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Mario Kart impressions from AOU

Ok, just got back from the show, so time to type up a few quick impressions of the game.

As of now, the selectable characters were Mario, Luigi, Bowser, Peach, Toad, Donkey Kong, Yoshi, Wario, Pac-Man, Ms. Pac-Man, and Blinky the red ghost (Akabe!!!) Wasn't able to get any info out of any of the staff if there were hidden characters or not.

Three cups(stages) were available, Mario cup, Donkey Kong cup, and Koopa cup. Each stage had 4 tracks, and tracks also had selectable conditions(sunny, night, rain, etc.) There should be three more cups available in the final version of the game, Wario, Pac-Man, and Rainbow cups.

The game machine uses reprintable cards, and this is used for keeping track of which cups you've cleared. By clearing cups, you give yourself access to different, and I'm assuming more powerful items, for use in the game. Exactly how it will work though, I'm not quite sure since there are more than 100 items that can be used.

Controls are made up of just the steering wheel, which has your item use button in the center, and the gas and brake pedals. Hitting the gas and brake pedals at the same time causes you to jump. Steering while jumping causes you to power drift. Just like the old Snes version. If you're REALLY quick about, you can actually get the jump off by letting off the gas, slamming the brakes, then slamming down on the gas pedal again. Usually I found it easier just to hit both at the same time.

So, you sit down, select your character, then have your picture taken. Cup/Track/Conditions are either selected through majority(everyone picks the same one) or randomly if people pick different ones. From there you got to item selection where you are randomly assigned three different items. Most of the old favourites seem to be back in some form, and there's tonnes of new ones. I'll detail some of the ones I saw in another post later.

The game, happily, plays closest to the original Mario Kart on the Snes of any in the series that have been released since. Courses are for the most part narrower. The speed is quicker, including coins which you pick up to increase your top speed. The initial speed boost is intact from the starting lights as well. Controls were nice and tight, although it took some time getting used to the gas/brake hopping for drifting.

The graphics seem better than Double Dash in various ways. Having everyone driving the same karts again makes the game feel more solid thematically. Characters and karts are higher poly, mostly due to not having to animate two characters per kart anymore. After picking up items, you can tell which item you're carrying either in the item window in the left, or because your character actually holds the item in one hand while driving with the other. Bumping up against other drivers causes the characters to starting punching and shoving at each other.

Graphics for the courses also looked better as well. Reminding me almost of a mix of F-zero GX crossed with Monkey Ball, but in the Mario universe.

Anyway, taking pictures of the players comes in handy at the beginning, because at least right now, everyone can pick the same characters. Having four Bowsers racing against each other for example. Also tends to make things a little more personal than just seeing that Player 2 hit you with a tornado.

Game was lots of fun, and I never saw anyone walking away looking disappointed at all.
Think that's it for now, I'll try answer whatever questions I can if you guys have any.
 
Thanks, Awesome impressions, I for one am glad to see the series return to a SNES-esque Mario Kart feel.

Care to elaborate on any of the items you were using?
 
Thanks for the impressions!

It seems we finally have a new great MK game. Let's hope to see it on GC too.

Isn't there a V I D E O around?? :)
 
Well, I'll go over some of the newer ones, and some of the changes to older ones.

You now get a crosshair to aim your weapons with. For attacks that go forward, but don't home at all(like the classic green shell), just line up the crosshair with where you want to fire.

Homing shots now have to be locked on over time, it's no longer an instant lock on. Keep your target in the crosshair until it turns red, then fire.

There's items which you drop behind you banana peel style, along with at least one new type of item, which is close range melee attacks.

I didn't see any items that affected all the players on the course at once like the old lightning bolt attack, but with so many items available, and most of them not available at this point, there could be some in there still. Couldn't get any info out of anyone about that.

Anyway, as for newer items that showed up, I guess I'll start with the melee attack weapon. Only saw one type, which was some kind of pink, glowing wand thing. Hit the attack button and your character starts swinging it around like a lunatic, and if you get close to someone, you just club them nice and hard with it. It lasts for about 4-5 seconds after you use it. Great when you get everyone bunched up in tight corners.

Quite a few different dropped items now. Bananas, oil slicks, marbles. Some of them just spin you out, while others cause a status effect, which basically turns you purple and slows you down. There is also a rather nifty smoke bomb, which fills your opponents view with dark purple smoke after they hit it.

All sorts of different ranged attacks now. Some seem to have basically the same effect of just knocking you for a loop, while others are quite different. Boo no longer steals items(or at least I didn't see it happen to myself), but seems to be a ranged attack that causes a slowing status effect. There's also a thunder cloud that acts sort of the same way, constantly zapping someone with lightning bolts for a few seconds. You can launch green and dark blue shells(didn't see a red one while playing or watching), some kind of explosive box, puffer fish and various other oddities.

The tornado actually launches straight out in front of you and just picks up everyone that gets in its path. Good weapon for straightaways if you're at the back of the pack.

There was some other item, not sure which exactly, which seems like it's supposed to be a 'cream pie' style effect on your screen. Blocking your view before dripping off. Only problem being that it looks a lot more like something you'd find in an anime featuring tentacles in a starring role.

I'll try and remember anything else item wise that I can. There were just so many, and you always just get three random ones, that it was kind of hard to keep track of. Guess I'll bring a notepad next time. :/
 
ourumov said:
I agree. If it has the SNES-control scheme this game could become a KILLER !

Well, it'll probably be more Snes like on a control pad than it is in the arcade. Getting used to using a foot on the gas, and one on the brake took some getting used to when you never do that while driving in real life. Hitting a couple buttons at the same time on a control pad would feel a lot more intuitive.
 
Awesome. You can jump again, right there I'm happy. Tons of new items, narrower tracks, more like the SNES version--I'm sold.

This sounds like it will blow away Double Trash, the worst of the series. I was worried about the future of Kart, but this sounds like a relief...
 
The graphics seem better than Double Dash in various ways. Having everyone driving the same karts again makes the game feel more solid thematically. Characters and karts are higher poly, mostly due to not having to animate two characters per kart anymore. After picking up items, you can tell which item you're carrying either in the item window in the left, or because your character actually holds the item in one hand while driving with the other. Bumping up against other drivers causes the characters to starting punching and shoving at each other.


As to be expect sinc the game in running off a more capable piece of hardware e.g. TriForce. The only time I expect a console/arcade version to be on the same level,is if the board matches the parent hardware e.g. the console much like the System 246 which essentially is a barebone PS2(and its very barebone) without enhancements.
 
belmakor said:
Well, I'll go over some of the newer ones, and some of the changes to older ones.

You now get a crosshair to aim your weapons with. For attacks that go forward, but don't home at all(like the classic green shell), just line up the crosshair with where you want to fire.

Homing shots now have to be locked on over time, it's no longer an instant lock on. Keep your target in the crosshair until it turns red, then fire.
I didn't notice the crosshair until I downloaded the MPEGs from Gamespot's coverage of the game. It looks pretty neat even if it takes away the whole "OMGF I just shot you with a green shell from the other side of the track, what a frickin' shot!!! EAT IT SUCKA" aspect of aiming non-homing weapons. The charged homing seems as though it'll balance that out, though.

Thanks for the impressions. :)
 
Andrew2 said:
As to be expect sinc the game in running off a more capable piece of hardware e.g. TriForce. The only time I expect a console/arcade version to be on the same level,is if the board matches the parent hardware e.g. the console much like the System 246 which essentially is a barebone PS2(and its very barebone) without enhancements.

Well, I'd assume even if they dumb it down to GC graphics levels, it should still look a little better, at least character wise. Just take the Double Dash characters, then use all the polys for two characters for just one.

SomeDude said:
Did you see the return of the feather by any chance? Is there a battle mode?

Didn't see the feather make an appearance. If it's there or not, I have no idea. It could be one of the unlockable ones I guess, or it just might not be needed so much anymore with the way the weapons seem to work now.

I didn't see a separate battle mode mentioned anywhere, and they wouldn't say anything about one when I asked. So for now it just seems like there's only going to be racing for multiplayer. Although I have to admit with the way the game feels now, a good battle mode would be great fit. Maybe for a home console release later?

BuG said:
I didn't notice the crosshair until I downloaded the MPEGs from Gamespot's coverage of the game. It looks pretty neat even if it takes away the whole "OMGF I just shot you with a green shell from the other side of the track, what a frickin' shot!!! EAT IT SUCKA" aspect of aiming non-homing weapons. The charged homing seems as though it'll balance that out, though.

Well, hitting someone with a green shell(and other projectile, non-homing weapons) still takes quite a bit of skill. The crosshair really just shows you where the center of your screen is. It helps in the same way that having a crosshair does in Quake when firing rockets. It shows where you're firing, but you still need to predict their movement right and get the timing right depending on the distance to your target.

And ya, the charged homing feels really nice. You can see what weapons the players behind you have since it shows whatever item they have picked up on their facial portrait if they're following behind you. So when you see homing items showing up there, you know it's time to start swerving more.
 
Awesome impressions! The game is sounding FANTASTIC!

A few questions:

1) Are there any items which revolve around your kart (e.g. 3 shells in Mario Kart 64) or do you have to shoot items back like Double Dash? That's one of the few things I liked about Double Dash. Took more skill to defend against attacks.

2) Is there anyway to do a "boost" powerslide?
 
Red Dolphin said:
1) Are there any items which revolve around your kart (e.g. 3 shells in Mario Kart 64) or do you have to shoot items back like Double Dash? That's one of the few things I liked about Double Dash. Took more skill to defend against attacks.

2) Is there anyway to do a "boost" powerslide?

So far as the items that we were able to use, none of them came in groups, or rotated around your kart to protect you from other attacks. And since the game is designed around a steering wheel, there wasn't any way to fire objects like shells backwards instead of forwards to try and protect yourself. Pretty much just depends on your evasion skills now, and how good people are with weapons. Just don't drive in a straight line for too long and you should be ok. ;)

Well, had a hard time figuring out speeds in regards to powersliding. There seemed to be two different levels. One had the bottom of my kart surrounded by a green shield of sorts, and if I hit the slide more accurately I also had a green shield surrounding my character towards the outside of the turn. Not really sure if these meant I was just holding my speed better as I went through the turn or if I was gaining speed. I'm pretty sure it's just the former though. The speed loss for not hitting powerslides is pretty significant though.
 
This game sounds awesome. I REEEEEAAALLLY want a Gamecube port. ASAP, please. Zelda & Mario Kart for Xmas would rule.
 
belmakor said:
There was some other item, not sure which exactly, which seems like it's supposed to be a 'cream pie' style effect on your screen. Blocking your view before dripping off. Only problem being that it looks a lot more like something you'd find in an anime featuring tentacles in a starring role.

2 million sales
 
This is the best news I've heard in a long damn time! Mario Kart is BACK! Now, If Nintendo was smart, they'd make this a REVOLUTION launch game with souped up graphics, track editor and online play out of the box. Come on Nintendo! You can doooo it!
 
Because F-Zero AX was more advanced than F-Zero GX? Isn't the only difference being the extra RAM of the Tri-Force eliminates loading issues (Needed for arcades)? Why the hell would Nintendo take what's essentially a Gamecube game and not release it this Christmas? It would cost practically nothing.

Now if you wanna give Namco Mario Kart for the Revolution launch too? Awesome. They're big enough to do a simple arcade port and a Revolution game. Online? It better. I've owned every Nintendo console, but if Revolution isn't online, Gamecube will be my last.

And speaking of Nintendo racers I'd rather Nintendo not do, give F-Zero Rev. to A/V and also offer them Wave Race (If they don't wanna do both, see if Namco wants it). A Revolution launch that featured online Mario Kart and online Wave Race/F-Zero (With the other to follow the next year) would be nirvana.
 
I hope this is coming for GC and not just Revolution. I mean, it looks like the Revolution will be backwards compatible anyways, so why not enjoy the game as soon as possible. Also, I'm glad to hear there are many tracks and items, and coins! Racing against Pac-Man also sounds, now if they just get Sonic in there (Triforce) that would rule.

For anyone who played it, was the game running smoothly. I'd loved how Double Dash was 60 fps even when the items were flying everywhere.
 
Damn this game sounds awesome from the impressions. I guess Namco can do a good job with a Nintendo franchise afterall :P

belmakor, did you hear any words for a US arcade release (if it's not already announced).

And Nintendo needs to release it for the GC as a big Holiday title for this year's Christmas. Zelda for this spring/summer, and Mario Kart GP for the fall. I don't see any other titles that could help Nintendo sell systems for that period of time.
 
neat. sounds as if namco have gone back to the junction where 3d mario kart went wrong, and have taken the other path. if only someone would do the same thing with mario platformers. port this to the gamecube, anyway, and toss in a good battle mode, and i'll be happy to reënter mario kart's fold.

you didn't happen to play any 2d shooters while you were there, did you? homura, ibara, raiden III, senkou no ronde, etc.? looks like a phenomenal crop. though i wonder if i'll get to play any of them.
 
Andrew2 said:
As to be expect sinc the game in running off a more capable piece of hardware e.g. TriForce. The only time I expect a console/arcade version to be on the same level,is if the board matches the parent hardware e.g. the console much like the System 246 which essentially is a barebone PS2(and its very barebone) without enhancements.

Umm, the only difference between the Triforce and GameCube is 24 MB of RAM. It should be very close when it's brought home.

I wonder if this game was responsible for the rumour of the RAM upgrade that was bandied about a few months back. Hmm...
 
I like the idea of a day/night and weather system for the courses. This game sounds like everything DD was supposed to be.
 
Don't suppose you asked if it's due a GC release?

Oh and IGN do use the words "battle mode", but they just mean multiplayer racing that we've seen as opposed to the single player game.
 
belmakor said:
Well, it'll probably be more Snes like on a control pad than it is in the arcade. Getting used to using a foot on the gas, and one on the brake took some getting used to when you never do that while driving in real life. Hitting a couple buttons at the same time on a control pad would feel a lot more intuitive.


I think you're supposed to step on both with your right foot, kinda like what ppl do when they race.
 
Ok, bunch of stuff to respond to again.

IGN says that the game had a battle mode included.

As the smurf pointed out, the battle mode at this point was just the 4 player versus racing mode. If there's any kind of specific battle mode as shows up in the console versions of Mario Kart, I have no idea.

For anyone who played it, was the game running smoothly. I'd loved how Double Dash was 60 fps even when the items were flying everywhere.

Yes, the game was running smoothly at all times. Even on the more graphically interesting Koopa Cup tracks. I'm really interested in seeing what the Pac-Man and Rainbow Cups will look like in this game.

did you hear any words for a US arcade release (if it's not already announced).

Well, they didn't say yes or no, just that it probably depended on if arcade operators in the states showed interest in the title. At worse I'd assume that arcades that really want the game would just import the Japanese machines anyway. It's not a very difficult game to figure out really.

ou didn't happen to play any 2d shooters while you were there, did you? homura, ibara, raiden III, senkou no ronde, etc.? looks like a phenomenal crop. though i wonder if i'll get to play any of them.

Ya, I actually spent quite a bit of time playing the shooters while I was there. I'll make a separate post for those later tonight, since I'm heading out soon. We actually got to play ibara for a good hour or so after the show closed since the Cave/AMI people weren't shutting down there machines like everyone else.

Don't suppose you asked if it's due a GC release?

Ya, I asked. Basically got a no comment answer. So I have no clue if it will hit the GC at any point.

I think you're supposed to step on both with your right foot, kinda like what ppl do when they race.

Yup, that would work too. Although if that's the plan they might need to move the brake and gas pedal a little closer together. Was possible to do it that way, but felt a little uncomfortable. Or maybe I just need more practice. :/
 
Cheers for the impressions. I've wanted a new Mario Kart that's more true to the SNES one for ages.

If the feather comes back as well the world will be at peace again.
 
I really enjoyed Double Dash. I actually think it has the most intense single-player of any Mario Kart game. The cpu was so evil! I also loved switching between the two characters (I always used Toad and Toadette).

My second favorite was the GBA version, then the original, then MK64 (I hated the rubberband AI. It was ridiculous in that one.).

Anyway, what I'm getting at is that I don't think we really need another MK on the Gamecube. MKDD!! was great IMO. They should just let Namco do what they do best... an enhanced port for the new system's launch.

The impressions sound nice. I'm glad they are going back to more of the old feel but I kinda wish the two driver aspect from DD was maintained. It added a lot of fun and strategy. Taking that away almost feels like a step backwards.
 
Now this sounds like the Mario Kart I know and love, not that Double Dash crap that I could only stand to play for two or three days. If this hits the GC it'll be a must-buy-immediately for me, right alongside the next Zelda.
 
As much as I'd like to play it now, an enhanced Revolution launch title would be the best thing for it.

Assuming Revolution marks the beginning of Nintendo going online in some way (they usually end up doing things one generation later), then an online Mario Kart based on this would be a killer-app.

Especially if Revolution has an EyeToy-like camera ...
 
good impressions. the quantity of items make it sound especially arcade-y.

by the way, any news about the new guilty gear?
 
I'm curious, how did you find this thread in the first place? Did you suddenly jump to page 120 while browsing GAF?
 
Wario64 said:
I'm curious, how did you find this thread in the first place? Did you suddenly jump to page 120 while browsing GAF?

I remembered that there was a thread where neo mentioned a rumor about Mario Kart Arcade, and I remembered that I posted in that thread. I totally forgot about it until now, so I used the search function and what do you know. I saw three threads including one with seven pages or so that I have completely overlooked for a month.

Point is I am really slipping in my posting habits.

GameGuy said:
Was that really worth bumping this thread?

Probably not. A mixture of a funny (in my head, anyway) observation, and possibly hopeful desperation that I would find some kindred spirit out there that, like me, completely missed one of the bigger stories of last month:)
 
Hah i was thinking this would be about Mario Kart DS

I totally forgot about the arcade game coming.

Should be huge, and a great way to get nintendo some attention from non nintendorks.
 
It makes no sense for a 2005 GameCube based game to head off Revolution in late 2006/2007. I bet this game comes out for GameCube in 2006.

Nintendo will make a new Revolution Mario Kart a few years from now to really take advantage of Revolution.
 
Well I missed this entire thread and that was a good read. So, uh, thanks!
 
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