
A Classic Is Reborn

Long have we been waiting for it, finally it's here: the latest installment of Mario Kart has just arrived for the Wii. And to just make it clear in the beginning: those who've liked the previous versions of Nintendo's top fun racer will also like the Wii version.
As it's been the case since the SNES version, characters from all around the Mario universe come together and make out the top driver among them. After creating your driver profile, choose your game mode, your favorite driver and vehicle and finally the race type. Now the fun starts - you'll steer your driver through different courses, collect items such as mushrooms, shells and bananas granting you the ability of quick turbos or to hit your enemies, beat your own track times or fight a big battle royale for balloons or coins alone or with friends.
The first thing you'll probably tackle in one-player mode are the Grand Prix races. One of these consists of four tracks with three laps each. Difficulty increases with increasing motor power, from 50 ccm to 150 ccm. While the 50 ccm cups are rather easily won, the 150 ccm one will also require a lot of luck (or hours of training). By winning the available race cups you'll unlock new ones, just as one would expect. By fulfilling certain requirements - mostly being fast enough and winning cups - you'll not only unlock new courses but also new drivers and vehicles. Overall there are sixteen new tracks and an additional 16 remade older tracks from previous Mario Kart games. Pure nostalgia! Add to this some new and old multiplayer stages, twelve initially available and twelve unlockable characters with three car options each, you get yourself a big heap of options and fun.
The controls and basic gameplay pretty much work like they always did with two buttons for acceleration and braking/going backwards/initiating drifting and the the direction pad for item usage. For the actual steering you can either use an analog stick or the motion sensing of the Wiimote. Nintendo did an excellent job implementing all possible control pad devices, from the classic controller to the Gamecube one and the Wii remote in two configurations. The most fun, of course, is the steering wheel that's sold with the game. You plug in your Wiimote and get started. Even though it did take me a bit of time to get used to (it's been my first experience with that peripheral add-on), this is probably as close as you can get to simulating a fun racer with no claim of real-life physics. If you want to go for the best times, however, either the Gamecube pad or the classic controller offer the slightly better reaction time of the analog stick compared to the motion sensing of the Wiimote.
Now what's new in Mario Kart Wii compared to the previous versions? Drifting is still in the game and an important technique, but it takes longer until you get a small speed boost, so the infamous 'snaking' technique is less easily doable. To make up for that, you can perform stunts (just flick your Wiimote) whenever you leave the ground, e.g. make jumps over track obstacles, which nets you a small boost. The same goes for driving in an opponent's slip stream. And there's a new class of vehicles besides karts: namely bikes. They allow you to perform wheelies to gain a speed boost. But take care, while you drive on your back wheel only, steering is almost impossible and you're more vulnerable to hits from enemies. Unfortunately, in my opinion, jumping was not brought back.
Review ID: 10000000006878858

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