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    Nemo's GameLog for Mario Kart: Double Dash!! (GC)

    Friday 12 January, 2007

    So my Mariokarting was again solo (hopefully for the last time).

    This time I decided to take a closer look at why I think Mariokart has been such a hit (besides the social aspects talked about in my last blog).

    Racing games are a favorite of mine in general due to the fact that they are easy to learn. The idea of staying on the road while using the gas and break are easy enough to understand. BUT, Mariokart has captured so much more than that. The weaponry provided by driving over the 'question marks' definaltey add a new demension to the game. They give the player something to improve on as they play the game besides the 'stay on the road' part. Each item is good for certain types of attacks/defenses atcertain instances. Mariokart also has other little 'goodies' such as shortcuts for many of the levels, and (one of my personal favorites) the 'blue sparks.' Other little things like the 'dash' that can be achieved in the beginning of the race are things that have become legendary in the mariokart series and again can be developed and leveraged for a more intensive game playing experirence.

    I think by maintaining some of the traditions mentioned above while adding subtle new ones (like the blue sparks) allow Mariokart to keep coming back in newer systems. Oh, having better graphics each time is nice too :)


    Mariokart is deeply embedded both as a Nintendo game an as a racing game, specifically an armed racing game. If you were to compare Mariokart both against other weapon-friendly racing games, and other Nintendo games, what ideas and elements are shared between Mariokart and each of these games. Pick two, doesn't matter which ones. What is is that makes Mariokart both a Nintendo game and a Racing Game, and how do those things contribute to Mariokart beind one of your favorite games?

    Monday 15 January, 2007 by Jade
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