Mein Traum ist es ein Café in Bel Air zu eröffnen und dort mit meinen Gästen über Prominente zu lästern und das Zeitgeschehen kritisch zu kommentieren.

Johann Wolfgang Goethe (1782-1832)

Goethe schuf Faust, Schiller schuf Don Carlos, wir schufen Können Sie uns hören. Drei Meisterwerke und Geniestreiche der deutschen Unterhaltungsbranche führten zum Gipfel des geistigen Schaffens.

Café Bel-Air

Café Bel-Air ist ein Podcast der Unternehmer Sergio Schade und Daniel Waschitzki. Als bekennende Fans des Dichters und der Frohnatur Goethe, war es schon lange ein Traum, den Traum des einzig wahren Denkers zu leben. Zumindest in Form eines Podcasts. Macht Sinn oder?

Seit Dezember 2016 produzieren die beiden Podcasts, zunächst mit dem neuen, aber nicht weniger frechen Format „Können Sie uns hören“. Nach einer kreativen Schaffenspause, dem sog. Sabbatical, begann das Team hinter „KSUH“ mit der Weiterentwicklung des Sensationsformates.

In gewohnter Manier führen die beiden Lebemänner mit ihren Gästen durch zahlreiche Formate, wie etwa dem bekannten Unterwegs, in dem die Jungs durch die Straßen der Welt reisen und über den Sinn des Lebens quatschen. Als wäre dies nicht genug, schufen sie mit Disputandum (lat. für Debatte) ein Denkmal an die Diskussionskultur der westlichen Welt.

While it may be still another Mario Kart match to people who have not played with it, the racing name has been just another sequel in a string that gets a brand new installment every console creation. As a result of its racer-swapping mechanic, Double Dash became a kart racer with an unprecedented amount of thickness. 

Double the Strategy

A lot of sequels have a core gimmick that helps it stand out from its predecessors, but allowing two personalities to race together was not just a gimmick in Dual Dash. It added a new layer of strategy to the kart racer, which was increasingly about items and luck. While those factors are still present in Dual Dash (and part of the reason the total racing is so fun), the ability to drive as a group included an incredible element that has not been replicated in some of its successors.

In single-player, the inclusion of two players does not mean a lot. Sure, they can benefit from each character's Special Item, which is a highly effective item unique to each character, but it still mainly feels like regular Mario Kart.

However, two gamers alters the way the sport is played. The person manning the back has complete control of things (and may even sneak them by performing slide attacks) while the driver can concentrate purely on racing. This provides a layer of communicating to the match, and enables players to learn where their individual skills triumph. On some courses, I might be the better driver, although my teammate has mastered Baby Park. It's this added layer of collaboration that makes Double Dash such a compelling experience.

This extra layer of strategy is not exactly what makes Double Dash so much pleasure in multiplayer races, though. Double Dash was basically the first game to complete Mario Kart's core gameplay as several additions, such as the mini-turbos that players can get while drifting, have become common operation in future titles. Unique to this setup is a titular quality that gives players a larger boost on the starting line should they both perform a rocket beginning. It's also the first title in the series to include a traditional point spread after races. Rather than having just the first four racers receive points, the first place competitor now receives 10 points while everybody to the seventh place player receives a single point. It enables for comebacks to occur more naturally, and can be a more healthful and balanced standing system.

Another invention in Double Dash was that it greatly enlarged how many players can compete in a single match. That is more than four times the total found from the prior game, and it has not been replicated since then as even Mario Kart 8 Deluxe only allows for 12 players to compete at once. Numbers don't lie, and Double Dash is the best method for the maximum number of people to perform Mario Kart at once.

Each Program Is Worthwhile

While recent titles have doubled the sum of added courses by pulling in the series' past, Mario Kart Double Dash ROM has among the strongest track line-ups of any kart racer. From the fast-paced Baby Park into the sprawling Dino Dino Jungle, there is no shortage of fantastic courses to select from. Several of the monitors even differ lengths from the traditional three lap structure, as Wario Colosseum has two laps, and the above DK Mountain foregoes the lap structure entirely.

It's these type of little touches which make Double Dash really good, and the degree of detail really shines when gamers pay attention to every program. Those that are particularly observant will notice that a number of the classes can be observed in the backgrounds of different tracks. For example, while playing Yoshi Circuit, you are able to spot the Daisy Cruiser from the sea. This is not only a trendy Easter egg; it helps construct a more connected world.

A Great Fight Mode

Many recent Mario Kart titles have fought in this department, but Dual Dash had a fantastic battle mode. All three of the variants (Balloon Battle, Shine Thief, and Bob-omb Blast) are fun to compete in, and and each of six of the struggle courses offer something unique. The two unlockable arenas are particularly cool, as Tilt-a-Kart retains players on edge by continuously making players drop off its stage and Luigi's Mansion is a superb throwback to a few of the GameCube's best launch titles.

With so many great features, it is difficult to argue against Dual Dash function as best Mario Kart Double Dash ISO. Even though Mario Kart 8 Deluxe is a great entry and a pivotal part of the Switch's variety of games, it's not quite as special as Double Dash. Nintendo is going to keep creating Mario Kart games but instead of taking too heavily against the Switch or N64 versions, the Big N should concentrate more heavily on its underrated GameCube classic.