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playing doubles by yourself smash -badminton -tennis -cloud


2003 video game

2003 video game

Mario Kart: Double Nuance!!
Mario Kart Double Dash.jpg

North American box art

Developer(s) Nintendo Entertainment Analysis and Development Tokyo Evolution Department
Publisher(s) Nintendo
Director(s)
  • Yasuyuki Oyagi
  • Futoshi Shirai
  • Daiji Imai
Producer(s)
  • Shigeru Miyamoto
  • Tadashi Sugiyama
  • Shinya Takahashi
  • Takashi Tezuka
Designer(due south) Tsuyoshi Watanabe
Programmer(s) Kenji Yamamoto
Artist(south) Junji Morii
Composer(s)
  • Shinobu Tanaka
  • Kenta Nagata
Serial Mario Kart
Platform(s) GameCube
Release
  • JP: Nov 7, 2003[1]
  • EU: Nov 14, 2003[one]
  • NA: November 17, 2003[1]
  • AU: November 19, 2003
Genre(s) Kart racing
Mode(south) Single-player, multiplayer

Mario Kart: Double Dash [a] (stylized as Mario Kart: Double Dash!! ) is a 2003 kart racing video game developed by Nintendo Entertainment Analysis & Development and published by Nintendo for the GameCube (GCN). The game is the fourth master entry in the Mario Kart series and the third for home consoles afterwards Mario Kart 64. It was preceded by Mario Kart: Super Excursion for the Game Boy Advance in 2001 and was followed past the handheld game Mario Kart DS, which was released for the Nintendo DS in 2005.

Similar to the previous titles, Double Nuance challenges Mario series player characters to race confronting each other on Mario-themed tracks. The game introduced a number of new gameplay features, such as supporting co-op gameplay with 2 riders per kart. One role player drives the kart, and the other uses items. It is the first game in the series to use 3D polygon graphics for the racers, equally opposed to sprites. Players can switch at whatsoever time. Double Dash is the only game in the Mario Kart series to allow cooperative gameplay and then far. Double Dash supports LAN play using the Nintendo GameCube Broadband Adapter, allowing upwardly to 16 players to compete simultaneously. There are 20 characters to select from in full, each of which with a special item, and with eleven characters beingness new to the serial.

Double Nuance received positive reviews from critics; it attained an aggregated score of 87 out of 100 on Metacritic. Reviewers praised the graphics, new gameplay features, graphic symbol and detail rosters, arcade artful and track pattern, merely elements of the vocalization interim were poorly received. Information technology was commercially successful, with more than than 3.8 meg copies sold in the United states of america, and more than 802,000 copies sold in Japan. It is the 2d best-selling GameCube game of all-fourth dimension, selling effectually 7 meg copies worldwide, backside Super Smash Bros. Melee.

Gameplay [edit]

Racing at Luigi Excursion, the first Mushroom Loving cup course. Ii players can ride on a kart instead of one in Double Dash!!

Double Dash is a kart racing video game in which the player races in a kart against other teams in different courses.

The game screen indicates the current standings in a race, the electric current speed of the actor's kart (as both numbers and coloured bars) and incoming weapons.

Similar in the previous installments, players tin can pick up item boxes to receive a randomly selected item and use information technology to impede the opposition and gain the reward. Some items, such equally shells and bananas, let the player to striking others to dull them down, while other items, such as the star power-up, return them temporarily invincible to attacks.

This is the only game in the series in which instead of one grapheme per kart, at that place are ii: one to bulldoze, and one to use items; and is also the kickoff in the series where players drib their items when striking by a weapon.

The powerslide technique, an action that allows the player to drift effectually turns, has been improved; players can tilt the control stick while globe-trotting to make sparks appear around their kart. If tilted enough, the sparks plough blue, and the player gains a speed boost known as a "mini-turbo".[2] [iii]

The rocket start, an action that allows the player to proceeds a speed boost when a race begins is too improved as the Double Dash, which tin only be done equally a team.

Game modes [edit]

There are four game modes in Double Dash: Grand Prix, Time Trial, Versus, and Battle. Most of the modes can be played cooperatively, while some can only be played by themselves in unmarried-role player races.

Grand prix [edit]

The M Prix mode has the thespian race against 7 (or 6) teams, which are controlled by the calculator, in a series of predetermined courses.

The thespian tin can choose to race using 3 different engine size classes: 50cc, 100cc, and 150cc. A quaternary unlockable form, Mirror Mode, allows the player to race through a mirrored version of the tracks using the 150cc engine size.[4]

Since all karts go faster when using higher engine sizes, the 4 classes serve as difficulty levels. There are xvi tracks, divided into four cups: Mushroom, Flower, Star and Special. A 5th loving cup has the thespian race in every rails called the All-Cup Bout. The tour e'er starts with Luigi Circuit and ends with Rainbow Road, but the remaining tracks testify up in random order.

Every race is three laps long except for Baby Park and Wario Colosseum, which have vii and 2, respectively.

Afterwards all the human players cross the finish line, the positions of the reckoner-controlled teams are immediately locked in and they are given points based on those eight positions, ranging from 0 to 10. No matter which position they finished, everyone will motion on to the next race because of these new rules.

At the end of the loving cup, there will be an award ceremony for the 3 teams, where they will go a trophy ranging from bronze to gold.

Fourth dimension trial [edit]

In the Time Trial single-player way, the thespian has to terminate any of the 16 courses in the fastest time possible, with the best time being saved as a ghost, a carbon copy of the player's performance that they can race against in later on runs. Each character will receive a mushroom, which can exist used at whatever time during the run. (1P merely)

Versus [edit]

In this mode, players can choose any form and race against up to 3 (or fifteen with LAN) human opponents with customized rules such as changing the item frequency or the number of laps in each race. (2P-16P only)

Battle [edit]

In boxing mode, the player fights confronting up to three (or up to xv with LAN) human-controlled opponents using items scattered throughout a battle loonshit.

In that location is the traditional balloon-popping boxing game, in which the thespian must use items to pop an opponent's three balloons while defending their own. Players tin also steal items from one another by speeding towards them with a mushroom or star.

In Co-op battles, the histrion in the back of the kart tin can perform a slide-attack on some other driver, which can also steal balloons. Additionally, ii new games have been implemented; the first is Shine Thief, a game where a team captures a Shine Sprite and maintaining possession of it for a certain amount of fourth dimension, usually starting out with 55 to 60 seconds. Each time the Shine Sprite is lost, the counter will somewhat reset the time. For instance, if a player is able to keep possession of the Shine Sprite for merely thirty seconds, the counter would reset to 40 instead of lx.

The other mode involves throwing Bob-ombs at each other to collect points in Bob-omb Blast. With two players, 3 points are needed to win, but when playing with 3 or four, 4 points are required to win. If ii or more players throw a bomb at each other in unison, no points volition be awarded to anybody. In a way, it'southward similar to a tie. Every bit in previous installments, the battle arenas are enclosed (the exception being Tilt-A-Kart), with a varying layout and a replenishing arsenal of items. (2P-16P simply)

Mario Kart: Double Dash!! is the concluding game in the series without the power to battle figurer-controlled opponents.

LAN play [edit]

LAN playDouble Nuance!! also features LAN play using the Nintendo GameCube Broadband Adapter. Upward to eight GameCube consoles tin be connected, allowing for 16-role player multiplayer races, with two players controlling each kart.[v]

Characters [edit]

Players tin choose from a cast of twenty playable drivers divided in 10 pairs. All of the characters take their own special items which are unique to them: Mario and Luigi with Fireballs, Peach and Daisy with Hearts, Donkey Kong and Diddy Kong with Giant Bananas, Bowser and Bowser Jr. with Bowser Shells, Wario and Waluigi with Bob-ombs, Yoshi and Birdo with Eggs, Toad and Toadette with Gilded Mushrooms, a Koopa Troopa (who previously appeared in Super Mario Kart) and a Koopa Paratroopa with Triple Shells, besides every bit Babe Mario and Infant Luigi with Chain Chomps. Petey Piranha and King Boo have the unique ability to employ any of the other characters' special items excluding Luigi'southward Green Fireball and Birdo'southward Pink Egg.[half dozen]

Evolution [edit]

Shigeru Miyamoto provided a number of opinions to the development team.

Double Dash!! was first shown at E3 2001 every bit a seven-second video clip. The prune featured Mario and Luigi driving their karts on a bump mapped 3D surface with no background. At the time, it was early in evolution, and the working title of the game was simply Mario Kart.[seven] In April 2003, Nintendo released the first pictures and details of the game, as well as revealing the title to be Mario Kart: Double Nuance!!.[8] At E3 2003, a playable demo of the game was bachelor. New features, such as having ii characters drive ane kart, had been implemented.[9] An updated demo with some new additions was shown at the Games Convention in August 2003.[x] In September, Nintendo held a Gamers' Summit for the press, in which a well-nigh complete and more than sped upwards version of Double Dash!! was displayed. The Gamers' Peak as well announced the North American release engagement to be November 17, 2003.[11]

The evolution team struggled in devising gameplay features that would be enjoyed by the fans of the series. 1 of the hardest tasks primary manager Kiyoshi Mizuki was assigned to do was to attract people who had no prior experience with the series; he decided to brand the gameplay as simple every bit possible. Producer Shigeru Miyamoto presented the staff with a diverseness of opinions which they in plough would have to incorporate into the game the best style possible. Miyamoto let the squad decide which graphics they wanted to utilize without restrictions.[12]

Connectivity to the Game Boy Advance was discussed every bit an opportunity among the developers, just they somewhen agreed that Double Nuance!! was non suited to these connectivity ideas and decided to exclude it. It was desirable to narrow down the gap between the power of veteran and novice players. Therefore, gameplay features like the power to escape the banana were removed; the staff wanted both veteran and novice players to enjoy themselves.[12]

A special edition of the game was also released, which included a bonus disc containing:[13]

  • Playable demos for F-Zippo GX, Mario Political party 5, Sonic Heroes, Star Wars Rogue Squadron 3: Insubordinate Strike and Teenage Mutant Ninja Turtles [13]
  • Video trailers for Concluding Fantasy Crystal Chronicles, 1080° Avalanche, Pokémon Colosseum, Kirby (Kirby: Right Dorsum at Ya! TV series and Kirby Air Ride game), Harry Potter: Quidditch World Cup, SpongeBob SquarePants: Battle for Bikini Lesser and NBA Live 2004; total running time is eight minutes, 35 seconds
  • Bonus content for Fire Emblem: The Blazing Blade on the Game Boy Advance, which requires a GameCube – Game Boy Advance link cablevision

The game'due south soundtrack was composed past Super Mario Sunshine composer Shinobu Tanaka and Mario Kart 64 composer Kenta Nagata.[xiv]

Reception [edit]

Double Dash!! received positive reviews from critics and fans. Nintendo Power gave the game a perfect score, and said the graphics were of "3-D perfection" and the controls and game mechanics "rival those of any [GameCube] racing game".[23] Double Dash!! also received a perfect score from GamePro, who commented that the gameplay remains "fast and furious".[25] The feature of having two riders per kart was praised by Justin Leeper and Andy McNamara of Game Informer; McNamara stated: "Giving the player control of ii different characters is pretty absurd in single-player, simply add a friend on the back of your kart in multiplayer and it opens the game up like never before."[17] GameSpy called Double Dash!! a "great-looking, great-playing game that most gamers will instantly warm to."[19] Eurogamer idea the game was i of the "finest pieces of electronic entertainment always developed."[26] GameZone's Louis Bedigian felt that none of the racing games he had played for the GameCube were as "spectacular" as Double Nuance!!.[20] GMR 'south Andrew Pfister said, "Mario Kart: Double Dash is the near fun you lot'll have with a game this year. And probably next yr. And possibly even the year after that".[27] Brett Elston of GamesRadar praised the game's "dual-riders idea and untouchable multiplayer".[6] Electronic Gaming Monthly said that the game's "pure, exhilarating glee will envelop your soul".[16]

Double Dash!! has as well received criticism from the media. Considering the vii-year gap since Mario Kart 64, GameSpot's Ryan Davis stated that he was "a little disappointed with the express scope of the game". He likewise said that the repetition of the voice acting was "unrelenting".[18] IGN was also disquisitional towards Double Dash!! for not progressing across its predecessor, calling the game a "mediocre try".[21] The Britain-based publication Edge accused the game of "non being a racing game anymore."[15] Game Revolution criticized the game'southward single-player way for lacking substance and the runway pattern for existence "bland".[28]

Sales [edit]

In its showtime 7 weeks of sales, Double Dash sold 1 meg units, making it the fastest selling GameCube game upward to that point.[29] By July 2006, the game had sold 2.ii million copies and earned $105 1000000 in the U.s.a.. Next Generation ranked it every bit the 12th highest-selling game launched for the PlayStation 2, Xbox or GameCube betwixt January 2000 and July 2006 in that country.[30] The game ultimately sold 3.8 million units in the Usa,[31] and over 802,000 units in Japan.[32] It received a "Gold" sales honour from the Entertainment and Leisure Software Publishers Association (ELSPA),[33] indicating sales of at to the lowest degree 200,000 copies in the United Kingdom.[34] According to the NPD Group, Double Dash!! was the acknowledged game of November 2003.[35] It is as well the tertiary best-selling GameCube game in Australia.[36] Joystiq reported in February 2009 that the game had sold most seven million copies worldwide.[37]

Awards [edit]

The game received the "Multiplayer Game" accolade from ITV'due south Game Stars in 2004.[38] Information technology received the GameCube Video Game of the Year honour from the Video Software Dealers Association (VSDA).[39] [40]

The game placed 63rd in Official Nintendo Mag 'southward 100 greatest Nintendo games of all time.[41]

Notes [edit]

  1. ^ Japanese: マリオカートダブルダッシュ!!, Hepburn: Mario Kāto: Daburu Dasshu!!

References [edit]

  1. ^ a b c "CONSOLIDATED Financial STATEMENTS" (PDF). Nintendo.co.jp. Archived (PDF) from the original on March 4, 2009. Retrieved September ane, 2017.
  2. ^ Alfonso, Andrew. "Mario Kart: Double Dash!! Guide – Nuts". IGN. Archived from the original on Feb nine, 2009. Retrieved January 9, 2009.
  3. ^ 1UP Staff (May 9, 2004). "Mario Kart: Double Dash!! (GC)". 1UP.com. Archived from the original on August 1, 2012. Retrieved Apr eighteen, 2012.
  4. ^ Alfonso, Andrew. "Mario Kart: Double Dash!! Guide – Secrets". IGN. Archived from the original on January 29, 2009. Retrieved Jan 9, 2009.
  5. ^ "Parents' Info". Mario Kart: Double Nuance!!'s official website. Archived from the original on March xiv, 2016. Retrieved January ix, 2009.
  6. ^ a b c Elston, Brett (April 13, 2006). "Mario Kart: Double Dash!!". GamesRadar. Archived from the original on February thirteen, 2013. Retrieved April xv, 2012.
  7. ^ "Mario Kart for GameCube". IGN. June 6, 2001. Archived from the original on Baronial 11, 2009. Retrieved March 1, 2008.
  8. ^ "Mario Kart Double Nuance Revealed". IGN. April 23, 2003. Archived from the original on Baronial 11, 2009. Retrieved March 2, 2008.
  9. ^ Lewis, Cory D. (May 14, 2003). "E3 2003: Easily-on Mario Kart: Double Dash!!". IGN. Archived from the original on January 27, 2008. Retrieved March two, 2008.
  10. ^ Schneider, Peer (August 21, 2003). "GC 2003: Playing Mario Kart". IGN. Archived from the original on May 22, 2008. Retrieved March 2, 2008.
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  12. ^ a b "Mario Kart: Double Nuance!! - the Interview!". Computer and Video Games. November 3, 2003. Archived from the original on March 1, 2009. Retrieved January 8, 2009.
  13. ^ a b "Mario Kart: Double Nuance!! (Bonus Disc)". IGN. Archived from the original on February 27, 2009. Retrieved Baronial 23, 2010.
  14. ^ "Mario Kart: Double Nuance‼ Info". GameFAQs. Archived from the original on October thirteen, 2007. Retrieved March 2, 2008.
  15. ^ a b "Mario Kart: Double Nuance!". Edge. Hereafter Publishing. Christmas 2003. p. 98.
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  18. ^ a b Davis, Ryan (November thirteen, 2003). "Mario Kart: Double Dash!! review". GameSpot. Archived from the original on May xvi, 2008. Retrieved Feb 11, 2008.
  19. ^ a b Williams, Bryn (November one, 2003). "Mario Kart: Double Dash!! review". GameSpy. Archived from the original on February 17, 2008. Retrieved February eleven, 2008.
  20. ^ a b Bedigian, Louis (November 17, 2003). "Mario Kart: Double Nuance Review". GameZone. Archived from the original on July xix, 2011. Retrieved January 9, 2009.
  21. ^ a b Mirabella Three, Fran (November eleven, 2003). "Mario Kart: Double Dash!! review". IGN. Archived from the original on March three, 2011. Retrieved Feb 11, 2008.
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  23. ^ a b "Mario Kart: Double Dash!". Nintendo Ability. Nintendo: 154. January 2004.
  24. ^ "Mario Kart: Double Dash!! reviews". Metacritic. Archived from the original on February 19, 2008. Retrieved February 14, 2008.
  25. ^ Buzz, Bro (November 17, 2003). "Mario Kart: Double Dash‼ review". GamePro. Archived from the original on January 14, 2009. Retrieved February 11, 2008.
  26. ^ Bramwell, Tom (November three, 2003). "Mario Kart: Double Dash‼ review". Eurogamer. Archived from the original on Baronial 29, 2005. Retrieved February 29, 2008.
  27. ^ Pfister, Andrew (December 2, 2003). "Ain't information technology funny how time slips away?". GMR. Archived from the original on March ane, 2004. Retrieved April 11, 2010.
  28. ^ G-Wok. "Mario Kart: Double Nuance‼ review". Game Revolution. Archived from the original on Jan 24, 2013. Retrieved Feb 29, 2008.
  29. ^ Republic of chad Phelps, January 14, 2004 Nintendo Shows Potent Sales Growth in 2003 Itprotoday.com
  30. ^ Campbell, Colin; Keiser, Joe (July 29, 2006). "The Acme 100 Games of the 21st Century". Next Generation. Archived from the original on October 28, 2007.
  31. ^ "U.s. Platinum Videogame Chart". The Magic Box. December 27, 2007. Archived from the original on January 6, 2007. Retrieved February v, 2008.
  32. ^ "GameCube Best Selling Ranking". Shrine of Data Sales Database. Nov 5, 1997. Archived from the original on February 25, 2005. Retrieved January eleven, 2007.
  33. ^ "ELSPA Sales Awards: Gold". Entertainment and Leisure Software Publishers Association. Archived from the original on March 19, 2009.
  34. ^ Caoili, Eric (November 26, 2008). "ELSPA: Wii Fit, Mario Kart Reach Diamond Status In Great britain". Gamasutra. Archived from the original on September 18, 2017.
  35. ^ Thorsen, Tor (Dec 17, 2003). "Monthly NPD panel game sales nautical chart: November 2003". GameSpot. Archived from the original on March ii, 2009. Retrieved February 28, 2008.
  36. ^ Vuckovic, Daniel (October 16, 2006). "The All-time Selling GameCube Games - Australia's Pick". Vooks. Archived from the original on May 7, 2012. Retrieved May 2, 2012.
  37. ^ Ransom-Wiley, James (February 26, 2009). "Guinness pours out its Top 50 Games of All Time". Joystiq. Archived from the original on June 29, 2015. Retrieved January 24, 2010.
  38. ^ Radd, David (April 19, 2004). "United kingdom of great britain and northern ireland: Game Stars Awards (GCN)". GameDaily. Archived from the original on March 1, 2009. Retrieved February 28, 2008.
  39. ^ "Home Amusement Honour Winners Appear By the Video Software Dealers Association". Video Software Dealers Clan (VSDA). July fourteen, 2004. Archived from the original on Baronial 10, 2004. Retrieved November 9, 2021.
  40. ^ Golze, Benjamin (July 16, 2004). "VSDA honors games in annual awards". GameSpot . Retrieved November ix, 2021.
  41. ^ "eighty-61 ONM". ONM. Archived from the original on February 23, 2009. Retrieved February nineteen, 2009.

External links [edit]

  • Official Japanese website

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