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And Nintendo says the Karts have a range of 30 feet between the Switch and the Kart, but that it's better to stay closer for best results on larger tracks, in case the Kart wanders too far. That's a lot of space, but the track setups could (and probably should) weave through home obstacles like chairs or tables.
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Nintendo recommends 10 by 12 feet of free space for your typical track setup, and a maximum distance of 30 feet between your Switch and kart. Some of the game's unlockables (horn sounds, costumes, vehicle types). Sometimes there will be over-swerving, or maybe a Chain Chomp will drag the kart off-course. When imaginary Piranha plants grab the digital kart, they'll make the real kart stop. A Magic Koopa curse could suddenly cause mirror-reversed driving. When a red shell gets thrown at a kart, it stops moving. The physical kart slows down or changes course depending on item effects. It comes with gates and you can create your own obstacles. Still, it looks like each track gets all sorts of pop-up additions, including underwater effects, fire effects and items that can be used to throw at other karts. There are in-game obstacles and power-ups pop up at the gates (blocks, Piranha plants, Magikoopa curses and more) depending on the course or how it's customized.Įxtras get unlocked as the game is played, offering some replay options and creative challenges, but it's not as in-depth a creative toolset as Super Mario Maker. The game paints over your space, recording what the Kart's camera sees in its fish-eye lens, but looking to the cardboard gates and arrow markers to animate extra features. There are lots and lots of mixed reality obstacles, power-ups and environmental effects. Some courses make it seem like everything's underwater in your home. You have to repaint your track each time you start Mario Kart Live: Home Circuit, and in Grand Prix cup events you'll need to set up and paint out another track to change things up between races, or you'll just race the same layout over and over again. The game only uses one set-up course at a time and doesn't save course setups. You'll drive your kart around and "paint" your course in your room in mixed reality by driving the kart to make the road, using all four gates as checkpoints.
Mario Kart Live courses are all custom-created. The Custom Race mode allows more tweaking of rules.
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The main part of the game involves either racing a three-cup challenge with changing effects and enemies per race, or racing against a personal ghost in Time Trial laps. There are Grand Prix, Time Trial and Custom Race modes, and four different speeds (50cc, 100cc, 150cc and 200cc).
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Nintendo showed how the karts connect: An in-game QR code pairs the kart quickly, but the kart could be paired with another Switch later on if needed.Ī one-player mode in Time Trial, where you race your ghost (that clock icon). The kart pairs with the Switch by scanning an on-screen QR code with the kart's camera. That's a lot of extra hardware, which means most people will just play with one Kart on one Switch. The game supports up to four-player local racing on a real track, but again, each player needs a Mario or Luigi kart, as well as their own Switch to pair with. You can play 1-4 players, but each player needs a kart. That's $400 for a four-way race, even assuming everyone has their own Switch (!) already. But each player needs a kart to play, which means $100 more per player, which is. $100 gets you one kart (Mario or Luigi), a charge cable, four cardboard gates, and two arrow markers.
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You get one kart per box, and the software is free to download.
There are no ways to connect with online friends for challenges. The karts pair with the Switch or Switch Lite directly over Wi-Fi, which means the game is offline.
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Mario Kart Live: Home Circuit is local offline only. Will Mario Kart Live: Home Circuit be a hot holiday gift for kids? We haven't gotten to test it yet, but we did remote-chat with Nintendo and saw a video demo of the racing action. There's something theme park-like about the way the experience all seems to blend. The radio-controlled karts, created by New York-based Velan Studios along with Nintendo, look semi-robotic and are designed to perform like extensions of a video game. And it also seems like a Nintendo evolution of previous phone-enhanced robotic RC cars, like the Anki Overdrive or Sphero's Lightning McQueen. Or of when I once played Super Mario in a HoloLens. It reminds me of AR games on phones and tablets, supercharged with a moving race car toy. It really does look like Mario Kart 8, but with your home as the backdrop. But it's also an RC car racing game, adding a surprising amount of augmented reality to mix in video game effects into the on-Switch display. In a way, Mario Kart Live almost feels like a Mario Kart version of a Mario Maker game, since it's all about creating your own courses.