In the midst of all the titles that are being released now for every game platform except for the Nintendo 64, we finally get to try the long-awaited sequel to the Super NES's hit racer Super Mario Kart, and for the most part, it offers more than the previous in terms of visuals (as well as tweaks a few things) but still doesn't live up to what I was hoping for. Mario Kart 64 relies on the predefined play mechanics that made the first game such a hit. It's really no wonder. To put it bluntly, it would be quite dumb if Nintendo veered away from it. We still have eight racers to choose from, although Koopa Troopa from the previous game has been replaced by Wario. Each has the advantages that they had in the previous game, so not much is new here. We have several tracks to choose from, that go along the likes of the first game, including ghost houses, Bowser levels, snow levels, beach levels, and more. There isn't all that much that is new in this category, except that the tracks aren't the same — they've been redesigned for the Nintendo 64 in mind. Each is texture-mapped like many of what you would see in Super Mario 64, making it seem as though you really are racing in the Mushroom Kingdom. The most noticeable improvement with the tracks, would have to be the inclusion of slopes, ramps, and other land-like features that make the levels seem like real worlds, rather than flat planes that plagued the first Super Mario Kart. The all-important weapons are still there, but there really aren't many new ones. The banana peels make an appearance, although you can collect a trail of several now, and the brilliant heat-seeking koopa shells return in all their glory. In Mario Kart 64, however, the player can acquire three of these "homing shells" at once that rotate around the player's kart, making a shield of sorts. A nice addition, I have to say. I've noticed, however, that the feather that allowed the player to jump in the first game has been taken from the sequel, although it isn't missed much. Gameplay-wise, there really hasn't been much that has changed, except for the inclusion of more realistic tracks. Graphically, Mario Kart 64 is a winner. As mentioned, it depicts Mario's world so accurately that you'd think that the folks at Nintendo simply laid down race tracks in Super Mario 64. The grassy levels appear to have the same texture applied to the hills as Super Mario 64, and it's the same with the rocky cliffs. The lava in the Bowser level flows smoothly and realistically and appears to be taken straight from (again) Super Mario 64. Need I say more? The sounds are quite sharp, and similar to that of Super Mario Kart, albeit with voices. The player now controls the game with the analog joypad, of course, and while this isn't a problem at all, I somehow expected the control to be a bit more sharp and stable. It is controllable and the player becomes accustomed to it, but it could have benefited from further tweaking. Ironically, even with the quirky control, I found myself placing in first place throughout most of the races the first time I picked up the controller to play, and continued to do so into the more difficult levels. It's just not as difficult as the first game. This is especially hurtful in racing games, since flying down the raceway while avoiding the edges of the track is such a great thrill. Players are supposed to take many days of practice to place first, not on their first try. Drawbacks? Well, except for the quirky controls and difficulty, there isn't much. I found, however, that there could have been more tracks. In the first Super Mario Kart there were two of each type of track — two Bowser tracks, two ghost houses, two beach levels, etc. — but Mario Kart 64 only has one of each. The battle mode that the first game relied on for head-to-head action isn't so great in the Nintendo 64 version of the game. Two of the tracks include multiple levels (ramps going up to bridges and higher platforms), which is great, but the other two arenas aren't even remotely enjoyable to play in. Nintendo really should have concentrated more on this area of the game, being that it was the most enjoyable part of the previous game. Imagining what could have made it to this game that didn't just leaves me wondering: "Was this game rushed or what?" For some reason, Mario Kart 64 just didn't offer anything to make me very enthusiastic about a third game. It takes the first game's well-defined formula and perfected it. The problem is, since it just plays so similar, those that fell in love with Super Mario Kart will find that there just isn't much to get excited about. For those that never had the chance to play the Super NES version, Mario Kart 64 is a must-buy. But for us who have already loved and become tired of the first game, it doesn't offer any thing that makes it worth a purchase. It just goes to show you, a graphical overhaul alone will not replace the need for new, improved gameplay.
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