Some of the racing elements in
WDW Magical Racing Tour are consistent from other kart racers or less sim-styled racers. A 'speed-strip' gives any of the characters a quick burst of power, useful for gaining an edge on competitors. Also good for speed are ramps found through levels. Pushing on the D-Pad when you hit a ramp gives a vehicle some air and even more of a lead on the competition. Power-ups were described before, but the mix of projectile and trap power-ups doesn't change how they're used. Each character is styled a bit differently, but all control about the same. Controlling vehicles is done by moving the D-Pad and accelerating with the (A) button, while the (B) button handles weapons. For bonus levels or picking up items, stopping and going in reverse is possible, and done naturally by pressing the D-Pad in the opposite direction. Since this is kart racing, you won't need brakes.
The theme of each level means you'll do more than drive. No flying is in order, but racing by boat, snowmobile and log is part of the package. Handling does change slightly for the water or snow levels, giving more slip and slide. Secret areas and lanes are found in almost all the levels, and often it's just a matter of preference. Going somewhat to the gripe I had with difficulty, it's almost impossible to lose once you've gained a lead. Every once in awhile someone zaps you from behind with an acorn and you lose time, but for both you and the opponents, being in the lead usually is a permanent condition. At least they were fair; it's devilishly hard to catch up if you fall behind.
I was a big fan of WDW Magical Racing Tour on PlayStation, so my bias is clear on this one. If you can look beyond the short length of this racer and enjoy everything that's here, you'll have fun. Especially if you love Disney and the theme parks, racing tracks like Haunted Mansion and Pirates of the Caribbean is a hoot, but any racing fan with a Game Boy Color should take a look at this game.