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Mario Kart Double Dash Review | 3.5 0 comments |
by the new era from york, SC, usa | Jan 7, 2008 |
Gameplay - 8.5
This year's gameplay is absolutely amazing, I just love how everything is swift and nice and everything, like if you skid around one of the turn's on baby park, skidding is aced, also, the gameplay never slows down unlike on other game series, the animations are smooth and swift, like if you throw a red shell or even a green, it moves exactly where its meant to go almost everytime, expect other times, for sometimes stupid reasons, it might miss, like if you go around a curve, it might go off straight and smash into something, but other than that, I have no choice but to give gameplay a rating of eight and a half stars
Graphics - 9.5
The graphics are absolutely amazing for a gamecube game, honestly, when I first played, I was expected some crummy character models, from selection screen and in the time during a race, but I was wrong to be honest, the graphics will surprise you, honestly, the only thing the graphics lack are overall models, like if you get run over by bowsers gargantuan spiked shell, the graphics will get patch if you know what I mean, or levels might be glitchy if you get close to a wall or hit a banana, but other than that, I'm going to have to give the game's graphics nine and a half stars
Sound - 10.0
This year's sound is absolutely perfect, perfection in every single imaginable way, hands down, like when you get shot out of a cannon on Donkey Kong (DK) Mountain, the boom the cannon makes is absolutely perfect, or when you birdo's egg rolling toward you, you can hear the completely perfect cracking of it's out layer or shell against the ground, overall, the sound has just been absolutely aced, so I have to give it a perfect ten stars
Characters - 8.0
Well for one, we definitely have some better and new characters this year, such as the mario and luigi baby's, who are extremely handy when you're in 5-8th place, as you gain what is nearly the most destructive special in the game that also gets you far, the chain chomp, and then there's King Boo and Petey Piranha, who can use anyones special, which make them handy in any position, the only thing is we could have more usable characters, such as the magikoopa or spikey's or even goomba's for a matter of fact, overall, the characters available get an average right stars from me
Levels and Karts - 9.0
Most of the levels are short and have only so many laps, such as the mario and luigi circuits or baby park, yet it is extremely fun because of limited space for more carnage, the karts could be better too, like more selections for different weight ranges, and the parade kart should have perfect stats being the seemingly best kart in the game as anyone can ride it, however, for levels, there is an upside, the special cup, as Wario Colliseum is pretty lengthy, especially for only 2 laps, or rainbow road, which is difficult to stay on when playing 150 cc, overall, I have to give levels and karts a nearly perfect nine stars
Weapons - 7.5
This year's weapons are great, you have weapons like triple mushroms, or even triple shells which comes in extremely handy whether fending of other obstacles, or even delayong your opponent, my favorite weapon is the blue shell, which automaticaly take out whoever is in first save it for the end of races when you're near the racer in first, overall, I have to give the weapons an ok seven and a half stars
Overall - 8.5
Mario Kart Double Dash is an extremely goof videogame for the Gamecube, especially for the diehard Nintendo fans out there, the new features are great as well, example, this year you can have up to 2 karters per kart, not just one like in Mario Kart 64, also, there's battle modes, which gives you something to do if you're bored to death, and as a bonus this year, there's 16 way competition, which makes the game a whole lot funner, so overall, I have to give this game |
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Another Mario Kart! But... Double the fun!! | 4.1 0 comments |
by criscrazy from las vegas, NV, u.s.a. | Jul 5, 2006 |
THE GOOD: All the good things...Let's see..nearly all! There's TWO characters in each Kart, one is driving and the other is throwing all the classic items to try mess up the other racers. All the courses have their extreme fun pattern and will be crazy when you try out a new course for the first time, hard, ingenius, and cool! The Characters include nearly all the Mario characters you could ever think of.. YOU pick which team-up you want and which Kart is better fit for characters. There's many unlockables including Karts, Characters, and courses!! If you only want to race with one player you could always pick verses and Time trials to challenge YOURSELF to how fast you complete a course! Battle Mode- These three battle modes with two new ones are the best! You can pick ballon battle were you have to hit your opponent until they loose allt their balloons! Pick where you leave all your items and when you send it to them! The other battle is Shine battle! You have to get the shine and run around with it until the time runs out and you win! Your opponent will try to hit you with items so you drop the shine and THEY could get it, things could get crazy in this.. Then There's the all fun, hardcore one. The Bo-Bomb Blast! Throw bombs at your opponent all over the place until you get the three points to win! Run around and hide if it's possible and just kick-***!! Best Battle Modes yet if you ask me...THE BAD: Almost nothing in this presentation. well, sometimes it's irritating the way items work.
SUMMARY: At first old-fashioned Mario Karts with only one racer kept coming. But then, Double Dash made it's way! This game is better than all the other Mario karts out there and at last, change the way they all are... Like always a must-have.. You'll never want to stop playing it and could keep going racing with anyone you like! Just when you were getting sick of the old Mario Karts, Double Dash comes to the rescue.. By far, the best Mario kart game yet... |
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Don't... just don't... | 2.0 0 comments |
by LZ Schneider
| May 11, 2006 |
THE GOOD: Good, colorful graphics. Boo is in the game. Fun with 4 people.THE BAD: Everything else SUMMARY: This game strays too far away from the original on the N64. This is just a waste of money for a number of reasons... 1)The computers... only God knows how much I hate them in this game. They ALWAYS know how to line up with you juuust right to throw shell at you and hit. You can tell too; if you swerve, the comp will, 9.99 times out of 10, will follow the same movement if it has a weapon and its in front of you. Another horrible thing about the comp is how when they get hit with something, they spin once and keep going, acting like nothing has even happened. Even with the spiky shell, they flip up in the air and land and then reach their top speed in a matter of nano-seconds. Computers in this game are too "smart". One instance I drop a giant banana on the bridge on DK's stage. Magically, the comp was able to swerve around it. WTF? 2)Shells... I'm now assuming that they just magnetically move towards you are something (green shells). Ever single time you see a green shell appear in your screen, it hits a barrier and moves directly towards you even though you are moving. Atmospheric phenomenon?
3)Courses... ahh, the one thing that our boys at Nintendo can't mess up, right? Wrong! The courses are all nice and colorful but I didn't buy this game for that. All courses except that Wario one are all super short. Waay too short. There aren't as many short-cuts in the course either, and most of the course, are just plain boring. But Nintendo did try to make it fun and exciting but putting quicksand in the middle of Dry Dry Desert. Oooh, that's very challenging...
4)Battle Mode... is bad =/ The stages are the lamest pieces of crap I've ever seen. And believe me, I've seen many types of craps. See, battle mode on N64 Mario Kart was fun, even with only two people! But now, it's just plain boring and a waste of time =/
Now, here comes the good of this game!
1)Great 4-player fun in battle and racing modes.
----- Well there you have it, my brutally honest review. I give Mario Kart Double Dash!! for the Nintendo Gamecube 2 boring laps on Rainbow Road, out of 5. |
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Double the fun? Not really. | 3.4 0 comments |
by Insanity Prevails
| Mar 4, 2006 |
THE GOOD: Big cast of drivers Kart seelction system Bright and colourful Handles well Battle mode is awesomeTHE BAD:
Course design needs some work Too much emphasis on weapons Tracks provide no real challenge Lacking in content compared to other gamesSUMMARY: The Mario Kart series is probably one of the most successful spinoffs in video gaming history, and with only a small collection of games as well. Super Circuit showed us how good Nintendo were at taking the core concept and improving it. With Double Dash they’ve opted to give players a fresh experience with some new mechanics, but the result isn’t what anyone may be expecting.
Visuals
If you’ve played any other Gamecube Mario game then chances are you’ve already experienced the style used in Double Dash, although that is by no means a bad thing.
DD provides a rather bold and colourful experience. Everything is certainly bright and vivid, from the drivers and environments to the karts and weapons. The appearance of everything tends to be a little exaggerated as well, all to fit in with the whole fantasy theme better.
Despite the style there is a lot of detail in everything as well. Donkey Kong (and his simian pal Diddy) provide the best example of this, as their bodies actually appear to have hair running all over them, as opposed to the textureless blocks of the last generation.
The tracks are also well detailed. Brickwork, grassy plains and sandy paths all look great. Even better is that the backdrops to these races aren’t just lifeless afterthoughts. You have a lot in them too, and things are even happening over there.
A lot of work has gone into animating it all as well, and all the effort shows. You can see the driver twisting and leaning to move the kart around, but what is more impressive is the back seat karter. Using weapons actually means using weapons, as the back seat karter holds them up and tosses them out to use them. Tapping for a switch also gives a fluid movement as the drivers switch places. Who knew Bowser was so agile?
The game is also quite happy to put on a pretty display when it comes to its special effects. You have some convincing fireballs, lightning strikes, and the burners of a boost. My one complaint here is how dull explosions tend to be. They are essentially coloured domes that expand outwards, but such a visual isn’t particularly interesting.
Audio
A series not really known for awe-inspiring music selections, and it seems this is one tradition DD is happy to go along with.
The music in the game is most certainly fitting, not only with the individual tracks but with the Mario series in general. The tracks tend to be rather upbeat, further exemplifying the direction of the series.
The problem stems from the music just being so forgettable. It’s not a bad selection by any means, but it’s also not of the variety to stick in your head and you’re hardly going to be humming along as you race. They are perhaps a little too basic to be outstanding.
Sound effects in the game are rather good though. Every character is quite vocal, and while you can’t call it full voice acting it certainly gives some life to the whole cast. You also get things like explosions and spinning effects, that fit their situations and work well.
Gameplay
While bearing some familiar aspects to previous entries in the series, Double Dash introduces some of its own elements for a new racing experience.
The most obvious new element is the two driver system. Each kart now holds two characters (hence the subtitle for the game). At any one time we have one character driving and one character ready to use weapons. Switching of these characters occurs either when the rear character uses a weapon or the Z button is pressed.
This team dynamic alters the usual kart gameplay in respect to some things. Only the back driver can pick up and use weapons, but the front driver can still hold onto one, thus allowing for players to hold onto two weapons at once. This can allow for some strategic gameplay as players hold onto one weapon while firing off with others.
Each character also has a special weapon that they can pick up. Special weapons are unique to two drivers each, so Mario and Luigi both have fireballs while Peach and Daisy both have hearts. This helps deepen the gameplay mechanic, as pairings can help broaden the weapon selection.
The performance is also affected by this. Double Dash offers a wide variety of karts for use, but each potential duo of drivers is limited to which karts that can pick from. Any team with a heavy class character is restricted to the heavy class karts, regardless of who the partner may be (could you imagine Bowser trying to balance on the smaller vehicles?). A middle weight class driver is restricted to middle weight karts if the partner is either a light or middle weight driver. A pair of light drivers can only access light weight karts.
This is the first time we’ve had an actual selection of karts, straying away from the normal default karts we’ve had in the past. On track performance is more controlled by your vehicle, so character choice feels more indirect in this regard. Any team that has Bowser will be fast and heavy regardless of who he is teamed up with.
Despite all this, the concept feels a little too tacked on. Most of this could easily be managed with a single driver system, and the overall mechanics don’t feel much different from previous games. The ability to hold onto two items is great, but again this is something that could have been done without this and it alone doesn’t make the whole thing “work”.
I can safely report that the controls of the game are very good. Tilt the stick or press a button and the corresponding onscreen action occurs immediately. The level of sensitivity is just right, so you’re always in control of your kart. However, that might also be an issue. Control is too good, to the point that is practically negates the consequence of picking a high speed kart.
However, the game developers did have the odd notion of removing the ability to hop. This was an awesome way of taking shortcuts and bouncing over hazards and as such. Hopping into a powerslide also felt right, so its removal feels odd and a little restricting when you’re used to the previous system.
Track design is generally a huge improvement over the previous Mario Kart 64. As well as looking more interesting the twists and track features are generally more interesting, with many offering a general more interactive feel and some tracks giving some varying routes. What could be better than racing up over a bridge arching rail?
Unfortunately, there is one glaring problem here, which is just how wide the tracks are. They are practically twice the width of the tracks on the GBA version, and with the tight controls it means that the tracks themselves rarely pose any challenge at all.
I’m a bit disappointed with the actual number of tracks as well. Sixteen is all we get, which is the same as Mario Kart 64. While the track design may be better it is hard to swallow the same number when there has been a rather big gap between them in years. Even Super Circuit, while having more simplified circuits, provided a massive 40 tracks to plough through.
Weapons play an important role in Mario Kart, and Double Dash hopes to build upon that trait. Driving through an item box on the track gives a weapon to the backseat driver, except special dual boxes that give items to both drivers. The common weapons usable by all are the same common weapons we’ve had for some time, minus a few favourites that are either not here at all or changed to special weapons. Red shells still home in on targets, bananas still cause spinning and a mushroom still offers that awesome boost.
As previously mentioned, DD gives drivers their own special weapons, and it is these that tend to take precedence. The effects of these weapons tend to be a lot more dramatic, such as the huge green spiky shell that can be a nightmare to dodge in tracks with barriers. These are often the types of weapons to really push you ahead. Of particularly note is the Chain Chomp of the baby drivers, which pulls the kart along the track on autopilot knocking karts out of the way. Overpowered maybe, but it does look pretty cool.
All weapons adhere to the system of allocation according to position. Drivers near the front of the pack will get low end weapons like green shells or bananas. Drivers bringing up the rear will get more damaging stuff like stars and lightning bolts. This helps bring in some sense of balance so that the frontrunners don’t get to run away from everyone else.
Unfortunately, the weapon system in this game is disastrous, by virtue of it being complete overkill. The biggest problem is that there are just too many weapon pickups scattered about, especially with the dual item boxes. Then we find out that some weapons are just so broken as to negatively affect play. The blue spiny shell is a perfect example, It really drags first place down and has a habit of missing mostly everyone else. The player that fired it doesn’t benefit and the player hit gets screwed.
What all this means is that racing becomes more about luck than skill, as tracks simply become battlefields. Yes, Mario Kart is about weapon-based racing, but when the weapons part removes most of the racing part from it then it becomes a problem.
Most of the game modes in here have received only minimal changes. Grand Prix mode is still an experience for one or two players, where a cup is chosen and the relevant tracks are raced through in order. Finishing positions determine points received, and total points at the end of a cup determines who receives trophies.
There are three speed settings here, consisting of 50cc, 100cc and 150cc. A shame that they feel so pointless. The game’s handling is so good and the tracks so forgiving that players can easily jump straight into 150cc and be absolutely fine even if they are new to the series. Playing the lower settings becomes a chore, and since they have to be played to unlock stuff then it becomes bothersome.
The only real notable change to this mode is the inability to restart a track during a grand prix. In past games players had to finish in the top four to proceed to the next race. In Double Dash this requirement is removed, so you’ll move on regardless of where you finish. It’s a nice addition, as I’ve always felt that it was a little forced to have to retry tracks like that.
The only other change is an unlockable fifth cup that isn’t a brand new set of tracks but a compilation of the game’s sixteen race tracks into a single cup. A shame that it is so boring to do though. Why would we want to go through all sixteen tracks in one go when you’ve had to go through them all repeatedly to unlock this in the first place?
Time Trial mode is included as well, where players can race to set best race and lap times. Ghost data can also be saved that represents the best times, which then replays when that track is played again (in the form of a semi-transparent duo). Staff ghosts are here in force too, with a healthy collection of ghosts recorded by dev staff and locked away.
Yet, Nintendo have managed to make this mode worse. How? Because players now only get two mushroom boosts instead of three in past games, making race runs a little more awkward. Not all that bad though, but definitely inferior.
Versus mode is the classic multiplayer racing matchup. Four players can take part in a race on any track. However, the problems encountered in single player gaming don’t really vanish here. Handling and tracks are still too forgiving. Weapons are still overkill. In fact, the weapon system is even worse here as there are less drivers to allocate weapons too. In a two player game second place can be getting really powerful weapons when right behind first place.
Versus racing can also be done over a LAN connection, allowing for eight kart racing between up to sixteen players, but more players doesn’t lessen the problems of the racing mechanics. A shame that this system is not only behind the times (why opt for LAN when rivals are pulling out the online play?) but can be a rather costly setup. Multiple TVs, multiple consoles, multiple discs, multiple broadband adapters…
Finally, battle mode. Past games in the series have always had their battle modes as the highlight of the package. The fortunate thing here is that Double Dash’s battle mode is simply awesome.
Battle mode is split into three different modes: Balloon Battle, Shine Thief, and Bob-omb Blast.
Balloon Battle is the standard battle mode and is largely unchanged from previous games. Each player starts with three balloons, and the goal is to hit other karters to make them lose those balloons. An interesting trait about this mode is that you can steal balloons by boosting through an opponent. This trait also marks the first time boosts are usable in battles. It’s a clever trait too.
Shine Thief throws a single oversized shine onto the battlefield. The aim is to get ahold of this solo shine and hold onto it. The player who holds onto it for the longest within the time limit wins. Bob-omb Blast simply piles each driver up with bombs (the same bombs Wario and Waluigi use as special items). Think of this as an explosive sudden death mode, where battles can be won or lost in seconds.
There is a good amount of variety to push this mode up over the battle modes of previous games. In addition, the overkill weapon system that plagues the racing modes actually works to this mode’s favour, as there is no racing to interfere with and some of the broken weapons are removed entirely.
Battle mode does have a flaw though, which is the track design. Unfortunately the track design here is a bit bland and uninteresting. MK64 offered multi-tiered tracks with numerous paths and hazards. By comparison these tracks are quite boring. Only Pipe Plaza stands out amongst the selection as a worthwhile arena.
Overall
Double Dash is a disappointment. The racing is hurt by its track design and overkill weapon system, which really only leaves the battle mode as the game’s standout part. This could have been a great addition to the series had more care been taken to balance the weapon concept, but as it is Mario Kart Double Dash is too flawed to live up to the series’ standards. |
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Nintendo's best racing game yet. | 4.3 0 comments |
by Kokoro from , MI, | May 23, 2005 |
THE GOOD: You get to choose two of your favorite Mario characters to ride one kart.
Improved graphics
Some nice racing levels
You can unlock trophies for beating the main mode (Forgot what it was called)THE BAD: In some levels you can fall easily
The controls are okay but not the best. SUMMARY: Difficulty: Medium
Well I have to say that this is my favorite racing game on the GameCube or on any Nintendo system for that matter. You get to to choose two people to ride a kart this time and you can switch the leader and the backrider to your liking. Sometimes I seem to switch alot. This game also has the best graphics in any racing game the GameCube (That I played so far).
I would reccomend this game to fans of previous Mario Kart games or fans of Mario in general or fans of racing games in general. I think this game game costs about 30 dollars. That seems like a fair price.
I rate this game a 4.3/5. |
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Multi-man Karts. | 3.9 0 comments |
by Kiker from , , Australia | Apr 28, 2005 |
THE GOOD: Great if you have a lot of friends interested over to play this. You have 20 characters, you choose 2 people. Some courses are good. Some karts look cool, like Bowser's and Wario's.THE BAD: Baby Mario and Baby Luigi. Some levels are too easy or too frustrating. Some of the karts look stupid, like Baby Mario's and Mario's karts. SUMMARY: Lastability: 5/10. Great if you have friends over otherwise this is over a little too quickly. Graphics: 9/10. Pretty realistic. If you hate this game's graphics, then you are not supposed to be a critic. Sound: 7/10. Pretty good sounds, until you get pissed off after hearing it 500 times. Gameplay: 6/10. Other than the 2 people system and the bit where 2 people fire stuff at once, this is just Mario Kart 64 again. Overall: 3.9/5.0. Nice, but a little too slow for me. They're like 39kms/h. But that's me opinion. |
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you the mario in the kart and you get this | 3.0 0 comments |
by megatron from in a house, , over there | Apr 9, 2005 |
nintendo's overly popular Mario kart series is back with an unexpected and slightly unnecessary twist with Mario Kart: double dash!! The title might say double dash but there isnt anything special abput the whole double dash thing in one player mode because it still feels like youre driving a kart with one character on it. But that changes in two player mode. One can controll the kart while the other one gets the meaningless task of launching the power ups. Wich may lead to some arguements about who should drive wich track. and making getting a boost after a drift turn overly difficult because the person in the back seat has to countersteer. wich is annoying. Another thing is the sound. not very good and they use the same tune for more than one track. and thats not very pleasent. The multiplayer arenas are generic and lame. and the battle mode is pure item based luck. But the multiplayer racing delivers a sattisfying amount of fun. But the one player mode doesent. I still dont get why cant you play a normal single race in 1p mode. its gotta be tournament or time trial. And whats the deal with having to beat every circuit 3 times? and it doesent deliver a good sense of speed. The garphics arent so good. Theyre horribly bland and overly shiny (the characters, not the cars, the cars arent shiny) and thats bad because gamers like shiny cars. not shiny wario pants. Boy, that sounds wierd when you say it outloud. anyway, the graphics are also very low plolygon. CLOSING COMMENTS: if youre a fan of mario kart buy this game. If you have never played mario kart rent this. Graphics:3/5: Subpar graphics make this a visually mediocre game. but the high color contrast help it out a bit. Gameplay:4.7/5: slightly complicated controlls and slow kart speed make this game feel wierd. but its simple pick uo and play and the multiplayer offers some good clean honest fun. Lifespan:4.9/5:kinda worth buying but not at 53 bucks (wich I bought it at 53 bucks and regret having spent all my birthday money on it.)its fun and buy it at 20 bucks or something. Sound:3/5: nothing special or good. and the tracks are recycled form track to track. well, this game wast what I expected it to be. but still, some good could be found in this cute little kart racing game. With colurful graphics and wacky items it gets a slightly good 3/5. |
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Double Dash= Double Fun | 4.5 0 comments |
by Morton Koopa Jr from , , | Mar 28, 2005 |
THE GOOD: Lots of cool characters Can team up any two characters Creative race tracks Cool unlockables Fun to play (duh)THE BAD: The controls can be difficult at times, which can be annoying The courses in battle mode could use some slight improvement Not-so-good replayability SUMMARY: Just like the other Mario Kart games, I found this game fun to play, and the fact that you can team up any two characters makes it even more fun. Although, there are some courses in which the controls can be difficult, and that can be annoying sometimes. And the courses in battle mode are cool, but could still use some improvement. But for the most part I found this game quite good. Yep. Definitely a good game, even with those minor flaws that I listed. If you can tolerate those minor flaws, you'll definitely enjoy this game. |
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Grab the Wheel! | 3.4 0 comments |
by Giga Bowser X from , , | Mar 20, 2005 |
THE GOOD: 20 Different Characters. Petey Piranha and King Boo are stronger then ever! 21 Different Karts. 6 Battle Stages. 16 Different Courses. Character-specific Items! An all Cup Tour that lets you race in all of the cups at once! Awsome things to Unlock.THE BAD:
Gets Boaring after a while. A couple 2nd-Rate courses and Karts. SUMMARY: Play as your favorite Mario Characters and crash and bash other racers while you ride around the wackiest courts ever! Characters from Koopa Troopa to Waluigi makes it all a hard decision. Some many courts like Rainbow Road and Mushroom city have crazy twists so you can really keep the game going! There are also character specific items like Waluigi's Bomb-omb and Yoshi's Egg so it is hard to choose which character to use, but beware of Petey Prainha and King Boo are deadly since they can use every special item. So what are you doing! Get off your computer and get this game! |
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