But better yet is a small but significant addition to that sentence. It’s reached said point quicker than any other console in recent history. Yes, it’s beaten the GBA, DS and Wii sales wise and is well on the way to being the fastest selling handheld in recent history.
So that’s one piece of great news for 3DS fans. And you can see a graph showing it below
In the UK however, news of 3DS sales is interesting, although a tad worrying. Guess what game tops the charts for the platform?
Mario & Sonic At The London 2012 Olympic Games
Not exactly the most inspiring title to sell well, is it? More to the point, we’re talking a game lacking in many basic features of its Wii’s relation to the point it doesn’t even have the dream events that make the ‘Mario’ and ‘Sonic’ brands actually important in the first place. That’s not to say the Wii one is doing poorly, that’s also currently topping the sales charts for its own respective system, but… Why would anyone want to buy this cut down version instead?
Still, look on the bright side. The 3DS is selling fantastically in Japan, and its games are topping the sales charts. Those who doubted the console must be quite embarassed now, right?
Based on a fairly old video I uploaded to our Youtube channel, here are my thoughts on how Mario Kart’s battle mode could be salvaged and made better to the point people would play it about as much as they do vs mode.
Because unfortunately, battle mode has been woefully neglected over the last few installments. The arenas have become smaller and generally less interesting, the amount of battle mode arenas in total has been reduced significantly and long time fan favourite elements like balloon battle have practically been phased out entirely. While Mario Kart DS, Wii and 7 seem to have moved the rest of the series in the 21st century, it’s clear battle mode has languished and been ignored ever since Mario Kart 64. So with that said, here are what I think could improve battle mode in the next Mario Kart game.
1. Have more arenas
Just look at how few arenas Mario Kart 7 has, it’s absolutely pathetic. You have what, six arenas total? And just three of them are actually new to the game? Even Mario Kart 64 and Super Circuit had more levels to choose from than this, and that was over ten years ago!
Instead, Mario Kart needs to up the total to about 12, with six new ones and six retro ones to keep the mode varied and fun. Maybe even split them into cups like the tracks are, with the first set of four arenas being the easy/basic ones, the next ones being harder and the final ones being for experts.
2. Have more interesting arenas
But with that said, it still doesn’t get you interesting battle arenas. Why bother if they’re going to all be as boring as much of the arenas from Double Dash, or Wii or Mario Kart 7? Instead, here are some ideas which I think could be interesting:
A large arena based loosely around the location from the Gamecube game, which would allow about 20 players to be involved in the same battle. It’d have a few different areas, such as the graveyard and front/back gardens of the mansion, the first, second and third floors and various obstacles to avoid like ghosts.
Of course, it wouldn’t be as large as the eponymous mansion from the original game, just about 10 rooms and a fairly decent sized exterior where you got to explore some of the grounds and race across the balcony and rooftop. There would also be various glider pads, ramps and updrafts, and you could enter or exit the mansion through things like broken windows.
That harbour with multiple levels of girders and metal beams from Super Mario Sunshine. It’s nowhere near as big as in game, so everything would be much closer together and you could literally jump via ramps from one bit of walkway to any other. But the interesting part of this arena isn’t ‘floor area’, it’s height. While the area itself would be about the size of Delfino Pier:
Height wise it’s much bigger, with about six floors. Namely underwater/sea level, to show off underwater mechanics…
Dockside/ground level, which is pretty open and flat. Also, has some boats you can drive on.
Rooftop/girder level 1, which includes some metal beams and platforms as well as building rooftops.
Girder level 2, more beams and platforms above the other levels
Girder level 3, even more beams and platforms above the other four levels of floor.
Another level, some metal platforms from fruit adventure, giant cage and glider ramps.
You know the place, the first level from Super Mario 64. However, it’s a bit different, because:
It’s now about half the size, with the areas of the level much closer together, making for a more interesting battle (still has a lot of open space though). All enemies bar the Chain Chomp, rolling cannonballs and maybe another type have been removed, as have all the cannons and breakable boxes.
There’s also a glider ramp on the floating island.
Based on Bowser’s Castle from Super Mario Bros 3 and Super Mario World, it’s a pretty large (although not large enough for 12 or 16 players) castle level with lots of lava, traps and other Bowser like things.
You only ever explore the interior of the castle, so there’s none of this silly ‘lava filled wasteland’ stuff than all Mario Kart games from 64 onwards seem to have in Bowser’s Castle.
Layout wise, it’s as follows:
Foyer: Front part of the castle, not that big. Has three paths, one leads upstairs and around to the top of the main room, one just leads around the outside of the main room to another entrance to it. There are Bowser statues above the floor which shoot down lasers at people who approach, flipping them over like a shell and vapourising their items.
Main Room: Three story lava room, with each level getting more dangerous as you go up. Ground floor is a bunch of stone bridges and platforms over lava, medium sized but very boring. Some Podoboos to dodge. Floor 1 however is made up of narrower paths and Donut Blocks (which fall down, dropping you to the ground floor). More item boxes though, as well as good places to wait or lay traps. Finally, the top of the room has glider pads and very narrow platforms, one having a ‘Super Item Box’ (always gives a star or triple red shells). However, the Podoboos DO reach the ceiling, so you can easily get hit in mid flight and send straight down to a floor below. More risk; better reward.
Ground Floor Passage: Simple passageway like the entrance room of Bowser’s Castle from Double Dash. Thwomps line it, so you have to dodge between them when they smash down. Leads from foyer to main room/vice versa, going around the right side of the building.
Stairway Room: Absolutely lethal, dangerous room. Why? Two reasons. One, it’s like Mario Kart Wii’s main Bowser Castle room, with giant Bowser statue shooting fire down the hallway. That’s bad, because the item boxes are in the centre. It’s also more narrow. The other issue? Giant metal spikes like in Super Mario World and New Super Mario Bros Wii slam into the floor in timed intervals, also near the centre and item boxes.
Part of the first planet, except fairly redesigned, without enemies bar some of those Mario 3D Land like bees and much smaller.
Imagine something a bit like that, except:
No slide, the area with the flowers is moved behind the tunnel and directly links the tunnel, the bit near the fountain and a bit near the left of the level together. No wooden building or tree top access, and with ramps and jumps leading to higher ground. Extremely peaceful, easy to play on battle arena.
A medium sized arena based on the NES Super Mario Bros 1, it’s about the size of a standard Mario Kart 7 arena, except with three ‘levels’, a small area underneath based on the cave levels and a small area above based on the mushroom and bridge levels.
Goombas are in this arena to make it a bit more Super Mario Bros 1 like, and the graphics style is eight bit (although the characters are normal styled)
That place from Snowman’s Land in Super Mario 64. It’s a tiny arena, but has plenty of transparent ice walls that you can see opponents through, yet cannot pass through.
Item boxes are scattered around in the small, more open areas.
Mushroom Plains/Battle Arena Standard
Just like the battle arenas from Mario Kart Super Circuit and Super Mario Kart, a flat field with various walls to hide behind. However, it’s much smaller, so it doesn’t usually support a high number of players.
As you may have noticed from the trailers and screenshots, Nintendo have added in all new detailed backgrounds to the 3DS version of Kid Icarus (the NES version) that’s now available on the eShop. But what’s more interesting about this isn’t just about this one game, but the questions it raises about the classic games Nintendo is rereleasing. Will they too be edited?
And while it’s not exactly a big change to add these backgrounds, since none of the sprite or foreground graphics themselves seem to have been changed, it could open up the possibility of lots more minor changes being made to rereleased games. Indeed, I’d say to some degree a lot of NES and Game Boy games would be vastly improved by this kind of thing.
Take early Game Boy Color games for instance. If they could just edit the palettes for them to make them less eye searing it’d be a real improvement, don’t you think? Wario Land II was one of the worst games hit here, since it decided to make one whole world bright pink and purple to the point some people’s eyes likely bled after looking at the screen too long. It wouldn’t take much effort, but if they could just tastefully tone down Syrup Castle’s colour scheme, as seen in the video, I’d definitely thank them for it: