![]() ![]() Hopping is still useful for bookending long turns and avoiding minor obstacles, however, if the player holds their slide down long enough a boost will automatically be granted-no wiggling required. Super Circuit kinda does both, leaning a little more towards the Super NES iteration. In Mario Kart 64, players could slip into a power slide allowing for long drifts around corners, closing with a speed boost if the player could sufficiently wiggle the control stick back and forth. In Super Mario Kart, a push of the right trigger causes the player to hop, making it possible to leapfrog over minor obstacles, while, at other times, the hop can be exploited to displace your kart at an angle advantageous for sharp cornering. ![]() Rather than attempt to break new ground by introducing new play mechanics, Super Circuit sets its focus on being a well-executed hybrid of previous games.įor players of Super Mario Kart and Mario Kart 64, the mixed blood elements, namely the combination of the hop and power-sliding, are readily apparent. ![]() Mario Kart: Super Circuit – A Review July 25th, 2010ĭeveloped by Intelligent Systems rather than fixed regulars EAD, Mario Kart: Super Circuit plays the Mario Kart formula pretty safe between the lines of the first 2D and 3D iterations of the series ( Super Mario Kart and Mario Kart 64, respectively). ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |