It's only when one plays an huge amount of Diddy Kong Racing, that one begins to understand the iconic beauty, finely crafted polish and awesome playabilty that oozes from every bit of Mario Kart DS.
Mario's familiar insane j-pop blared out an obvious message -- that for all of Diddy and the gang's efforts, the plumber still tops the podium in the Ninty leagues this time roun

Back at Mushroom Kingdom, things looked, for some reason better, even after all this time. Sure, the models in Mario's world look pretty chunky, with triangular exhausts and odd flippers instead of arms, wrists, hands and fingers; but the game moves in a much more sophisticated way. What becomes obvious from playing is that while DKR is running at 30 frames a second, MKDS is running closer to 60 fps, and looks a lot more fluid as a rsult. The animations have more frames, so the flicker animation effect appears less. That, coupled with the polish that 15 years of Mario Kart games gives, and the adrenalin still grabs me in MKDS more than in the newcomer.
The polish in Mario continues through the menus, too. DK feels less clean, more of a hurdle to overcome to get a mobile racing fix. Mario's tried and tested menu navigation will never break -- again, one just has to mash the A button until the race begins.
I'll tire of DKR before too much longer, I can feel it, but it's nice to have it as a good racer after Mario is all done. If I had to choose though, old Jump Man would win easly.
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