Raise
your hand if you grew up with Cartoon Network.
…Sorry, I don't see you. If you could see me, though, you'd have noticed I didn't raise my hand. Thing is, I didn't technically grow up with Cartoon Network as a kid; I grew up with its Canadian counterpart, Teletoon, which aired a lot of Cartoon Network series back in the day. So yeah, it was very similar. Since then, Teletoon started making its own series and exporting them... to Cartoon Network. There's a bit of irony here, don't you think?
Anyway, the game I'm reviewing today is for those who feel nostalgia for the early cartoons of this channel. Cartoon Network, not Teletoon.
Anyway, the game I'm reviewing today is for those who feel nostalgia for the early cartoons of this channel. Cartoon Network, not Teletoon.
Cartoon Network Racing DS should remind you of another series. I mean, it's obvious that I'll have to compare Cartoon
Network Racing to Mario Kart. And I'll go a step further. I'll use
Mario Kart DS to make this comparison. Same portable
console, that should be fair. Many reviews say that the resemblances are really obvious; that's what we'll see today.
First
off, I gotta point out that since there's not really a plot in any of
the two games, I shouldn't judge them on the plot. Okay, Mario Kart
DS has a Mission Mode while Cartoon Network Racing doesn't, but
Mission Mode isn't a Story Mode.
How
does this racing game work? Well, first you select a racing speed,
then a cup, and then your character. In Mario Kart, you first select
a cup, then a racing speed... then a character. Yeah... Maybe a
little too similar, isn't it? Whatever. Everyone knows the speeds in
Mario Kart: 50cc, 100cc, 150cc. Gotta be professional to stand out
from the slew of copies that would try to emulate the series, right?
So what are the speeds in CNR ("Cartoon Network Racing", in case you hadn't guessed)? Let's see... “Normal” with one red pepper,
“Souped-Up” with two red peppers, “Soupered-Up” with three
red peppers? That's kinda funny. Kinda creative, too. The idea that
pimentos give more speed to the characters. Doesn't make any sense,
but do mushrooms also make sense in this regard? Not really, huh? Of
note, you can also unlock a Mirror Mode, renamed Flipped-Out here.
It's represented by three green peppers.
Now,
for the Cups. In Mario Kart, you should know them well: Mushroom Cup,
Flower Cup, Star Cup and Special Cup. It's always been that way, so
why would it change now? Hard to think of four major items in the
early Cartoon Network shows that could make good titles for the Cups.
What do we have here? The first one is called Cowardly. Funny; I
suppose you have to use Courage the dog to do those. Second one is
Booger. The trophy is a hand with something on the raised index
finger. Not kidding. Cup 3 is titled Pork Butt, and the trophy is
shaped like a ham's bottom? No, like a pig's crack. The final cup is
titled Chemical X, and it's the only one (to my knowledge) that clearly references a CN show;
namely, the Powerpuff Girls. Also interesting to note is that out of
all six series represented here, the Powerpuff Girls
show is the one with the most characters.
So,
after picking a speed and a Cup, you get to the Character selection
screen and OHMYGOSH! Nine characters are available from the start,
which is pretty good in its own right, but there's 11 unlockable
characters, bringing the total to 20! Holy wow, that's really
impressive for a racing game. Let's compare to Mario Kart DS, which
has technically 13 playable characters, but 8 are available from the
start, 4 are unlockables and 1 is solely available in multiplayer.
Ha! You win that round, CNR.
Not
that CNR.
Anyway,
here's the list of characters:
-From
Courage the Cowardly Dog: Courage, Muriel and Eugene.
-From
Cow and Chicken: Cow, Chicken, Red Guy.
-From
I Am Weasel: I. M. Weasel, I. R. Baboon.
-From
Dexter's Laboratory: Dexter, Dee Dee, Mandark.
-From
Johnny Bravo: Johnny Bravo, Bunny Bravo, Suzy.
-From
The Powerpuff Girls: Blossom, Bubbles, Buttercup, Professor Utonium,
Mojo Jojo and Him.
That's
a pretty good roster. Admit it, if you're old enough you probably had
a sudden burst of nostalgia while reading some of those names. As I
said moments ago, that's 20 characters pulled straight out of many a
kid's childhood memories. What? Mario is also a great icon of
childhood to those who were gamers at an early age? Well, yeah,
but.... 20 is better than 13, okay?
Muriel is literally driving her armchair. Must be comfy. It makes no sense, but it must be fun. |
So,
after the character is selected, you have to complete four courses on each Cup. The highest your position at the end of each race, the better
your chances of getting the first place in the race. Each cup has
four courses, for a grand total of 16. Which is little, compared to
the 32 in Mario Kart DS... Yeah, only half the number of courses that
Mario Kart DS has. But look at it another way: MKDS brings us 16
all-new race tracks, and 16 Retro tracks that were remade for the
game. So, technically, there's only 16 “new” race tracks in MKDS
as well. Guess those two are equal on this aspect, at least.
What
it's probably not equal on is this: The graphics. Yeah, Mario Kart DS
has put more care on the design of the characters, the karts and the
courses. The 3D models in CNR are less polished, less detailed; the
designers seem to have preferred drawing parts of the characters
instead of making them fully three-dimensional. Maybe that's because
some of those characters were drawn in 2D cartoons in a way that
makes it very difficult, if not nearly impossible, to make them into
3D characters without having to cheat a little. Though that's for the
characters. Are the race tracks' designs a little... simple? Again,
yes. In some cases, it looks like there was a rough draft of the
whole thing and then a texture was put over it to make it look more
finished. So, this game is not as great graphically as MKDS. Should I
say the same for the music? Um... No, the music in this game is fine.
Not memorable, but not exactly forgettable. Some of the tracks use a
modified version of a cartoon's theme song (as an example, a course
based on Townsville has a remix of the PPGs' theme song). Some
original tracks for the game are pretty cool, too.
Now
that this is out of the way, let's get to the meat of any racing
game: THE RACING! Yeah, now that the more technical aspects are
covered, we can finally touch on the gameplay. Once the character is
selected, we are treated to a nice overview of the course, and
then the camera stops behind the selected character. The race starts!
So, what can we do here? Oh cool, we can have a rocket start like in
the Mario Kart series by pressing A before the race starts but after
the countdown has begun. That's pretty cool. We can also use the same
slipstreaming technique that is in the Mario Kart series. You see,
that technique requires you to stay behind an opponent for a while,
and if you do you will get a small speed boost that will make you get
ahead of that opponent. It was in MKDS, I'm glad it's in CNR. But the
thing I'm happiest with is this: NO POWERSLIDING! Awesome!
You hear right: I don't like this game. |
"Oh no, you did not-a say that!" |
I prefer having an unpopular opinion than lying to myself - and to my readers - pretending to agree with everyone else.
Stop
throwing your tomatoes now.
Now
that this is out of the way, let's get to other things you
immediately notice as you play: Even if they're not as detailed as,
say, the Mario Kart DS courses, the race tracks here are still enjoyable to look at. Their design is simpler, as I said before, but it looks nice nonetheless. Also, they often contain
secret passageways that can help you getting ahead. The computer
opponents will use them, so maybe you should too. Next thing you'll
notice: The characters are voiced and animated in their karts. When
you do something right or when an opponent steps on a trap you've set, the character you selected will be happy. If they hit a trap or an opponent takes their
place, they'll be sad. The PPG tilt their heads, Johnny moves his
arms when he gets ahead. That's fun. It also features many of the
voices from the original series, which make it a little better.
Yep, blue rocket. No relation with the blue shell, we swear. |
However,
there's two things added to- Wait, it's already been 2,000 words???
Uh oh, I've got to go for now! But no worries, the review will
continue Monday! Sorry if this feels rushed, I can't think of any
good way to end this part! I was sure one would be enough! I'm surprised. Unprepared. Maybe I could end with “Once again, the day is saved,
by...”. The problem is that I have no idea how to end that line,
so... Uh... Em... Er... Be back Monday. This review will end Monday.
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