Mario Kart is one of the few franchises that have been able to hop back and forth between handheld and home consoles
without losing a whole lot in translation. Whether the last Mario Kart
you played was the Wii version or the DS version, you were treated to an
excellent game with plenty of tracks, characters, and multiplayer
modes. Though it's easy to gloss over handheld iterations of any major
series as auxiliary, Mario Kart 7 is the best put-together Mario Kart
yet. And if you think it's because of the 3D, you'd be mistaken.
In fact, the 3D is so understated that sometimes it's hard to notice
that it's even there. There are some decent 3D effects including sun
flares and water effects,
but if you are looking for a game with a lot of "pop," you won't find
it here. It's actually quite refreshing, as a game like Mario Kart
doesn't need flashy 3D effects. After playing in both 3D and 2D, I can
confidently say that the 3D is not necessary for the game, and doesn't
come close to being a selling point.
What actually is a selling point, though, is the new content.
Mario Kart 7 has 16 new courses and several new characters for you to
unlock, in addition to 16 "throwback" tracks taken from earlier games in
the series. The new courses take advantage of a new multi-level track
system that lets you take to the air with a glider or dive underwater. Although some of the places where you can use these abilities are pretty obvious, part of the fun of the game
is finding secret areas where you can jump into the water or take
flight to clip past your opponents. The new tracks in Mario Kart 7 are
extremely detailed, and the more you play on them, the more you'll discover about the tracks and the secrets they hold.
The throwback tracks have also been done extremely well, and all of them
seem to have been given a bit of graphical polish to bring them more in
line with the new levels. The retro levels also feature new underwater
and aerial areas, so you can explore some new areas of these familiar
courses.
Another element that comes as a bit of a throwback is the reappearance
of coins. For the last few iterations of Mario Kart, in-track coins have
been strangely absent. However, the coins are back, and you can collect
up to ten per stage to increase your maximum speed. You can also collect coins
to unlock content, so even if you max out the amount of coins for speed
purposes, you'll still want to continue collecting coins throughout
each level.
Aside from all the new track content,
Mario Kart 7 has taken a new approach to the vehicles this time around.
You start by picking a base vehicle for your character (initial
offerings include a kart, buggy, and birthday car) and then outfitting
it with tires specialized for speed, handling, or off-road driving. You
can then pick a specialty glider and go forth with your own custom
vehicle. The vehicle customization isn't unlike that of Mario Kart Wii,
though it's taken a bit further in Mario Kart 7, and again provides
some much-needed depth to a system that may otherwise have been a little
too simple.
There are some new power-ups as well. In addition to the various shells, mushrooms, and stars, Mario Kart 7 also includes a fire flower that lets you burn nearby enemies, a deflecting tanooki tail, and a bomb-omb that lets you blow up
enemies that are a medium distance away. These power-ups are all quite
useful, but there is one overstuffed power-up among the bunch that might
annoy you even more than the accursed blue shell. It's called Lucky 7
and gives you all seven of the standard power-ups, (green shell, red
shell, mushroom, inky, etc.) for you to use at your discretion. Any
player who is lucky enough to get this power-up basically has "God Mode"
on for a few minutes, and the effects on what might have otherwise been
a close game are devastating. Aside from this annoyance, however, the
new power-ups are a welcome addition to the Mario Kart roster.