After the success of Super Mario RPG, I thought that a proper sequel was inevitable. Instead, Nintendo decided to go at it alone, leaving Squaresoft, Mallow, and Geno behind. Heartbroken by the change in direction, it took me almost 20 years to give Paper Mario a fair shake.
GameCube Week continues on In Third Person! Did I wrongfully dismiss Mario Kart: Double Dash when it first came out in the early 2000s?
From its origins on the Super Nintendo, to the magnum opus that is Mario Kart 8 Deluxe on the Nintendo Switch, I’ve been with Nintendo’s kart racer since its inception. Though it’s never had any real competition to its throne, I haven’t always been high on every entry in the series. I bounced off of Mario Kart 7 on the 3DS really quickly for feeling stale. Mario Kart: Super Circuit on the Gameboy Advance was another weak entry in the series, as the hardware simply didn’t have the horsepower to translate the high-speed thrills to the small screen.
And then there’s Mario Kart: Double Dash. I remember really disliking it upon release. My distaste for the game was so strong that I dropped the game out of my rotation almost immediately. When I hooked up the GameCube again in 2019 to stream it, I had totally forgotten why I hated it in the first place. Do I still feel the same way about it now?
Retro game streaming has been something I’ve wanted to do since I started doing this seriously at the beginning of 2018. However, it fell pretty low on the priority chain as my laundry list of technical things to fix piled up. On top of all the basic things I struggled to sort out – such as broadcasting a stream with a decent picture quality at a steady frame rate – retro hardware added additional obstacles to work through.
Knowing that I couldn’t solve everything at once, all of my retro-specific issues were put aside in order to broadcast a solid modern stream first. After months of research, tweaking of settings, breaking of stuff while live on-air, and the purchase of numerous pieces of hardware, I think I’m finally [knock on wood] at a point where I can finally play old games more regularly.
Once upon a time, dual analog controls for first-person shooters wasn’t a thing. Even in an era where we had dual-analog controllers, it would take a number of years before developers would come up with that scheme and make it the standard. Going back recently to play Metroid Prime on the GameCube, its lack of dual-analog control has proven to be really jarring.
Did you ever play Street Fighter II on the Genesis with the default 3-button controller? I’m sure a lot of you did. Didn’t it suck to have to hit the start button every time you wanted to switch between punches and kicks? Imagine trying to sell a control scheme like that through now.