Wednesday 15 November 2006

Super Mario Kart (Super Nintendo)



Super Mario Kart was the first time anyone had heard the term 'Kart Racer', it was something new. And from the perspective of someone who utterly disdained conventional racing games of all shapes and sizes, I can say it was something inspired. I don't know who it was that originally decided to put Mario and friends on Karts instead of in cars, or motorcycles, or monster trucks, but the decision was a bright one, a solid one. The fact that you were racing Karts instead of cars helped to make the game unique, and to make it fun, and add just that touch of silliness that truly identifies it as a Mario game.





The storyline for the game basically amounted to a small blurb in the manual about the Mario Brothers being challenged to a race. But in a racing game of any sort, story isn't really the paramount factor, and in that right this one was no exception. But fear not, for ten minutes into the game you'll be so focused on beating out your opponents that you won't even miss the story element.





The game offers three difficulty classes, 50cc for the beginners, as well as 100cc and 150cc for more advanced players. To compliment this there are four sets of racing circuits to choose from, which also escalate in difficulty. Mushroom Cup being the easiest, Flower Cup in the middle, and Star Cup is there to prove yourself as the pinnacle Kart racer amongst Mario and his crew. And after all that, should you prove to be among the creme-de-la-creme in those courses, you'll open up the even more challenging Special Cup.





Each Cup consists of five races, and while some of them are short they are all enjoyable. You'll encounter varying surfaces that your Kart handles in different ways. The sandy shores of Koopa Beach will make hairpins turns a lot easier on you, but try the same maneuvers on the Icy planes of Vanilla Lake and you'll be squealing off into the corners of the track every time. The variety in courses demands that you become adaptable with your chosen character. Which is another factor that will change your racing style.





The game sports a fairly large cast, and the racers come in three weights, each weight having unique pros and cons. Mario, Luigi, and Yoshi all fall into the middle weight class. This class is based on balance. They sport medium acceleration, speed, and handling. And they can knock around the three characters in the light weight class. Above that group are good old Donkey Kong, and the ever-persistent Bowser, both of them heavy weights. They have the slowest acceleration, but the highest maximum speed, and good handling. They can also knock around every other class on the track in collisions. And then come the light weights, the Princess (yes, back in the glorious days before anyone considered renaming her 'Peach'), Toad, and a random Koopa Troopa of Bowser's loyal legions. These tiny drivers have quick acceleration, and good speed, but don't fair well with handling. And, of course, when in collisions they can really only knock around each other.




The only truly regrettable part of the game are the graphics, which leaves me wondering what happened to the wonderful aesthetic used in Super Mario World. SM-Kart's graphics are okay but definitely not one of the game's strong points. The characters have some decent animation, and while Mode 7 is used in ways that are both liberal and subtle, the character sprites and the course graphics leave quite a lot to be desired.





All-in-all you're looking at a moderately difficult, but relaxed and enjoyable game. It's fun factor is through the roof, and it also boasts impressive replay value, especially if racing against friends. The less than pleasing visuals are the only thing to mar this otherwise classic game. For those of you who own the SNES and don't have this one in your collection.





Paclaging