

When the game was in its heyday, seeing a kart online was the Mario Kart equivalent of saying you saw bigfoot.

Their ability to pop wheelies continuously negates the fact that they're supposed to be slower and their ability to make sharp turns means that handling is a Dump Stat for them.
#Mario kart wii mod#
They also claim CTGP has distorted perceptions with how the mod masks issues with the original, such as its perceived lackluster selection of tracks, a lame Battle Mode, and various gameplay issues it has (particularly with "Ultra Shortcuts", which result in a glitchfest second only to Mario Kart 64). Its detractors, on the other hand, criticize it for many of the same reasons, particularly with the fact that each character and kart having unique stats allows only a handful of combinations to be viable, and the significant advantages bikes have over karts that, against its name, Mario Kart Wii ends up being more "Mario Bike Wii", while they feel that the mechanical improvements that came with Wii were done better in future entries (such as with tricks, as starting with 7 they can be performed simply by pressing the hop button). The creation of the aformentioned mod is also cited as proof of the game's staying power and vibrant community, which fans of the other entries have attempted to mimic but cannot fully attest to.
#Mario kart wii series#
The game is praised for its "loose", sportlike gameplay, which can be accredited to the introduction of bikes, the unique stats of each character in its large and varied roster, and enhancements/mechanics such as the half pipe ramp (which did not return in the series until Tour), 12 player races, and tricks.
#Mario kart wii driver#
