We store cookies, you can get more info from our privacy policy.
GC

North America

Mario Kart: Double Dash!!

by Ty Shughart - November 30, 2003, 6:17 pm EST

9

This game has the biggest, angriest banana I've ever seen in a game. In fact, it's a little creepy how all these inanimate objects and bits of scenery are always gazing at me with their beady little eyes.

Mario Kart, despite being such a surreal and wacky game, has always been one of the most prestigious game series in my mind, as each game was fun to play for years after it came out. As one of the video game biz's premier multiplayer games, each in the series was fun to play for both the clueless, 'casual' players and the experts that squeezed out every drop of high-level strategy that their wits could muster, lest they be beaten by the next heartless cart-driving psychopath of a gamer. Oh, and Nintendo sold millions of copies, so Mario Kart: Double Dash has quite a lot to live up to. But, it can't just be the same game, again, y'know. That'd be boring. This time, two-character teams pair up to a single cart, adding a fresh new dimension of wonderful nonsense to the gameplay.

The graphics are solid, there's certainly nothing wrong with the sound, and Wario's lines are as hilariously hostile as ever. Who really cares, though? Gameplay is the important thing, especially in Mario Kart. The presentation of the game is fine, so there's no need to worry about it.

Twenty playable characters (four of them unlocks) rival the roster of plenty of fighting games. Consider that you pick TWO characters, AND get a choice of cart; that's a recipe for a delicious amount of strategy that easily goes way beyond any ol' cart racing game. What cart (er, kart?) is best suited for each course? What combinations of characters get the best items?

There's a catch, though, and that's that LAN play always, without exception, forces random selection of characters. Sure, maybe it would be too bothersome to let people take forever to choose what characters they want, or they wouldn't get the ones they want because some other clown took them. Or, maybe the designers should have implemented what fighting game designers learned a decade ago; how about letting different players choose the same character? I mean, it was even in Smash Bros. There's no reason not to give this option, unless for some bizarre reason, someone thinks that it would be too "unrealistic" for a racing game with an egg-spouting transexual dinosaur thing set in a wacky mushroom world. Whatever. But, hey, LAN play is still awesome, and it's also that much less delay in getting right into a race.

Sixteen courses are playable in racing mode (they can also be mirrored), and there are now six Battle mode arenas. Personally, I seriously recall thinking how cool it would be if there was an all-course GP marathon run, and, surprise, here it is in Mario Kart: Double Dash. Thanks Nintendo! Also, in the realm of simple but fantastic ideas, CPU characters stick with their usual partners in 50cc and 100cc GPs, but 150cc and Mirror GPs see them randomized. It might not seem like much, but that pre-emptively eliminates a whole lot of possible monotony in attempting to beat all of the 150cc cups (which are much harder than any previous Mario Kart racing, by the way).

Let's talk about the new and improved Battle mode! Old school balloon-popping beatdowns are back in full effect. There's Shine Thief mode, where the objective is to Shine Get, so to speak, and then play keep-away with it until the timer is up. Finally, there's Bob-Omb Blast, where every item is a Bob-Omb and explosions rain down in an endless cascade of insanity (it's awesome).

Power slides, along with the power slide boosts, are back with a vengeance in this game. You could probably easily power slide a hundred yards, just for kicks. Hops are gone, but they wouldn't have played the same essential role as in previous Mario Kart games anyway - there aren't really any courses with little corners to hop like before. Here, L or R just goes right into a slide. It seems like starting to slide extremely early is the key to getting the best racing line. It takes a little getting used to, but it's entirely more fun, somehow. Just slidin' everywhere like a maniac, I mean.

The loss of item trailing (dragging an item behind your cart) may seem like an initial disappointment, but there's a balance to everything that changed. Consider that two racers on a cart carry two items, and red shells are slower and show in a warning 'window' when approaching. Although red shells are now smart enough to follow the course (not run into corners), they're not very hard to deflect with an item drop. If there's something to complain about, it's that a banana-induced spin can't be averted after hitting one. Sure, they don't slow a player to a full stop, but they're all over the course as much as ever, and that chance to flex a little skill is sorely missed.

Two players can play as a character each on one cart - the player on back fires his item and does the back-and-forth motion for the power slide boosts. The player in front handles the rest of the driving, and both players must hit Z to switch. It's tricky, but really not too hard for expert players. It's a fun novelty.

Overall, Mario Kart: Double Dash has kept the general elements, while at the same time altering things completely with two-passenger system. Nintendo did it without breaking or rehashing the gameplay, and the end result is a superb game, indeed.

Score

Graphics Sound Control Gameplay Lastability Final
8.5 7 9 9 9 9
Graphics
8.5

Clear, bright and colorful. No spectacular, ground-breaking effects or anything, but everything is consistently high quality.

Sound
7

The characters each have a nice set of lines. The music is pretty good, but nothing completely fantastic or memorable, except maybe a new mix of the Rainbow Road music.

Control
9

The control here is just what one would expect from Mario Kart - power sliding feels better than ever, and character switching is fun and easy. Hops are gone, but that's not so bad as courses generally don't have little square corners with gaps to cut. Item dragging is gone, replaced with red shell warning windows so you can fire backwards. The "banana recover" is definitely missed, however.

Gameplay
9

Mario Kart has always been one of the most fun games ever, probably one of the ten best ever made. This one holds up to the legacy pretty well,and evolves on it a bit with the new two-passenger system, LAN, "All Cup" GP, and three kinds of battle modes.

Lastability
9

After playing highly competitive Mario Kart 64 matches for years, there was plenty of opportunity (and flexibility within the game) to discover new high-level strategy. Mario Kart: Double Dash has even more items and modes, so it would seem it could be even better in that respect. And then, there are all the new features listed above, and also, the 150cc GPs seem to be more challenging than they were in any previous Mario Kart.

Final
9

7.9, sorry A must-buy.

Summary

Pros
  • 3 kinds of Battle modes
  • 4 players on one GameCube, or up to 16 on a LAN
  • All-GP marathon mode of every course
  • Awesome gameplay, tons of characters and items
Cons
  • A couple less courses than in previous Mario Karts.
  • All characters in LAN are random
  • Hops, item dragging, and banana recovers removed (although they mostly don't matter anymore due to other game changes)
  • Two different people can't select the same racer, ever
Review Page 2: Conclusion

Share + Bookmark





Genre Racing
Developer Nintendo
Players1 - 8

Worldwide Releases

na: Mario Kart: Double Dash!!
Release Nov 17, 2003
PublisherNintendo
RatingEveryone
jpn: Mario Kart: Double Dash!!
Release Nov 07, 2003
PublisherNintendo
RatingAll Ages
eu: Mario Kart: Double Dash!!
Release Nov 14, 2003
PublisherNintendo
Rating3+
Got a news tip? Send it in!
Advertisement
Advertisement