
Mario Kart for the GCN is not amazing. But Mario Party 5 is. And Mario + Luigi Superstar Saga is absolutely fantastic, get that instead. Buy Mario Kart when the price gets cut to $20
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I got Mario Kart yesterday. I'm very happy with it. I've never played the original Mario Kart, but I do own Mario Kart 64.
In MK64, I've never been able to consistently manage to avoid slipping on a bananna peel. It was frustrating when I played against someone who could, as it made the peels useless. So I'm glad they took that out.
Item management is much more interesting now. You can now lose items by getting hit. If you hit people the right way, you can steal their items. Dropped items fall onto the course, and become live. Really sucks to get a turtle shell knocked out of your hand, then have it land right in front of you and hit you as soon as you start moving again.
The two characters adds to the handling of the cart as well. Weight distribution affects turning.
I greatly disagree with IGN's comments that the courses are uninspired. Although they seem to draw a lot from MK64's ideas, I find the new courses more interesting. I especially liked the cruise ship course; I thought it was an interesting new course.
Although I liked Mario Kart 64, I never got into it as much as a game like say Smash Bros. I'm really liking Double Dash so far, I definately think it's a much better game than the previous one.
Quite honestly, I don't see how people can trash Double Dash but give Wind Waker high scores. Wind Waker was a step backwards compared to the previous game (lots of flaws in the game compared to past Zeldas...), but Double Dash doesn't seem to have any steps backward, unless you're mad that they've taken away the ability for experts to totally destroy newbies.
After all, we know how spot-on IGNs reviews are and how well they correspond to the tastes of their readers.
WARNING: I havn't played single player yet. So I'm not going to comment on that.
Now, having said that, multiplayer is great. The new battle modes are fun...having the 2 characters per kart is a nice addition. Everyone sitting around playing this game is a total blast.
This game is all about the multiplayer. Heck, while the single player mode was fun in MK64, multiplayer was the reason it stayed in my N64. And the same will be for DD.
I wasn't going to purchase this game at all a couple of months ago...but then I picked up Soul Calibur 2 and my friends started playing against me. Now I have 4 controllers and we're gonna lose a lot of time playing this.
If you've got buddies you play with, pick the game up. You'll enjoy it. Especially if you can gain access to a video projector at your local university's 2000 seat theater. *cough*
Every time a guy gets a threesome, somewhere in heaven an angel gets his wings. --Cary Tennis
First of all, the levels are a little repetitive of the 64 version yes, but that doesn't mean that they aren't fun. The Cruise Ship level is a blast, as is the DK race. Wario's track is amazing too, so much chaos all at once.
The single player mode still suffers a little bit from cheating AI. They'll really nail you when you get out in front, especially 150 cc. I still haven't gotten the gold in all of them yet, after several hours of play (read, stayed up all damn night). But who cares, it's all about the multiplayer anyway.
Multiplayer quite simply rocks. The challenge of the races with friends on your tail is an absolute blast. So are the baloon and bomb modes, though the Shine mode of play leaves something to be desired.
Coop mode on multiplayer is definitely revolutionary in the Mario Kart world. Having eight guys play on two cubes is a blast and a half. The cooperation with your partner keeps the game fun practically forever. I love the fact that you can play on 8 cubes with 8 people, though I have yet to experience it, I'm sure we will.
All in all, a great buy, well worth the money. As a college student, nothing better on the weekends than getting hammed and playing great party games like this one.
hed.
http://goldysmom.blogspot.com
PS - Please don't bring up third-party Internet hacks/workarounds. Nice as such solutions might be, they don't measure up to building the capability into the game from the ground up.
Lemme get this straight.. out of ALL the things in the game that could be complained about, IGN goes and complains about the removal of the HOP?! Wtf? What are they going to give Half-Life 2 a bad rating if the crowbar is not in the game? Will they shun the Metal Gear series if they don't use boxes anymore? Jeez, talk about nitpicking.
Yet all these years later I still play and love MK64. I fully expect history to repeat.
I picked it up yesterday, and I've been enjoying it quite a bit. My last Mario Kart experience was Super Mario Kart, back in my college dorm room. It was a popular place for people to hang out at, and the game got a lot of use.
Compared to SMK, there is a lot of advancement here. Sure, I really miss the ghost tracks and the feather, but the feel is most definitely still there. As I never touched the N64 version (never touched an N64 period), I can't compare it. But does it have to be a huge revolution from Mario Kart 64? It's not like that's all that matters. If it's a great game, it doesn't matter how much or how little is new - just as long as it's fun!
"You know your god is man-made when he hates all the same people you do."
There was literally ONE instance where the hop was useful in the original, other than starting powerslides.
Not being able to jump over items isn't a big loss for those of us who prefer the original to the N64 version.
Actually Kirby's Air Ride really is terrible. I'm guessing the reader score was pushed up by legions of sad fanboys.
Man, I don't understand what IGN is crying about, the BEST part about the hop is still in the game in the form of RESPONSIVE drifting controls. The hop didn't do anything for anyone, I'm GLAD it's gone! Now I can drift in peace without the small delay the hop left in it's wake! Drifting in this game rocks, makes me feel like i'm playing Initial D :D
It's a blast so far, hell i'm turned away from it right now as I type this, just completed the cruise ship course on 100cc woot!
I can't speak for anyone else, but I never owned a Nintendo 64. I know I can't be the only one.
Why, exactly, would "it's too much like Mario Kart 64" be a problem to me?
I basically view the Gamecube and its games as the N64 if the N64 had been done right, anyway.
I do think it's too bad you cannot jump, though, furiously hopping around was my favorite part of Super Mario Kart.
Irritable, left-wing and possibly humorous bumper stickers and t-shirts
Well as a certified mario Kart god, having logged millions of hours and having missed millions of classes during my undergrad due to both Mariokart and Marioklart64, I can say its good, the races themselves are a bit more exciting than 64's tracks but there isn't all that much new here. And it is definately harder than MK64 was though not as tough as some of the 150cc tracks in the original.
The two characters per cart is good idea though, and while the intial selection of carts is a little thin, there are a lot of aditional carts to unlock and even 4 hidden characters. The hop? no real loss there. With it's omission the steering becomes a bit more responsive since you can enter a power slide that much quicker. Not being able to hold an item behind the cart elminates some of my old cheese tricks (like lag back, get an invulnerable spinny shell and then hold it behind you for a indestructable rear shield and a melee attack) 2 of the default battle arenas are a bit lame, but the Luigi's Mansion arena is sweet. So all in all i think things balance out pretty good.
If you liked the other MK's you are going to like this one about as much so just go buy it already.
On Wall Street they say "buy low, sell high" On the pad we say, "buy high, sell high" Isn't that somehow better?
In MK64 it was rather obvious the computer was not playing the same game you were. You'd pass the computer with a starman or a super mushroom but despite the speed boost from those, the computer would still be right on your tail. Even if you got waaaaay ahead using a jump shortcut like on rainbow road, the computer would catch up! Is it too early to tell if this game still has this?
Speed Demos Archive - Lots of speed runs!
You know, I can see somebody spending 5 minutes with the game and complaining that it's not much different from Mario Kart 64. Play it a little longer than that, and a bunch of things come to light:
- The GCN version uses 3D models instead of the pre-rendered sprites like the 64-bit version did. The difference? Now you can choose your vehicle. Different character combinations result in different behaviour from the karts. Result? You can have your own individual style while you drive. Play a few races against a friend, and the difference slowly seeps in.
- The GCN version is much higher res, plus much smoother frame rate. That alone makes the multiplayer so much easier to play.
- The GCN version has the broadband adapter support. Presumably this means you can have two GCs in different rooms playing against each other. I'd *love* to play the battle modes without being able to see the otehr person's screen.
- The 2 driver addition adds some interesting subtleties to the game. For example, if you get bumped hard, the occupant gets dragged across the ground for a while before he hops back on. You notice this when you find yourself unable to swap drivers for a bit. Managing two items (one per occupant) really deepens the strategy to the game. My gf was a littler perterbed at me last night because I held on to a fire flower until the end of the race. I blasted her just long enough to cross the finish line first. To put it another way, strategy in this version of the game has a broader meaning than it did in the 64 version,
- The maps are far more imaginitive. As mentioned before by another poster here, the DK level is a blast. (no pun intended.) Much more challenging, and entertaining to boot. It's hard to describe with words, but I can tell you that the map upgrades have been quite noticable.
- There are two more battle modes to this game than in the 64 version, and they are far more entertaining. Not only do they require more skill than luck, but at times they are quite suspenseful. When you play the star battle mode (the name escapes me) when you score, it takes a point from the other person. The goal is to reach 3 points. My gf and I had a lot of fun with that one last night.
This is just the stuff off the top of my tired mind. There's more to it, though lots of it is subtle. Take any of these features on their own, and it doesn't sound so exciting. Take the way everything wraps up together in one big package, and you'll find the game to be much more entertaining than the 64 version. It really is a cool game. Revolutionary? Eh, maybe not. But it's been years since a Mario Kart game was made, and the work put into this one shows.
Sometimes I wonder if reviewers are just jaded. I mean, if it was just a re-release of MK64 with high res 60fps graphics, I'd understand. There's a lot more here. The only real complaint I guess they could have is that, on a fundamental level, it's still the same formula.
"Derp de derp."
Me and my roommate were playing it quite voraciously through the evening trying for the unlocks. I don't have much experience with previous Mario Karts, but the gameplay was very smooth and never felt like it was really tricking me.
In fact, it was all relatively easy. We got through 150cc All Cups(all 16 courses in semi-random order) and got to Mirror Mode(reversed courses, reversed controls) before deciding to quit for the evening. Cooperative mode is great - we won quite a bit more frequently when he drove and I assisted.
Don't judge it being exactly the same as other Mario Karts, though. I've played the others enough to know that there are changes here. It's a "Version 3.0," so you'll have to play it to know for sure.
MK:DD is a rehash that deserves to be the GC savior. There are enough new features for it to deserve to be a new game (aside from the fact that it's running on better hardware), but no enough to call it a huge leap forward; but that doesn't matter, because playing it is a blast, especially in multiplayer. That's what people are going to realise when they try it, and that's when they'll stop caring about the mediocre reviews.
Flaws: well, some of the tracks are weak - I love the first three Mushroom Cup tracks, but the desert one at the end is a dog. Can't please all the people, I guess... but I think it's a great credit to Nintendo that the best track for a lot of people is Baby Park, which is a simple, flat oval - the kart handling makes it an absolute joy in single or multiplayer (it's especially good in time trial, where you can compare the different kart setups against your best ghost).
The lack of online play is a real shame, especially when you look at what's been achieved with Xbox Live - it's clear that it COULD be done. Tunnelling workarounds mean little here - the functionality needs to be built right into the game , deliberately, and accessible to all.
Still, lack of perfection is no reason not to buy a game. The reviews make some valid points, but at the end of the day, play it; you'll like it.
"I'm guessing the reader score was pushed up by legions of sad fanboys."
Even so, it still shows a huge disconnect between the site and the people that are supposed to give IGN money.
I hope you naysayers will be just critical when Crash Nitro Kart comes out and doesn't present a massive leap forward in kart game technology. OMG teh tracks are uninspired! Coco has the same voice sample! why more crates again!
Another reason for losing the hop might be to cut down on some of the ridiculous shortcuts that MK64 allowed through hop abuse. Now you need specifically placed scenery to launch you into the air, there's less chance of players locating glitchy shortcuts (though I'm sure some still exist). I notice on Rainbow Road that the game was quick to reset me after I fell off, even though I was heading toward a later section of the track, which was interesting. The big jump on MK64 Rainbow Road was great - 3,2,1, go, and everyone's immediately jostling to get over the barrier...
I bought the last copy at Best Buy last night, and let me tell you, this game is a blast. I can't wait to link up with my friends and goto war on different screens.
As for innovation, I think 8 consoles on 8 TV where 8 different people can play is pretty new*.
*XBox live and all those internet games not included.
What, me Tweet?
I'm sorry, but I don't care what anyone else says: The Battle mode maps in MK64 *SUCKED*.
Block Fort was a great map, true. The others were just unplayable.
Took the words out of my mouth!
It wasn't exactly possible to consistantly use the hop for defense. You could succeed once in a blue moon, but dodging and power sliding were much more effective. So the removal of the hop, in my opinion, is no big deal.
The item dragging, on the other hand, was pretty useful, but trading that off, for the 2 person kart was worth it in my opinion.
FUNK!
When you're playing a game like Mario cart, you should be drinking beer and having fun with your friends, not over analysing what should have been added but wasn't. I got the game on tuesday and feel that it is exactly what was needed, new levels and a little bit of variety in the characters and carts.
Celebrities are like ads, if we all ignore them, they'll just go away.
My first impression of the game was, oh great, they dropped the ball. After another 10 hours into the game, I think it's right on par with MK64. I belong to the camp that MK64 was better than the original.
There is a lot of talk that MKDD didn't push the game as far as it could have gone. That there were no significant updates to the game. And that it is nothing more than a rehash. My comment to that is, what did you expect? It's Mario Kart. It follows the Mario Kart formula. If it didn't, it wouldn't be Mario Kart. I even read one review that claimed it captured they magic of the previous MK titles, but then bashed it for being the same as the previous MK titles.
My friends and I played MK64 for 3 years in college. And even to this day, when I see those friends, we pull out the MK64. I've never played a game that had such a lasting value. I personally applaud Nintendo for making the changes they made while still sticking to the formula.
So if you are going to complain about it not being a big leap over the MK titles of the past, the least you could do is suggest what you would have liked put into the game. Complaining that it's just the same game is redundant at this point.
the cosmos in 20 words or less: thumbuki.com
Rehash.
But that is what Nintendo is delivering these days, so lets not condemn them too harshly for doing it again. Lets look at things objectively here. The two most noteworthy (not best, but of note, ie good, innovative, etc) games on the 'Cube, by popular consensus, are Metroid and Eternal Darkness. NEITHER OF THESE GAMES WERE DEVELOPED IN-HOUSE BY NINTENDO. These were published by Nintendo, but developed by someone else, hell on a totally different continent. Frighteningly, one of them bares a beloved name from my childhood, yet was still not developed by Nintendo. Neither was Mario Golf. You get Mario, but not Nintendo. What does all of this rehash work and outsourcing tell us about Nintendo?
They don't care about the games anymore. Nintendo, in 2003, exists to sell trading cards and plush toys. The games exist only to market the toys. This is clearly backwards. Make the game first, and if people clamor for tie-in works, then sure go ahead and cash in.
Mod me down if it helps your ego, but this post contains only facts. Unpopular ones, but facts alone. And don't forget, Nintendo just posted its first corporate loss since it has been publicly traded. They are not the same company they were in 1986.
Did you just say that something is pretty new, then exclude all the things that have done it in the past? OMFG, only a Nintendo fanboy.
"I think the Honda Accord is an innovative car and pretty new*."
*The Honda Accord and all those other cars not included.
Remember folks - you can't spell ignorant without IGN in the same sentence. :) I stopped reading IGN and all the other gaming mags a long time ago because there is always some hard assed reviewer who is overly critical of every damn thing and will pick on anything no matter how small.
I say let a person judge for themselves with a rental or trying out said game at a friends place before buying it yourself instead of relying on reviewer's.
You must master your joystick like a fisherman masters bait! - Gimpy
Ugh - nothing worse then a ps2/xbox fanboy trying to convince others Nintendo is dying when in fact they've been having record profits now worldwide since the pricedrop on the cube.
Go back to your xbox and ps2 boy.
Yeah and Halo is the ONLY good game on the xbox. Now that Halo's been ported to PC xbox has lost it's only good game. Enjoy your crapbox. ^_^
I've seen some people here mention about jumping and or hopping with previous Mario Kart games. Well, today Codejunkies released some Action Replay codes for MK:DD and what do we see?
;)
Press Z to Jump
V19U-8TNC-0HPU2
AAXA-C654-4W5K9
U0NN-357W-HNN45
The other MK:DD Codes here
I would imagine this code would come in handy especially if you absolutely have the need to hop and jump SNES style.
You must master your joystick like a fisherman masters bait! - Gimpy
It sounds like the real problem here is a problem of pleasing the customer. In the case of video games, movies, music, and other entertainment there always seems to be at least two (although sometimes 3) completely different customers:
1) The masses - These are the people like you and me who just want to be entertained. The entertainment doesn't even necessarily have to be revolutionary or star-studded to do an excellent job. It just has to entertain.
2) The critics - Game reviewers, movie reviewers, magazine editors, etc. Their job is to critique the product. They're not out strictly to be "entertained." They experience far more than "the masses" in entertainment because it's THEIR JOB to be entertained. Therefore they look for the massively innovative, creative, astounding, jaw-dropping, heart-wrenching thing THEY have seen to date. Which means that most of the time they're right, but they do get it wrong from time to time.
3) Other entertainers - They have lost complete touch with reality. They probably would rate a 3D first person shooter where you play an older retarded white man bumbling, drooling, and stumbling your way through an unimpressive, dreary level full of dopey stereotypes in a little redneck town (without actually shooting anyone) as "INSPIRING!", "AWESOME!", and "Truly warming to the soul."
Just know which type of customer you are, and then listen to what similar customers are saying.
For my money, I think the
That said, a difference of 2.8 on their rating scale is pretty damn big. We have to remember, though: all ratings are subjective. There are some people out there who probably think that KAR and MK:DD are the Cube's two best games. Obviously, they don't work for IGN.
Anyone can hate any game for any reason. (The previous sentence also works great when you replace "hate" with "like," "love," or their ilk, by the way.) As long as you have fun with the game, it's a good one. Simple as that.
Goo goo g'joob.
My favs:
In General, I really like the BulletTrain becasue it is heavy enought to not get knocked around, I like the Koopa's because of their shells, Toad for the shrooms, and Waluigi since he looks frickin' hee-lariuos. I also like the Bowmobile for the weight and speed, and the cadillac for better acceleration.
On the Star cup though I have to go with mid-weight since I need the extra control on the ice, but I haven't tried it with the BulletTrain yet.
You forgot to mention the Slashdot critics who seem to pop out of nowhere in various topics.
Now that I never did really agree with. I see critics as people who are A) bored and feel they must critique a game or movie and find any flaw no matter how minor, or if no flaw is found, find another way to put it down, or as B) who get paid to do the same thing and shouldn't be paid to do so in the first place. ^_^
You know - you just described IGN, EGM, and a dozen other online sites and gaming mags!
If anything it's often better to listen to friends or even associates. All you have to do is look at how IGN, and remember - you can't spell IGNorant without IGN
I know I will be picking up MK:DD for christmas along with Sonic Hero's for the rest of the family this xmas.
You must master your joystick like a fisherman masters bait! - Gimpy
The wife, my best friend and I ended up staying awake until 1:30 AM, even though we all had to be awake to work at 6:00 AM. Been a long time since I did that over a game.
There are lots of games to review. But when a reviewer is examining a Nintendo offering, then it is not a good idea to cut corners IMO.
I have played lots of racing games, Diddy Kong Racing was an underrated classic - far better than MarioKart64 to an Englishman, anyway. I think this is because of RareWare's trademark awesome music, rigourous 3D-models and "natural driving control", all of which I am only now beginning to appreciate must be ball breakingly hard to pull off.
If Rare was not owned by the Borg and still developed for the Cube, then I would expect them to have made a beautiful game like this - they were at their best Anglicising Nintendo's creative works with superlative engineering.
Double Dash is not overly Japanese, and having two players to a cart (a first as far as I know) is one of those changes that gradually reveals the Nintendo genius, yet again. I am not in the habit of gushing, but it is games like this that stimulate the Industry as a whole.
If you are a parent with little back seat passengers, or females that don't normally play games. Don't miss it.
If you haven't got a cube, then buy the bundle just for this masterpiece.
Then there's the whistling transition music if you place 4th or worst after a race. I can decide if it's a catchy tune or the most goddam annoying thing ever. It certainly motivates me to place 1-3.
Under capitalism man exploits man. Under communism it's the other way around.
No, it doesn't. *Anyone* can stuff the voting box at IGN.
If timed right you could jump bananas that were otherwise unavoiable. Which would occasionally enrage people following you, expecting you'd play fullback to their half back.