The game also features Wii U GamePad integration. While leaning instead of drifting, sport bikes lose less speed, but have a lower turning capability with respect to outside drifting vehicles, this being a feature seen in Mario Kart Wii as well. Two types of bikes return: standard bikes, that perform regular drifts, and sport bikes, that lean toward the inside of the turn instead of drifting. When in anti-gravity, if a racer bumps into another racer, the kart spins rather than just bumping and both racers receive a speed boost. Jump Boosts and the ability to look behind also return in this game.Ī feature introduced to the series in this game is anti-gravity segments that not only allow for more dynamic track design, but also for racers to drive across walls, ceilings, and other seemingly unusual places. The hang-glider and underwater mechanics also return from Mario Kart 7, as well as Coins, with the player being able to collect up to ten in one race, and automatic drifting activated by steering in a direction for a certain amount of time, with a turning capability that, unless a Wii Remote without motion controls is used, matches the one while drifting (and even surpasses that in the case of sport bikes), with the ability to slowly charge Mini-Turbo and Super Mini-Turbo boosts, added in this game. Karts, which feature similar designs from Mario Kart 7, can be customized once again, alongside the returning bikes, which handle similar to the karts now and can only perform a wheelie via a boost, and the newly introduced ATVs. Whichever player has the most amount of points wins the entire race. Players receive an amount of points depending on the position they end up with. During the race, racers can pick up items from Item Boxes, where the probability of receiving items is dependent on the racers' distance from the frontrunner for example, first place typically receives defense items such as Bananas and Green Shells, while racers at intermediate distance from the lead receive more powerful offense items such as Triple Red Shells and Fire Flowers and racers far from the lead receive items that lead to an increase in speed or the possibility of going off-road without losing speed, such as the Super Star or Bullet Bill, to help compensate their distance. Players pick a character of three weight classes and drive vehicles of varying stats, strengths, and weaknesses around an obstacle course-like racetrack, in an attempt to finish first of the twelve racers, the number of racers used in Mario Kart Wii. The gameplay maintains the traditional elements of previous Mario Kart games, mostly from the two recent installments on the Wii and Nintendo 3DS respectively. Mario demonstrating the anti-gravity mechanic in Mario Circuit.
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