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After Luigi Circuit's conventional layout, the Farm offers a wacky change of pace. In plan view it's a simplistic, slightly irregular oval. In play, it's a very broad, incredibly bumpy stretch of terrain which novices can easily get lost on. Watch out too for kamikaze moles who cheerily pop out of their burrows to upset karts which drive over their homes. A cheery breeze around the beaches of a mini-island. Tiny crabs amble about to provide skid-inducing hazards, but observant players will notice two crucial shortcuts: one with a semi-submerged stretch of land across a bay, another a leap into a tunnel through the middle of the island.
A loose, figure of eight track intersects with a simple oval railroad track. In one-player mode, the beautifully detailed locomotive pulls a string of carriages which sadly disappear in multi-player mode. Either way, the train only rarely interferes with the flow of play. The openness of the track puts the emphasis on combat, but the narrow track makes for a mean speed trial. What sort of nutter sets a mini-kart race on a busy highway? Alongside the Koopa's Castle, this is the game's most technically impressive track with eight karts nipping in between a stream of huge juggernauts, school buses and cars.
The lack of slowdown is highly impressive, and weaving between such massive vehicles is exciting fun. On the other hand, getting shot by a 'friend' and then run over by one car immediately followed by another can be annoying.
Aside from the traffic, the track is a little dull - if it were more exciting it might also be impossible - so this isn't quite the thrill you might expect. On the other hand, this is the one circuit which delivers a real surprise in Mirror Mode: the traffic switches direction and comes straight at you! A beautiful-looking circuit complete with an ice statue of Mario and falling snow which looks gorgeous in one player mode. The track layout is relatively gentle and the snow isn't that slippy - it's the cute little snowmen which provide the real challenge.
These chappies sit with just their heads poking up, but when driven over quickly pop up and send the offending kart tumbling into the air. Avoiding these guys requires quick, precise driving. A highly entertaining little track with tots of bumpy hills, a narrow mountain side turn and a great muddy feel for fast, aggressive action.
There's even a rockslide, although only the most careless drivers will get flattened by the handful of rocks which tumble down. This is the game's second shortest circuit with broad run-off areas and only the gentlest of inclines and banked turns. Fast and simple. So why did Nintendo select this circuit for their Japanese time trial tournament? Speed around using the normal controls and this is a very bland track. Use power-slides and it's a heart-stopping test of split-second reactions, slicing through hairpin turns with millimetres to spare, the wheelspin smoke burning yellow then red.
Although there are no significant hazards, the track itself is narrow and demanding for true speed demons. The second-longest circuit is played out in a huge mud-track arena complete with one crucial leap miss it and you drop on the track about a third back on your original position. Initially, the circuit can seem a bit too long, but lots of corners and the slippery, muddy track are ideal for mastering those power-slides. Add in some outrageously hilly terrain and you've got Nintendo's masterful take on Sega Rally.
A short, fast course with some tight corners all played out on ice. Judging how close you can get to the edge isn't easy, particularly with huge, mad penguins slidin' about for fun. Fall in the water and you're pulled out encased in ice-amusing, if only for your competitors! A deceptively tricky, demanding course with a particularly nasty pair of hairpin bends leading into the main straight - a large lake provides a watery reception for the careless.
On the right of the game's largest leap is Princess Peach's Castle, which also plays host to the reward ceremony. It's exactly the same as in Super Mario 64 , but is here sadly uninteractive. Proof positive of just what the N64 can do. Huge Thwomp cubes whirl about overhead, rush into the distance and then slam down on your head just as you're negotiating a particularly nasty turn. A couple of narrow bridges and a leap over bubbling lava, plus a fire-breathing Bowser statue all add to the fun.
Although a little overwhelming initially, it soon reveals itself to be an extremely fast and fun track. Unlike the similarly ambitious motorway, this is a real classic you'll return to again and again. A wild, riotous track which consists of a long river jump, a tight corner located in a cave and some very fast twisting turns through the jungle.
The latter are spiced up by rocks bouncing about in the jungle, veer off track and these provide a disorientating pounding for the careless. An agreeably confusing track with most of its length consisting of numerous different routes running through a canyon infested with bizarre, hedgehog creatures. The shortest route is, of course, the most difficult and gives players an admirable insight into the precision of the N64's 3D with kart wheels slippin' and slidin' on the edge of some very long drops!
Something of a homage to the original: an entirely flat wooden track suspended over icy water. The fact that some barriers have been left off tight corners makes for some hair-raising corners, while a bat-infested ghost house is particularly tricky if you've just been magically shrunk!
The track you loved to hate on the original - a long, fiendishly twisted course with no barriers, no run-off areas: only your skill kept you on track. The 64bit version is even longer and twistier, but sadly there's barriers along every metre of its m length. It's impossible to fall off, except if you drift off on one long jump. A huge chain-chomp enemy whizzes about, boasting a beautiful mirror finish, but aside from this and some lovely neon graphics in the sky this is a real disappointment.
Still, all the loop bits and slidey track make for some awesome power-slides. Just like its illustrious forebear, first impressions of Mario Kart 64 are misleading. Once again, the 50cc class can be regarded as toddler fodder and should be ignored unless you want to spend time sight-seeing.
The overall emphasis of the game is very much on four player mode which is undoubtedly its strongest point. The slower frame update, and consequently reduced responsiveness, don't so much harm the game as perfect it. The game is never so demanding, never so fast-feeling as when operating under these limitations.
It's the first game I've seen which doesn't just work in four-player split-screen mode, it actually soars and is brilliantly, irresistibly playable.
A wider, more powerful range of power-ups, with the really powerful weapons invariably provided to those in last place, mean players of varying ability can play together much more easily than the original. However experienced you are, however far in front your are, you can never totally relax with so much wacky mayhem exploding behind you. The Battle Mode variation does make you aware of how small your individual screen is, but the richness of four player gameplay more than compensates: 'yes, of course we're a team Without three or four players the game's strengths remain, but the compromises become more evident.
The most obvious of these is in the graphics. Preview shots of Kinopio Highway's traffic and Kara Kara Desert's locomotive suggested an outrageous new level of 3-D trickery and excitement. The reality is considerably different with just two tracks delivering on this promise. Bowser Castle is an unbelievable riot with huge Thwomp cubes whirling all about the place.
At first it seems too much, even the screen shuddering as the cubes crash down, but with practice it becomes excellent fun. Kinopio Highway, by contrast, looks excellent but is ultimately one of the less interesting tracks - not least for the way it transfers attention from interplayer combat to simply avoiding traffic. Perhaps because of this, other extravagant 3-D creations such as the riverboat, rock slide and locomotive are all limited to looking pretty, while affecting gameplay barely at all.
In four player mode there's no need for such distractions, but in two or one player mode you keep waiting for surprises which never appear. Similarly, some of the arenas in Battle Mode can seem a little too spacious for less than four players, even if the increased range of power-ups and 3-D terrain makes it far superior to the original bit version. In Versus or Grand Prix mode, however, this wide range of firepower can seem initially overwhelming.
The wildness of the combat, especially with the bias of power-ups against leaders, is fun but blunts the precision of Super Mario Kart and can make the tracks seem dull by comparison. It's all very enjoyable, but some of the original's buzz seems lost. The key to getting a hard-edged, adrenaline-pumping racing game is the power-slides. Faster and more sophisticated than anything seen in Super Mario Kart, they emphasise just how much thought has gone into both handling and track design. Using this technique, even the most bland seeming tracks suddenly take on a fiendish challenge.
While novices will have a ball fooling around with the firepower, experienced gamers will discover there's a real race game underneath. Overall, Mario Kart 64 undoubtedly delivers on its promise of unrivalled four-player gameplay. In other modes, a consequent conservatism lessens the immediate impact but the familiar richness of gameplay, and plenty of underlying depth, ensures in no department does the game disappoint.
It's simply awesome fun and, once again, the more you play, the more you enjoy. It was a pleasure to play this one Another winner comes to the Nintendo 64 direct from Nintendo. When a game is this good, where can I start? Since I only have one gripe I'll start there. I really wanted more battle tracks. If there were at least two or three more I'd be more pleased let's hope for secret tracks! Other than that, the game was perfect. The graphics were flawless and the sound fits the game nicely--both in effects and music.
All of the different modes make for even more replay value even though it already has plenty. The characters are good choices as well. Need I say it-- Mario Kart 64 rocks!
Once in a while, a game comes along that's so much fun to play, that you'll look past all its problems. Mario Kart 64 fits that bill. What's wrong with the game? The power-ups are unbalanced, and they help out the trailing players too much let the losers suffer in the back! The lightning bolt is cheap and, when used in certain stages at certain times, can pretty much insure a win for its user.
But who cares! The game is a blast and takes over Super Bomberman for my favorite multiplayer game of all time. This game is several times better than the Super NES classic, and that's saying a lot. This is a reason to buy an N Does MK64 offer the dead-on control, sizable selection of racers, multiplayer thrills and secret-packed tracks of the Bit original? Yes, yes, yes and You'll need to buy several controllers, too, since the game's Two- to Four-player Modes give it sky-high replay value.
My only gripe is the track design. The 16 courses-which reverse when you beat the game-are long for sure, but they don't pack quite as many secrets and shortcuts as the original. Once again, Nintendo comes away with another show-stopping title that captures your interest and keeps you coming back for more. While best experienced with four players, I found great enjoyment even with one-player games.
The computer's Al has improved dramatically, with fewer cheap weapons thrown your way. I also liked how the courses changed slightly to increase difficulty for hardcore gamers fewer or no barriers at higher CCs. I sorely miss the feather power-up and hidden shortcuts, however, and the miniscule selection of courses left me greatly disappointed. The sequel had better be HUGE. Mario Kart 64 is one of the most highly anticipated N64 games yet.
Why is everyone so excited about this title? Mainly one reason: four player battle races! Sure the graphics are leaps and bounds over its bit predecessor. And sure the kart handling will be all the much better with the N64 analogue controls. But you can't have more fun than racing and pushing off the road three of your friends. You can play a strict race, where the first player to finish all the laps win.
But as any Mario Kart fan could tell you, that's not where the true fun is. The battle mode is a type of race as well, but this is a race to beat up your opponents the quickest. You can run around the track and pick up various power-ups and weapons to help in this goal. One notable improvement over the old Mario Kart is that you can now gather more than one weapon. For example, you can carry six bananas around at a time.
There are over 20 courses in Mario Kart 64, some more interesting than others. P One of the more impressive locations f is the inside of the Princess' castle. Imagine racing around, trying to avoid big Thom Blocks at the same time. To coincide with the release or Mario Kart 64, Nintendo will be shipping a special edition, controller. What's so special about this new joypad? So far, absolutely nothing except that it will be split colored black on top, gray on the bottom.
These controllers are to be bundled with the Japanese version; we'll have to wait to see if the American version will get a pack-in controller as well. An added feature is that players can design and build their cars from the tires up and race them. Thru the track you can collect items from the box placed randomly on the map and with the items you can disable other cars or opponents.
The things are generally equivalent to the old Mario Kart game, yet the plume has been ditched. Instead of the plume, you can get a spiky, homing turtle shell that goes legitimately after the main driver and a phoney thing box that explodes individuals when they pass through it.
The ghost thing takes your adversary's power up and makes you undetectable for a brief timeframe; the mushroom provides you turbo helps, and the lightning jolt contracts different drivers with the goal that you can crush them. When playing with two players, whether in GP mode or in the Time Trial mode, the screen is part of a level plane in two. When you play the four-player mode, things can get very small except for a significant TV screen.
Either you can do four-player races or fight it out in one of four fields. If you're playing with three or four players, the experience of gameplay here genuinely equals Bomber Man! At the point when they are gone, you're gone. This makes the race typically fascinating because you don't know who will win until the end; however, it can likewise become irritating when endless PC vehicles abruptly find you by utilizing turbo supports.
While playing the desert level, you need to keep an eye out not to collide with an old steam train, and in the case of Toad's Highway level, there are even huge trucks and vehicles cruising all over with you. It's this meticulousness and inventiveness that makes Nintendo games such a pleasure.
The track configuration is very acceptable, as well. You would enjoy playing Mario kart 64 on Nintendo 64 gaming console emulator. RetroArch is also an excellent choice for playing Mario Kart A portion of the essential highlights of RetroArch is the capacity to load cheats, take screen captures, remap the controls, and spare state.
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