Thursday, April 26, 2018

Throwback Thursday - Mario Kart (series)

Welcome to another Throwback Thursday, our weekly look into my Top 100 games and general nostalgia.  Drifting across the checkered line this week: The games of banana peels and slick wheels that is the Mario Kart series.




It all began with the debut of Super Mario Kart on the SNES, released in the US on September 1st, 1992.  The inspiration for this game came from the desire to make a 2-player racing game following-up Nintendo's recent single-player racer, F-Zero.  Using the Mode 7 graphics technology still, Super Mario Kart was able to display an impressive appearance of 3D visuals for its time.  While the series has grown considerably more complex and visually impressive, each entry in the series deserves noteworthy mention for introducing unique and clever mechanics to this ever growing series (boasting sales well over 100 million copies worldwide now).  Super Mario Kart of course laid the groundwork for what would be a staple in the series: The Grand Prix and Battle Mode.  It also had quite a few unique items, such as the feather which would allow players to leap over obstacles and chasms for shortcuts, which hasn't seen return until the most recent Mario Kart 8 (in Battle Mode only).






A few years later (1997 in the US), the series saw follow with Mario Kart 64 for the Nintendo 64.  With the use of this new 3D technology and graphical power, tracks could now incorporate much more interesting and varied features such as overlapping bridges, slopes, hills and the like (though racers and items are still rendered with 2D sprites).  It also gave birth to the now infamous Spiny Shell (aka Blue Shell), an item which will track down the player in 1st place to temporarily immobilize them in a fiery blue explosion of pain and often unfortunate timing.  We could have an entire design discussion on the implications of this one item (and maybe we will someday), but nevertheless, its inclusion forever shaped the series moving forward and made for a fun, chaotic element, as well as making the game more accessible for less skilled / attributed players to have a fighting chance in winning a race.  Also, it would be criminal if not to mention that Mario Kart 64 contains the best Battle Mode course ever conceived: Block Fort.  Making excellent use of 3D levels and color-coded sections, this course is a blast to zoom around, raining down green shells from up above.  Good times.


"The first will be last, and the last will be first."


The series then continued with Mario Kart: Super Circuit in 2001 for the GBA, which notably retro tracks for the first time, allowing players to race a wave of nostalgia and new tracks all in one game.  Then in 2003, the Nintendo GameCube saw perhaps one of the most unique entries in the Mario Kart series, that being Mario Kart: Double Dash!!  Each kart was now comprised of two racers, one for driving and one for items, of which both can swap between roles at any point during the race.  So players could now strategically house two items and decide when / where to implement them.  Each character also had a special item, which added another layer of consideration and personality to picking the roster.  These mechanics also allowed for some fun and clever co-op play, as players would have to keenly be aware of their roles while they swapped to and from at a moments notice.  While no other Mario Kart has seen the return of the two-character system, the developers aren't opposed to seeing this idea return should they think of some new implementations for such.  Another notable feature of Double Dash was the inclusion of various karts to select before racing, a first for the series which would see more and more customization as the series moved forward.




The next entry in the Mario Kart series saw the return to handheld with Mario Kart DS in 2005.  This particular entry is notable for being the first in the series to have online play, one of the few Nintendo series to handle online with relatively good grace.  It also had a nifty Mission Mode which added some welcome variety to the single player aspect (though this feature has sadly not seen return).  In 2008, motion controls and motorcycles joined the crew with the release of Mario Kart Wii.  Then in 2011, the series debuted on the Nintendo 3DS with lucky Mario Kart 7, which furthered the concept of customization for karts by allowing players to select the kart frame, wheels, and glider, each with their own unique stats depending on the selected driver.  Speaking of gliders, the karts now traverse through land, sea, and air, automatically switching to the right gear for the situation called for.  This opens up courses to include many an interesting alternate / secret routes, be it hidden underwater tunnels or airborne ramps.  One last neat addition worth mentioning are two tracks which for a first in the series had no laps in the traditional sense, but instead offered one long race from start to finish, which adds a welcome variety and change in pace in the racing.


Luigi takes to the skies with the new glider mechanic!


Lastly, 2014 brings us the latest entry in the series, being Mario Kart 8, initially released on the Wii-U and later re-released on the Switch as Mario Kart 8 Deluxe.  The most notable new mechanic of this entry is the inclusion of anti-gravity, in which course can now twist and bend in mind-bending fashion.  While driving on these topsy-turny tracks, players' wheels turn sideways to not only grip the road, but any bumps with other racers or glowing bumpers will provide small boosts.  This small addition adds an interesting dynamic as racers must juggle between their tendency to avoid and collide with obstacles.  This was also the first entry to feature a fully orchestrated soundtrack, which makes the racing that much more grand with its jazzy and soulful rifts.  Another first for the series with this entry was its venture into DLC and inclusion of other Nintendo properties into the mix, such as Zelda, Animal Crossing, and Splatoon.  Perhaps the likes of a Nintendo Kart don't seem as far-fetched any more.  Whatever the future should hold for Mario Kart, let's hope it continues to innovate and delight with each passing lap.




Fun Fact: In Mario Kart 64, if you let the Results Screen music loop 64 times, you'll hear an alternate version of the same song.  Intentional reference to the N64 or an odd bug?  Either way, makes for one bizarre, and long Easter egg.

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