Mario Kart Wii launches with three major additions to the Mario Kart formula - namely tricks, motor bikes and Nintendo's latest piece of plastic - the Wii Wheel (I love it really). Nintendo's classic racing formula is once again recycled for the Wii installment - how does it stand up to the Mario Karts of the past?
The Wheel
Many people complained about the quality of Nintendo's last major periphiral- the Wii Zapper. It was deemed inferior to simply using the Wii mote on its own. The wheel, however, is definitely a fully functioning, beneficial addition to the game. People have worried that the motion sensing capabilities of the Wii mote would never be able to keep up with the precision of Gamecube joy stikck. From my experiences online, I don't think this to be the case. I have won many races online using the wheel against joy stick users and have never considered it a struggle (not trying to be arrogant). Quite simply, the Wii Wheel works and is truly immersive to game play - even if, you might look a little silly using it.
Motor Cycles
Again, another questioned concept. However, it's once again safe to say - they work! With generally faster speeds but poorer handling, bikes and karts make an interesting mix up. Bikes also have the ability to pull off wheelies, which, while temporalily giving a slight speed boost, also make it impossible to control. The Wii wheel, in this case, makes it slightly hard to pull out of wheelies, leading to many a crash into a crash verge.
The Boosting Systems
O.K. I'll start with what could be bad news to some - snaking is back. However it is quite different. It cannot be pulled off quite as easily as it could have been in Double Dash!! (although in some less adventurous tracks it can be pulled off a lot). However, it is in this installment quite a bit easier to pull off with no joystick waggling action needed. So far I have seen nobody try this sort of snaking online - perhaps it is too ineffective. The other means of boosting is the trick system. Don't expect a trick system as complicated as a snowboarding game - it's just a flick of a rist as you leave a ramp and you pull off a mid-air trick. When you land (and it's impossible NOT to land a trick), you get a short speed boost. You soon learn to pull a trick on every last bump.
Unlockables
The game features several unlockable karts and characters (won't spoilt who they are but a Super Mario Galaxy save is helpful in unlocking one of them

). You begin the game with 16 tracks (8 new, 8 retro) - but the other 16 are so simple to unlock, you don't even need to try. On the subject of retro tracks - another cool additon. Ramps and half pipes have been implemented where appropriate - they haven't gone crazy and slapped trick opportunites willy-nilly. Some of the SNES tracks are a bit bland in comparison to the Wii tracks.
Online
Probably the best online effort made by Nintendo so far... which isn't saying much. But it is a very good service. Online oponents can be found within seconds and once the match begins, it is a very smooth experience albeit with slightly downgraded graphics to offline. Up to two players on the same console can race online. Online battle mode is also extremely fun which makes up for the abysmal offline battle modes (the stages are just too big if you want to play four player). There is a set ranking system in which you begin with 5000 points and depending on whether you win or lose your raise you either gain or lose points. Also, in the future, there will be online competitions - not sure of what these will involve as none have been announced yet. Ghost data is also available to download and challenge on time trial mode.
Final Thoughts
Mario Kart Wii delivers all the fun that its predeccors did and more. The new implementations have all enhanced the Mario Kart experience. The is a worthy racing title and a justified purchase. Already released in Europe and Japan. Out in North America April 27.