Mario Kart: Double Dash!!
Mario Kart: Double Dash!! (GameCube system)
I argue that Mario Kart: Double Dash!! has real-time control, polish effects, and is set in a simulated game space. Thus, it satisfies the definition of a game with good game feel as set forth in the text.
Real-time control
The mechanics for a two or more character race, the main focus of the game, in Mario Kart: Double Dash!! (MKDD) include:
- Acceleration/Rocket start at correct time (a)
- Deceleration (b, releasing A)
- Drifting (L, R)
- Sparking (L + L on joystick, R + R on left joystick)
- Throwing items (Y, X; optional, Y, X with up or down on joystick to throw forward/backward)
- Steering (left joystick)
- Switch drivers (z)
I believe the player is always able to continuously control the character and that a control loop is always in effect. When the player steers a slightly different direction, the kart responds instantly by traveling in that new direction. When the player corrects his steering direction, the kart instantly responds. There is no noticeable lag time in response for steering. In accelerating, the player still has full control over steering, and he is able to modify acceleration by continuing to hold the acceleration button or releasing it, which will instantly cause deceleration. Throwing items causes an instant action to occur: an item is thrown, the character animatedly throws the item, and the results of the item, depending on the item, are animated to the player.
The only lacking aspect of real-time control is when the player’s motion is arrested prior to the race’s start and when the player is trying to drift. Another lacking aspect is drifting. Drifting can affect steering in a way the player does not expect. They may lose control of the kart while drifting and be unable to modify the direction of the kart until the drift is released and the boost is complete. Also, some game items, such as the Chain Chomp, will take over control from the player. Since the player chooses when he wants to use the Chain Chomp to drive his Kart and has the option of simply not using the Chain Chomp, I believe that this does not affect real-time control in a large way. In fact, the player chooses to relinquish control to reach the finish line.
Finally, when the player is impacted by a significant object such as a blue shell or when he runs off the track, he does lose control of the vehicle. Usually an animation is presented to simulate the characters’ temporary “death.” The player cannot control the kart during this time and all input is useless, but this makes the game more realistic—you could not control a vehicle in this type of accident situation.
Because there is no noticeable lag in controls and many actions can even be executed at nearly the same time, I argue that MKDD does have real-time control. The player’s actions will lead to immediate consequences that will affect his race as well as the races of other players around him in real time.
Simulated space
The track of each race is a well-defined world with barriers and objects that will obstruct or promote the movement of the kart that the player is driving. Collision detection is rather accurate. Objects that are run over will cause particular results for the course of the kart. If the driver steers the kart into an enemy or lake or off the track, then a consequence occurs for this interaction. The driver can interact with any subspace in a variety of ways: by crashing into it, picking up part of it, reversing out of the space, remaining in the space to block other players, et cetera. While the player is not truly encouraged to explore the space as much as the space obstructs the player’s goals to reach the finish line, the space is simulated to be a track environment that can be interacted with in a variety of realistic ways. The only unrealistic interaction is when the environment is more hearty/resilient than it would truly be in real life to keep the player on the track and to keep the track relatively in tact for other players. I argue that MKDD does have simulated space that, while not perfect, creates its own game world.
Polish effects
I interpret polish effects as anything that emphasize feedback to the player that a particular action was successful or that an event occurred. There are a variety of these in MKDD. One is when a shell or item successfully collides with another kart. In this case, the player’s character will give an audible victory shout. Other types of polish effects include the rumble in the Game Cube controller. Various intensities of rumble indicate the level of seriousness of a collision: if a wall is hit, the controller will rumble slightly if the kart can keep moving, but if a blue shell impacts the kart then the controller will rumble significantly. These effects are not necessary to the player’s understanding of events, but they certainly enhance the game feel. Other polish effects include unique sound effects of the tires scraping against different surfaces; depending on if the kart is skating across sand or concrete a different sound is played. When the kart collides with an object, the sound is different depending on the material that the object is made out of. Finally, different shades of sparks will be displayed around the kart’s rear wheels depending on what level of drift is currently in action. This indicates to the player exactly how he is drifting. All of these extra effects are polish, and MKDD is certainly a polished game with a very complicated sensory experience in each race.
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