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** ''VideoGame/MarioKartDoubleDash'' allowed the player to choose which Kart they could drive, however it was based on weight restrictions. This game does away with that and allows any driver to drive any Kart, allowing for more customization. Future games would implement even more customization following this trend.

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** ''VideoGame/MarioKartDoubleDash'' allowed the player to choose which Kart they could drive, however it was based on weight restrictions. This game does away with that and allows any driver to drive any Kart, allowing for more customization. Future games would implement even more customization following this trend.trend, culminating in the ability to fully choose between various bodies, wheels and gliders from ''7'' onward.


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* ScrappyMechanic: The idea of having a "reserve" of balloons in Balloon Battle is pretty neat, adding an extra layer of strategy and a potential SelfImposedChallenge to the game, with one big black mark on it - to inflate the balloons, you have to come to a halt and ''physically blow into the DS's microphone'' (you can also hold the select button, but it's far less effective). To say it kills the pacing is an understatement, not to mention how ridiculous blowing in the mic makes most people look.
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* DisappointingLastLevel: The Retro Grand Prix ends with GCN Yoshi Circuit, which feels a bit lackluster when compared to GCN Rainbow Road. Later games would end up with a better-received retro course each, namely ''VideoGame/MarioKartWii'' with [=N64=] Bowser's Castle, and subsequent console games with a retro Rainbow Road.

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* DisappointingLastLevel: The Retro Grand Prix ends with GCN Yoshi Circuit, which feels a bit lackluster when compared to GCN Rainbow Road. Not that it's a bad track, and it was unique in its design, but it's a weird choice for the final Retro track, since its challenges are mainly the sharp and abrupt turns, but nothing too tough or extravagant. Later games would end up with a better-received retro course each, namely ''VideoGame/MarioKartWii'' with [=N64=] Bowser's Castle, and subsequent console games with a retro Rainbow Road.
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* UnderusedGameMechanic: More of an Underused Game Mode. Mission Mode contains fifty-six regular missions and seven boss missions. However, completing these doesn't unlock anything for the other modes, and the missions only use the eight starter characters in their respective standard karts, only letting you play the character the game gives you. So the incentive the play the Mission Mode is very small.
* UnexpectedCharacter: R.O.B. being in the game took a ''lot'' of fans by surprise.

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* UnderusedGameMechanic: More of an Underused Game Mode. Mission Mode contains fifty-six regular missions and seven boss missions. However, completing these doesn't unlock anything for the other modes, and the missions only use the eight starter characters in their respective standard karts, only letting you play the character the game gives you. So the incentive the to play the Mission Mode is very small.
* UnexpectedCharacter: R.O.B. being a secret character in the game took a ''lot'' of fans by surprise.surprise, given he's an obscure Nintendo accessory from the 1980s rather than a proper ''Mario'' character.
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There has also been a positive reception with N64 Bowser's Castle in Wii


* DisappointingLastLevel: The Retro Grand Prix ends with GCN Yoshi Circuit, which feels a bit lackluster when compared to GCN Rainbow Road. A retro Rainbow Road wouldn't appear until ''VideoGame/MarioKart7'', released six years later.

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* DisappointingLastLevel: The Retro Grand Prix ends with GCN Yoshi Circuit, which feels a bit lackluster when compared to GCN Rainbow Road. A Later games would end up with a better-received retro course each, namely ''VideoGame/MarioKartWii'' with [=N64=] Bowser's Castle, and subsequent console games with a retro Rainbow Road wouldn't appear until ''VideoGame/MarioKart7'', released six years later.Road.
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* DisappointingLastLevel: The Retro Grand Prix ends with GCN Yoshi Circuit, which feels a bit lackluster when compared to GCN Rainbow Road. A retro Rainbow Road wouldn't appear until ''VideoGame/MarioKart7'', released six years later.
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* BrokenBase: Snaking, the tactic of doing a continuous sequence of mini-turbos in alternating directions, leading to a very sore thumb and possibly broken D-pad. This led to a lot of [[CasualCompetitiveConflict heated debates over the ethics of snaking in online matches]], especially non-friend matches. Opponents of snaking argued that snaking is a cheap exploit that takes away the fun from racing and often turns online matches into "snake or lose", proponents argued that snaking is a valid tactic to perform that adds an extra layer to the game and that [[StopHavingFunGuys people who didn't snake did not deserve to play online]]. This debate would only worsen after Nintendo altered the drifting mechanics to [[ObviousRulePatch remove snaking]] in later games.

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* BrokenBase: Snaking, the tactic of doing a continuous sequence of mini-turbos in alternating directions, leading to a very sore thumb and possibly broken D-pad. This led to a lot of [[CasualCompetitiveConflict heated debates over the ethics of snaking in online matches]], especially non-friend matches. Opponents of snaking argued that snaking is a cheap exploit that takes away the fun from racing and often turns online matches into "snake or lose", while proponents argued that snaking is a valid tactic to perform that adds an extra layer of skill to the game and that [[StopHavingFunGuys people who didn't snake did not deserve to play online]]. This debate would only worsen after Nintendo altered the drifting mechanics to [[ObviousRulePatch remove snaking]] in later games.

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Wall Of Text. The extra commentary is unneccessary. Also got rid of some of the more vitriolic language and added some new sections.


* BrokenBase: Snaking, the tactic of doing a continuous sequence of mini-turbos in alternating directions, leading to a very sore thumb and possibly broken D-pad. This led to a lot of [[CasualCompetitiveConflict heated debates over the ethics of snaking in online matches]], especially non-friend matches. Opponents of snaking argued that [[{{Scrub}} snaking was for assholes]], proponents argued that [[StopHavingFunGuys people who didn't snake did not deserve to play online]].\\
\\
This tactic didn't come out of nowhere; doing mini-turbos in sequence on a straight stretch had been possible, and known to be faster than driving in a straight line, since ''VideoGame/MarioKart64'' (but on that game it was necessary to space them out rather than doing them in an unbroken chain). In ''VideoGame/MarioKartDoubleDash'', the tactic was upped a notch as it was possible to do mini-turbos in fairly rapid succession in a straight line, though it was still better to leave at least a small gap to allow the boost from one miniturbo to wear off before starting a new drift, and since that game used a [=GameCube=] joystick rather than a DS D-pad it wasn't nearly so taxing on your thumb.\\
\\
The reason why the debate blew up in this game was partly because it was possible to spam mini-turbos to an even greater extent than before, partly because the use of the D-pad made it much tougher on the player's thumb, but in large part because this was the first ''Mario Kart'' game to have online play, which led to more casual players, who did not employ the tactic in earlier games when they just raced their friends in person, coming up against more "hardcore" players who employed the tactic to its full effect.

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* BrokenBase: Snaking, the tactic of doing a continuous sequence of mini-turbos in alternating directions, leading to a very sore thumb and possibly broken D-pad. This led to a lot of [[CasualCompetitiveConflict heated debates over the ethics of snaking in online matches]], especially non-friend matches. Opponents of snaking argued that [[{{Scrub}} snaking was for assholes]], is a cheap exploit that takes away the fun from racing and often turns online matches into "snake or lose", proponents argued that snaking is a valid tactic to perform that adds an extra layer to the game and that [[StopHavingFunGuys people who didn't snake did not deserve to play online]].\\
\\
online]]. This tactic didn't come out of nowhere; doing mini-turbos in sequence on a straight stretch had been possible, and known to be faster than driving in a straight line, since ''VideoGame/MarioKart64'' (but on that game it was necessary to space them out rather than doing them in an unbroken chain). In ''VideoGame/MarioKartDoubleDash'', the tactic was upped a notch as it was possible to do mini-turbos in fairly rapid succession in a straight line, though it was still better to leave at least a small gap to allow the boost from one miniturbo to wear off before starting a new drift, and since that game used a [=GameCube=] joystick rather than a DS D-pad it wasn't nearly so taxing on your thumb.\\
\\
The reason why the
debate blew up in this game was partly because it was possible to spam mini-turbos to an even greater extent than before, partly because would only worsen after Nintendo altered the use of the D-pad made it much tougher on the player's thumb, but drifting mechanics to [[ObviousRulePatch remove snaking]] in large part because this was the first ''Mario Kart'' game to have online play, which led to more casual players, who did not employ the tactic in earlier games when they just raced their friends in person, coming up against more "hardcore" players who employed the tactic to its full effect.later games.

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This violates indentation rules


* BrokenBase: Snaking, the tactic of doing a continuous sequence of mini-turbos in alternating directions, leading to a very sore thumb and possibly broken D-pad. This led to a lot of [[CasualCompetitiveConflict heated debates over the ethics of snaking in online matches]], especially non-friend matches. Opponents of snaking argued that [[{{Scrub}} snaking was for assholes]], proponents argued that [[StopHavingFunGuys people who didn't snake did not deserve to play online]].
** This tactic didn't come out of nowhere; doing mini-turbos in sequence on a straight stretch had been possible, and known to be faster than driving in a straight line, since ''VideoGame/MarioKart64'' (but on that game it was necessary to space them out rather than doing them in an unbroken chain). In ''VideoGame/MarioKartDoubleDash'', the tactic was upped a notch as it was possible to do mini-turbos in fairly rapid succession in a straight line, though it was still better to leave at least a small gap to allow the boost from one miniturbo to wear off before starting a new drift, and since that game used a [=GameCube=] joystick rather than a DS D-pad it wasn't nearly so taxing on your thumb.
** The reason why the debate blew up in this game was partly because it was possible to spam mini-turbos to an even greater extent than before, partly because the use of the D-pad made it much tougher on the player's thumb, but in large part because this was the first ''Mario Kart'' game to have online play, which led to more casual players, who did not employ the tactic in earlier games when they just raced their friends in person, coming up against more "hardcore" players who employed the tactic to its full effect.

to:

* BrokenBase: Snaking, the tactic of doing a continuous sequence of mini-turbos in alternating directions, leading to a very sore thumb and possibly broken D-pad. This led to a lot of [[CasualCompetitiveConflict heated debates over the ethics of snaking in online matches]], especially non-friend matches. Opponents of snaking argued that [[{{Scrub}} snaking was for assholes]], proponents argued that [[StopHavingFunGuys people who didn't snake did not deserve to play online]].
**
online]].\\
\\
This tactic didn't come out of nowhere; doing mini-turbos in sequence on a straight stretch had been possible, and known to be faster than driving in a straight line, since ''VideoGame/MarioKart64'' (but on that game it was necessary to space them out rather than doing them in an unbroken chain). In ''VideoGame/MarioKartDoubleDash'', the tactic was upped a notch as it was possible to do mini-turbos in fairly rapid succession in a straight line, though it was still better to leave at least a small gap to allow the boost from one miniturbo to wear off before starting a new drift, and since that game used a [=GameCube=] joystick rather than a DS D-pad it wasn't nearly so taxing on your thumb.
**
thumb.\\
\\
The reason why the debate blew up in this game was partly because it was possible to spam mini-turbos to an even greater extent than before, partly because the use of the D-pad made it much tougher on the player's thumb, but in large part because this was the first ''Mario Kart'' game to have online play, which led to more casual players, who did not employ the tactic in earlier games when they just raced their friends in person, coming up against more "hardcore" players who employed the tactic to its full effect.

Added: 1223

Changed: 1219

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* BrokenBase: Snaking, the tactic of doing a continuous sequence of mini-turbos in alternating directions, leading to a very sore thumb and possibly broken D-pad. This led to a lot of [[CasualCompetitiveConflict heated debates over the ethics of snaking in online matches]], especially non-friend matches. Opponents of snaking argued that [[{{Scrub}} snaking was for assholes]], proponents argued that [[StopHavingFunGuys people who didn't snake did not deserve to play online]]. This tactic didn't come out of nowhere; doing mini-turbos in sequence on a straight stretch had been possible, and known to be faster than driving in a straight line, since ''VideoGame/MarioKart64'' (but on that game it was necessary to space them out rather than doing them in an unbroken chain). In ''VideoGame/MarioKartDoubleDash'', the tactic was upped a notch as it was possible to do mini-turbos in fairly rapid succession in a straight line, though it was still better to leave at least a small gap to allow the boost from one miniturbo to wear off before starting a new drift, and since that game used a [=GameCube=] joystick rather than a DS D-pad it wasn't nearly so taxing on your thumb. The reason why the debate blew up in this game was partly because it was possible to spam mini-turbos to an even greater extent than before, partly because the use of the D-pad made it much tougher on the player's thumb, but in large part because this was the first ''Mario Kart'' game to have online play, which led to more casual players, who did not employ the tactic in earlier games when they just raced their friends in person, coming up against more "hardcore" players who employed the tactic to its full effect.

to:

* BrokenBase: Snaking, the tactic of doing a continuous sequence of mini-turbos in alternating directions, leading to a very sore thumb and possibly broken D-pad. This led to a lot of [[CasualCompetitiveConflict heated debates over the ethics of snaking in online matches]], especially non-friend matches. Opponents of snaking argued that [[{{Scrub}} snaking was for assholes]], proponents argued that [[StopHavingFunGuys people who didn't snake did not deserve to play online]]. online]].
**
This tactic didn't come out of nowhere; doing mini-turbos in sequence on a straight stretch had been possible, and known to be faster than driving in a straight line, since ''VideoGame/MarioKart64'' (but on that game it was necessary to space them out rather than doing them in an unbroken chain). In ''VideoGame/MarioKartDoubleDash'', the tactic was upped a notch as it was possible to do mini-turbos in fairly rapid succession in a straight line, though it was still better to leave at least a small gap to allow the boost from one miniturbo to wear off before starting a new drift, and since that game used a [=GameCube=] joystick rather than a DS D-pad it wasn't nearly so taxing on your thumb. thumb.
**
The reason why the debate blew up in this game was partly because it was possible to spam mini-turbos to an even greater extent than before, partly because the use of the D-pad made it much tougher on the player's thumb, but in large part because this was the first ''Mario Kart'' game to have online play, which led to more casual players, who did not employ the tactic in earlier games when they just raced their friends in person, coming up against more "hardcore" players who employed the tactic to its full effect.

Changed: 634

Is there an issue? Send a MessageReason:
None


* BrokenBase: Snaking, the tactic of doing a continuous sequence of mini-turbos in alternating directions, leading to a very sore thumb and possibly broken D-pad. This tactic didn't come out of nowhere; doing mini-turbos in sequence on a straight stretch had been possible, and known to be faster than driving in a straight line, since ''VideoGame/MarioKart64'' (but on that game it was necessary to space them out rather than doing them in an unbroken chain). In ''VideoGame/MarioKartDoubleDash'', the tactic was upped a notch as it was possible to do mini-turbos in fairly rapid succession in a straight line, though it was still better to leave at least a small gap to allow the boost from one miniturbo to wear off before starting a new drift, and since that game used a [=GameCube=] joystick rather than a DS D-pad it wasn't nearly so taxing on your thumb. The reason why the debate blew up in this game was partly because it was possible to spam mini-turbos to an even greater extent than before, partly because the use of the D-pad made it much tougher on the player's thumb, but in large part because this was the first ''Mario Kart'' game to have online play, which led to more casual players, who did not employ the tactic in earlier games when they just raced their friends in person, coming up against more "hardcore" players who employed the tactic to its full effect. This led to a lot of [[CasualCompetitiveConflict heated debates over the ethics of snaking in online matches]], especially non-friend matches. Opponents of snaking argued that [[{{Scrub}} snaking was for assholes]], proponents argued that [[StopHavingFunGuys people who didn't snake did not deserve to play online]].

to:

* BrokenBase: Snaking, the tactic of doing a continuous sequence of mini-turbos in alternating directions, leading to a very sore thumb and possibly broken D-pad. This led to a lot of [[CasualCompetitiveConflict heated debates over the ethics of snaking in online matches]], especially non-friend matches. Opponents of snaking argued that [[{{Scrub}} snaking was for assholes]], proponents argued that [[StopHavingFunGuys people who didn't snake did not deserve to play online]]. This tactic didn't come out of nowhere; doing mini-turbos in sequence on a straight stretch had been possible, and known to be faster than driving in a straight line, since ''VideoGame/MarioKart64'' (but on that game it was necessary to space them out rather than doing them in an unbroken chain). In ''VideoGame/MarioKartDoubleDash'', the tactic was upped a notch as it was possible to do mini-turbos in fairly rapid succession in a straight line, though it was still better to leave at least a small gap to allow the boost from one miniturbo to wear off before starting a new drift, and since that game used a [=GameCube=] joystick rather than a DS D-pad it wasn't nearly so taxing on your thumb. The reason why the debate blew up in this game was partly because it was possible to spam mini-turbos to an even greater extent than before, partly because the use of the D-pad made it much tougher on the player's thumb, but in large part because this was the first ''Mario Kart'' game to have online play, which led to more casual players, who did not employ the tactic in earlier games when they just raced their friends in person, coming up against more "hardcore" players who employed the tactic to its full effect. This led to a lot of [[CasualCompetitiveConflict heated debates over the ethics of snaking in online matches]], especially non-friend matches. Opponents of snaking argued that [[{{Scrub}} snaking was for assholes]], proponents argued that [[StopHavingFunGuys people who didn't snake did not deserve to play online]].

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* BrokenBase: Snaking is a tactic in this game that is ''only'' possible in this game -- you drift back and forth forever, spamming the heck out of how easy it is (though, not on your thumb) to get drift boosts since it just requires you to spam left and right twice in succession. It worked in ''VideoGame/MarioKart64'' as well, but it was nowhere near as spammable because doing it on a straight path would practically veer you into a wall most of the time since drifting made you turn much more widely. This was the first ''Mario Kart'' game to have online play, which naturally led to a lot of [[CasualCompetitiveConflict heated debates over the ethics of snaking in online matches]], especially non-friend matches. Opponents of snaking argued that [[{{Scrub}} snaking was for assholes]], proponents argued that [[StopHavingFunGuys people who didn't snake did not deserve to play online]].

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* BrokenBase: Snaking is a Snaking, the tactic of doing a continuous sequence of mini-turbos in this game that is ''only'' possible in this game -- you drift back alternating directions, leading to a very sore thumb and forth forever, spamming the heck possibly broken D-pad. This tactic didn't come out of how easy it is (though, not nowhere; doing mini-turbos in sequence on your thumb) a straight stretch had been possible, and known to get drift boosts be faster than driving in a straight line, since it just requires you to spam left and right twice in succession. It worked in ''VideoGame/MarioKart64'' as well, but (but on that game it was nowhere near as spammable because necessary to space them out rather than doing them in an unbroken chain). In ''VideoGame/MarioKartDoubleDash'', the tactic was upped a notch as it on was possible to do mini-turbos in fairly rapid succession in a straight path would practically veer you into line, though it was still better to leave at least a wall most small gap to allow the boost from one miniturbo to wear off before starting a new drift, and since that game used a [=GameCube=] joystick rather than a DS D-pad it wasn't nearly so taxing on your thumb. The reason why the debate blew up in this game was partly because it was possible to spam mini-turbos to an even greater extent than before, partly because the use of the time since drifting D-pad made you turn it much more widely. This tougher on the player's thumb, but in large part because this was the first ''Mario Kart'' game to have online play, which naturally led to more casual players, who did not employ the tactic in earlier games when they just raced their friends in person, coming up against more "hardcore" players who employed the tactic to its full effect. This led to a lot of [[CasualCompetitiveConflict heated debates over the ethics of snaking in online matches]], especially non-friend matches. Opponents of snaking argued that [[{{Scrub}} snaking was for assholes]], proponents argued that [[StopHavingFunGuys people who didn't snake did not deserve to play online]].
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* FanNickname: Thanks to WebVideo/SchaffrillasProductions, Luigi’s Mansion is jokingly nicknamed Boston Building by a lot of the fandom.

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