Whoa whoa ur tellin me slow,clunky,dragging Diddy Kong Racing is better?
Also the lack of user interface in Yoshi Valley is a good thing,it's a labrynth and adds challenge
Also as I pointed out,just about every problem with the Mario Kart series was blamed on 64,when all of them have those problems.
Every Mario Kart except 64 has an A- on the ground of "A never tiring formula" and gave Super Circuit an A on the grounds of "new eapons" which came from 64. Sorry Critic Triple Shells did not start at Super Circuit,AI was far worse in the original,The shell is a Blue Shell/Spiny Shell. NOT a purple shell,not a special shell.
Also the whole review is about 5 sentences long and says nothing about the tracks,except a rant against the Rainbow Road [fair enough it is too long and boring] and how long they are [that's also a scapegoat against the 3D Mario Karts].
Also the review was written in 2000,the whole series should be re-reviewed soon becuase Mario Kart 3DS is soon anyway.
[QUOTE=T.Mario Kart Guru]Take your pick people,lose from
Ridiculous item chances and timing [The original]
I don't see either one as being a fault for this game. It's just that the AI is very fast on 150cc and don't rely on the same item location pickups as the player.
Those two facts, along with the player not having access to the special character items and limited RAM of the SuperNes (I hate how items disappear in battle mode when the playfield gets busy) are about the only complaints I can think of.
Super Mario Kart is a great game that came closer to perfection than any of the subsequent releases.
Okay that wasn't well worded at all Leo,my apologies
I mean the AI always conveniently manages to slip fireballs,shells,shrinking mushrooms right when you're about to pass them,or they fall so close in front you'll hit the items and be stopped dead,shrunken,or spinning,and you couldn't make a turn.
It's ridiculous the AI always manages to have just one item,alright they don't rely on the panels,but it would be nice to be near Mario and idk have to deal with a shell or banana peel for once,instead he always has a star. 64 and present the enemy obeyed the item rules to the hilt.
C- MK64 - chunky N64 graphics mixed with sprites, boring courses, lame control
B+ - MKDS - ok game, nice graphics for the DS at least, some good courses, very good control
A - MKDD - great graphics, great courses, excellent control - 16 cup tour great fun
A -MKWii - great graphics, great carts, excellent courses, tons of strategy and racing techniques, control very good, but a step back from double dash, awesome online
So - there you have it!
My point about 64 is it gets blamed for all the problems in others as well.
If you hate it for Rainbow Road,fine. If you hate how much the AI rubber bands alright. As long as DS is acknowledged for the same thing.
Truthfully SNESFreak I want to agree,except I can forgive the AI far more because of the shortcuts to make up for it [Rainbow Road,Kalimari Desert,etc.] and in later games I can forgive 64 simply because the Spiny Shell is a lot more fair [As in it doesn't fly and explode but hurts everyone].Can't forgive the original for those small problems because nothing makes up for it
And actually Blueguy you can send shells backward,it's awkward but possible.
Truthfully I'd consider them all A material [okay all of them except the Arcade]. My least favorite would have an A- at worst