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Mario Kart: Double Dash!! Review
I don't care what anyone says, Mario Kart 64 was a
fantastic game. Sure, there is 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 very different
games. It won't come as a shock when I tell you that Mario Kart 64 required
almost no skill when compared to the SNES classic and like MK64 before it
Double Dash is also one big game of power-up Russian roulette. Many a time have
I sped past the competition for the first 3 laps only to have been overtaken by a good
five people due to someone at the back of the pack who 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.
You've probably heard about the
whole two-character kart thing to death by now. In previous Mario Karts you'd pick
one driver but in this you have to strategically pick two guys, thinking of both
their weight, driving skills and special power-up. I'm skeptical to if this
actually works, most of the driving statistics are in the vehicle rather than
the driver so unless you're using two drastically different characters like
Wario and Baby Luigi you're not really going to notice any difference in turning
or speed. Nintendo missed out on a huge opportunity to make the character
swapping more important, you still get both character's special weapons no
matter who's in the back dealing out the power-ups.

There's 20 characters
to chose from, although I think Nintendo were a bit too desperate when they were picking out the roster
(Birdo? Baby Bowser? Baby Mario
and Luigi? Daisy?! Who the hell wants to drive with them?!) So which character
is the best? You'll usually find my sticking with the two Koopa Troopas mostly
because they get a hell of alot of shells which certainly helps a great deal at
getting you in to first place and keeping the people behind you, behind you.
They've also got a very good acceleration which seems to be the way to go as
you'll be flying in the air from a red shell up the rear most of the time. But
obviously you're going to have to chose someone who suits your playing
habits. Do you go for fast acceleration of high top speed? Donkey Kong will
still knock Yoshi flying if you carelessly drive in to him as well.
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 completley. The spiny shell (or 'first-place shell') has
been upgraded and now flies it's victim in first place and creates a huge
explosion hitting people in second and third 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
banana and when hit drops three normal sized ones, 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.
The track design in Mario Kart: Double Dash is fantastic. There's only 16 courses to speed around but it doesn't matter because they're all unique from each other and will have you completing many, many laps in time trial to perfect your records. The game starts you off on Luigi Circuit - the first track of the Mushroom Cup, one of four cups available in the game. The track has two side by side straights with 180º turns lined with speed boost on each end, it's wide, it's slow and it's got a pretty useless chain chomp in the middle that could only get you in you drove right into it. This is probably Double Dash's poorest track but it serves it's purpose in gently introducing you to the game without throwing you straight in to the deep end. 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 those 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 8th lap comes around. Other favorites include Daisy Cruiser, a track which takes place on a cruise ship where you have to collect item blocks as they roll around the deck and avoid moving tables in the dining room, Waluigi Stadium is also a fantastic update of the N64 stadium track complete with lots of fireballs, jumps and piranha plants.

Double Dash uses the same structure as it's predecessors,
this means that most people will rip through the first three cups fairly
quickly, it took me only a few hours to finish them on 50cc, 100cc and even
150cc. But that isn't all the game has to offer, there's plenty to unlock
including battle arenas, new karts and new modes. One of the unlockables is the
Special Cup which you'll get access to after completing Mushroom, Flower and
Star Cups on 150cc mode. Special Cup contains four tracks that are a little
harder than the rest, one of these tracks is Wario Coliseum
- a winding track with hardly any wall guards which wouldn't feel out of place
in F-Zero GX. Another returning Mario Kart veteran is Bowser's Castle, a
fun track with lots of stuff going on like stomping whomps and a fire breathing
Bowser statue. It's disappointing to see no ghost house track though.
I'd guess that the number one question over the
single player game will be "Does the AI still cheat?" Well, I'm not
quite sure. The terrible catch-up of Mario Kart 64 is gone for certain, but the
other characters on the track seem to get a questionable amount of decent
power-ups and I can think of more than one occasion where I've been immediately overtaken
by someone I've just hit with a shell. Whether the AI cheats or not 150cc is
quite challenging. In 50cc and 100cc your opponents are the basic teams; Mario
and Luigi, Bowser and Baby Bowser, Wario and Waluigi etc, but on 150cc the AI
mixes up and you get combinations like Peach and Bowser, DK and Waluigi, Luigi
and Yoshi which can be a lot more challenging because you have to deal with more
than just the one special weapon from your opponents. 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 still 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 I get beaten by my own course ghost for
the 10th consecutive time. But Time Trial isn't for everyone, and that leave you
with just Multiplayer the mess around with, and that's quite a statement.

Lets discuss battle mode first. Battle mode was
by far my favorite 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', arena's so small that all we have to do is but turn
around a fire a red shell to hit our opponent. There's also an arena which 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.
Racing through MKDD's various tracks is where the
fun is to be had. Chaos, pure chaos. Double Dash is now the Gamecube multiplayer
game. There's plenty of fantastic tracks I haven't mentioned that you'll never
get bored of racing through again and again, and if you do get bored you can
always play the mirrored versions which I guarantee will have you blatantly
turning corners the wrong way. You haven't lived until you've had people
screaming the house down because you've just come in first place after taking
everyone in front of you out with a spiny shell. On the finish line.

I'm sure the LAN mode will have a lot of people
going out and buying Broadband Adaptors and perhaps even second Gamecubes 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 where you come
in. 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. Not many people know there's a
realm below terrible music - it's extremely irritating music. I consider killing
myself every time I hear that stupid cheerful theme tune with the whistle in the
background, it's not catchy it's just annoying. Most of the music is bland and
boring with a few exceptions - the desert, credits and Bowser tracks have some
pretty cool music. The graphics are also nothing to write home about, I used to
excuse Nintendo's less than amazing graphics due to their hate of loading times,
but if games like F-Zero GX and Rebel Strike can look stunning and still have no
loading times Nintendo have absolutely no excuse for these blocky characters.
The poor attempt at Peach's Castle on Mario's track is very disappointing.
Overall
Andy Robinson: Music aside, This is a great
game. Better than Mario Kart 64? Yes. Mario Kart's trademark multiplayer makes
this the party game of the year, if not the generation. I'd tell you to go and
get it now, but I assume you've already pre-ordered it.
    
Review written by Andy
Robinson
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