10 Things Nintendo Should Do in Mario Kart Wii

By Austin Heller:
1. Model it after the DS version. The regular levels, new characters and touch screen were all fine and well, but the retro levels, hidden characters and the extensive kart options were what made it so addicting for such a long time. Bring back old-skool courses like Toad’s Turnpike, Bowser’s Castle and Royal Raceway (and the obligatory Mario 64 reference) and hide characters like R.O.B. in the game, and single-player mode could last me a very, very long time.
2. Add more drivers. In the video; shown at E3, there are twelve, not the usual eight, drivers at the starting line. Reggie himself confirmed that more drivers would be able to compete, but how many? Ten? Twelve? Thirty? Maybe if I owned that many Wiimotes. I’ll get to that in a sec.
3. Make the remote’s controls as badass as the wheel’s will be. The wheel will obviously be awesome, not just because it’s a Wii product, but because driving cars is cool. But what about the remote? Being able to aim and throw items at enemies- er, other drivers- would be epic, especially if double car-style mode is offered. Alternatively, I guess you can always just throw the actual remote at people…
(To clarify, one Wii Wheel + Wiimote for the first player and then one Wiimote for the second player throwing stuff.)
4. Offer double car-style support. That was a neat idea in Double Dash(!!) that was actually really fun- just don’t make it mandatory. A simple subsection in the “Multiplayer” screen will do just fine.
5. Incorporate a tournament mode. At least when I play Super Smash Bros. Melee, this satisfies the gaming palettes of myself and others for quite a while, particularly in large groups. And frankly, online tournament support seriously could keep me playing Mario Kart for hours on end, as if I didn’t already do that with the DS version.
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