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04-21-2008, 09:29 AM
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#1 (permalink)
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Dark Wind
Join Date: Jun 2005
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Mario Kart Wii
Anyone else picking this up? Average press score = 86/100. Seems a bit low to me...
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Originally Posted by IGN
Closing Comments
How do you score a game like Mario Kart, where there are millions of players worldwide, each with their own perception of what the franchise should be, what's important in a Kart experience, how they want to play it, and which game is truly the pinnacle of the series? What it really comes down to is exactly how Nintendo was aiming this one, what worked, and what didn't. It's obvious now more than ever that Kart is an every-player's game, so while you've got a few options for the hardcore gamers, there's dozens more geared towards those in the Mario Party, Wii Sports, and Wii Play camp. There are
some things that feel completely out of whack though, such as the uncharacteristically cheap AI in 150cc, the lack of voice chat for an extremely social online game, reliance on friend codes, and "everyone's a winner" feeling you get when random items show up and completely turn the game upside down in an instant. Granted that's Kart, but it's also a way to water down competition, which is exactly how Super Mario Kart got its start.
Every player is going to have their own love/hate relationship with Mario Kart Wii, but in the end the game does so many things right that it'd be foolish not to give credit where due. Online seriously raises the bar for Nintendo, trumping even Smash in a big, big way. The sense of community you can get even with random racers online and ghost-supported leader boards is impressive, and the fact that you can head on to Nintendo Wi-Fi Connection solo, with a friend via split screen, or hook up with buddies across the world without worry of lag and never-ending disconnect notices makes Mario Kart Wii a pure joy to play online. It isn't the best Mario Kart in the series, but it's a must-play experience on Wii, and standard-setting offering as far as online, channel support, and connectivity are concerned. Now if you'll excuse us, we've got some online stats to obsess over.
We'll see you online.
Another Take
from Matt Casamassina
When it comes to sequels, it really doesn't get any safer than Mario Kart Wii and that's because Nintendo hasn't mucked around with too many of the gameplay components that have become staples of the franchise. Most of them remain as enjoyable today as they were when I was growing up with them. Responsive controls. Unpredictable tracks. And one of the best multiplayer experiences around -- they're all back. The title's online portion is so well done, in fact, that I'd recommend Kart to you even if it shipped without a single-player offering -- and that's a real testament to the Wi-Fi Connection component, as I'm normally not inclined to back multiplayer-only games.
A few issues do persist, though, some more frustrating than others. First of all, I am still not at all convinced that playing the game with the Wii Wheel adds anything to the experience. It improves upon playing with the standalone Wii remote if only because you will be more comfortable turning a wheel than a peripheral shaped like a television remote, but that's really about it. And truthfully, I feel like I'm at a disadvantage when I play Kart with motion controls because every so often I will take a turn incorrectly, not because I made the wrong motion, but because the Wii remote did not translate my motion correctly. I forced myself to play Brawl with the Wii remote because I really wanted to use Nintendo's new controller, not some classic pad. And yet, given the choice I would prefer to play Kart classically. The Wii Wheel certainly works well most of the time, but not as well as a more traditional setup, I'm sad to state.
The other issue relates to a design choice that Nintendo has backed for years, one that die-hard fans will probably back forever, too, and one that I feel is stupid, anyway. I'm referring, of course, to the manner in which you advance through the higher difficulty single-player courses -- a good deal of skill, but just as much luck. You can be zipping through a 150cc stage without a single error and well ahead of every other competitor when, seemingly out of nowhere, bam! Blue shell. Lightning bolt. One cheesy last-ditch effort after another by unfair AI-controlled components. And suddenly you've gone from first place to eighth by no fault of your own. You don't even have a defense against these items -- that is, unless you consider praying that your cheap AI competitors don't decide to rob you of a victory.
The thing is, none of these complaints stop me from enjoying Kart Wii. In fact, it's still a great racer that oozes Nintendo charm and polish in most areas. And it represents the single biggest step into the online arena for the company, which has dragged its feet where connectivity is concerned. There is no racing revolution here, but if you grew up and loved the Kart experience, you're going to love the Wii game, too -- and you're going to be playing online for months to come.
IGN Ratings for Mario Kart Wii (Wii)
8.5 Presentation
IR supported menus, great Mii integration to hook the casual crowd, strong use of Wii's functionality, and another entertaining mascot racer. One of the best console Karts in years.
8.0 Graphics
Not mind-blowing, but charming and polished. True 16:9 is met with 480p, some decent effects, nice model work, mixed offerings in track design, and nice retro worlds. Runs at 60 frames.
7.5 Sound
The Wii-mote speaker is actually helpful, the music is classic (elevator) Kart, and the character VO is only annoying sometimes. DK, we're looking mostly in your direction.
8.0 Gameplay
Core gameplay is great, with tricking and bikes adding a whole new level. We could use a faster cc class though. Annoying rubber band AI makes 150cc a chore, and cheapens GP.
9.0 Lasting Appeal
Local play is fun, but online rocks. Rankings, full ghost integration, reliable online play, smooth connections, Wi-Fi tournaments, and more make this one a must-have.
8.5
Great OVERALL
(out of 10 / not an average)
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__________________
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Originally Posted by blackdelsol94
Thats sweet why dont we get them?? 
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Originally Posted by Kabooki
Because they are trying to make us AMERICANS jealous since we ROCK!
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04-21-2008, 10:00 AM
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#2 (permalink)
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Black Cloud
Join Date: Apr 2004
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I want to play it, to see if it's better than MK64.
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04-21-2008, 10:57 AM
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#3 (permalink)
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Pimpzilla
Join Date: Feb 2002
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seems low too...you'd think it'd get a higher score...only time will tell
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04-21-2008, 01:42 PM
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#4 (permalink)
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Dark Wind
Join Date: Jun 2005
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Quote:
Originally Posted by NegroDamus
I want to play it, to see if it's better than MK64.
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I'm not sure about that...
It just seems the game is being penalized to hard for its shortcomings... I expected something more around a 90/100.
Oh well, I'll be able to get my own impression when I pick it up on the 27th. 
__________________
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Originally Posted by blackdelsol94
Thats sweet why dont we get them?? 
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Quote:
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Originally Posted by Kabooki
Because they are trying to make us AMERICANS jealous since we ROCK!
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04-23-2008, 11:43 AM
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#5 (permalink)
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Dark Wind
Join Date: Jun 2005
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Mario Treats New Yorkers to Free Cabs
Mario Treats New Yorkers to Free Cabs
All in celebration of Mario Kart's launch in America.
April 22, 2008 - To celebrate the launch of Mario Kart in America, Nintendo will be sending Mario to New York to help NYC residents hail taxi cabs.
WHAT: Video game icon Mario treats unsuspecting New Yorkers to a free cab ride. Mario is in New York to promote Mario Kart Wii, the new Nintendo racing game that features Mario and all of his Mushroom Kingdom buddies. He's helping commuters race through the city before they get racing with Mario Kart Wii.
Mario Kart Wii launches April 27 and will be packaged with the Wii Wheel accessory, which lets players control the action on the screen just like they were steering a real car. The game also introduces a host of new courses, vehicles and eye-popping battle arenas, plus the ability to compete online with drivers from around the world using Nintendo Wi-Fi Connection.
WHO: Mario, everyone's favorite Italian plumber, and excited (and grateful) New York commuters
WHEN: Thursday, April 24; 8-10 a.m. and 12-2 p.m.
WHERE: Sheraton Hotel (811 7th Ave., between 52nd and 53rd streets.)
Mario will be hailing down cabs for New York commuters. New Yorkers queuing up for a free cab ride Mario costumed character
__________________
Quote:
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Originally Posted by blackdelsol94
Thats sweet why dont we get them?? 
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Quote:
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Originally Posted by Kabooki
Because they are trying to make us AMERICANS jealous since we ROCK!
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04-26-2008, 05:50 AM
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#6 (permalink)
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Pimpzilla
Join Date: Feb 2002
Location: Taxachusetts
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Mariokart Wii Review
Mario Kart Wii for Wii Review - Wii Mario Kart Wii Review
One may wonder why Nintendo would add motorcycles and dirt bikes to the game series that popularized, if not invented, the genre of weapons-based go-kart racing. If you're one of the fans who balked at the inclusion of two-wheeled vehicles, a midair stunt system, and motion controls, rest assured that despite these changes, Mario Kart Wii is still very much the game that you have come to love over the years. But even if you haven't been on the receiving end of a blue shell before, the extensive multiplayer options, deeply integrated online functionality, multitude of controller schemes available, and simple gameplay make this latest Mario Kart great fun and quite possibly the most accessible one ever.
The main event of Mario Kart is the Grand Prix mode, which in this version pits you against 11 other computer-controlled competitors in a race to the finish on a four-course cup event. Grand Prix lets you select from three different engine sizes/difficulty settings, and there are initially four cups available, with four more that are unlockable by conquering their predecessors. This makes for a total of 32 different courses, of which half are brand-new for the Wii and the rest remastered versions of classic stages from previous games. This combination of both new and old provides a solid mix of novelty and nostalgia, but overall, the stylistic differences highlight two of the game's greatest flaws.
One of the major new features is the midair stunt system, which is activated by flicking the Wii Remote at the very moment you leave the ground from a ramp-assisted jump, making your racer perform an extreme-sports-style trick, such as a 360-degree spin, which upon landing rewards you with a considerable speed boost. To facilitate this new mechanic, most new tracks include huge half-pipes, rampant ramps, a multitude of moguls, and a plethora of pits, all of which are deliberately placed to encourage extensive stunt work. While this new system itself isn't flawed and in fact injects a great deal of fun and new strategy into the gameplay, its influence on course design has made certain items even deadlier, as you're that much more likely to be blasted uncontrollably into lava or other hazards due to how much time you spend in the air.
The second major track-related issue is that the classic courses, while they've never looked better, are much less engaging than their counterparts. While the newer tracks are wild, crazy, and may even change dynamically as Grumble Volcano or Dry Dry Ruins do, the older courses are their polar opposite and are with few exceptions flat, empty, wide-open, and pit-free. Though you may find the occasional ramp or half-pipe haphazardly bolted on to make it play a teeny bit better with the stunt system, it generally seems like Nintendo deliberately decided to make you choose which was more important: stunts or a slightly better item balance. This dichotomy of level design creates a tenuous balance of play styles and is inelegant at best.
Mario Kart Wii includes the standard batch of items that players have come to expect, including mushrooms, starmen, fake item boxes, shells, and more. New items include the thunder cloud, which will automatically shrink you after several seconds unless you ram someone to pass it off onto them; the POW block, which temporarily stuns everyone ahead of you and makes them drop their items; and the mega mushroom, which makes you grow super large for a time to flatten other racers beneath your tires. While it's pretty much a guarantee of the Mario Kart experience that no one can stay in first forever, some of the more powerful items such as the blue shell, lightning bolt, and POW block appear absurdly often. It's not uncommon to be hit by several of them in a row or even simultaneously if you're in first place.
Much like Super Smash Bros. Brawl before it, Mario Kart Wii includes support for every possible controller configuration under the sun. The game comes packaged with a steering wheel controller shell that allows you to take full advantage of the Wii's motion-sensing abilities for what is perhaps the best purely tilt-driven control scheme available on the market. Though it does take quite a bit of time to get used to, the steering wheel feels quite natural and is very responsive. However, if you're not exactly up to the task or prefer the touch of an analog stick, the Wii Remote with Nunchuk, Classic Controller, or GameCube Controller schemes work just as well, with the directional pads on the more traditional controllers nicely substituting for remote-waggling.
Though the fundamental Mario Kart experience has remained generally the same, there are several changes that can greatly impact gameplay. Drifting mechanics in particular have changed dramatically, both to make it easier to perform for beginners and as a countermeasure against the controversial technique known as snaking (continuously mini-turbo boosting on a straightaway). Mini-turbo boosts are no longer performed by wiggling the analog stick. They are instead determined by the amount of time spent in a drift, and in fact can't be done at all in automatic mode. The type of vehicle you select also affects how drifting works, as go-karts have the ability to super mini-turbo boost by drifting around a turn a bit longer than normal. Motorcycles can't do this, but they can pop wheelies for extra speed on straightaways at the cost of impaired turning and increased susceptibility to ramming attacks. It is worth mentioning that while snaking is still possible to perform--especially on wide and open avenues-- it is no longer as viable or even as helpful as it once was.
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She knew I'd be a handful from the start, This strong willed woman had an angels heart"
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04-26-2008, 05:51 AM
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#7 (permalink)
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Pimpzilla
Join Date: Feb 2002
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Besides Grand Prix, Mario Kart Wii also includes Balloon Battle and Coin Runners battle modes, which take place on 10 separate arenalike tracks, five of which are new and the rest brought out of retirement. Both of these modes have been changed to two team-only events, which is a disappointment to say the least, but they are still fun and entertaining alternatives to standard racing. Split-screen multiplayer allows up to three friends to join you in Grand Prix or battle. Using Nintendo Wi-Fi Connect, you can play online matches with up to 12 total players with a maximum of two per system.
Online integration is deeper than most other games on the Wii, and you can join matches of any game type with friends as well as strangers from your local region or across the world. You have a persistent score, which is either increased or decreased by your performances, and when seeking out matches you're automatically place with like-skilled opponents revealed on a representation of Earth that uses Miis to show the approximate locations of the competition. In the event that you join a game already in progress, you will automatically be placed in a spectator mode until the round finishes and it's go time. Communication between players online is still virtually nonexistent, but while the ability to smack talk is a vital element of local multiplayer, it's not necessary for facilitating matches.
The most interesting online feature of Mario Kart Wii is the Mario Kart Channel, which can either be launched from within the game or saved directly into your Wii dashboard. Using WiiConnect24, you can compare your best lap times against your friends' and the rest of the region or the world. You can also download ghost replays to see firsthand how the top players pull off their times and send your own ghosts to friends as a challenge, and if this channel has been installed in the Wii menu, you can even do all of this without having your Mario Kart disc in the system.
Mario Kart Wii features a cast of 25 characters, over half of which must be unlocked through various accomplishments in single- or multiplayer modes. The ability to race as one of your Miis is perhaps the most notable new feature, but as great as putting Chuck Norris or Dr. Gregory House behind the wheel is, some of the newcomers like Baby Daisy and Dry Bowser are underwhelming and disappointing. Unlike Mario Kart: Double Dash, characters don't have items specific to them, but they do have up to 12 personalized motorcycles and go-karts to select from to determine racing stats.
Graphically, there isn't very much of a leap between this latest Mario Kart and its predecessor on the GameCube, but there are a lot of little details that add to the experience. Crowds of onlookers are populated by your Miis, and posters or statues throughout the levels can feature them as well. Lighting is vastly improved, and there are a number of nice environmental effects. Electricity crackles around you after you've been blasted by a lightning bolt. However, there is a considerable degradation of graphical quality in split-screen multiplayer--especially with four players--and character models are unnaturally shiny.
The musical selections, just like the tracks, are a mixture of old and new, and item sound effects are just as they have always been. Characters, as typical of Nintendo games, only say about four or five different phrases, but these become incredibly grating over time because they say them more often than ever before thanks to midair tricks.
Super Mario Kart may have originated way back in 1992, but 16 years later, Mario Kart Wii proves that the franchise is just as relevant and fun as ever. The all-new stunt system, simplified drifting mechanics, natural motion controls, and expansive online integration all come together in a single package that, despite a few hiccups, is one of the best and most accessible experiences available on the Nintendo Wii.
__________________

Bring on the Sox!

"I once met a young girl filled with fire, That saw through my front to this shell of a man
She knew I'd be a handful from the start, This strong willed woman had an angels heart"
Visit my Mini City -fixed link
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04-26-2008, 11:57 AM
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#8 (permalink)
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Pimpzilla
Join Date: Feb 2002
Location: Taxachusetts
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so ya, maybe online play will be a little bit better now that snaking has been reduced.
__________________

Bring on the Sox!

"I once met a young girl filled with fire, That saw through my front to this shell of a man
She knew I'd be a handful from the start, This strong willed woman had an angels heart"
Visit my Mini City -fixed link
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04-27-2008, 09:46 PM
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#9 (permalink)
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Dark Wind
Join Date: Jun 2005
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I hear the online is the best of any Wii game so far.
Have you used the friend code thing yet? I have yet to use it.
Edit: Just an FYI, I already started a Mario Kart Wii thread: Mario Kart Wii
__________________
Quote:
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Originally Posted by blackdelsol94
Thats sweet why dont we get them?? 
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Quote:
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Originally Posted by Kabooki
Because they are trying to make us AMERICANS jealous since we ROCK!
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04-28-2008, 06:40 AM
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#10 (permalink)
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Pimpzilla
Join Date: Feb 2002
Location: Taxachusetts
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Car: Ford Ranger
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Quote:
Originally Posted by blackdelsol94
I hear the online is the best of any Wii game so far.
Have you used the friend code thing yet? I have yet to use it.
Edit: Just an FYI, I already started a Mario Kart Wii thread: Mario Kart Wii
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nah i've yet to use the friend code yet
and oops, I'll see if I can merge 
__________________

Bring on the Sox!

"I once met a young girl filled with fire, That saw through my front to this shell of a man
She knew I'd be a handful from the start, This strong willed woman had an angels heart"
Visit my Mini City -fixed link
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04-28-2008, 08:20 AM
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#11 (permalink)
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Dark Wind
Join Date: Jun 2005
Location: Lakeville, MN
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Car: 1994 Honda del Sol
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Quote:
Originally Posted by Danman1116
nah i've yet to use the friend code yet
and oops, I'll see if I can merge 
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Yeah, I've been meaning to figure out how it works, lol.
It's all good man. I can't tell you how many times I have made a thread that could have easily been placed in an existing thread...
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Originally Posted by blackdelsol94
Thats sweet why dont we get them??  | | |