WarioWare Gold Review

Is there any series – whether in the arsenal of Nintendo or any other developer – that better showcases the joys of video games in their purest form than WarioWare? Wario’s bizarre collection of ‘micro-games’ strips the medium to its most bare bones state: Push the A button. Go right. Duck, jump, tap the touch screen. WarioWare deconstructs and parodies the very idea of video games through sheer simplicity, but also providing a great time while doing so. WarioWare Gold serves as something of a greatest hits of the irreverent series, showcasing micro-games from past entries as well as a host of its own; featuring traditional button presses, touch controls and motion controls to create the biggest WarioWare yet. Possibly even the best.

After the well-meaning but misguided Game & Wario on Wii U, WarioWare Gold is back to basics. Players face a succession of seconds long micro-games, each one asking the player little more than a button press or two. But the more micro-games the player completes, the faster they get, until everything turns into a jubilant chaos worthy of Wario’s maniacal laughter.

WarioWare Gold features three different primary modes of play: Mash games simply require the use of the D-Pad and A button (y’know, button mashing). Twist style games – named after the Game Boy Advance’s brilliant WarioWare Twisted – see players rotating their 3DS console in a myriad of ways to accomplish them through motion controls. Finally, Touch based games use the 3DS’s touchscreen.

The games are wonderfully silly, with my personal favorites being the Twist-style of games. These micro-games can be unlocked by playing through the story mode (a loose term here, as there isn’t much story, but it should provide some good laughs). The story mode sees the absurd cast of WarioWare each introduce a different theme of games within the different playstyles, with players needing to beat a ‘boss game’ within a character’s series of games to move on to the next chapter within a particular play style. Once the boss round is completed, players can replay the chapter and try to shoot for a high score, with four failed games leading to a game over (though extra lives can be earned by defeating the boss rounds).

After a micro-game is played, you unlock it in the other game modes. These modes include the Index, where you can play any micro-game you want repeatedly to get a high score on a specific game; meanwhile, Challenge Mode is unlocked once the story is completed, and bring changes to the micro-game marathons (such as randomly switching between the three play styles of micro-games, which is sure to keep players on their toes). You can even compete against another player online to see who can outlast the other as the micro-games get faster and faster.

“One of my favorite Micro-games sees players repeatedly press the A button to keep unwanted guests out of Wario’s house.”

WarioWare Gold features a strong presentation, with the usual , purposefully cheap animation making a return, albeit looking crisper and cleaner than ever. Notably, this is the first entry of the series to feature full voice acting, which makes the story mode all the funnier. And of course, the micro-games feature a dizzying variety of art styles which range from Nintendo throwbacks to anime to stock photos and scribbles. Many of the micro-games will leave a goofy grin on your face through the art alone.

WarioWare Gold may not reinvent the series formula, but this isn’t exactly a series aiming to revolutionize. What WarioWare Gold does achieve is providing the closest thing to a definitive entry in the series yet. It takes bits and pieces of its predecessors and tosses them into a blender. WarioWare Gold’s rapid-fire micro-games and different play styles make for an ideal on-the-go gaming experience.

 

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Wario Land: Super Mario Land 3 Review

With his introduction as the antagonist of Super Mario Land 2, Wario became an immediate Nintendo mainstay. Who knows if it was the original intent when the character was created, but Wario ended up hijacking the Super Mario Land series, being the star of its third entry in 1994 before it full-on transformed into the Wario Land series. Though the Wario Land sequels would add a bit more originality to the proceedings, Wario Land: Super Mario Land 3 remains a fun and surprisingly deep platformer.

Wario Land played a bit closer to the Mario Land rulebook than its sequels would, with floating blocks containing items being scattered about, and Wario running, jumping and collecting power-ups to clear stages. But this isn’t merely Super Mario Land with a change of main character, as Wario has a few tricks of his own to justify his promotion to starring role.

The dastardly villain is – fittingly – a lot more brutish than Mario, coming equipped with a shoulder charge attack, and after jumping on enemies, he can pick them up and throw them at others. In place of Mario’s power-ups are three different helmets: The bull helmet makes Wario’s charge attack more powerful, in addition to giving him a butt stomping attack. The dragon helmet shoots a stream of fire from its nostrils. And the jet helmet grants Wario a higher jump, in addition to allowing him to use his charge attack in midair and under water.

On top of differing his core gameplay from Mario’s, Wario’s level design makes some notable changes as well. Wario isn’t out to save the day, but to scour the land for all the loot he can find (in another fun twist from the norm, while Mario often ventures to rescue Princess Peach, Wario is simply trying to steal a giant, golden statue of her). This means that simply making it to the end of a stage isn’t your main goal. Taking a page from Super Mario World, some of the stages contain alternate, secret exits, which lead to more stages and, in one instance, an entire optional world. Additionally, there are fifteen secret treasures to be found in the game, which will result in Wario becoming substantially richer at the end of the game if collected.

These alternate exits, optional levels, and hidden treasures make Wario Land a much deeper game than the Super Mario Land duology, adding to the game’s length and replay value. There are a few unfortunate downsides to how these elements are implemented, however.

While the levels with secret exits are distinctly marked on the world map, the levels that contain the secret treasures are not. That may not seem like a huge problem, but a few of these treasures must be collected by replaying earlier levels after a later stage or world is completed. So you’re basically just left guessing what stages you need to revisit.

The levels containing secret exits also disappear from the game entirely about midway through, leaving the first half of the game to feel more inspired than the second. The boss fights also lack creativity, and the music is a surprising step down from the Super Mario Land titles (thankfully, the graphics are on par with those of Super Mario Land 2).

Even with these complaints, Wario Land is still entertaining even today, which is quite the feat for a Game Boy title. It’s fun just to find more coins and treasure, and seeing if you can hold onto them by a level’s end, a concept which the game has even more fun with. Complete a stage, and you can play a mini-game where you get three 50/50 chances of doubling your coins or reducing them by half. Meanwhile, checkpoints require a small fee (10 coins) to access, but the coins you got up to that point aren’t saved if you die, giving a nice twist on checkpoints where you have the choice of using their security or keep more gold at a greater risk.

Wario Land: Super Mario Land 3 may not be one of Nintendo’s finer platformers, but it did serve as a fitting introduction for Wario as a video game star. Though it is a bit strange that Wario got his own game after just two years, while the world is still grossly absent of a game starring Bowser after over three decades…

 

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Super Mario Land 2: Six Golden Coins Review

Despite Mario and friends being the most recognizable characters in gaming, the franchise has very rarely received new mainstay additions to its character roster after Super Mario Bros. Super Mario World brought the biggest addition in the form of Yoshi, while Super Mario Sunshine introduced Bowser Jr., and Galaxy brought fan favorite Rosalina into the mix (we still have yet to see if the parade of oddities introduced in Odyssey will frequently reemerge). But in between Yoshi and Bowser Jr. the series received perhaps its strangest character in the form of Wario, who was introduced as the villain of Super Mario Land 2: Six Golden Coins.

When Super Mario Land became a massive success on the Game Boy, it only made sense that a sequel would follow up eventually. And in 1992 – the same year the Game Boy introduced the world to Kirby – Super Mario Land not only got a sequel, but Nintendo received another iconic character in its bizarre, anti-Mario villain, who has gone on to star in a number of his own series.

Along with the introduction of Wario, Super Mario Land 2 is notable for feeling more like a Mario game than its predecessor. The Fire Flower is back, Goombas return, Koopa shells no longer explode, and the game as a whole just feels more inspired. If Super Mario Land’s goal was simply to bring Mario to a handheld console, than Super Mario Land 2 sought to make a handheld entry that could live up to its home console brethren. And although Mario Land 2 may not have aged quite as well as those aforementioned home console Mario adventures of yesteryear, it’s still a good deal of fun while it lasts.

The story here is a rare instance of a Mario game actually tying into the plot of its predecessor. While Mario was busy rescuing Princess Daisy from Tatanga the spaceman in Super Mario Land, Wario took control of Mario’s castle (damn, I knew plumbers charged a lot, but a whole castle?). Wario has placed a magic spell on the castle, and Mario cannot enter unless he’s received the Six Golden Coins, which are in the hands of Wario’s minions. Mario must venture to six different lands to wrest the coins away from the bosses so that he might take back his castle from Wario. It’s an interesting change of pace from the usual princess kidnapping, though the idea of Mario having a castle still seems pretty weird (and apparently Nintendo thought so as well, as any and all other Mario games ignore this and depict Mario living in a more appropriately humble home).

The level design is solid and fun. It may not be up to the platforming perfection of Super Mario Bros. 3 or World, but for a Game Boy title it’s pretty impressive that it holds up as well as it does. There are two key ingredients that set Mario Land 2’s worlds apart from other entries in the series, however.

The first is that the themes of each world differ from the usual “grass, fire, ice, etc.” motifs usually found in platformers. Instead, the worlds here range from being based around toys, Halloween, outer space, a tree, a turtle, and – in a fun twist on Super Mario Bros. 3’s Giant Land – a world where Mario shrinks, with everyday creatures like ants and grasshoppers serving as enemies. The second, and bigger twist, is that these worlds can be completed in any order. Seemingly taking inspiration from Mega Man, Mario can traverse the game’s world map and enter any of these six worlds in any order the player chooses. This gives Super Mario Land 2 a unique sense of openness that the series strangely hasn’t revisited in subsequent 2D entries.

Along with the usual Super Mushroom and the aforementioned Fire Flower, a power-up exclusive to this game shows up in the form of the Super Carrot, which grants Mario rabbit ears that allow him to hover for a prolonged period of time.

“The graphics are just a wee bit better than the first game. And by that I mean they look way better.”

Overall, the gameplay is fun, if maybe unambitious compared to other Mario titles (the open-world map being Land 2’s best innovation to the series). It should also be noted that, with the exception of Wario’s Castle, the levels are all pretty easy, with the boss fights even more so. And the whole game can be completed in a little under two hours. Given the time the game was originally released – when the convenience of gaming on the go meant sacrificing some of the depth and quality of the experience – these aspects make sense. Super Mario Land 2: Six Golden Coins was an almost ideal handheld game back in the day. And when you consider the graphics and music are a marked improvement over those of its predecessor, it felt more like a proper Mario adventure.

The downside is that, though the game is still a lot of fun in its own right, handheld gaming has come so far since 1992 that the limitations of its placement as an early handheld classic stand out all the more. While it certainly holds up a lot better than the first Super Mario Land, it’s still hard to argue why you would play Six Golden Coins over one of Mario’s more iconic retro adventures (which are readily available on pretty much every Nintendo device these days).

Super Mario Land 2: Six Golden Coins is still fun, and serves as an interesting piece of Mario’s history, but it falls considerably short of the plumber’s finest.

Still, we got Wario out of it. I guess for that alone we should all be grateful.

 

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Mario Kart 8 Deluxe Review

Mario Kart 8 was not only the best-selling game on the Wii U, and one of the system’s best titles, it was the best Mario Kart to date. It abandoned the luck-based nature of Mario Kart Wii, and gave it a sense of polish like the series had never seen before. There was, however, one glaring flaw with Mario Kart 8.

Despite all the improvements MK8 made to the core racing mechanics of the series, it somehow managed to butcher the series’ beloved Battle Mode of all things. Gone were the arenas where players did battle. Instead, players had to pop each other’s balloons while wandering around the racetracks, hoping that they could manage to even find one of the other players.

Thankfully, it seems Nintendo realized they made more than a little bit of an oopsie with Mario Kart 8’s Battle Mode, and decided to revamp it entirely for the game’s relaunch on the Nintendo Switch. By taking an already exceptional game, rectifying its one great flaw, and sprinkling in several other small changes, Nintendo has ensured that Mario Kart 8 Deluxe is as essential to the Switch as its original incarnation was to the Wii U.

This being a re-release, the core mechanics of the experience are nearly identical to what they were in the original Mario Kart 8. The racing is as tight and intricate as it was back in 2014. You still get boosts for drifting and for performing stunts, the racetracks still posses anti-gravity sections, and the items are still more balanced than in previous entries in the series.

There are, however, a few subtle changes that improve the already smooth experience. You can now drift longer for even greater boosts (represented by pink sparks flying from your wheels), and the infamous “fire hopping” trick (which gave an advantage to those who could pull it off) has been removed, making the racing all the more balanced.

Perhaps the most noticeable change in gameplay is that you can now hold two items at once, a returning feature from the GameCube’s Mario Kart: Double Dash!!. You can even find double item boxes, to immediately gain two items at once.

These may all sound like small changes, but you’d be surprised just how much they change things up. This is particularly true for the double items, which make getting and maintaining first place a greater challenge than before.

There are other changes present as well: Beginning players can now enable “Smart Steering,” which prevents your kart from falling off track (though this feature disables the pink sparks, and makes certain shortcuts harder to reach, should they require you to jump from one track to another). You can now change characters and karts in between online matches, instead of going back to the online lobby in order to do so. Additionally, the randomization of items seems to have been tweaked, with speed-boosting Mushrooms – while still the most common item – no longer feeling annoyingly frequent, while more useful items aren’t quite as rare, though not common enough to ruin the game’s balance.

We even get two items returning from older entries in the series: Super Mario Kart’s Super Feather allows players to jump over obstacles, and Mario Kart 64’s Boo turns players ethereal, making them impervious to enemy items, while also stealing an item from a random opponent.

To top it all off, the game includes every character from the Wii U version, including the DLC originals like Link from The Legend of Zelda, Villager and Isabelle from Animal Crossing, Tanooki Mario, and Dry Bowser, as well as five brand-new characters: King Boo, Dry Bones, Bowser Jr. and the boy and girl Inklings from Splatoon.

On the downside of things, the only unlockable character is Gold Mario, who is merely an alternate color for Metal Mario, who already seemed like an unnecessary character to begin with. Mario Kart 8 had a mixed bag of characters as it was, with every timeless video game icon like Mario, Bowser and Donkey Kong being countered with a throwaway addition like Baby Daisy and the creative low that is Pink Gold Peach. The five brand new characters do bring a bit more proper franchise representation to the game, but the more lackluster characters still sour the roster a little.

Of course, the big news here is the Battle Mode, which has been brought back to its former glory, and features five different gameplay styles.

Naturally, there’s the traditional Balloon Battle, where players fight in an arena and try to eliminate the other players’ balloons by using items. Then there’s Bob-omb Blast, which is essentially just Balloon Battle, but where every item is replaced with Bob-ombs, making for pure chaos. Coin Runners sees players trying to hold onto the most coins by the time the clock runs out, with players losing coins every time a weapon strikes them.

One of my personal favorites is Shine Thief, a returning mode from Double Dash!! that sees every player fighting for a single Shine Sprite. Whoever can hold the Shine Sprite for a count of twenty is the winner. As you can imagine, holding the Shine Sprite makes you the target of every other player, and though reclaiming the Shine Sprite will continue your counter from where it left off (until it reaches five or below), getting it back after losing it is easier said than done. The hectic action of Shine Thief is matched only by Renegade Roundup, a brand-new Battle Mode that is divided into teams. One team takes the role of “The Authorities,” identified by the Piranha Plants with police sirens attached to their karts, while the others are the “Renegades.” The goal of the Authorities is to capture all of the renegades via the Piranha Plant, while the Renegades simply try to survive within the allotted time. This may sound like it heavily favors the Authorities team, but the Renegades can free their captured teammates by driving into a switch, making things much more competitive.

Having a proper Battle Mode rectifies the one big mistake Mario Kart 8 made the first time around, and the fact that it comes in five variants makes it feel like Nintendo went out of their way to make up for its omission in the game’s original release. Battle Mode gives a great alternative to the racing, and all five versions of it are extremely fun.

If there’s any disappointment to be had with Mario Kart 8 Deluxe, it’s simply that there are no new racetracks added to the game (not counting the battle arenas). Yes, the track design in Mario Kart 8 is the best in the series, and the fact that Deluxe comes with all the original’s DLC tracks out of the box means there’s no shortage of variety. But considering how Nintendo went above and beyond the call of duty for the Battle Mode, you can’t help but wish they’d have done the same for the core racing by including a new cup or two.

Even with the lack of new racetracks, it’s hard not to be impressed with what Mario Kart 8 Deluxe has in store. Mario Kart 8 already had great gameplay, and more polish than any entry in the series before it. But now the few kinks that were present have been ironed out, making it the smoothest and most polished kart racer around.

You also couldn’t ask for much better in terms of presentation. Mario Kart 8 was always a gorgeous game. Though it’s hard to tell if the graphics have been improved at all, that’s just a testament to how stunning the game always looked. Its colorful characters and locales, fun and varied art direction, and sharp graphics come together to make a game that looks simply stunning, and whose visuals perhaps don’t get the attention they deserve. It’s an outright beautiful game to look at, and the orchestrated soundtrack is just as pleasing to the ears.

Combine all of this with the more streamlined tweaks, and an online mode that is sure to keep you coming back for more, and Mario Kart 8 Deluxe proves to be one of the finest of multiplayer games. Mario Kart 8 was already the closest thing the series had to a definitive entry, and now as Mario Kart 8 Deluxe, it undoubtedly belongs on any list of the best Nintendo games.

 

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Dr. Mario 64 Review

Dr. Mario 64

Dr. Mario was one of Mario’s earlier forays in branching out to genres outside of the platformer, and remains a fun and addictive puzzle game to this day. In 2001, as the Nintendo 64 was coming to a close and the GameCube was readying its way to store shelves, Nintendo released a relatively obscure entry in the Dr. Mario series as part of the Nintendo 64’s last breath titled (what else?) Dr. Mario 64. Though Dr. Mario 64 retains the fun of the series, its lack of newness to the formula may mean you’ll only break it out during parties.

Dr. Mario 64 retains the gameplay of the series: It works like a falling-block game, but instead of blocks, it’s vitamins (or “megavitamins,” as the series calls them). The vitamins are separated in two halves, with either side being red, blue or yellow. Additionally, there are several red, blue and yellow viruses on the game board. Like most falling-block games, the goal is to prevent the vitamins from stacking to the top of the screen by connecting a row of similarly colored vitamins, though unlike other such puzzle games, you don’t simply survive for as long as possible, but you can actually win by by eliminating all the viruses on your board before your opponent.

It remains a simple setup, but the gameplay is incredibly addicting. Dr. Mario 64 even adds a story mode to the equation – which can be surprisingly difficult – where players can play as either Dr. Mario or Wario and take on a series of enemies from Wario Land 3, which is a pretty strange crossover, the more I think about it (other than Wario himself, no other characters from the Wario games usually crossover into the Mario series in the way the Donkey Kong or Yoshi characters do).

The appeal of the story mode is short-lived, however. The real reason you’ll be coming back to Dr. Mario 64 is for the multiplayer, as this entry allows for up to four players to join in the mayhem. This is where the game really shows its appeal, because other than the added number of players, Dr. Mario 64 really doesn’t add any particularly appealing new modes into the mix (one of the additional modes changes things into the aforementioned “play until you lose” method of the puzzle games of old).

On the bright side of things, four-player Dr. Mario is the kind of thing that’s tailor-made for get-togethers with friends. The Dr. Mario gameplay is a whole lot of fun, and playing it with a full-party just makes it all the more entertaining.  It’s a shame that the game’s release towards the end of the N64’s life meant that not a whole lot of people got to experience Dr. Mario 64’s multiplayer madness.

Dr. Mario 64 has some appealing visuals for what it has to offer, with the character animations being colorful and vivid, and reminiscent of the anime-style puzzle games I used to play in arcades back in the day. Even more notable is the soundtrack. The music tracks are upbeat and energetic, and really add to the frantic gameplay (the final boss in the game’s story mode has a theme that sounds like something out of Secret of Mana).

Overall, Dr. Mario 64 may not go down as a classic by any means, but it remains a really fun game to break out for some multiplayer fun. It may be the same old Dr. Mario in a lot of ways, but when you consider that it’s Dr. Mario for four players, it’s hard not to appreciate it.

 

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Mario Party 2 Review

Mario Party 2

The Mario Party series has seen many, many iterations since the release of its first entry in 1999. Though the series’ annual releases eventually meant the games would eventually be watered down (even now that the releases are no longer annual, the newest entries are frowned upon more than ever), the original N64 trilogy is fondly remembered. Perhaps none more so than the second installment, which was released in 2000.

Mario Party is a rather easy series to summarize: Players take control of a different character from the Mario universe (here including Mario, Luigi, Princess Peach, Yoshi, Wario and Donkey Kong), and take turns moving across board game-inspired levels, with mini-games spread throughout after each player has taken a turn. The basic goal of Mario Party is to have more stars than the other players by the time the game is over.

Just like any real board game, things are a bit more complicated when you go into detail. Stars are normally obtained by reaching Toad on the game board, and paying 20 coins to purchase it. Additionally, stars can be stolen from other players by passing by Boo (or summoning him through one of the game’s items), and additional stars are awarded at the end of the game for accumulating the most coins, winning the most coins in mini-games, and landing on the most “Happening Spaces” (green spaces on the game board that activate the level’s different gimmicks), should you choose to have these bonuses enabled. If players tie for the most stars, the tying player with the most coins is the winner.

Coins are obtained by landing on one of the many blue spaces on the game boards, while landing on red spaces takes them away. Coins are also earned by winning mini-games or stealing them with Boo. There’s also the bank space, which forces players to surrender five coins every time they pass it, but should a player be lucky enough to land directly on the bank space, they are awarded with every accumulated coin in the bank.

Players must also be wary of the Bowser spaces on the board, as landing on them could end with Bowser messing with the players, stealing their stars and coins for himself.

Those are the basic rules of Mario Party, though each board also has their own share of gimmicks and themes (in Mario Party 2, we have a western world, a haunted world, and a space world, to name just three of the six boards featured). The boards all change up the formula slightly, with different layouts and different results from landing on the aforementioned Happening spaces.

Mario Party 2The mini-games are where the action really picks up though. Mini-games come in a host of varieties, with 4-player free-for-alls, team-based two-on-two and one vs. three being the standard types that are played between rounds. Additionally, there are one-on-one dueling mini-games (playable by using the dueling glove item or landing on the same space as another player during the last five turns of a game), and battle mini-games, in which all four players compete for a jackpot of their coins.

The mini-games can be a bit hit or miss. There are plenty of really fun mini-games, and then there are some that are just more frustrating than anything, with some being blatantly based more on luck than player skill.

Mario Party 2This luck-based nature isn’t just found in mini-games, either. There are instances where players will randomly find hidden blocks containing stars or myriads of coins, and many level gimmicks will often screw players over. You can go from first to last place in the span of a single turn, no matter how well you’re performing on the board or in the mini-games.

Granted, this luck-based gameplay actually does reflect the nature of many real-life board games. But it doesn’t change the fact that, in a video game, it just feels so frustrating.

With that said, a game of Mario Party 2 with a full party of four players is a whole lot of fun. The game’s competitive nature – and even some of its more random elements – make it the kind of game that’s riotous fun with friends. And if you get tired of the board game setup, there’s always modes built strictly for the mini-games, as well as a host of unlockable content.

On the downside, Mario Party 2 is simply not engaging when playing solo. The Mario Party formula only works when playing with others. As a single player experience, the randomness and other frustrating elements are only magnified, without the interactions with friends to make them more ironic and enjoyable.

That really sums up Mario Party 2. Great (if not exactly deep) multiplayer fun, but not much of anything to speak of in terms of single player modes. Bring a few friends to the party, and even the more frustrating elements of Mario Party 2 become fun.

 

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Mario Kart Arcade GP DX Review

MKAGPDX

Mario Kart as been one of Nintendo’s most successful and beloved franchises. Every major platform since the SNES has seen the release of a new Mario Kart title, and in more recent years, Nintendo has teamed with Namco Bandai Games to produce a series of Mario Kart titles for arcades. The third and most recent of which, Super Mario Arcade GP DX, can be played in many arcades in Japan and in the west. But just how well does this arcade installment stack up against the traditional entries on Nintendo’s platforms?

In many ways, Mario Kart Arcade GP DX is a pretty interesting game. Not only does it bring Mario Kart to arcades, but in many instances you are able to save data so that you keep unlocked features with future visits (though not every arcade provides the means to save progress, and simply have many of the game’s aspects unlocked from the get-go). Then there are silly little details that could only work in arcades, like taking a photo of yourself with a pirate hat or Rosalina’s hair to be displayed over your character for other players to see.

Gameplay-wise, Mario Kart Arcade GP DX is a pretty faithful transition for the franchise to arcade cabinets. The game is controlled via arcade wheel, with an acceleration and brake pedal being included to better mimic real-life driving. It definitely feels appropriate for an arcade version, though admittedly the wheel’s controls can feel a tad oversensitive.

Naturally, like any Mario Kart, the game is at its best when played with others. Most arcades that feature the game have multiple cabinets. Players can not only race against each other, but can even team up against computers, or have two-on-two races between players. Some of these modes even include special items that see players’ vehicles join together, with one player temporarily becoming the driver, and the other firing a barrage of weapons, Double Dash style.

On the downside of things, some of the classic Mario Kart aspects – namely the items and tracks – have been watered down. While it’s understandable for certain features to be simplified in the arcades, I can’t help but feel that the game went about the simplification in the wrong way.

Items are now placed into three categories: items that are launched in front of you, items that are dropped behind you, and special items. This not only takes out the variety in the Mario Kart weaponry, but in each race you’re only able to get a single item in each category, which – like your Kart – are determined via roulette wheel. So not only do you not have most of the classic Mario Kart items at your disposal (all but the Koopa Shells are replaced with more generic items like road signs),  but you don’t even have control as to which items you get, or what kart you drive.

The tracks themselves also have a strong lack in variety. Although there are still a few different cups to choose from (each containing four tracks), each track within a cup has a striking similarity to each other in both layout and themes (every track in Mario Cup resembles a beach, for example, while Bowser Jr. Cup is all about airships).

Mario Kart Arcade GP DX is definitely a fun time at the arcade, especially if you happen to get three other players to join in. Unfortunately, its feeling of being simplified for the arcades is a bit too prominent, which removes a good deal of variety and depth from the formula. It’s definitely worth a few tokens if you have some friends or other arcade patrons playing with or against you. Just don’t expect to spend a whole lot of time on it, even if you have the tokens to do so.

 

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