Mario Kart - Wii Wheel Inside!

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Format:Nintendo WII
Manufacturer:NINTENDO
Category:Game Highlights
Genre:Platform
SMS Code:WIIMA07
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Wii Wheel
Nintendo WII


Buy Wii Wheel for only £6.84 at ShopTo.Net

£6.84

RRP: £9.99

Mario Kart

The next generation of Mario Kart is blazing a new path on Wii! New tracks, new racers (including Miis), new rides and 12-player racing via Nintendo Wi-Fi Connection makes for the ultimate Mario racing experience!

With all the new additions, don't expect Mario Kart Wii to skimp on the details. All your favourite Mario Kart features return, such as classic tracks, cup modes, battles, boosts and ghost data. Mario Kart Wii isn't an update - it's a breakthrough!

Similar to Mario Kart DS, players will be able to take full advantage of Nintendo Wi-Fi Connection. You'll be able to race against up to 11 other players from around the world in massive online races or race against your friends. You can create rooms for friends to join and even text chat while you're waiting for other racers. The online function of Mario Kart Wii also lets you join a friend's race in action and be a spectator until the next course launches.

When you're not going full-throttle toward the finish line, you can see how you stack up against others in the Mario Kart Channel. Here, your best times on tracks are compared to other racers from around the world. You can also see which characters and control methods were used to record this time. See someone with a better time than yours? The Mario Kart Channel also lets you download their ghost data to your Wii and race against the best!

You've been racing as the Mushroom Kingdom's finest for a long time, but now there's a new racer in town: Your Mii! Put your Mii behind the wheel and take on all comers! For those who want to get in the game even more, Mario Kart Wii comes packed with the Wii Wheel. Shaped like a steering wheel, you place the Wii Remote inside the Wii Wheel's casing and get ready to ride! In addition to the Wii Remote, you can also use the Wii Remote and Nunchuk controllers in combo, or use a GameCube Controller to take those tight turns and challenges Mario Kart Wii throws at you.

Includes the Wii Wheel

Play against up to 12 players, download and share ghost data and race friends via Nintendo Wi-Fi Connection

Take part in events organised by Nintendo in the Mario Kart Channel

Perform special tricks to score some serious speed boost with the new bikes and supped-up karts, Mario Kart Wii gives you more options than ever

Race as your Mii - grab the Wii Wheel and race through the new and retro tracks as your favourite Mii

Eurogamer Review

8/10

Mario Kart Wii sets out its stall in the last corner of the first track in the Mushroom Cup, Luigi Circuit. There's a chicane, followed by a huge, wide, banked curve, which leads onto the finishing straight. Inside the chicane, off the track, is a ramp. The top of the banked curve is lined with a series of ten or so on-track zip pads.

So, if you have a mushroom item in store, the quickest route around the corner is this. You use the mushroom for a speed boost, short-cutting across the chicane. You hit the ramp and jerk back on the wheel, executing a stunt. This gives you a speed boost when you hit the track again. Then you hit the first zip pad, and get a speed boost. You hop and slide, counter-steering with the wheel, sparks flying, first blue, then yellow. You hold the slide as the zip pads give you speed boost after speed boost after speed boost. You hit the straight and come out of the slide - which gives you a speed boost.

If you're really lucky, you'll have been doing all this in line behind another racer, slipstreaming granting a speed boost. If you're on a motorbike, you can then pull a wheelie down the straight. This gives you... you get the idea.

With Mario Kart Wii, Nintendo seems to be making a world record attempt for the greatest number of boost mechanics in a single racing game. We haven't even mentioned the half-pipe track designs, where there's a strip of vertical boost along the lip of the track that sends your kart up in the air in a soaring, Tony Hawk-style parabola. Pulling these moves gives you a particularly huge speed boost when you land. And then there are the tracks that feature conveyor belts and water rapids that nearly double your basic speed. Not to mention the other speed boost pick-ups: triple mushrooms, golden mushrooms, New Super Mario Bros-style giant mushrooms, bullet bills, invincibility stars...

Mario Kart Wii has an obsession with ever-escalating speed that rivals the Burnout series, or even WipEout. You're constantly searching every inch of track for opportunities to go faster amid the classic confusion and slapstick chaos for which Mario Kart is known - albeit ramped up by the expansion of the field from eight to twelve racers. It's intense, addictive and powerfully exhilarating. It blends cartoon foolishness with a viciously random cruel streak. But beneath both is a deep, precise, and technically rewarding racing game that you can sink hours into in time trial alone. In other words, it's classic Mario Kart.

Well - mostly. Mario Kart Wii is very similar to its immediate predecessor, Mario Kart DS, considered by most to be the strongest Mario Kart since N64 days at least. But it has made a couple of controversial additions to the fifteen-year-old formula: stunts and motorbikes. In an odd coincidence, these were also the additions made by a very different racing game - Project Gotham Racing 4 - last year, and they were initially met with scepticism in both cases. In both cases, the scepticism turns out to be unfounded. If anything, Mario Kart Wii's stunts and bikes are better integrated with the game than PGR4's were.

There is no stunt system to speak of. Just a jerk of the remote prompts your character into random move when timed with a jump, or a wheelie when riding a motorbike. Seeing Peach or Yoshi pulling rad somersaults off a half-pipe is a faintly uncomfortable kind of silly - like watching Master Chief dance a tango, or Tony Hawk jumping on mushrooms. But Mario Kart can weather a bit of silliness, and the stunts themselves are irrelevant; like everything else in this game, stunts are actually about speed, since they grant a boost when you land. In that sense, they work superbly, more so on the new tracks which have been designed with them in mind.

The bikes are a little bit more of a departure. In theory they make no major changes to the controls or mechanics of Mario Kart, apart from losing one level of powerslide boost - the yellow sparks - to balance out the addition of wheelies, which neuter steering but can add some speed on the straights. Even the heaviest bikes are markedly twitchier than the karts, however, and although their manoeuvrability can be a blessing when it comes to threading through littered banana-skins and tightly-packed racers, they take some getting used to. The lightest bikes have powerslides that turn so incredibly sharply that they emerge from the other side of 'effective' into a world of 'almost useless'. Ultimately, they're rewarding and exciting to ride, but the learning curve is not inconsequential.

Bearing that in mind, it's odd that Nintendo has structured Mario Kart Wii the way that it has. The entry-level 50cc Grands Prix are for karts only, and the 100cc medium-difficulty races are exclusive to bikes, while 150cc allows both types of vehicle. As with Mario Kart DS, there eight championships, with sixteen new tracks and sixteen reprisals from former versions of Mario Kart, all the way back to the SNES original. Only once you've fully completed all eight will you unlock the chance to race 50cc and 150cc with both bikes and karts.

Combined with the bikes' unfamiliarity, this makes for a steep difficulty hike after 50cc, which many will find off-putting. That said, 50cc isn't such a pushover that it's not rewarding to work through in itself. The Special Cup tracks - including renditions of Rainbow Road and Bowser's Castle that must rank alongside the all-time best, and the frantic traffic-weaving of Moomview Highway - are superbly dramatic and challenging. Meanwhile, even the first of the retro cups features the fiendish Ghost Valley 2 from Super Mario Kart, hardly the most straightforward of rides.

By and large, the new track design is very close in style to Mario Kart DS: a good number of technically interesting corners slipped into hyperactive barrage of spectacle, hazard, incident, dynamically changing racing lines and opportunities for accident and mischief. There are too many memorable sections to list, though special mention must be made of the treacherous conveyors of Toad's factory and the ridiculous, icy slaloms of DK's Snowboard Cross.

The similarities with Mario Kart DS don't stop there. Mario Kart Wii has the same superlative music - comically squeaky play-room funk, warp-speed folk fiddling and heartbreakingly nostalgic chip-music originals. It has the same plethora of unlockables: you can win access to more characters and six more vehicles. Characters and vehicles are grouped in three rough groups of three, with light, medium and heavy for each. This means you can choose to either exaggerate or balance out the characteristics of your favourite member of Mario's crew: a nice touch. Vehicles are now rated for off-road ability, drift and speed boosts alongside speed, weight, acceleration and handling.

Multiplayer is Mario Kart's lifeblood, and as you'd expect, the Wii version offers a very solid set of options: two- to four-player split-screen, online racing with up to two players per machine, team racing, battle modes, and the excellent Mario Kart Channel for keeping track of your friends, ghost data, online rankings and Nintendo-created competitions. The Channel goes some way to making up for the Wii's lack of voice chat or proper social features, such as a centralised friends list.

However, Nintendo has made a couple of strange and quite damaging decisions in multiplayer. Battle Mode features some great new dynamic arenas for both classic Balloon Battle and a clever and entertaining variant called Coin Runners, where coins you pick up count as health. But it's only possible to play in red vs. blue team games; there's no free-for-all, which to our mind runs contrary to the true spirit of Battle Mode, that of the gleefully ruthless fracas. We were also bitterly disappointed to discover that you can't race through whole GP championships in multiplayer. Only one-off races are available. Hard-fought leaderboard battles with friends over four races have been our favourite way to play Mario Kart since 1993, and that loss will be keenly felt.

(Correction: Since this review was published, Nintendo has informed Eurogamer that it is possible to play sequences of four races with friends both offline and online. Offline, you can choose to select a race each time, randomise, or play in order - effectively allowing you to play through a regular GP if you select the usual first track. Online, racing with Friends, each player can select a track from those available on their save file. This clearly contradicts our observations of the review code and we apologise for the error. After discussion we feel the score below still fits the game.)

But if you're starting to think you might be able to resist Mario Kart Wii, you need to think again. Because as soon as you see the Wii Wheel it comes packed with, you'll fall head over heels in love with it.

In theory, the Wii Wheel is pointless: it's just a plastic housing for the remote, and you can play the game just as well by holding the ends of the remote and steering, unless you want to circumvent that entirely and just use a Classic or GameCube pad. Indeed, the very same steering wheel accessory has already been tried with no discernible success by third parties, including Ubisoft with its dreadful Wii launch games, Monster 4x4 and GT Pro Series.

But that doesn't take into account Nintendo's incredible ability to mould plastic in such a way that it inspires feelings of happiness as soon as you pick it up. The Wii Wheel is ergonomically brilliant, satisfyingly solid and adorably chunky. There's a big fat B button extension underneath for hopping into a slide (or using an item if you opted for the mum-friendly auto-slide control scheme) which is much nicer than using the naked controller. You have a firmer grip, too. It doesn't actually do anything - and yet, using it changes everything.

Powersliding has been at the absolute core of the Mario Kart experience ever since the SNES game. Now that the d-pad-friendly wiggling of the DS game has been removed, sliding in Mario Kart Wii is all about controlling the perfect line with gentle, progressively applied counter-steer. That is far easier and more satisfying with the Wii remote than it is with a stick, and the gorgeous Wii Wheel makes it more enjoyable still.

Ultimately, the sheer sensory pleasure of playing Mario Kart Wii - from the charming animations, to the bopping tunes, to the sugar-rush boosting, to the exquisite steering - far overcomes the few concerns we have about it. It still has to be docked a mark for the awkward structure and compromised battle modes - but it's still unreservedly recommended to anyone for whom Mario Kart is a gaming cornerstone. And really, that should be everyone.

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Product Ratings

Comments

bear arsed avatar

2009-04-07 23:58:26 - bear arsed wrote:

starstarstarstarstar   "good for almost any age group"


i(23) love this game my nephew(8) does too and so does my mother(45) its the best racer game we have played.


chi-roh avatar

2008-12-26 10:56:24 - chi-roh wrote:

starstarstarstarstar   "Made Christmas day much more fun"


Got this with an additional Wii Wheel (froim Shop.To - superb service and WILL be using again) and my son/daughter have been on this for most of Christmas day. They tried it with just the Wii-mote & Nunchuk, but after using the Wii-Wheels, they say there's no other way to play Mario Kart. 11/10 for the fun it's given them...

P.S. FAO *Kabilis* - There is only ONE official Wii-Wheel AFAIK and Mario Kart *does* come with that Wheel (but yes, it does have to have the Remote attached to it to work)...


beaker avatar

2008-12-06 13:01:30 - beaker wrote:

  "great service"


Ordered this 5pm friday , arrived saturday morning, you could not ask for better service,, now to get karting...


kabilis avatar

2008-11-14 09:36:17 - kabilis wrote:

  "real wheel or accessory wheel?"


Hi,

can someone confirm whether the wheel included is the proper wii wheel that is a complete unit, or if it is the wheel that you need to put the remote in the centre of.

thanks


kasmondo avatar

2008-11-10 20:05:21 - kasmondo wrote:

starstarstarstarstar   "Great!!"


Wow!! Lives up to the original which I played on to death in the early days! Wheel is added which allows others to join in a multiplay, and boy does it get competitive! Fun. Another value product!


jugs avatar

2008-10-10 11:46:53 - jugs wrote:

starstarstarstarstar   "Fantastic"


Excellent game for all the family !! Getting the wii whell in the pack is great but to make the most of this game you really need at least two controllers and wheel's.

I now want another two controllers so i can do 4 player !

The best wii game i have bought.


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