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  3. Mario Kart Wii

Mario Kart Wii

Features
By NGamer_UK published 18 October 2007

Preparing to launch a blue shell from 10,000 miles away

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With tracks culled from other Mario Kart titles, there's plenty of opportunity to rework some of the greatest courses from the past, as well as add the finishing touches to a few that didn't quite hit the mark. The inclusion of the so-so Yoshi Falls level suggests there's something about some of the more unlikely older courses that just works better with the new Wii handling. If there's still time to put in a request for an old favourite, we'd love to see a tightened-up version of our beloved Wario Stadium from Mario Kart 64, without the tedious long straights.

The game will be playable in the traditional joystick/buttons manner using a Nunchuk, for anyone unable to get to grips with the looser movement of the tilty motion controls that the game will default to. Other options are expected to include a combination of D-pad, buttons and tilt using a naked remote, and potentially the use of the Classic controller or a GameCube pad.

With four-player split-screen action on a single console, the quality of the online service certainly isn't going to make or break the game. However, the prospect of up to a dozen players dueling over the internet is an enticing one. We expect the full complement of players will only be accessible by having more than one person on each console, but we're more than prepared to eat our words when the complete details are revealed soon.

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