Easily my third favourite Mario Kart, Mario Kart DS offers a lot for such a small cartridge.
What's good about Mario Kart DS?
-Best Battle Mode
-Introduction of Retro Courses
-Mission Mode
-Good Kart Speed
-Kart Emblems
-Introduction to Mario Kart staples such as Bullet Bills (weaker Chain Chomps from Double Dash) and Bloopers (actually effective in this game)
What's bad about Mario Kart DS?
-The online is gone
-Item balancing is bad
-The course selection is meh
Why does this game have the best Battle Mode in my opinion?
Because the course selection is pretty good and the modes are pretty fun as well.
Balloon Battle in this game unlike in other Mario Kart games allows you to choose how many balloons you want to start off with, however the less balloons you have the better items you get and you get 5 balloons total. You start off with 1 balloon, and you can get more by blowing into the MIC (I recommend DSi as it has the best MIC between a test of the original DS, DS Lite, DSi, 3DS, and New 2DS XL) or the select button (which I recommend personally as someone who can easily have a shortness of breath). You can carry up to three balloons at a time. Personally, I recommend having two for the best chance of survival and normal item selection.
Shine Runners unlike in other Mario Kart games is an elimination round where 9 shines will spawn and you need at least one (or to not have the lowest amount) to not be eliminated after a certain amount of time and the game continues from there.
Also about the Track Selection and Retro Courses, there are "new" classics in this such as Yoshi Falls, Waluigi Pinball, Deflino Squares, and a few others but they're not as exciting I find as some other courses introduced in previous Mario Karts (especially Double Dash) for the most part (one exception being Waluigi pinball).
The retro courses are also kinda meh as they're more like direct ports of those older tracks meaning they weren't adjusted for Mario Kart DS much and there's just straight up bad picks. One of the one more questionable picks in my opinion is Baby Park, which in Double Dash was exciting and fun to play on, however without the fast pace action of Double Dash (like a lack of special items) this course just becomes an ordinary loop and pretty uneventful.
Overall, I recommend this game for the Battle Mode (and Mission Mode if you're into that), but I would stay clear of the Main Races themselves.
What's good about Mario Kart DS?
-Best Battle Mode
-Introduction of Retro Courses
-Mission Mode
-Good Kart Speed
-Kart Emblems
-Introduction to Mario Kart staples such as Bullet Bills (weaker Chain Chomps from Double Dash) and Bloopers (actually effective in this game)
What's bad about Mario Kart DS?
-The online is gone
-Item balancing is bad
-The course selection is meh
Why does this game have the best Battle Mode in my opinion?
Because the course selection is pretty good and the modes are pretty fun as well.
Balloon Battle in this game unlike in other Mario Kart games allows you to choose how many balloons you want to start off with, however the less balloons you have the better items you get and you get 5 balloons total. You start off with 1 balloon, and you can get more by blowing into the MIC (I recommend DSi as it has the best MIC between a test of the original DS, DS Lite, DSi, 3DS, and New 2DS XL) or the select button (which I recommend personally as someone who can easily have a shortness of breath). You can carry up to three balloons at a time. Personally, I recommend having two for the best chance of survival and normal item selection.
Shine Runners unlike in other Mario Kart games is an elimination round where 9 shines will spawn and you need at least one (or to not have the lowest amount) to not be eliminated after a certain amount of time and the game continues from there.
Also about the Track Selection and Retro Courses, there are "new" classics in this such as Yoshi Falls, Waluigi Pinball, Deflino Squares, and a few others but they're not as exciting I find as some other courses introduced in previous Mario Karts (especially Double Dash) for the most part (one exception being Waluigi pinball).
The retro courses are also kinda meh as they're more like direct ports of those older tracks meaning they weren't adjusted for Mario Kart DS much and there's just straight up bad picks. One of the one more questionable picks in my opinion is Baby Park, which in Double Dash was exciting and fun to play on, however without the fast pace action of Double Dash (like a lack of special items) this course just becomes an ordinary loop and pretty uneventful.
Overall, I recommend this game for the Battle Mode (and Mission Mode if you're into that), but I would stay clear of the Main Races themselves.
Catch me playing this game snaking. So much better and balanced than Mario Kart Wii but if the flaw of this game needs to be an obvious skill gap then so be it. Double Dash clashes in quality with this game and this is the same game that introduced the retro tracks which Mario Kart needed. A masterpiece to my childhood if you excuse the terrible graphics and sound quality, but it was apart of the DS so it's the norm.
Mario Kart DS era sem dúvida a melhor experiência de Mario Kart portátil até o surgimento de Mario Kart 7 no 3DS. Dito isto, ele só não tinha uma experiência perfeita em sua época por conta do infame "snaking", uma espécie de técnica que se utilizava de decisão ou glitch do jogo para ficar mexendo para a esquerda e a direita rapidamente o direcional durante um drift (ainda que a pista estivesse em linha reta) para ativar um boost de velocidade temporário.
O abuso dessa técnica obrigava os jogadores que quisessem competir a dominá-la, e os mais viciados simplesmente eram imbatíveis no online. Era bizarro até onde conseguiam fazer exploits e quebrar as pistas com atalhos não convencionais.
Single-player, porém, o jogo era maravilhoso, e jogando multiplayer com uso contido do drift-boost (basicamente só em curvas) o gameplay premiava a habilidade sem descambar para o absurdo que eram os tempos daqueles que usavam snaking.
Tinha casos de malucos que terminavam a corrida de 3 voltas quando os outros jogadores ainda estavam na 2ª volta.
O abuso dessa técnica obrigava os jogadores que quisessem competir a dominá-la, e os mais viciados simplesmente eram imbatíveis no online. Era bizarro até onde conseguiam fazer exploits e quebrar as pistas com atalhos não convencionais.
Single-player, porém, o jogo era maravilhoso, e jogando multiplayer com uso contido do drift-boost (basicamente só em curvas) o gameplay premiava a habilidade sem descambar para o absurdo que eram os tempos daqueles que usavam snaking.
Tinha casos de malucos que terminavam a corrida de 3 voltas quando os outros jogadores ainda estavam na 2ª volta.