Mario Kart Wii

by Laura Wilson on May 30, 2008 11:00 AM EST

Kontrols

The driving experience in Mario Kart Wii is similar to predecessors, except for the new expectation of tilting, jiggling or thrusting the Wii-mote around during gameplay. There are several different methods of control for the game, so let's go through a nice rundown:


The Wii Wheel

Wii-wheel: The game comes with a free Wii wheel, which would otherwise have set the buyer back ~$15. The Wii-mote fits conveniently into it, and a loose, clunky rectangle on the back lines up with the B-button to make everything accessible. Using this lightweight, white plastic torus, (I'm sure you'll be able to personalize it very soon with skins, images, perfumes or whatever Nintendo dreams up for a little more cash), the experience feels a little like driving in a tiny, invisible automobile on a frictionless road located no specific distance below you. Tilt it right and the kart turns right; left and it turns left. But if that's not enough fun for you, there's more! When using a motorcycle, tilt the wheel up to pop a wheelie (this gives you a small boost in speed, but makes you susceptible to being stunned by opponent collisions and you have less turning capability while suspended on one tire). If you're driving off a jump, give the controls a quick shake and the character does a trick in the air, followed by a speed boost upon landing. Different shakes result in different tricks, it seems, but so far I can't figure out how to get any dirty gestures out of anybody. (I mean, wouldn't you want to "express yourself" at someone as you leap past them after they pegged you with a red shell while driving down I-40?).

A seasoned veteran of Mario Kart will probably get frustrated with the wheel, and might even toss it altogether after trying the other setups. The main problems are that it's difficult to drive in a straight line (it slows you down especially while wheelie-ing) and timing on drifting is tricky -- you can easily accidentally start drifting the wrong way if you're too fast for the controller. Shaking the controller (to recover from spills, do tricks over jumps and pop wheelies) can make it hard to maintain a direction as well. The bottom line is that no matter how fun it might be to play around with for a little while, the Wii Wheel raises the degree of difficulty to master the game to an incredibly high and frustrating level to the point of not being worth it. (Note: removing the Wii-mote from the Wii-wheel gives the same basic control system; I guess it's just not as Wii-cool.)


The Nunchuk

Nun-chucks: Not included with the Kart game (but available for purchase at your local gaming supply store) is the nunchuck option, which utilizes a second hand controller that attaches to the Wii-mote via a plug-in cord. In this layout, the player doesn't physically turn right or left, but rather uses the analog stick to direct the vehicle. The Wii-mote side still controls wheelies and jump tricks by quick upward tilting of the front end or giving it a little shake. Using items might require some dexterity of the fingers, but of all the choices this is probably the most ergonomic method of control.


The Classic Controller

Classic or GameCube Controller: For those that really can't handle change, be (somewhat) reassured. You can still do sufficiently well using the old models. However, when using this set up, shaking the controller like a monkey on acid will secure nothing but the ridicule of anyone watching you. Gameplay won't be affected by your physical outbursts (which might be good news for control throwers… you know who you are). There is one major drawback for those looking for a GameCube like experience: Mario Kart Wii changes the fundamental control of the GC controller by changing the button layout… and it is impossible to adjust which buttons do what in Mario Kart Wii. If it were one problem or the other it could go without mentioning, but the combination makes using the GC controller less satisfying for fans of the Mario Kart Double Dash.


The GameCube Controller

The inability to adjust the controls continues to be a serious oversight in the Mario Kart series. There are small tweaks that would go a long way for all control schemes, and it doesn't make sense anymore not to allow the gamer to tweak the controls if he or she wishes. We can build it better. We have the technology.

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  • SonicIce - Saturday, May 31, 2008 - link

    taking pics of the screen... anadtech has not evolved to the point of capturing the video output? come on, even a 10 dollar capture card can receive s-video :)
  • crimson117 - Friday, May 30, 2008 - link

    quote:

    I actually wasn't sure I could write this review without using the phrase "cluster f***,"

    Wouldn't it be "kluster f***"?
  • Cygni - Friday, May 30, 2008 - link

    Zing!

    I agree though, i rented this game to try and decide if it was worth picking up... and it just wasnt for me. And im a HUGE Mario Kart fanatic. It just seemed rushed or something, with little (but ridiculously important) menus crammed in weird places. Im going to rent it again in a few weeks, when ive beaten GTAIV, and give it another shot.
  • wchall01 - Friday, May 30, 2008 - link

    "If you want to play battle mode with only two people, too bad. Want to play with four? Too bad! Your only option is to be on one of two teams and play with twelve players"

    I was very frustrated the first time I encountered this issue. But there is a "Rules" button in the upper right hand corner on the menu screen before you click "Battle" or "Coin Runner". Simple select "None" for CPU and you can battle with just 2-4 of your friends.

    The same options apply on the local multiplayer racing menu.
  • Laura Wilson - Friday, May 30, 2008 - link

    Thanks for pointing out the error, we have updated the article.
  • DerekWilson - Friday, May 30, 2008 - link

    WOW ....

    I had no idea about this -- way confirms the ergonomics / UI issues pointed out though.

    I'll let Laura know about this and ask her to update the article.

    thanks for pointing it out -- you've just made me a lot happier with the game :-)
  • Bremen7000 - Friday, May 30, 2008 - link

    s/loose/lose/
  • SniperDaws - Friday, May 30, 2008 - link

    This is by far the best Mario kart yet, and is unique because of the wheel.

    But 2 player Wifi is pointless because the 2nd player is a guest so doesnt really feel as part of the game.

    But thats all that ruins it for me so far.
  • DerekWilson - Friday, May 30, 2008 - link

    i know i'm lame, but i love the n64 version ...

    to me n64 and GC are tied for best mario kart.

    the DS version is good, but the Wii version is really a better DS version that doesn't quite live up to the n64 or GC. with a wheel.

    seriously guys, if you want to compete for near the top in tournaments and time trials, you'll want to look into not using the wheel (where the tournament allows it).
  • Locutus465 - Friday, May 30, 2008 - link

    You'd have to use kluster f*** :D

    In all seriousness, I love this version of the game... Yeah, it has it's issues but it easly owns the GC version (which I also own). I love using the Wii wheel though I'm still not quite as good at manual power sliding as I need to be, and since I play mario with medium karts power sliding is essential to staying on course (I'm sure it is to varying degrees for all characters).

    As an added testiment, and I'm sure many on these bords will be shocked... In my appartment I bought this and rented GTA4 at the same time... Mario Kart got serious play time, GTA4 sat around my apparment until it was time to return it (basically).

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