It's not the best Mario Kart game ever. But it's still a solid Wii game that deserves to be played.

User Rating: 8 | Mario Kart Wii (w/ Racing Wheel) WII
Pros - Good Ol' Mario Kart racing action. The motion controls, paired with the Wii wheel, make for some great driving. The new additions; bikes, and the trick system fit well into the franchise. A good amount of unlockables. The best online multi-player setup for the Wii so far.

Cons - Items have way too much influence compared to previous Mario Kart titles. Lackluster graphics and character sound effects. The new battle mode isn't very engaging or fun. If you strip away online-multiplayer, there isn't much in the way of new content.


Ever since the SNES days, when a Nintendo console was released, a Mario Kart title was usually soon to follow. The Wii is no exception, as MK:Wii was released to pretty solid numbers against the gargantuan release of GTA:IV. Mario Kart stood its' ground though, outselling GTA:IV on the PS3.

So was the hype, and sales totals worth it in the end? For the most part, the answer is yes. While Mario Kart: Wii may not be the greatest MK game ever (Mario Kart: DS still holds that title for me), it's still worth a purchase.

When you first start up the game, you'll start a profile that has your Mii attached to it. When you get into the main menu, you'll see that not much has changed in terms of game modes. Grand Prix, Battle Mode, and Time Trials all make a return to Mario Kart: Wii.

Grand Prix is where you'll be spending most of your time during your single player experience. The mode is divided into different classes (50cc, 100c, and 150cc), each offering a different level of difficulty. My only gripe with Grand Prix, is that when you first play through 50cc and 100cc, you're forced to use karts or bikes exclusively. In your first play through for 50cc, only karts can be used, and then bikes for 100cc. Once 50cc and 100cc are beaten, you can go back through using either.

Battle Mode for some reason was completely turned on its' head for MK: Wii. Instead of having just one-on-one battles, the game forces you to team up with AI partners, and goes by a point system. Instead of just trying to pop other players' balloons, it seems like you're just driving around throwing shells at anything that moves. The changes to Battle Mode really take away some of the intense moments that its' given in MK games of the past.

While Battle Mode leaves something to be desired, the Time Trials mode gets a extensive upgrade. Every course in the game, has a Nintendo ghost which you you race against. Once you beat that ghost, then an expert ghost is unlocked, which will take an immense amount of skill to beat. Some of the game's unlockables go through Time Trials, which gives the mode more importance.

Probably the largest question mark for MK:Wii is how the motion controls were going to fit into the game. After about 40 hours into MK:Wii, I can safely say that I will never play a Mario Kart another way. The Wii wheel peripheral adds to the frenetic fun of Mario Kart. Pulling of drift maneuvers are so much more rewarding using the Wii wheel, compared with the other control schemes. If you really don't want to adopt the new controls, then more classic styles are available as well.

The other new additions that veteran Mario Karters were concerned about, were the bikes, and the trick system. The bikes work their way very well into the MK series. They can be a bit harder to control than the karts, but even out with their ability to gain speeds boosts with wheelies (pulling back on your wii remote on straight aways). The more experienced you are, the more likely you will be to veer towards bikes, for the wheelie boost. The trick system fits itself very well into the MK world. When you go flying off a ramp, just flick back your controller, and you pull of a trick. Once you land, your kart or bike will receive a speed boost. Pulling off drift and trick combos really give the game a more fast paced feel, especially in the 150 cc class.

While I would love to keep going on about the great aspects of MK: Wii, there are definite flaws that hold the game back. The biggest drawback of Mario Kart is the heavy reliance of items to be successful. If the items in MK past weren't enough, they decided to add the mega-mushroom, POW Block, and the storm cloud. The shroom, and POW block are just different variants of other items. The Mega Mushroom just feels like a bastard child of the Bullet Bill and invincibility star. The POW block will make all the drivers spin out, unless you can counter it. The storm cloud is easily the best of the new items, as it's like a mini-game of hot potato. When you get the storm cloud, you get increased speed, but if you it in possession at the end of the item cycle you get shrunk. You can pass the cloud along to others by trying to pump into them along the way.

With the heavy usage of items,it's not an uncommon happening, to be hit by a blue shell, then to get red shelled, and then get hit by lightning. All of this dropping you from your #1 spot to 7th. It just feels like the game punishes you for being ahead much more so than the previous MK titles.

Multiplayer has always been the biggest draw of Mario Kart. The newest entry into the series doesn't disappoint with multi-player action. Your traditional split-screen multi-player is available. But where the game takes a step ahead is with its' online multi-player. You simply decide whether to take your skills to your region, or try to race against others worldwide, or with your friends. Once you make your choice, you are taken to the "globe" where you'll be able to see the location of your competition. The setup of online matches are very intuitive, and engaging. I have had very few connection problems with my stints during online play. MK: Wii is definitely the most stable online play I've had with my Wii so far. The VR points are the ranking system for MK:Wii. As you win races or lose them, your VR points total will increase your decrease. While this doesn't directly effect anything else, it makes for some killer bragging rights. The VR points will definitely be an attraction for the hardcore MK player. Another cool feature for online play, is that you can download and compete against other player's ghosts.

MK: Wii really doesn't shine in the graphics department. While it's an improvement over Mario Kart: Double Dash, it won't floor you with its' technical prowess. The new courses are definitely an improvement of the classics. There will seem to be alot more happening on screen for the new courses than the classics represented.

If you've played any Mario games of the past, then you'll be right at home with the music in MK:Wii. All of the classic tracks make their presence known. The sounds effects are a pretty mix bag. The driving effects, and the item sound effects are handled very well and draw you into the experience. The character sound effects are a different story. I would say that more characters have annoying sounds attached to them, then ones that don't.

If you're a veteran of the Mario Kart series, then you have plenty of reasons to pick up MK:Wii. The new controls, online-multiplayer, and trick system bring some fresh new ideas to the series.

The game isn't perfect, and relies a lot more on luck than previous Mario Kart games. But if you can look past that, the lackluster Battle Mode, and the un-inspiring graphics and character sound effects, there's alot of fun to be had with MK:Wii.