This Super Nintendo go-kart racing game was the very first popular “kart racer”, and it started into an extremely successful Mario Kart series, not to mention the beginning of the whole “kart racing era” that swept the N64 for a while. In fact, I don’t know a Mario fan who doesn’t like the Mario Kart series.
Here’s another Review on the 0-4 star scale. Along the way I will be comparing it to the GBA’s Mario Kart: Super Circuit, a very similar game that I overrated back in late August 2001. Is it unfair for me to compare it to a GBA game? Let’s see...
Graphics: ***
Well, I have to say the graphics are good, because it’s a 16-bit game. In fact, the graphics in this one outshine Super Circuit, a game on a system that I thought was 32-bit. The tracks look 3D, they have good scrolling backgrounds, the characters (sprites, of course) at least look real, and the game isn’t very blurry or fuzzy at all. Sure, there are mistakes to it, but I really don’t see much, especially because I don’t expect much from it.
Sound: **1/2
Two of those stars must come from the
Koopa Beach tune, which is one of those songs in a game that I
really love a lot, one that’s different
from any other song. I hated the Rainbow Road tune when heard in
Super Circuit’s bonus tracks, but in
this game the song isn’t as annoying and actually is a little catchy. Not
much of the music in this game is good, but I do like the way that each
character has their own tune that plays after a win.
Difficulty: 1/2
When this game was made, the makers
must have forgotten the difficulty factor, because this one’s a
little too easy. You can easily lap
computers, and even though the computers use cheating items, those items
don’t boost their speed enough. So, basically, I’m faster than all of them.
Either it’s easy in general or it’s because Koopa Troopa outshines the
rest of the characters. Either way, this game’s still too easy.
Characters: ****
The collection of characters here is
better than in MK64 or Super Circuit. Why? Does DK Jr. make a huge
difference over DK? No, it’s Koopa
Troopa. Koopa Troopa has to be the best Mario Kart character ever,
and I wish he could have kicked out
Toad for a spot in MK64 and Super Circuit. He’s better than Yoshi, trust
me, and he’s the fastest of all. Since
size really doesn’t matter much in this game, speed is what’s important,
not to mention acceleration. Anyway, I’ve always loved Koopa Troopas, and
it would be great to see one pop up in the Mario Kart Cube game (maybe
I should first hope that any Koopa shows up in Super Mario Sunshine). Oh
yeah, the other characters are great fits for this game too. Just wanted
to let you know that.
Controls: *
Well, the controls are easy enough (B-accelerate,
Y-brake, A-item, L or R-power slide), but there is no
reverse nor is there a spin-turn. In
other words, if you get stuck in a corner, which is so easy to do in this
game, you’re going to have to jump a million times holding the button to
the right or left. Also, the A button just seems to not respond right away,
meaning I basically have to pound on the A button to get an item to come
out. Good thing all of those things were fixed in MK64, although not quite
in Super Circuit.
Tracks: **1/2
The tracks may not be very elaborate,
nor are they very different from each other. Yet, the obstacles make them
exciting tracks. Why weren’t these very same obstacles in the bonus tracks
for Super Circuit?
Remember, all of these tracks were
available in Super Circuit. I thought Super Circuit was on a 32-bit
system, and the GBA could handle more...
Anyway, the tracks are made great by the obstacles, like the Mega
Moles, Chomps, and especially the electric
Thwomps of Rainbow Road. Then, there’s the hilarious dead-end in one of
the Bowser’s Castle tracks, which I’ve fallen into several times. The tracks
are pretty good for a 16-bit system, I must say.
Battle Courses: ***
These battle courses are designed well
for the game, being that the items were very primal at the time and
there wasn’t much of a selection. These
tracks make Green Shells deadly and Bananas killer. Red Shells get
helped out by a few wide-open spaces,
and even the Feather is useful for escaping an opponent with a Starman
or Red Shell. The game-makers did another good job here.
Items: *1/2
Well, I must admit I was spoiled by MK64’s wide-selection of items, but the item selection is very thin here. The Mushrooms are just a spurt of speed, as you’ll slow down instantly after its one-second time is up. The Feather is practically useless except for a crazy shortcut, perhaps. The Red Shell is stronger than in MK64 but still weak, and the Green Shell surprisingly rarely hits opponents. The Bananas are more deadly due to the fact that you can’t do the MK64 B-button trick and stop to avoid a spin-out, and the two-coin bonus is always a welcome sight in your item window. Of course, the Starman is the ultimate item, as always. So, the items aren’t all bad, just not that great. And really, if I was reviewing this game back in 1994 or whenever, I would have given this a better mark.
Coin System: ***
You know, I love the way that coins
boost your speed and that there’s a punishment for getting hit: losing
four coins, and also one for a Lakitu
ride: two coins. I don’t like the way you lose a coin just for bumping
into someone, but nevertheless, it’s a fair system and I like it. Put it
in the next Mario Kart game for the Cube, I say!
Mario Grand Prix Mode: ***1/2
This is the heart of the game, and a
very good heart for the game, I must say. You’ve got an easy task
before you though: three computers
are easily lapped and your two rivals don’t pass you every three
seconds. Playing Mario Kart 64 before
this actually makes me give this a better score, because in that game the
AI cheated so bad it compelled me to throw my MK64 cartridge across the
room and smash it up. This game gives you a better challenge than that.
Match Race Mode: ***
These are fun, two-player races that
I enjoy a lot, being a multiplayer game lover. I always like playing
against a live opponent better than
computer ones, but the weak items take out a lot of fun from this one.
Still, it’s a pretty good mode to this
game.
Time Trials Mode: **1/2
I actually enjoy this mode a little more this time than the other times, but I don’t know why. Something just makes me like the basic driving of the tracks. Or maybe it’s the fact that I like trying to go through the entire race only looking at the bottom half of the screen. That’s more like it.
Battle Mode: ***
Of course, the best part of any Mario Kart game is the battle mode, right? Well, not exactly. It’s still fun to battle, but I prefer racing more due to the fact that the items aren’t that strong and the battles are long and drawn-out that way. Still, you really can’t beat this mode for cutthroat play and excitement between two live opponents.
Multiplayer Modes: ***
In general, multiplayer modes are fun, and good, although not great. I enjoy them very much, but not as much as in Mario Kart 64.
Replayability: ***1/2
You’ll want to keep coming back for more in this game, as it offers endless thrills, especially in the multiplayer races. It makes you want to keep playing over and over and over again.
Fun Factor!: ***1/2
Yet again, another example of a fun Mario Kart game. It’s fun to the point where I play it instead of even my N64. (Sometimes I wonder if I’ll ever play my Cube again.)
OVERALL: ***1/2
Yes, this is a very good game. It’s the original Mario Kart that everyone fell in love with, and after playing it for myself, I agree. Of course, MK64 does beat this one, but still, this is one of those priceless, ageless old games. It’s too bad mine takes forever at times to start up, and it freezes easily. If you have a SNES but not this game, go out and buy this game, while I start petitioning Nintendo for Koopa Troopa to make a Mario Kart comeback.
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