Film. Literature. Television. Graphic Novels. Video Games. Professional Wrestling. I feel inexplicably compelled to express my opinions about these things.
Tuesday, September 21, 2010
Level Up! #1 - Mario Kart 64
University and general laziness have proven themselves worthy opponents to activity here. Even this entry doesn't constitute 'activity'; it's a copy-and-paste job of a review I composed in 2008. I'm doing this for two reasons: a) I'm proud of this effort and wanted it kept alive on a site that still has a remote chance of seeing new content, and b) for comparative purposes between my writing style then and now. Adding to that, I'm also considering re-visiting the theme of 'nostalgia' in my entries here... But that's contemplation for another day.
The headings and length are two aspects I'd like to deviate from.
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Level Up! is dedicated to video games of the past, and aims to discover whether they are deserving of nostalgic appreciation, or if time indeed has had the last laugh. Should the modern gamer seek out these supposed 'classics' in an attempt to extend their gaming experience, or should these games to be left on the dusty shelf?
Our debut candidate is Mario Kart 64, part of a key series of Nintendo racing games that features notable characters from the Mario universe tearing up the tracks. Many people I have spoken to consider this entry in the series to be the pinnacle, whilst others have moved on to more recent versions. Personally, I went into this review thinking Mario Kart DS is currently the one to beat, so this was certainly an interesting venture at the very least.
Enjoy!
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Game Profile: Mario Kart 64
Developer: Nintendo EAD
Publisher: Nintendo
Year of Release: 1997
Original Platform: Nintendo 64
For me, what keeps the Mario Kart franchise relevant is how each addition not only introduces more tracks and characters, but also a new 'step' for the series. Super Mario Kart began it all, and was a revelation in itself, specifically with the implementation of Mode 7 technology. The game became portable with Mario Kart: Super Circuit, whilst the last couple of years have seen Mario Kart: Grand Prix hit the arcades. Mario Kart: Double Dash!! shifted the focus to weapons and teamwork, and in the process increased the level of anarchy at work during the races. The multiplayer component of the franchise has always been strong, but Mario Kart DS brought the game to the online gaming community. Furthermore, only a couple of months ago, Mario Kart Wii was released in Australia, and with it came a whole new motion-sensitive spin on the gameplay. So, where does that leave Mario Kart 64?
It is simple, Mario Kart 64 stabilised what is the core content of the game, and also features possibly the best balance of handling, weapons, difficulty and design that has yet to be surpassed by any version since. Moreover, it was Mario Kart's birth in 3D. That is its legacy, but with so many versions of the game released, how does the decade old game hold up, and does it have anything to offer that the others don't?
Presentation
One key aspect that developers hope will draw positive attention to their games is its presentation, i.e. the quality of the visuals and sound. Video games demand engaged interactivity with the gamer, that of which is best achieved through top quality graphics, and a complementary soundtrack. Not the be all and end all, but a video game does face an uphill battle should its presentation fail to meet average standards. Being a game released in 1997, Mario Kart 64 suffers from that battle, displaying ugly textures and blocky environments. It isn't too distracting, but it can be a nasty shock for someone used to current graphical expectations. Also, some of the tracks present a distinct lack of life or vibrance, unlike most of the tracks in versions like Double Dash!!. In that game, there is always something to look out for, out of interest or caution. The same cannot be said for some of the tracks in the 64 version, causing the likes of Luigi's Raceway, Koopa Troopa Beach and Kalimari Desert (barren despite the train) to became quite the bore.
Visually, what I did like about Mario Kart 64 was the characters, of who are depicted by detailed and layered sprites. They aren't polygonal, and sure, the detail isn't crisp, but they are cute and, in a way, inventive. Probably a good decision by Nintendo at the time, seeing as they would've been very basic if completely processed in 3D. And the audio holds up well, with most of the tracks' tunes being upbeat, and at times catchy. The victory song, played when you receive a Cup, is particularly noteworthy for being a fun, fist-puncher. Another special mention goes to Rainbow Road, which still sounds as epic as it did in 1997. A nice touch sees (or hears? ... ) the tune for each track speed up once the final lap is reached, adding to the suspense felt by the gamer. The sound-bites for each character can get annoying (especially Toad's), but they do serve the purpose of warning you of approaching racers, or when you have successfully hit someone with a weapon. Bearable, at worst. All in all, the game's presentation is rough by today's standards, but not enough to really compromise your enjoyment.
Gameplay
When discussing the Mario Kart franchise earlier, I claimed that Mario Kart 64 cemented the core ingredients that are synonymous with each version. Building upon that, the game also presents a balance between weapons, handling, difficulty and design that is arguably the best of any game in the canon.
Moreso than any other version, Mario Kart 64 places an emphasis on weight and control with the handling of its karts and characters. There are three distinct classes, based upon weight, which can have a consequence on the way the gamer races. The light class, despite having a significant acceleration advantage, can be knocked around easily by the heavier characters, even resulting in spin-outs and lose of position. The medium class is slightly slower than the light, but can, to a degree, withstand the physical onslaught of the heavy class. The heavy characters can throw their bulk around, but they are lacking in a decent acceleration rate. Therefore, choice of character could result in different approaches to races, potentially granting Mario Kart 64 a hidden, tactical dimension that is beyond the newer additions.
The other aspect of the handling is control, which is a tad hit-and-miss in execution. Maintaining control of your vehicle after a jump or collison (only experienced in 150cc Mode) is all well and good, adding a layer of complexity to the dynamic of the race, but often it is compromised by inaccurate controls (i.e. the game pad). Turns are either too sharp or too slow, which has some nasty consequences when attempting to drift around corners. It just is not as effective as some of the newer versions, and could affect some gamers' experience with the product. With that being said, it shouldn't factor in too much during gameplay, and the drifting mechanics still work well enough to be of benefit.
One of the rising concerns for the recent games has been the balance in weapons, with comments often citing the unfair distribution of the more powerful items (i.e. those ranked closer to last have a better chance of attaining them), how common certain items appear, and the sometimes ridiculous nature of their effects. Mario Kart 64 addressed these issues before they hit prominence, which has caused the claim that it has the 'best' balance. Whether this is true or not is arguable, but the balance does provide for a less frustrating experience. Items like the star and lightning bolt are just as likely to appear for a racer coming first, as a racer coming last, which truly leaves the game with a focus on the racing, as opposed to the weapons. Furthermore, the blue shell occurs rarely, as opposed to the relative frequency it appears in Mario Kart: Double Dash!! and Mario Kart DS. As a whole, the roster of weapons is smaller than more recent versions, and consists of the core 'classics' that have appeared is most editions. Depending on tastes, that could be a positive or negative feature, with those preferring more hectic races opting for the more weapon-focused Double Dash!!.
As far as difficulty goes, Mario Kart 64 does not differ too greatly from the other games, providing a similar level of challenge for the 50cc, 100cc and 150cc as those succeeding it. However, there are moments where the AI appears to be unfairly programmed to compete with you, especially on the higher difficulties. There are always two characters that, no matter how well you halt their chances (knocking them off the course etc.), they always seem to catch up, and even move ahead of you with ease. This 'cheating' AI can be quite frustrating, but at the same time, can lead to some great moments in game. One particular moment saw me remain desperately behind these two characters for an entire final lap, only for me to boost straight in between both at the final second to score first place. Despite its unfairness, moments like that can't help but be met with a grin.
When it comes to using weapons, the AI is great at casting banana peels in your path, but that is the only challenge it seems to provide. I don't recall ever being hit by a green or red shell throughout any of the four times I played through each Cup, despite my receiving those weapons more so than any other. Perhaps it is to counteract the 'cheating' AI, but whatever the case, it minimises the challenge of the overall game. Shame ... A point of interest, in regards to difficulty, is the tracks themselves, which actually change, depending on the difficulty. During 150cc, I noticed that Choco Mountain had more boulders bouncing down during one stretch of the course, whilst Bowser's Castle had more blue Thwomps crashing down in your path. It is a great touch, keeping you on your toes despite racing the same course at least two times before, and one that I wish newer versions had kept.
Speaking of the tracks, Mario Kart 64 contains many classics that, even though a decade old, are still fun and challenging. Bowser's Castle, Donkey Kong's Jungle Parkway, Banshee Boardwalk, Royal Raceway, Toad's Turnpike ... etc. There are so many great courses on offer that it took me by genuine surprise. The fact that they hold up now alludes to great design and technical brilliance on the part of Nintendo, who I don't think have repeated such success with any of the newer Kart's. Some are even quite inventive, particularly Yoshi Valley, which has a number of different routes the player can take, resulting in the race positions being a mystery until the end. In that facet of the game, Mario Kart 64 delivers to a great extent.
Lastability
There isn't a large amount of content to unlock in Mario Kart 64. Once you have achieved first place in every cup on every difficulty, Extra Mode is unlocked, which sees you compete in the same cups, racing each track in reverse. Beyond that, there is nothing else to achieve, with no new tracks or characters to attain. It took me about three days (three hours a difficulty) to finish the game completely, which doesn't exactly consume much time. Seeing as there are a wealth of characters to unlock in Double Dash!!, Wii and DS (which has a large number of modes to compete in as well), Mario Kart 64 does seem lightweight in comparison.
Time Trial (for the serious racers) and Multiplayer can remedy this, but seeing as both of these feature prominently in the other games, it doesn't create much reason to desperately seek out Mario Kart 64. Therefore, in terms of longevity, I would have to say it fails to deliver ...
Verdict
All things considered, Mario Kart 64 does hold up to an extent against its newer, fresher and prettier competition. With a wealth of great tracks, and at its heart the core elements of the Mario Kart franchise, I would say the game is recommendable as an extension of the experience. What I mean by this is, as a first time hands-on with what the series has to offer, Mario Kart 64 may not be too impressive, but if the current crop of Kart games don't satisfy your urge for the series enough, then it is a justifiable remedy. The game may have aged in terms of control and graphics, and isn't faultless in design, but nonetheless is an encapsulation of what makes the franchise so great.
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