In this series of articles we'll write about one or more Mario game per day, each representing a different year as part of our Super Mario 30th Anniversary celebrations.
Arriving two years after Mario Kart Super Circuit on the GBA, Mario Kart: Double Dash!! (emphasis not ours) is the fourth game in the Mario Kart series, or third home console release. Producer Shigeru Miyamoto was keen for this new entry in the Mario Kart series to be a game which could be enjoyed by veteran players, without alienating newcomers to the series or gaming in general.
The most notable change that Double Dash!! makes to the Mario Kart formula is the inclusion of two riders on each kart. While one character drives the secondary player uses the items. This allows the player to keep an item in reserve which can be accessed by flipping the characters around. Different special weapons could be picked up depending on the character you were playing, such as Wario's devastating bob-omb and DK's giant banana. The game offers 21 karts in all and the character combo's weight class (light, middle, or heavy) determines the kart in which they can ride as well as their speed, acceleration, and weight attributes.
Double Dash!! offers 16 tracks (along with mirror versions of the tracks) which, at the time, played it quite safe by reusing ideas from past games in the series such as Bowser's Castle, an ice track and of course a Rainbow Road track. DK Mountain was one of the more innovative tracks, however, and featured a cannon which would launch players to the top of a volcanic mountain which you'd then descend down.
Powersliding was streamlined in Double Dash!!, also. Previous games would require the player to do a few hops to get a slide started, but here it was as simple as pressing the shoulder button midway through a turn. Learning to power slide effectively in Double Dash was the key to success as all those little speed boosts add up.
As with most Mario Kart games, the single player mode will only hold your attention for so long, but the multiplayer mode really shone in this game. Aside from the usual 2-4 player races there were three different arena-based battle modes on offer. These modes: balloon battle, shine thief and bob-omb blast really added to the long-term appeal of the game, which is something the series has effectively dropped in Mario Kart 8's slightly lacklustre battle mode implementation.
One interesting feature of the game was the LAN Play mode which would allow 8 GameCubes to be connected together using the Broadband Adapter add-on, allowing 16 players to compete simultaneously. Using this mode gamers could even play online using the independently created Warp Pipe software, which caused great excitement at the time. Imagine the excitement of playing a Mario Kart game online for the first time!
Double Dash!! was received positively in its day, with Eurogamer's Tom Bramwell boldly declaring it to be one of the "finest pieces of electronic entertainment ever developed". UK magazine Edge was less gracious however and blasted it for "not being a racing game anymore" and awarded it a paltry 5/10, while other outlets criticised the game for having bland track design and having a single-player mode which lacked substance. It's probably true that the game isn't as fondly remembered as the original Super Mario Kart or indeed Mario Kart 64, which both still have a bit of a cult following.
If you've never had the pleasure of playing Double Dash!! for yourself, this impressive 150cc all cup speed run should get you up to speed!
Comments 48
I wish that the two-rider feature had been incorporated into Mario Kart 8 (this is coming from someone who has never had the opportunity to play Double-Dash!!), even as a separate mode. While Mario Kart 8 is visually stunning, I'm disappointed that it has done little to propel the series forward. And to this day, there is STILL no 5-player multiplayer (via GamePad) which I think is inexcusable considering that bloody SEGA managed to do it with the Sonic All Stars series. Heck, I'd be willing to pay for it as DLC. I just want that functionality.
Best multiplayer game ever. We could play "Shine thief" in "Block City" for hours without a break!
And of course, the possibility to play with 15 friends in one room was great. We often had 8 player tournaments
I love this game.
I have so many memories with this game.
Fun memories of all the games in this series, but this one was really unique (in a good way). Not sure what that UK magazine was thinking with that 5/10.
"Powersliding was streamlined in Double Dash!!, also. Previous games would require the player to do a few hops to get a slide started, but here it was as simple as pressing the shoulder button midway through a turn."
I haven't played this game in years, but if memory serves, this was not the game in which powersliding was streamlined. I believe you still had to jump and move the stick back and forth to charge up your boost. The simplified powerslide did not become a thing until the Wii version which came about as a result of snaking ruining Mario Kart DS.
I enjoyed it
It's one of my favourite MK games and it definitely easily beats the uninspiring MK64.
I'm still waiting for a Double-Dash DLC for MK8...
"Producer Shigeru Miyamoto was keen for this new entry in the Mario Kart series to be a game which could be enjoyed by veteran players, without alienating newcomers to the series or gaming in general."
Can we just all agree at this point that the above quoted is Nintendo's noted approach to literally every game they develop?
Also, this game didn't last a week with me; dual racer set up was a gimmick and you couldn't hop jump anymore. Pass. Give me MK64 and it's 30fps all day over this.
@shani I have to disagree with MK64 being uninspiring. Just going from the flat SNES game to a game with 3D tracks containing hills and real jumps was a huge leap for the series. I loved ambushing opponents right before the jump on the Wario level so they'd fall back down to an earlier part in the track or trying to catch a shortcut through the train tunnel (which often ended in disaster).
@QBertFarnsworth I know a lot of people loved MK64, so it's clear that this is only my opinion. But for me MK64 is just the original MK in 3D, nothing new or innovative about it. It also was the (relatively) most ugly MK in my opinion.
Doubledash on the other hand was really refreshing, having two characters with separate items on the track added a whole new tactical layer to it. And you also had to choose your characters wisely because of their special item.
In my opinion, no other MK before or after that was able to be that tactical and fun.
Love DD, my 2nd favourite of the series, just behind MK8.
I really need to play Double Dash again. Looks like I'll be setting up the Gamecube tonight!
I have a question, don't know if anyone knows the answer or not. I'm in the UK and am thinking of doing let's plays of Nintendo games on YouTube. Is there a European version of the Nintendo Creators Program I need to sign up to?
@shani My main issue with DD was that it felt so slow. I did like the mode where you could play through all of the tracks in a marathon session
Nothing against the tracks, but I never liked this game. I was too busy playing Mario Kart DS and never could get into this. I logged plenty of hours of course, but as far as I'm concerned, I don't want to see that concept come back. MK7 is probably my all time fav today. MK8 is a close 2nd...
One of my favorites Mario Kart versions, 2 characters at once and more; it's a shame that this formula no longer reused, especially for the poor review..., but well, anyway, this game is awesome!
@QBertFarnsworth
Sorry, but no; this is the only Mario Kart that the karts don't "hop", the jump botton doesn't exist here, only press "that" botton and the kart "will draw sparks", turn and (if go fast) start to drift!
Love DD, it's the only one that can be claimed to be a cult favourite as it's easily the most criticised (Super Circuit doesn't warrant discussion alongside the others in my opinion). Love the graphics, unique experience per character and the strategizing this opened up, the feel of drifting excelled, with my favourites being Sherbert (the gorgeous MK8 update loses the ice sensation, which is a huge loss) and the stupendous barrel-blasting DK route. My jaw dropped at the unlockable Wario, and both the dinosaur circuit and Daisy Cruiser were arguably very Rare inspired (the latter felt very Mickey's Speedway in fact). The game is awesome!! I second the wish for the double-racer to be a separate mode in the next console outing (perhaps as a DLC component to add hype).
@DarthNocturnal
Yes, not being able to extend or maintain any lead over the computer opponents was a major negative of MK64.
But I don't agree with many regarding it being ugly - some of the console's best looking scenes are in here.
The thing that made me fall in love with DD is that it was the first MK to really shake things up with the roster. It was the first time I was introduced to my mate Petey; the first time anybody met Toadette; the first time I could use two of my favourites at once (Daisy and Waluigi in the Turbo Birdo to make it feel like a threesome). The cast felt perfect for the era and it sort of makes me wistful when I look at the rosters for MK7 and even MK8 — awesome characters, but too many icons are missing.
Eh, okay game.
Some tracks were cool, but also some where not good, but I feel its the second weakest in the series in terms on content.
I do miss jumping though, but you can at least snake here.
However, one thing I cant disagree with, is the bob omb battle mode. That mode was amazing.
This is my favorite Mario Kart game! I loved the two characters in one car mechanic. Being two characters at once is really cool, it even gets rid of the "Should I be ___ or ___?" question, since you could be both characters. My combo was and still is Luigi and Paratroopa, not because of the specials, but because I like the characters. I also had King Boo or Toad with Luigi every now and then.
I love the Bob-Omb and Shine battles, I wish they were in MK8! The courses were amazing too, Baby Park was the most hetic and fun, but Mushroom Bridge is my favorite course. I just love this game!
This is the best Mario Kart game to date if you consider the driving, items and battle modes.
The double dash mechanic. The unique items. The flawless mechanics. The exquisite item balance. The karts. The series' best battle mode. The best Mario Kart.
I think it's my least favorite MK game so far... the overall art direction was a letdown for me. Despite this, DK Mountain is one of my all time fave courses.
This it's my favorite version all things considered.
@flashboy you talk about the artstyle but what about Mario Kart Wii's rehashed double dash character models with the ugly golden haze lighting.
Mariokart Wii was just Doubledash with single karts.
mk64 has a better animation if you come 4th so it's better overall.
For me its the best Mario Kart out there, no other has captured that magic. I loved the two characters per kart mechanic, specially because it fit me and my brother. My brother loved being the one Who aimed items, while I drived. Good times those... Nothing better than good teamwork to win the Special Cup on 150cc!
Best Mario Kart EVA!! I don't care what none of ya'll say!
Although I have enjoyed every Mario Kart game. Double Dash is my least favourite (although Super Circuit is a close second).
To me Double Dash feels like a failed experiment. The two in a kart gimmick, feels tacked on and almost lazy. It seemed like this was just a way of giving us more items to use/steal, (dressed up as tactical kart picking); please don’t even mention that extra item space. What Mario kart game doesn’t give us new items, why do it this way, out of the changes Nintendo could have made, why make this one? Maybe I just never got it.
I'm not against change (although I did miss the drafting and hopping). I was really looking forward to see what this version of Mario Kart would bring. I was expecting something new; (fair enough we did get two extra battle mode games and the LAN multiplayer). Nintendo could have easily made a challenge mode like they later did on Mario Kart DS or a story mode like on F-Zero GX. Nintendo could have even added the bikes back then but no we got two in a kart instead. It just made the game feel slightly less like Mario Kart to me. Unfortunately on top of this, I wasn't that impressed with the courses, although I do love DK Mountain .
Overall, despite all this I did have a lot of fun with this game; especially in multiplayer.
Absolutely love this game! I've loved MK ever since 64, but DD is easily one of my favourites, only losing to the magnificent 8 and perhaps DS. Love the double racer mechanic, its tracks, and its characters (I'm so sad poor Petey never made the cut again). My friend and I still remember the good ol' DD times fondly though he doesn't even care at all about gaming now.
Poor game IMHO. Not only the weakest of the series but even inferior to similar games outside the series like Diddy Kong Racing, Sonic Transformed on Wii U and CTR on the PlayStation. Had a few gimmicks for the sake of it, was too slow, lost subtlety by not having the jump mechanic. The only blemish in one of the most consistent game series of all time.
This was my first Mario Kart game and still the best in the series, in my opinion, especially for local multiplayer. While the dual kart mechanic may not be for everyone, most people and I consider it a lot of fun. This game also boasts good graphics that have aged well, excellent course design (despite the most frustrating version of Rainbow Road in the series to date), nice balanced kart mechanics, good character selection, character-specific super items (which I really wish they would bring back), All Cup Tour, and right up there with MK64 for the best Battle Mode in the series to date. While it may not have shaken up the formula as much compared to other games in the series, everything it does do it does very well.
There are very good reasons why my family passes up Mario Kart Wii for this game for multiplayer sessions. Now that the Wii's online play has been shut down, for me Double Dash surpasses or equals MK Wii in every way (dual karts > bikes, prefer traditional over motion controls) except for the sheer number of courses and playable characters and the overall quality of the graphics.
@electrolite77 The so-called "gimmicks" are very fun gameplay additions that are implemented very well, I don't see how it's any slower than any other game in the series, and the jump mechanic is a very minor, rarely used or useful mechanic that most people don't miss much. Even from your viewpoint, I still don't see how this game could be any worse than the original game or Super Circuit with how awful the turning and drifting mechanics are in those games.
@QBertFarnsworth Nope, there was no hopping in Double Dash whatsoever.
This game had some of the best tracks in the series. Although I do like MK 64, MK Wii, and MK 8 more than this one, I had a lot of fun playing this on my GCN.
@electrolite77 Did you at least like the tracks?
Double Dash is definitely one of my favorites. I never understood the appeal of MK 64, it felt clunky and uninspired at times (and that awful Toad Turnpike track).
DD felt a lot more tactical because of the special items and new vehicles. Some of the tracks were a lot of fun to play on (Daisy's Cruise, DK Mountain, Waluigi Stadium). I do wish we got more than 16 tracks though.
Oh, yeah, you can actually DODGE red and blue shells. I think this the one game in the series where the item balance was just right.
@Myox77 YES. This is the only game in the series where you can dodge red and blue shells by just timing a mini-turbo boost.
Simply amazing.
@BulbasaurusRex I loved DD Rainbow Road due to that fact, its so annoying that when I finally won it was a wonderful feeling. I would love to see it back as DLC for Mario Kart 8
"Bland track design"? Really? I still think it has a better collection of original tracks than any other Mario Kart. Recent iterations offer a better selection by virtue of adding classic tracks, but has a Mario Kart ever introduced 16 NEW tracks that match these?
@Hero-of-WiiU
There were some decent tracks yeah. Good to see Yoshi Circuit and DK Mountain make it into later versions and I'd have liked to have seen Daisy Cruiser do the same. A lot that just seemed like filler though.
@BulbasaurusRex
The double character thing is a novelty that was ditched straight away. The pace of the game is dull. Super Circuit got more traction among my friends in multiplayer and that needed multiple machines! Super Circuit is slow too but the novelty of it being on a portable alleviated that somewhat while the SNES original has the advantage of water tight track design and better balancing among its weapon set.
It's all opinions obviously, I'm glad others got some fun out of it. I've played all the MK's at or very close to launch and this is the only one I was disappointed by, and that struggled to even make its mark on gaming nights with my friends. Thankfully it was just a blip.
Baby Park. 4 player. And beer. That is all.
@Pentarou So true. It is even getting better with 16 players on Baby Park and a lot of beer
I really have to give a GameCube party sometime again. It was a long time since the last one.
I played this round a friends house back when it came out and I went straight out and bought a gamecube with double dash bundle the next day, it was an awesome system and this is still my favourite Mario kart I wish they would make a sequel to it.
@electrolite77 Yes, it was an experimental novelty, but it was still a fun feature that didn't hurt the quality of the game. Meanwhile, the other main addition, the inclusion of character-specific special items, was a great idea that should've been kept in later installments. All Cup Tour was also a great inclusion, although it wouldn't make sense with the newer games that have 32 tracks.
I still don't get what you mean by being Double Dash being slow. Are you saying the karts travel slower at the respective cc than in other games in the series? I certainly haven't noticed anything like that.
As for the original game, who cares about tight track design and weapon balance when the sliding is so horribly loose that you slide off the road the large majority of the time? Besides, Double Dash itself also has excellent track design and weapon balance (aside from the blue shell, of course).
Liking the novelty of a portable entry makes no sense for a local multiplayer session, especially one as bad as Super Circuit. Even if you guys didn't care for Double Dash, surely it would've been preferable to play the original game or MK64 just for the luxury of being able to gather around a TV screen to play.
By the way, Daisy Cruiser was brought back for Mario Kart 7.
I had good times playing co-op with my bro and we had a system in which we would change positions every lap in order to give each other a chance to help out. Good memories, that's for sure but looking back it was probably my least played Mario Kart.
I like the idea, but DD was to me, the worst Mario Kart.
Best drift mechanic in MK was in DD. Too bad.
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