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Retrieved August 2, How Fruity! Future US. Computer and Video Games. March 14, Game Informer. June 2, Categories : Mario Kart series Game series. Meta category: Featured articles. In other languages Deutsch Italiano. Mario Kart. The current logo used since Mario Kart DS. Super Mario Kart Mario Kart Live: Home Circuit Hideki Konno , Kosuke Yabuki.

August 27, Super Nintendo Entertainment System. The game has a total of eight playable characters who, when computer-controlled, use special power-up items specific to each character such as eggs for Yoshi. The twenty tracks in this game, based on locations in Super Mario World such as Donut Plains , are all short in length compared to other tracks in the series; thus, they are raced in five laps instead of the usual three.

All player-characters featured here have reappeared in all later entries in the series, except for Koopa Troopa who has only returned intermittently, and Donkey Kong Jr. Unlike other games in the series, Super Mario Kart allows players only a limited number of lives, which are lost whenever a racer loses and is "ranked out".

A notable aspect of the game's presentation is its use of the SNES's Mode 7 graphics technology, which allows for free rotation and scaling of planes to give a three-dimensional appearance. December 14, Nintendo It moved the series to polygon-based true 3D computer graphics for track design, allowing for track features that were not possible with Mode 7, such as bridges, walls, pits, and elevation changes; however, the characters and items remain 2D pre-rendered sprites.

Other new additions include digital voice acting, 4-player support, the modern character weight classification system, Mirror mode, ghost data for Time Trial courses, and new items, including the Spiny Shell which targets and attacks the player in the lead , the Fake Item Box , multiples of existing items, and the golden Super Mushroom. The game features 16 normal race courses, as well as four battle courses.

Though there are still eight playable characters, two new characters are introduced: Wario replacing Koopa Troopa and Donkey Kong replacing Donkey Kong Jr.

July 21, Game Boy Advance. It retains the traditional elements of Mario Kart established by its predecessors; however, it is not without its new additions. Mario Kart: Super Circuit is the first entry in the series to feature unlockable retro tracks from a previous installment in its case, the Super Mario Kart tracks.

It is also the first installment where, in addition to the usual trophy, the player is also awarded with a ranking based on their performance. If all players have a cartridge, all racers and courses are available. This is the first Mario Kart game to have a feature that allows players to swap ghost data, in its case via the use of the GBA's Link Cable. November 7, Nintendo GameCube. Mario Kart: Double Dash!! The most prominent feature is co-op gameplay with two riders per kart, where one player drives and the other uses items.

This is also the first game to allow everyone to move on regardless of which position they earned after each race. In addition to 9 of the 10 characters who return from previous installments excluding Donkey Kong Jr. Each pair of drivers is assigned their own unique special item e.

Individual characters also gain their own unique custom-designed karts. Another new addition is the "All-Cup Tour," which has the player race in every track at the same time; once this is cleared on the highest difficulty setting, the player can unlock a " Parade Kart ," which can be used by any character of any weight. November 14, Nintendo DS. It returns to the one-person karts used before Double Dash!!

The game makes use of the DS's dual-screen features by using the top screen to display the racer's kart and the bottom screen to show either a course overview or a bird's-eye view of the immediate vicinity. Dry Bones and R. The Blooper and Bullet Bill also make their debut as usable items in this game, and have appeared in every main series Mario Kart game since.

Mario Kart DS features a multiplayer mode where players can race each other using the DS Download Play feature or a multi-card wireless LAN service; additionally, it was also playable online via the Nintendo Wi-Fi Connection service until its termination in Furthermore, the use of unlockable retro tracks from earlier installments was reintroduced here and made a permanent feature of the series.

This game has been released for Wii U via Virtual Console. April 10, Wii. Mario Kart Wii was released for the Wii in For the first time in the series, the player can race using motorcycles labeled in-game as "bikes" and perform tricks while driving that produce speed boosts, such as mid-air stunts, slipstreaming, and wheelies. The game is primarily played using the plastic Wii Wheel accessory, which uses the controller's motion sensing to simulate operating a steering wheel.

The game features 24 playable characters, the largest roster of the series at the time Baby Daisy makes her debut in the Mario franchise, and other new additions to the Mario Kart series include Baby Peach , Funky Kong , Dry Bowser , and Rosalina ; Mii characters saved in the console's Mii Channel are also playable. The concept of retro tracks is expanded to the Battle mode, with one retro battle course from each game in the series.

When Nintendo Wi-Fi Connection was in existence, Mario Kart Wii allowed the VS and Battle modes to be played by up to twelve participants, and also featured the "Mario Kart Channel," which was available as an optionally selectable channel on the Wii Menu and allowed players to check their regional or global Time Trial rankings, send and receive ghost data, and participate in worldwide tournaments on modified courses with special objectives.

December 1, Nintendo 3DS. Mario Kart 7 , released in for the Nintendo 3DS, features optional 3D stereoscopic graphics and can be played using the console's gyroscope , which allows players to race in first-person and steer vehicles simply by turning the game system.

This is also the first Mario Kart game where Shy Guy can be played as without playing in multiplayer mode. The player can play online via Nintendo Network , participating in races or battles with up to seven other players, and exchange game data with other Nintendo 3DS consoles. May 29, Wii U. Mario Kart 8 , released for the Wii U in , introduces anti-gravity sections that allow players to drive on walls and ceilings, allowing for more alternate paths in courses.

In these sections, a player can bump into other racers or special bumpers to trigger a Spin Boost, which gives them an extra speed boost. The game also introduces all-terrain vehicles ATVs , allows the player to view replay data from others and upload highlights to YouTube via " Mario Kart TV ", introduces the Koopalings as new playable characters, and allows up to four people to play in Grand Prix races.

Additional characters, vehicles, and tracks have been released as downloadable content, including actual Mercedes-Benz vehicles. Characters that have been released as add-on content include Tanooki Mario , Cat Peach , the returning Dry Bowser, Link from The Legend of Zelda , and the Villager and Isabelle from Animal Crossing ; tracks themed after various non- Mario game series have also been made available as add-on content.

Additionally, Mario Kart 8 is notable for being the first game in the series to boast HD graphics and live-orchestrated music, as well as the first to receive post-release updates adding new features and enhancements, including rearranged post-race options, cc, and support for Nintendo's amiibo line of figurines.

The year it was released, a browser game on Play Nintendo called Mario Kart 8 Party Starter was made based on the game. April 28, Nintendo Switch. In addition to most of the original release's base and DLC content, the port includes additional features. Battle Mode is reworked to be similar to the format from previous Mario Kart games, and comes with eight exclusive arenas of its own. Maybe next time! A similar cutscene plays if players place lower than 4th at the end of a Grand Prix.

When players earn Gold in all cups in cc, Extra, known as Mirror Mode in later installments, allows players to racecourses in cc but flipped horizontally. In addition to unlocking Extra, the title screen changes. The game uses rubberbanding AI, meaning that no matter what weight class, the AI drivers can recover and return to speed faster than the human player. The rival system in this game is the more common 2 Rival system seen in most similar games, whereupon two randomly selected rivals fight with the player and use the "Handicap" feature to situate themselves on level with the player.

They always stay the same, no matter what the championship standings are. On a side note, when the player plays the cc mode or Extra, two random CPU racers may receive a huge handicap, and even when hit with an item such as a Red Shell , they recover rapidly. Sometimes there is also one player that receives an even larger handicap, and when the player is ahead, it becomes very challenging for them to stop.

In Time Trial , players must race for the fastest time. After setting a record, players can challenge that record and race against themselves, represented by a Ghost of their character-of-choice. The Ghost will be saved only if the player does not crash into an obstacle, does not drive in reverse, or does not fall off the road during the race. The original release of this game uses pages of the Controller Pak to record Ghost Data, which would occupy all the space in the Controller Pak.

However, later versions of the game used pages on the Controller Pak, leaving only two pages free. Versus Mode involves two or more players racing each other on selected racecourses of their choice. After the players finish a selected racecourse, a point is given to the first-place winner as a tally, and players can race again or select another course.

There is no set number of races, and the points do not signify anything. When two or more players are racing together, Mini Bomb Karts appear on the courses. Available only to two or more players, Battle Mode is a competitive mode where players combat each other in an arena rather than reach the finish line in a race.

Each player starts with three balloons , color-coded to the character they are using, and they lose a balloon when hit by any item or if they fall off-track. It is also possible to lose a balloon if a heavier player, such as Bowser , hits a lighter player, such as Toad , with great enough speed more details below, in the "Drivers" section. When a player has lost all balloons, the player loses and becomes a Mini Bomb Kart. Mini Bomb Karts are controllable, and they can be attacked and stunned by items, though they explode if they run into another player; if they explode, the player is permanently defeated.

The last surviving player wins the round. Mario Kart 64 has a total of eight racers, the same number as Super Mario Kart. In addition, characters receive voices for the first time in the Mario Kart series. Characters also come with their marked color schemes that color their vehicle icons on the map as well as their balloons in Battle Mode.

Peach light. Lightweight drivers have the highest acceleration and highest top speed in the game. They receive the most speed from Mini-Turbos and lose the least amount of speed when off-road.

Additionally, lightweights and the heavyweight character Bowser get the greatest benefit from the triple-tap acceleration recovery technique tapping the gas button three times and then holding to accelerate more quickly after spinning out or otherwise losing speed.

Toad, in particular, spins out when "bumped" by any other character. Another downside is that they have the widest turning radius on or off-road and they lose the most speed from turning without drifting, [11] which gives them the worst handling in the game. As with their weight, however, this disadvantage is negligible outside Battle Mode.

Middleweight drivers are described in the instruction booklet as having no "extreme pros or cons," [12] but they actually have the slowest acceleration of all the weight classes and have the same top speed as the heavyweights. Their acceleration diminishes at a constant rate as they approach their top speed, unlike for drivers in the other weight classes, whose speeds change more erratically.

They also get the same increase in speed from Mini-Turbos as heavyweights. They are faster off-road than heavyweights, however. They can also turn corners better than the other characters without drifting, losing less speed than lightweights while covering the least ground of all weight groups.

This can be useful in Battle Mode or Versus Mode on tracks with hairpin turns, and it allows them the best overall handling in the game. Lastly, Mario is slightly heavier than Luigi and will thus win head-on collisions. Heavyweight drivers have slower acceleration than the lightweights, and initially have lower acceleration than middleweights, but reach their velocity faster than the latter after 2.

Their top speed is tied with the middleweights. They lose the most speed off-road but lose the least when cornering even when they are not drifting. Of the heavyweights, Bowser is the heaviest and largest.

As mentioned above, he is also the only non-lightweight that gets a maximum recovery from the triple-tap technique, although his rate of acceleration is slightly different. Donkey Kong is the "smallest" but is slightly heavier than Wario. Donkey Kong and Wario receive the least acceleration from the triple-tap technique, but they still will reach their top speed faster than Mario or Luigi, albeit in a smaller window.

The Mini Bomb Kart can drive around and explode on other players, but it has only one use for exploding before completely disappearing.

These characters and elements act as course obstacles and cause a variety of effects when they are driven into. These characters appear as background scenery for world-building purposes and do not interact with players. Mario Kart 64 contains 16 racetracks in total, organized into four cups.

While its number of racetracks is less than its predecessor, Super Mario Kart , the tracks are bigger, more detailed, and unique from each other as opposed to being variations of each other.

All playable characters in the game have a racetrack assigned to them, making the game the only Mario Kart game where every racer has an assigned racetrack.

In addition, this is one of two Mario Kart games to have the Special Cup available right from the start, the other being Mario Kart 8 Deluxe. The following chart is reported in the Nintendo Player's Guide of Mario Kart 64 [14] and indicates the probability of obtaining a certain item with letter codes that range from A frequently obtained item to D unobtainable item.

When the game is played with two or more players, some changes have been made to make it run as smoothly as possible. The Mario Kart 64 Original Soundtrack contains 28 pieces from the game, voice tracks for all characters, and special effects as their own track, while Mario Kart 64 Race Tracks features 21 tracks in its listing while jingles, voices, and sound effects are listed under bonus tracks.

The sound card was also used to create instrument banks, which were later converted to the Nintendo 64 's native format for use in the game. It is composed of game sound effects and voices sampled with original, electronic music and rearranged original pieces.

Eight interludes contain the game's original soundtrack. Mario Kart 64 was developed by a considerably larger team of staff than Super Mario Kart.

Hideki Konno has directed Mario Kart 64 , who served as key staff for most mainline Mario Kart entries. The game's soundtrack was composed by Kenta Nagata , who would later compose soundtracks for succeeding Mario Kart installments, Mario Kart: Double Dash!! As Mario Kart 64 is the first game in the series to introduce character voices, Charles Martinet provided voices for Mario , Luigi , and Wario , while Leslie Swan portrayed Peach and Isaac Marshall provided Toad's voice in international versions of the game, while the voices for the Japanese cast used different voice actors.

When deciding how to develop the game, Miyamoto stated that he wanted the game to adhere to a wide audience, and therefore not much was changed upon developing a sequel to Super Mario Kart. Miyamoto noted how challenging it was to balance the 4-player Battle Mode, as he wanted it to be as accessible as the racing mode and that four screens mean quadruple the processing power required to run, as well as addressing smaller resolution that causes the display quality to suffer.

Mario Kart 64 's ROM compilation format allowed eight different karts, four different players, and 16 tracks at once, as well as character animations and voice samples that can be accessed real-time.

Hideki Konno had stated that the team liked cars, and if "were left to our own devices, I'm sure we would create a game that would be way too hardcore and niche for general audiences," and had to suppress that desire throughout development. Mini-Turbos were added to increase the gameplay depth and were, at first, hidden mechanics; the team wanted to give players a visual reward for racing well, which is how color was then added to the smokes.

The team also made enemy AI take advantage of the drift system as well. Mario Kart 64 had a no-items mode to appeal to F-Zero fans at some point, though it was dropped because everyone who demoed Mario Kart 64 did not play the mode. Tadashi Sugiyama, the visual director of the game, stated that the 3D graphics were the biggest change from Super Mario Kart ; one of the reasons the game does not offer a view beyond the third-person camera was that the game would otherwise be too shaky or rotate too much.

Sugiyama admitted the game did not change much from Super Mario Kart , though in order to differentiate further, the team added many little details to the tracks, such as the train in Kalimari Desert. One of the courses the team had to drop was "a big, multi-story parking garage-like structure which you'd race around and around as you ascended it," since it made players feel sick.

Another track that got cut was a big city track "with a castle, and a nice pond, where you got to race around all these different houses and buildings," due to it being too large and too time-consuming to race through. Masato Kimura, the main programmer of Mario Kart 64 , admitted that collision detection was the most difficult part of development, as Mario Kart 64 operated on 3D graphics with very complicated maps as opposed to Super Mario Kart 's 2D graphics. He was proud of how the shells performed in the game, as they required a lot of CPU power and collision detection had to be performed for every shell.

Kenji Yamamoto, a programmer who handled the kart handling, said that the team at first simulated physics of real cars, but it was dropped to the standard kart-racing model as it was not as fun. Yamamoto had stated that he wanted the drifting to be done by just manipulating the Control Stick, but it made the controls too difficult. Tomoaki Kuroume, the character designer of the game, had stated that Mario was the most difficult character to render.

While he already had Mario's model from Super Mario 64 , translating his pose to make him sit on a kart and grasp the steering wheel required a lot of tweaks, on an individual body part-to-body part basis to be made to the model. Kuroume has mentioned that other characters have their own quirks that are uniquely difficult, such as having a tail or wearing a dress. One of the ideas for Yoshi was to have his tail stick through the back of the kart, though Kuroume settled on a slightly bent posture with his tail sticking up.

Kuroume has also noted the difficultly of creating animations, as it meant that with the use of multiple angles, thousands of different animations had to be made and those had to be checked and rechecked constantly.

He noted that an accident happened in development during a decision for the Player Select screen, where characters were initially static and had no animations, though the team wanted to implement animations.

Development for Mario Kart 64 started under a tentative title Super Mario Kart R , where the "R" stood for "rendered," referencing the game's use of 3D graphics, and it was developed around the same time as Super Mario While the game was theoretically possible to run with characters being in 3D graphics, Konno chose to make them pre-rendered sprites since it slows down the game and that it would not be able to render eight racers at once.

The team drew images from various angles and put them on 2D planes to be animated. The sprites always face the camera, which is a technique called "billboarding" in 3D graphics; Miyamoto gave an example using the Keronpa Ball , Bob-ombs , and Wiggler from Super Mario Billboarding was a technique used to save memory, which made four-player battles possible. For the design of the Spiny Shell, Konno stated that in Mario Kart 64 , he wanted to have a Spiny Shell where "everyone was in it until the end," but processing power limited that and thus made the game have racers typically stay close to each other.

Konno said that they were originally planning to use both the Control Stick and the Control Pad to play the game, though Konno settled on focusing with the Control Stick and wanted to make players feel as if they were controlling an RC car, and he even bought a few RC vehicles to get a feel for it while the programmers made simulations for it. Kamek was originally intended to be one of the playable characters, but he ended up being replaced by Donkey Kong.

The Player Select screen was also different; the characters faced the player, and Kamek can be seen in Donkey Kong's space. Faces of the early Player Select screen in the final release such as those of Mario, Luigi, Peach, and Toad are used when the player selects the number of players in the main menu.

The working title of this game was Super Mario Kart R. Boos from Banshee Boardwalk also had a different look, the HUD was different from the final version, and Item Boxes were also completely black with colored question marks on them.

This particular screenshot can be seen on the back of the packaging of the Nintendo 64 system. This glitch occurs only in Frappe Snowland in the bridge part before the finish with a second player.

The second player must drive off the bridge into the water at a certain point, so that Lakitu picks the player up and drops them onto the bridge. If the area Lakitu is dropping off seems to be the last line on the bridge closest to the finish line, Lakitu drops the player directly through the bridge into the water. If the second player happens to spin out while trying to accelerate, the player still falls into the water. This glitch will happen continuously until the player is helped out of this situation.

This is a glitch that can be performed in any mode with any player on Yoshi Valley , excluding Extra Mode. This glitch can be performed only with a Mushroom item. Immediately after crossing the finish line, the racer has to make a degree left turn and use a Mushroom boost to hop the fence. If the racer hits a certain part of the wall across the canyon and then plummets to the bottom, Lakitu should put the racer back on the starting line, and it will be the second lap Time Trials only , it will be the final lap if performed on the second lap in any mode , or the race should be finished if performed on the final lap.

In the Japanese version, Luigi, Toad, Princess Peach, and Wario have different voiceovers than in the international versions; the Japanese voiceovers were eventually used overseas in the first two Mario Party games aside from Peach's and Mario Kart: Super Circuit , with Toad's voiceovers also being in Mario Party 3.

Kong, and Koopa, respectively. Additionally, the title screen features Japanese children shouting, "Mario Kart! In the international releases, Mario shouts, "Welcome to Mario Kart!

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