Mario Kart: Double Dash!!

We take an extensive final look at Mario Kart on GameCube in our full review. Is it all it's cracked up to be?




Version
GameCube
Developer
Nintendo
Publisher
Nintendo
Genre
Racing



By Andy Robinson

I don't care what anyone says, Mario Kart 64 was a fantastic game. Sure, there's plenty of reason to hate it if you put it in the same category as the SNES version, but lets face it, they're both quite different games. It's no secret that Mario Kart 64 required almost no skill when compared to the SNES classic and, like MK64 before it, Mario Kart: Double Dash!! is also one big game of power-up Russian roulette. Many a time have I sped past the competition for the first three laps only to be overtaken by five enemies after someone at the back of the pack was lucky enough to get a spiny shell. Anyone who apparently hated Mario Kart 64 and now loves Double Dash is a dirty liar, they never hated Mario Kart 64 at all. This is Mario Kart 64 plus one.

"Anyone who apparently hated Mario Kart 64 and now loves Double Dash is a dirty liar."

You've probably heard about the whole two-character kart thing to death by now. In previous Mario Karts you'd pick one driver but in this you have to strategically pick two guys, thinking of both their weight, driving skills and special power-up. I'm sceptical as to whether this actually works, most of the driving statistics are in the vehicle rather than the driver, so unless you're using two drastically different characters like Wario and Baby Luigi you're not really going to notice any difference in turning or speed. Nintendo missed out on a huge opportunity to make the character swapping more important, you still get both character's special weapons no matter who's in the back dealing out the power-ups.

"We're sceptical about the double-character strategy - most of the driving stats are in the vehicle rather than the driver."

There are twenty characters to chose from, although I think Nintendo was slightly desperate when picking the roster (Birdo? Baby Bowser? Baby Mario and Luigi? Daisy? Who the hell wants to drive with them?) So which character is the best? You'll usually find my sticking with the two Koopa Troopas, mostly because they get a hell of a lot of shells, which certainly helps a great deal at getting you in to first place, and keeping those behind you just where they are. They've also got a very good acceleration, which seems to be the way to go as you'll be flying in the air from a red shell up the rear most of the time. But obviously you're going to have to choose someone who suits your playing habits. Do you go for fast acceleration or high top speed? Donkey Kong will still knock Yoshi flying if you carelessly drive into him as well.

Weapon power-ups are still very much a part of winning the race. Most of the Mario Kart 64 power-ups have returned; the banana, mushrooms, green and red shells, lightning bolt, fake item block etc. However groups of three green and red shells are now limited to the Koopa Troopas and the banana row has been taken out completely. The spiny shell (or 'first-place shell') has been upgraded and now flies its victim in first place, creating a huge explosion, hitting those in second and third place if they're anywhere near.

Special power-ups are a little more powerful than the standard weapons, you'll get them randomly just like any normal power-up and when you get them your opponents will probably know about it. DK and Diddy's big banana is much bigger than a normal one, and when hit, drops three normal sized bananas. Bowser's shell is ridiculously huge and bounces around with all the madness of a normal shell; Yoshi and Birdo's egg homes on to the person in front of you and after impact scatters power ups on the floor like mushrooms and bananas, where as Mario and Luigi get fires balls to shoot in front or behind their kart.

"There are only 16 courses to speed around but it doesn't matter because they're all unique."

The track design in Mario Kart: Double Dash is fantastic. There are only 16 courses to speed around but it doesn't matter because they're all unique and will have you completing many, many laps in time trial to perfect your records. The game starts you off on Luigi Circuit - the first track of the Mushroom Cup, one of four cups available in the game. The track has two side by side straights with 180º turns lined with speed boosts on each end. It's wide, it's slow and it's got a pretty useless chain chomp in the middle that could only get you in you drove right into it. This probably Double Dash's poorest track but it serves it's purpose in gently introducing you to the game without throwing you straight in to the deep end.

Following MKDD's opening track is where it gets interesting, Peach Beach is a track based on Mario Sunshine, complete with a moving tide and the enemies from Sunshine who like to throw you ten feet in the air. Baby Park is simple 8 lap oval course which becomes absolute chaos with shells and bananas by the time the eighth lap comes around. Other favourites include Daisy Cruiser, a track on a cruise ship where you have to get the item blocks as they roll around the deck and avoid moving tables in the dining room, and Waluigi Stadium - a fantastic update of the N64 stadium track complete with lots of fireballs, jumps and piranha plants.

"Bowser's Castle is a fun track with stomping whomps and a fire breathing Bowser statue."

Double Dash uses the same structure as its predecessors. This means that most people will rip through the first three cups fairly quickly, it took me only a few hours to finish them on 50cc, 100cc and even 150cc. But that isn't all the game has to offer, there's plenty to unlock including battle arenas, new karts and new modes. One of the unlockables is the Special Cup which you'll get access to after completing Mushroom, Flower and Star Cups on 150cc mode. Special Cup contains four tracks that are a little harder than the rest, one of these tracks is Wario Coliseum, a winding track with hardly any wall guards, which wouldn't feel out of place in F-Zero GX. Another returning Mario Kart veteran track is Bowser's Castle, a fun track with lots of stuff going on like stomping whomps and a fire breathing Bowser statue. It's disappointing to see no ghost house track though.

"The number one question over the single player game will be - does the AI still cheat?"

I'd guess that the number one question over the single player game will be "Does the AI still cheat?" Well, I'm not quite sure. The terrible catch-up of Mario Kart 64 is gone for certain, but the other characters on the track seem to get a questionable amount of decent power-ups and I can think of more than one occasion where I've been immediately overtaken by someone I've just hit with a shell. Whether the AI cheats or not,150cc is quite challenging. In 50cc and 100cc your opponents are the basic teams; Mario and Luigi, Bowser and Baby Bowser, Wario and Waluigi etc, but on 150cc the AI mixes up and you get combinations like Peach and Bowser, DK and Waluigi, Luigi and Yoshi, which can be a lot more challenging because you have to deal with more than just the one special weapon from your opponents.

As I've already said weapons have taken an even higher role in Double Dash; the ability to break and avoid the effects of a banana has been removed along with the hop and the ability to drag a shell behind your cart. It's not impossible to avoid incoming shells though, an icon will appear behind your cart warning you of any incoming projectiles so that you can shoot a shell or banana back to defend yourself. It's certainly added another level of skill to the game, avoiding bananas on the track is very important if you want to win the race.

It doesn't end at the Special Cup either. There's an "All Cup Tour" which will have you battling through all the tracks in the game, in this mode it will become more and more apparent that every time you start a cup, one AI character is made better than the others and will place first or second every time depending on how well you do. There's also the standard time trial as well. Time Trial is now complete bliss, thanks to MKDD's wonderful track design. I've wasted more than a few hours perfecting my lap times and cursing at the screen as my own course ghost beats me for the 10th consecutive time. But Time Trial isn't for everyone, and that leaves you with just Multiplayer to mess around with...

Lets discuss battle mode first. Battle mode was by far my favourite part of Mario Kart 64, many any hour of my life has been wasted camping at the top of the block fort with three red shells. Sadly, I can say that Double Dash disappoints me in this area. I know this won't be the same for most people as my complaint is quite niche - I loved the gigantic sprawling battle arenas of Mario Kart 64, I enjoyed hunting out my enemies before blasting a red shell into the back of them, this would've suited MKDD so much that it's actually quite tragic they've decided to make battle arenas the size of an average back garden. 8 player LAN mode in one of MK64's battle arenas would be pure bliss, but now we're going to have to make do with 'Block City', 'Pipe Plaza' and 'Cookie Land' - arenas so small, that all we have to do is turn around and fire a red shell to hit our opponent. There's also an arena that takes place on top of a nicely rendered GameCube, unfortunately it's just a square with item blocks in the middle. Great. There are other battle modes like 'Bo-Bomb Battle' in which the players fire an unlimited supply of bombs and 'Shine thief', a game mode in which the player who has the shine for 60 seconds wins, but I can see these getting very old very fast.

"You haven't lived until the brawl when you place first after taking out everyone in front with a shell - on the finish line."

Racing through MKDD's various tracks is where the fun is to be had. Chaos, pure chaos. Double Dash is now the GameCube multiplayer game. There are plenty of fantastic tracks I haven't mentioned that you'll never get bored of racing through again and again, and if you do get bored you can always play the mirrored versions which I guarantee will have you blatantly turning corners the wrong way. You haven't lived until you've had people screaming the house down because you've just come in first place after taking everyone in front of you out with a spiny shell. On the finish line.

I'm sure the LAN mode will have a lot of people going out and buying Broadband Adaptors and perhaps even second GameCube, now they're dirt cheap. The only problem with 8-player Mario Kart is there'll be so many power-ups flying around that you'll be lucky to finish the race let alone win it. I say problem, but you'll be having too much fun to care about your finishing position. Nintendo have done the LAN mode really well, there's a whole library of options, you can play with random characters and random courses and play all night until you get bored. There's even a mode where one player can control the character on the back of the kart and the other controls the driver.

"If there's one complaint I have about this iteration of Mario Kart it's the god, god, god awful music."

If there's one complaint I have about this iteration of Mario Kart it's the god, god, god awful music. Not many people know there's a realm below terrible music - it's extremely irritating music. I consider killing myself every time I hear that stupid cheerful theme tune with the whistle in the background, it's not catchy it's just annoying. Most of the music is bland and boring with a few exceptions - the desert, credits and Bowser tracks have some pretty cool music. The graphics are also nothing to write home about, I used to excuse Nintendo's less than amazing graphics because it hated loading times, but if games like F-Zero GX and Rebel Strike can look stunning and still have no loading times, Nintendo has absolutely no excuse for these blocky characters. The poor attempt at Peach's Castle on Mario's track is pretty disappointing.











Graphics Sound Gameplay Depth Presentation OVERALL
6.0 5.0 9.0 7.0 7.0 9.0


THE VERDICT:
Music aside, This is a great game. Better than Mario Kart 64? Yes. Mario Kart's trademark multiplayer makes this the party game of the year, if not the generation. I'd tell you to go and get it now, but I assume you've already pre-ordered it. Well you have, right?













Video Coverage
(See Latest Videos & Video FAQ Here)
PLEASE DO NOT DIRECT LINK TO ANY MEDIA FILE ON KIKIZO
DescriptionDur.SizeDetails
Mario Kart: Double Dash!!
[Direct Feed, 640x480, 1340kbps]
Introduction: all characters and circuits
0.47 min 7.08 MB WMV
Mario Kart: Double Dash!!
[Direct Feed, 640x480, 1340kbps]
Mushroom Cup #1: Luigi Circuit - Mario and Luigi
1.21 min 12.6 MB WMV
Mario Kart: Double Dash!!
[Direct Feed, 640x480, 1340kbps]
Mushroom Cup #2: Peach Beach - Mario and Luigi
1.20 min 12.31 MB WMV
Mario Kart: Double Dash!!
[Direct Feed, 640x480, 1340kbps]
Mushroom Cup #3: Baby Park - Mario and Luigi
1.08 min 10.47 MB WMV
Mario Kart: Double Dash!!
[Direct Feed, 640x480, 1340kbps]
Mushroom Cup #4: Dry Dry Desert - Mario and Luigi
1.50 min 17.02 MB WMV
Mario Kart: Double Dash!!
[Direct Feed, 640x480, 1340kbps]
Flower Cup #1: Mushroom Bridge - Wario and Diddy
1.17 min 11.88 MB WMV
Mario Kart: Double Dash!!
[Direct Feed, 640x480, 1340kbps]
Flower Cup #2: Mario Circuit - Wario and Diddy
1.17 min 11.87 MB WMV
Mario Kart: Double Dash!!
[Direct Feed, 640x480, 1340kbps]
Flower Cup #3: Daisy Cruiser - Wario and Diddy
1.28 min 13.62 MB WMV
Mario Kart: Double Dash!!
[Direct Feed, 640x480, 1340kbps]
Flower Cup 4: Waluigi Stadium - Wario and Diddy
1.28 min 13.6 MB WMV
Mario Kart: Double Dash!!
[Direct Feed, 640x480, 1340kbps]
Star Cup #1: Sherbet Land - Donkey Kong and Bowser
1.30 min 13.86 MB WMV
Mario Kart: Double Dash!!
[Direct Feed, 640x480, 1340kbps]
Star Cup #2: Mushroom City - Donkey Kong and Bowser
1.36 min 14.78 MB WMV
Mario Kart: Double Dash!!
[Direct Feed, 640x480, 1340kbps]
Star Cup #3: Yoshi Circuit - Donkey Kong and Bowser
1.42 min 15.7 MB WMV
Mario Kart: Double Dash!!
[Direct Feed, 640x480, 1340kbps]
Star Cup #4: DK Mountain - Donkey Kong and Bowser
1.38 min 15.15 MB WMV
Mario Kart: Double Dash!!
[Direct Feed, 640x480, 1340kbps]
Replay: Donkey Kong Mountain
1.09 min 10.6 MB WMV
Mario Kart: Double Dash!!
[Direct Feed, 640x480, 1340kbps]
Replay: Waluigi Stadium
1.12 min 10.83 MB WMV
Mario Kart: Double Dash!!
[Direct Feed, 640x480, 1340kbps]
Rolling Demo: Baby Circuit - Mario and Luigi
1.40 min 6.06 MB WMV
Mario Kart: Double Dash!!
[Direct Feed, 640x480, 1340kbps]
Rolling Demo: Two player split screen
1.37 min 5.58 MB WMV
Mario Kart: Double Dash!!
[Direct Feed, 640x480, 1340kbps]
Rolling Demo: Four player Split Screen
1.37 min 5.64 MB WMV
Mario Kart: Double Dash!! Video 1 (480x356)
A minute of direct-feed Mario Kart action. This looks lovely.
1.08m 9.36 MB WMV
Mario Kart: Double Dash!! Video 1 (320x240)
As above, lower resolution.
1.08m 7.60 MB MPG
Mario Kart: Double Dash!! Video 2 (480x356)
More direct-feed Double Dash goodness.
0.49m 6.24 MB WMV
Mario Kart: Double Dash!! Video 2 (320x240)
As above, lower resolution.
0.49m 5.56 MB MPG
The first ever footage of Mario Kart: Double Dash!!, released back in May. 1.48 min 4.47 MB MPG