Multiplayer Modes
While Mario Kart: Double Dash!! is quite enjoyable as a single-player game, as its subtitle suggests, it's best experienced when one or more friends are playing along with you. Whether you have a two-player split-screen or a 16-player, four-Gamecube setup, you'll be able to play alongside or against each other in Grand Prix mode, head-to-head Vs. races, or in the game's three unique Battle modes.
Grand Prix
Grand Prix can be attempted either cooperatively or competitively. If you're interested in a little competition, each player grabs a kart and occupants, and you both race through a Cup or the All Cup Tour, pitting your skills against those of the computer players. The controls are identical to those of the normal, single-player game.If it's cooperation you seek, two players can share a kart and work together to win the gold. It takes a rather lengthy adjustment period to learn the controls, but, in essence, the player who's driving is responsible for steering and initiating powerslides, while the player in the back uses special items and charges up powerslides into Mini-Turbos. If you want to switch seats, both players have to hit the Z key at the same time. Co-op players also get an extra maneuver that isn't available in the single-player or VS. mode version of Grand Prix; using the Slide Attack, the character in the rear can press the shoulder buttons of the controller (normally used for Power Slides), which results in a sideways swing of the kart. Any enemy karts that are nearby will be beaten back, and the character in the rear will steal any items that they were carrying, presuming you have an open slot. Pretty handy, as you can imagine.
Versus Mode
Versus uses the same tracks as does Grand Prix, but is focused towards one-on-one duels between players. Thus, you can only pick one track at a time, and there are no computer racers on the courses. Also, some of the obstacles on the tracks have been removed, leading to a speedier, more exciting racing experience.
Battle Mode
Battle mode is the most directly competitive of Mario Kart's multiplayer modes, as players have to go head-to-head against their opponents in order to blow them to smithereens, steal precious items from them, or dare we say it? pop their balloons. These modes are simple enough to require little explanation, but wind up being quite fun.
Balloon Battle
In Balloon Battle, each player begins the match with three balloons tied to their kart; each time an opponent manages to peg you with a special item, you'll lose one of them. The last player with balloons wins the round.

Red Shells are invaluable in Balloon Battles, but make sure you have a clean shot before you let go.
In two-player games, matches will often be over in less than a minute, especially on the more wide-open maps, like Tilt-A-Kart or the Nintendo Gamecube level. The player who gets the better items, like Red Shells, will often be the victor; the poor soul who finds nothing but Bananas will usually be out of luck, but at least there's a short grace period of invincibility after you lose a Balloon. Use it to evade your foe and grab an item cube!
In larger games, you can often profit by squirrelling yourself away in a corner of a level, such as on the top floor of Luigi's Castle, and waiting for the rest of the players to wear themselves down before moving in for the kill.
Shine Thief
In this Mario version of fox-and-hounds, the goal is to be the player holding the Shine icon when the timer on a round runs out. The Shine begins a round in the middle of the level, but can then be picked up by any player that moves over it. Of course, other players can knock it loose via special items and claim it for themselves. You can expect the action to get much more frenetic as time clicks down. This game works better on the more intricate maps, like Block City or Luigi's Mansion, where the Shiner actually has an opportunity to evade his or her foes.
Bob-omb Blast
In a fashion similar to Balloon Battle, the object of Bob-omb Blast is to pelt your opponents with explosives, but unlike that mode, you can actually trade hits to avoid having an outright winner. When someone is hit with a bomb, the hitter gains a star, while the hittee loses a star (if they possess any). This see-saw effect can lead to many a standoff, but keep in mind that a single bomb can impact multiple foes in larger games, leading to huge star swings in an instant. Also, be aware that each of the characters on your kart can hold up to five bombs, so if you find yourself in a lull between engagements, skirt through the item cubes in your path to load up on ammo.
Battle Mode Maps
There are six different maps for use in Battle Mode, ranging from the ridiculously simple to the moderately complex. These are focused on recreating small arenas, so you shouldn't expect to see any towering ten-level monstrosities.
Cookie Land
This little circular level, reminiscent of the old Simon memory game, features a trio of bumpers that block off the circle's interior from the outer border. The outer border makes for a useful grinding spot for powerslides; if you're trying to avoid fire, just lock in a power slide and accelerate along the wall. This will make it difficult for enemies to hit you with anything but a Red Shell, but eventually they'll wise up and place a Banana along your path, so keep your eyes open.
Block City
Block City consists of four little squares, co-existing within a larger open square. The yellow square has a path leading through its interior, while the blue square hides a dead-end at its rear. Characters on the defense can hole up here and litter the ramp leading down with Bananas and other objects from the endlessly respawning item cubes here, or just wait for someone to approach before blasting out with a Mushroom.
Luigi's Mansion
Well, perhaps there aren't any "ten-level monstrosities" in Double Dash!!, but Luigi's Mansion acquits itself fairly well with a modest three stories. The basement and first floor are where much of the action will take place, while the second floor, with its open hole to the floor below, is an excellent place to hide yourself away in a Shine Thief match. If you can position yourself in one of the corners, looking back upon the entrance to the area, you can pelt anyone who comes up with your items as they round the corner, but be aware that they'll know your position as well, due to it showing up on the minimap. If worse comes to worst, you can jet off into the hole and make your getaway. The upper floor is also an excellent spot to rack up cheap points in Bob-omb Blast, so long as you don't run out of bombs!
Nintendo Gamecube
The Nintendo Gamecube level will require all of your cerebral powers if you're to achieve a victory. Its intricacies have driven good men mad with desperate mentation! Children quail when they see it!We could only wish. In truth, the level is a flat plane, without any obstacles to separate yourself from your enemies. Basic in design, but still a lot of (chaotic) fun.
Pipe Plaza
The only complexity here is in the two sets of pipe warps, which hail all the way back to the original Super Mario Brothers game for the NES. You won't be warping to another level, or Bowser's castle, though; these pipes are connected to each other, so that the pipes up top will spit you out on the lower level, and vice versa. If you find yourself with a Red Shell on your tail, you can head through a pipe, and perhaps see it self-destruct out of the corner of your eye. There's no really good place to hide on these levels, although you may be able to confuse pursuers by heading through a pipe, then hitting reverse as soon as you land. They'll still be able to see your position on the minimap, but they'll be confused for a second or two nonetheless. This works even better if you're transported to the top level; if they don't see you on the path ahead, they'll usually drop off to look for you, and they'll be forced to either make their way back to the pipe they just came through, or head all the way to the ramps that lead up to the higher level.
Tilt-A-Kart
Tilt-A-Kart is another flat plane, except this one periodically tilts on its center axis towards one end or the other. The usual speed penalties/boosts will apply, depending on which way you're trying to move when the level tilts. Also of note is the fact that this is the only Battle Mode map without a border, meaning that you can and will be knocked off the edge if you veer near it. The white safety strip helps matters somewhat, but a lucky Red Shell will still give you enough momentum to go over the edge. If you fall off the level, you'll lose a Star, a Balloon, or the Shine if you have it in your possession.
More Features
Games you may like…
-
Luigi's Mansion
(GC) -
Wario World
(GC) -
Mario Kart 64
(N64) -
Super Mario Sunshine
(GC) -
Super Mario Strikers
(GC)
Users who looked at content for this game also looked at these games.
See More Similar Games