Mario Kart 64

Developer: Nintendo EAD     Publisher: Nintendo     Released: February 12, 1997     Genre: Racing

The Nintendo 64’s early months were rough.  After a record setting Christmas the reality of the system’s anemic release schedule hit early adopters.  Aside from March 1997 you were getting one new release a month.  If you had no interest in that month’s game you were out of luck.   Luckily most of its early titles featured robust multiplayer modes to tide you over, and Mario Kart 64 was one of the system’s brightest stars in that category.  As an overall package it fumbles in a few spots but showed just how much the system would excel at 4-player fun.

In terms of modes Mario Kart 64 follows the original closely.  You can face off against seven computer controlled opponents in Mario Grand Prix, beat your best times in Time Trial or take on four friends in battle mode.  It’s a fairly robust offering, with sixteen tracks and four battle arenas although the motivation to advance in GP isn’t there.  There is one unlockable, Extra, which is a mirror mode.  But to get to that you’ll need to earn gold in 150cc with AI that is….I’ll get to that.  The multiplayer is this game’s life blood, at which it excels.

It’s not for a lack of trying though.  There are many smart improvements that are truly excellent.  All items from the first game return except the feather.  The new additions are pretty smart and have gone on to become staples of the series.  Most items have been expanded, with triple variations allowing multiple uses.  The triple shells can even double as shields.  These are joined by the Super Mushroom, which can be used up to five times.  My personal favorite is the Fake item, which is inconspicuous until the last moment.  If you hated the red turtle shell you’ll be livid at the spiked shell, which seeks out whoever is in first place.

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The move to full 3d benefits the game’s track design.  With 3d hills, changes in elevation, actual bridges, and pits are now a factor and liven each race.  Each successive cup becomes more advanced in terms of design, to the point you’ll fight the course more than opposing players.  While it is introductory Mario Cup features the weakest tracks with some such as Moo Moo Farm being flat out boring.  But when they stand out they are excellent.  Toad’s Turnpike with its traffic and the sprawl of Wario Stadium were simply not possible on the humble SNES.  Even returning favorites like Rainbow Road and Bowser’s Castle have been given awesome facelifts.

Sadly you won’t have much chance to enjoy them.  Mario Kart 64 features some of the worst rubberbanding I’ve encountered in a racing game and seriously detracts from the fun.  The AI is aggressive and is rarely ever less than a second behind at all times.  A few tracks feature obstacles that with timing can help build a lead.  But that will evaporate in seconds.  The most egregious example is Wario Stadium, which features a shortcut that dumps you ¾ of the way through the course.  But in record time the computer is right there, nipping at your heels.  Ludicrous.

I realize most racing games use rubberbanding to some degree but it borders on the ridiculous here.  Especially when weapons are weighted so that distant competitors receive the best items.  It makes all of the handling advancements seem null and void.  Being able to power slide into turns and mini boost after with skill would ordinarily separate beginners from advanced players.  Here it doesn’t matter because of AI.  If I’m running a perfect line, taking every turn with gazelle like grace I should come out ahead, not see the computer miraculously right behind.  For some it makes every race thrilling but for me it nearly ruins it.

That doesn’t apply to the battle mode thankfully.  Plug in four controllers and you’ll see why Mario Kart 64 became a college mainstay alongside Goldeneye and Perfect Dark.  Each of the four battle modes are brilliantly designed and where all of the new items truly shine.  Each level is relatively large yet small enough to force frequent confrontation.  Even with my casual attitude towards I still found myself indulging in pick up sessions frequently that year.  Block Fort has become legendary at this point and one of the most fan requested battle stages in every subsequent game.  Battle mode makes up for the lacking single player in my opinion and is still fun today.

In Closing

Gather a few friends and Mario Kart 64 is fantastic, warts and all.  But trying to go solo will only result in frustration.  My feelings still stand: if you want an awesome single player experience go for Diddy Kong Racing.  But for multiplayer thrills Mario Kart 64 is still king.

Mario Kart 64

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