Karts, Bikes, and Mushrooms
Thursday, January 29th, 2009My name is Bhaal and I’m here to talk about my latest addiction. I’ve been addicted for two weeks. “Hi, Bhaal.”
For so long my shiny white Nintendo Wii has sat in dust. Just a neat idea with very little purpose. So, with gift certificate in hand I spun the wheel of chance in the Nintendo Wii games section. My heart landed on the shelf next to Mario Kart and the two have yet to part.
Now to the point: Nintendo managed to create a racing game that requires little to no racing knowledge or talent. Instead they channeled the lack of complexity into pure fun.
To start there’s the plastic steering wheel it comes with. It provides no functionality like a gun accessory’s trigger, but it’s not as useless as the plastic extensions they sell for Wii Sports that just remind you that you’re swinging a virtual bat. The wheel comfortably lets you hold the wiimote sideways and tilt it left and right. It seems awkward at first as you wonder about the effect of tilting the wheel forward and backward, but the first race proves that the game doesn’t care. Oh yeah, did I mention the wheel is free?
Next are the menus. I admit I was worried how I was going to use this wiimote-swallowing-wheel to point and click my way through menus. Fortunately the menus are linear and you can navigate them with the D-Pad on the wiimote. The linear progression of the menus reminds me a lot of my iPod. The game even remembers where I was last in a menu - again, just like my iPod.
The character selection and subsequent vehicle selection is quite massive - especially when you start unlocking new characters and vehicles. I think the “baby” versions of mario, luigi, etc are a bit too much. However, some of the characters seem to share vehicles, so I guess that cuts down on the complexity of choice. For instance, all of the “baby” characters I mentioned have the same 3 cars to choose from.
When you pick a vehicle you also choose between “Automatic” or “Manual”. I found this to be confusing because they’re using standard car terms that apply to gears and trying to reapply them to a system where there’s no gears. “Manual” just means you have the ability to drift when holding the brake in a turn. The benefit of this being that you get a boost depending upon how long you drift for. I found myself even more confused as the menus tried to explain this to me because I kept mixing up the word drift with draft. Drafting is something you can do in both driving modes by following closely behind someone. This is indicated by blue streaks going past your character. If you draft for long enough you get a boost for that as well. It’s a bit odd getting a boost when you’re directly behind someone, but they take care of that by knocking the character in front of you out of the way. Be careful though, you never know when you’re drafting behind someone with a banana or fake box that can knock you out.
As far as difficulty and goals, the game does well to separate your experience into layers. First you choose a vehicle engine size from 50cc, 100cc, and 150cc. This affects the vehicle types to choose from and the speed and difficulty of the races. 50cc and 150cc offer karts only and 100c offers karts and bikes. Then each division of engine size has it’s own “cup” to compete in. Each cup has multiple races in which your finishing position and performance give you points for that cup. The best 3 characters get gold, silver, and bronze trophies at the end. You also receive a letter grade for your driving abilities. Getting gold in these cups unlocks new cups, characters, and vehicles to play with.
Each race is pretty unique and each track has different ways of getting to the end. Every track has a series of “?” boxes that when touched starts a slot machine effect that chooses what you get from that box. The results vary greatly from a simple banana peel to transforming into a giant bullet that flies past everyone to the front of the race. These are the real game changers and how good of an item you get is based off of your position in the race. This system does well to inspire hope during those times when you fall off the track and come back in last place.
In the end the game is based mostly on boosts. Boosts come from starting the race with just the right timing, drafting, drifting, items, and doing tricks. If you time things right you can chain all these different methods into never-ending boost power throughout the entire race.
Once you’ve mastered the single player part of the game, there’s plenty more. You can race people in your living room or across the globe online. You can also download “ghosts” of other peoples’ race performances so you can see how the pros race.
In the end, Mario Kart Wii is an addiction I’m proud to own.
