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QUICKTIPS: The AI can be ruthless, so don't hold
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Mario Kart Wii
Fun for Most, but not All
Mario Kart Wii is a great game for getting the family
together or inviting over your friends who don't play games. Just fire it up,
hand them a Wii Wheel, and you're off to a great time. However, for the more
competitive of us, and for serious racers who've been with the series since the
beginning, it's a mixed bag at best.
MKWii's most obvious trait is the addition of the Wii
Wheel. To use it, you just slide a Wii Remote into the wheel shell. The fit is
snug and secure, and is easy enougb for anyone to do. The wheel itself is a fun
peripheral for racing with friends. If you've got up to four Wii Remotes and
wheels, you can get most any group people racing and having a good time. It
controls pretty much like you would expect; you turn the wheel to steer, the B
trigger is used for power slides, the 1 button is the brake/reverse and 2 is
gas. That's it. The biggest change with this new layout is the removal of the
manual mini-boosts while powersliding. They are now triggered strictly by how
long you hold the slide. This irks some folks, but it makes sense because
there's no way to impliment the standard format with the Wii Wheel. You can also
use just a remote on it's side, a remote and nunchuck, or a Gamecube controller,
so there are options.
Multiplayer is scattershot this time around. With 12 racers
per track, it can get hectic with items flying all over the place. You can race
alone or in teams, you can choose to have all items, aggressive items, strategic
items, or none at all, and you can put together your own impromptu Grand Prix.
You race on any four tracks and the game will tally points and announce a winner
after the four are over. You can also pick whether racers can use karts, bikes,
or both. Bikes are a great addition, and are perhaps the highlight of this
release.

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