"There
will be a few stock titles in everyone’s GBA game library and Mario
Kart Super Circuit, with its established gameplay, accessibility,
graphics and sound, is sure to be among them."
Why didn’t
this Mario game get an "Advance" subtitle? Calling it Super
Circuit just causes confusion. "There is no Super Circuit
system!" I say. Fortunately, although the naming scheme has strayed
from tradition, the gameplay is exactly what you expect of Mario
Kart.
For those that don’t know, Mario Kart Super
Circuit (SC) is all about racing kart-style against other characters in
the Mario universe. You blast around tracks, collecting power-ups,
taking the occasional shortcut, causing general havoc, then collect your
trophy (provided you finish in the top three). The formula hasn’t
changed much since Mario Kart’s first appearance on the SNES. There is
the added aspect of collecting coins strewn on the track – this is
after all, a Mario game.
Driving modes included
are: Mario GP, Time trial, and Quick Run where you can challenge
opponents on the track of your choice. For each mode there are the usual
50, 100, and 150cc difficulty options. Most will have no problems with
50cc mode. 100 and 150cc provide much more challenge. Luigi in
particular is an absolute demon on 150cc. He’s the only AI driver that
consistently – and often – knocked me into lava, water hazards, or
off the track, even if we were only battling for fourth place.
Part of SC’s appeal is
that all the tracks can be raced on right away. (There is an added
"Secret" circuit, which has to be unlocked.) The tracks are
designed to encourage quick, intense racing. Many of the tracks have
30-second lap times. This means that if you make a mistake or otherwise
get behind it can be tough getting back in the race. Besides the usual
course hazards – Thwomps, water, lava, etc. – some new ones have
been added. There are fireballs, vicious sand traps (occupied by Fire
Flowers), and teepees, that when hit disgorge an ornery guy that slaps
onto your face and slows you down. By including these "new"
hazards that have always been part of the Mario universe, it really
makes SC seem an extension of the Mario games.
The traditional Mario
Kart (MK) power-ups are all present, so those with prior experience will
know the pros and cons of each. Using them strategically is dependent on
how well you know each track. This means knowing where the shortcuts
are. There are a few shortcuts that can give you a massive lead provided
you have the right power-up and combine it with (another new track
feature) the booster pad. If you’re going fast enough, traveling over
bodies of water is possible.
Graphically, things look
extremely good and better than the original MK on the SNES. Sometimes
it’s hard to see what’s coming on the road ahead. Are they coins or
a puddle? A few times through each track will make them familiar enough
that you’ll know ahead of time. SC also gives you handy road signs
that pop up and flash to warn you of narrow roads or sharp turns. The
sound and music remains faithful to the MK tradition, and has retained
the double time music for the final lap to add tension.
The support for the
multi-player link is used to good effect. Finally we can play a MK game
at full screen against human opponents rather than squinting at the
postage stamp size of a quarter screen, while still keeping players in
the same room. (This is most noticeable in battle mode.)
There will be a few stock
titles in everyone’s GBA game library and Mario Kart Super Circuit,
with its established gameplay, accessibility, graphics and sound, is
sure to be among them.