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{{italic title}} | {{italic title}} | ||
{{FA}} | {{FA}} | ||
{{game infobox | {{game infobox | ||
|image=[[File:MK64 Cover.png|300px]] | |image=[[File:MK64 Cover.png|300px]] | ||
|developer=[[Nintendo Entertainment Analysis and Development|Nintendo EAD]] | |developer=[[Nintendo Entertainment Analysis and Development|Nintendo EAD]] | ||
|publisher=[[Nintendo]] | |publisher=[[Nintendo]] | ||
|release='''Nintendo 64:'''<br>{{ | |release='''Nintendo 64:'''<br>{{release|Japan|December 14, 1996|USA|February 10, 1997|Mexico|February 10, 1997<ref>''Nintendo.com.mx'' "[https://web.archive.org/web/19980530123552/http://www.nintendo.com.mx/lanza/mkart/mkart.html Página Oficial de Mario Kart 64] (in Spanish)", (Archived from [http://www.nintendo.com.mx/lanza/mkart/mkart.html the original]).</ref>|UK|June 13, 1997<ref>''Nintendo Official Magazine'' (UK) issue 59, pages 5 and 27.</ref>|Europe|June 24, 1997|Australia|July/August 1997<ref>''Nintendo Magazine System'' (AU) Issue #49, page 41.</ref>}} '''iQue Player:'''<br>{{release|China|December 25, 2003}} '''Virtual Console (Wii):'''<br>{{release|Europe|January 26, 2007|Australia|January 26, 2007|USA|January 29, 2007|Japan|January 30, 2007|South Korea|April 26, 2008}} '''Virtual Console (Wii U):'''<br>{{release|Japan|January 6, 2016|Europe|January 21, 2016|Australia|January 22, 2016|USA|December 29, 2016}} '''Nintendo 64 - Nintendo Switch Online:'''<br>{{release|USA|October 25, 2021<ref>Nintendo (September 23, 2021). [https://youtu.be/dG9fAtmYdlM?t=1260 Nintendo Direct - 9.23.2021]. ''YouTube''. Retrieved September 24, 2021.</ref>|Japan|October 26, 2021<ref>Nintendo 公式チャンネル (September 24, 2021). [https://youtu.be/MegZz4gKSPk?t=1142 Nintendo Direct 2021.9.24]. ''YouTube''. Retrieved September 24, 2021.</ref>|Europe|October 26, 2021<ref>@NintendoEurope (September 23, 2021). [https://twitter.com/NintendoEurope/status/1441166363037364229?s=20 ''"Play a growing library of Nintendo 64 and SEGA Mega Drive games anytime, anywhere with #NintendoSwitchOnline + Expansion Pack, a new membership launching in late October."''] ''Twitter''. Retrieved September 24, 2021.</ref>|Australia|October 26, 2021<ref>@NintendoAUNZ (September 24, 2021). [https://twitter.com/NintendoAUNZ/status/1441167178850390018?s=20 ''"Play a growing library of Nintendo 64 and SEGA Mega Drive games anytime, anywhere with #NintendoSwitchOnline + Expansion Pack, a new membership launching in late October."''] ''Twitter''. Retrieved September 24, 2021.</ref>|HK|October 26, 2021<ref>[https://www.nintendo.com.hk/topics/article/a_211015_02.html 《集合啦!動物森友會》將於11月5日發布免費更新(Ver.2.0),以及發售付費新增內容《集合啦!動物森友會 快樂家樂園》。] ''Nintendo HK''. Retrieved October 16, 2021.</ref>|South Korea|October 26, 2021<ref>[https://www.nintendo.co.kr/news/view.php?no=Q0tKRlVXa25aZkFlY2RCaENKYWZOZz09 「Nintendo Switch Online」을 더욱 즐겁게! 「Nintendo Switch Online + 추가 팩」이 10월 26일(화)부터 시작!] ''Nintendo Korea''. Retrieved October 16, 2021.</ref>}} | ||
|languages={{languages|en_us=y|jp=y|zh_simp=y}} | |languages={{languages|en_us=y|jp=y|zh_simp=y}} | ||
|genre=[[Genre#Racing games|Racing]] | |genre=[[Genre#Racing games|Racing]] | ||
|modes=1–4 players simultaneously | |modes=1–4 players simultaneously | ||
|ratings={{ratings|esrb=E|usk=0|pegi=3|cero=a|acb=g | |ratings={{ratings|esrb=E|usk=0|pegi=3|cero=a|acb=g}} | ||
|platforms=[[Nintendo 64]], [[iQue|iQue Player]], [[Virtual Console]] ([[Wii]], [[Wii U]]), [[Nintendo 64 - Nintendo Switch Online]] | |platforms=[[Nintendo 64]], [[iQue|iQue Player]], [[Virtual Console]] ([[Wii]], [[Wii U]]), [[Nintendo 64 - Nintendo Switch Online]] | ||
| | |media={{media|n64=1|iqp=1|wiidl=1|wiiudl=1|switchdl=1}} | ||
|input={{input|n64=1|iqp=1|iqm=1|classic=1|wiigcn=1|wiiu=1|wiiuclassic=1|wiiupro=1|joy-con | |input={{input|n64=1|iqp=1|iqm=1|classic=1|wiigcn=1|wiiu=1|wiiuclassic=1|wiiupro=1|joy-con=1|switchpro=1|switchn64=1}} | ||
}} | }} | ||
{{quote2|Welcome to Mario Kart!|[[Mario]] upon the title screen}} | |||
'''''Mario Kart 64''''' is a [[Genre#Racing games|racing]] game that was originally released for the [[Nintendo 64]] in 1996 in Japan and 1997 worldwide. It is the second main entry in the ''[[Mario Kart (series)|Mario Kart]]'' series. Being an upgrade from its predecessor, ''[[Super Mario Kart]]'', it features a similar base to that game in which players select cast members of the [[Super Mario (franchise)|''Super Mario'' franchise]] to drive in [[kart]]s, employing a weapon-based system to benefit the player and hinder opponents, though it has expanded gameplay, such as the introduction of [[Mini-Turbo]] boosts from [[drift]]ing and four-player support. It is the first game of the ''Super Mario'' franchise to let more than two people play simultaneously. It is also the first ''Mario Kart'' game to use three-dimensional graphics for its environment design, such as the addition of elevation, advanced collision physics, expanded camera controls, real walls that can obscure views, and increased aesthetic fidelity; however, the characters, the items, and some track obstacles in-game remain as two-dimensional, pre-rendered sprites, which are rendered for game optimization. Additionally, the game contains unique track designs rather than multiple variants of the same track, and it introduces various track tropes that would later be reused in later ''Mario Kart'' installments, such as [[Luigi Circuit]] being the first track. Other elements would become series mainstays, such as its racer weight classification, the introduction of [[Wario]] and [[Donkey Kong]] as playable characters, and several new items such as the [[Spiny Shell (blue)|Spiny Shell]] and triple variants of [[Green Shell]]s and [[Red Shell]]s. | '''''Mario Kart 64''''' is a [[Genre#Racing games|racing]] game that was originally released for the [[Nintendo 64]] in 1996 in Japan and 1997 worldwide. It is the second main entry in the ''[[Mario Kart (series)|Mario Kart]]'' series. Being an upgrade from its predecessor, ''[[Super Mario Kart]]'', it features a similar base to that game in which players select cast members of the [[Super Mario (franchise)|''Super Mario'' franchise]] to drive in [[kart]]s, employing a weapon-based system to benefit the player and hinder opponents, though it has expanded gameplay, such as the introduction of [[Mini-Turbo]] boosts from [[drift]]ing and four-player support. It is the first game of the ''Super Mario'' franchise to let more than two people play simultaneously. It is also the first ''Mario Kart'' game to use three-dimensional graphics for its environment design, such as the addition of elevation, advanced collision physics, expanded camera controls, real walls that can obscure views, and increased aesthetic fidelity; however, the characters, the items, and some track obstacles in-game remain as two-dimensional, pre-rendered sprites, which are rendered for game optimization. Additionally, the game contains unique track designs rather than multiple variants of the same track, and it introduces various track tropes that would later be reused in later ''Mario Kart'' installments, such as [[Luigi Circuit]] being the first track. Other elements would become series mainstays, such as its racer weight classification, the introduction of [[Wario]] and [[Donkey Kong]] as playable characters, and several new items such as the [[Spiny Shell (blue)|Spiny Shell]] and triple variants of [[Green Shell]]s and [[Red Shell]]s. | ||
The game was commercially successful and received a [[Player's Choice]] edition, being the second-best-selling game on the Nintendo 64, beaten out only by ''[[Super Mario 64]]'', and it was generally well-received by critics. ''Mario Kart 64'' later became available for the [[Wii]]'s [[Virtual Console#Wii|Virtual Console]] in 2007 and the [[Wii U]]'s [[Virtual Console#Wii U|Virtual Console]] in 2016, and it is one of the launch titles for [[Nintendo 64 - Nintendo Switch Online]] | The game was commercially successful and received a [[Player's Choice]] edition, being the second-best-selling game on the Nintendo 64, beaten out only by ''[[Super Mario 64]]'', and it was generally well-received by critics. ''Mario Kart 64'' later became available for the [[Wii]]'s [[Virtual Console#Wii|Virtual Console]] in 2007 and the [[Wii U]]'s [[Virtual Console#Wii U|Virtual Console]] in 2016, and it is one of the launch titles for [[Nintendo 64 - Nintendo Switch Online]]. | ||
==Gameplay== | ==Gameplay== | ||
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At the beginning of every race, [[Lakitu (Mario Kart referee)|Lakitu]] appears and gives a countdown signal. The positioning of the racers is dependent on their prior positions, though when starting a Grand Prix, players first start out in eighth place. In two-player Grand Prix, Player 1 by default starts out in eighth while Player 2 starts in seventh; in Versus Mode, all players start in the same positions. If players time their acceleration when the signal changes from red to blue, they can start out quicker or even perform a [[Rocket Start]], though if players press too early, they spin out and start slower than average. As opposed to a race in the previous game, a standard race now has three laps rather than five due to the much longer raceways compared to those found in ''Super Mario Kart''. Every time a player crosses the line to begin their second lap, Lakitu signals the player by appearing and holding a green 2nd Lap sign. When a player crosses the line to begin their third lap, a jingle is played, Lakitu appears and holds a blue Final Lap sign, and the background music speeds up as a result; this jingle does not play when succeeding players also cross the line. | At the beginning of every race, [[Lakitu (Mario Kart referee)|Lakitu]] appears and gives a countdown signal. The positioning of the racers is dependent on their prior positions, though when starting a Grand Prix, players first start out in eighth place. In two-player Grand Prix, Player 1 by default starts out in eighth while Player 2 starts in seventh; in Versus Mode, all players start in the same positions. If players time their acceleration when the signal changes from red to blue, they can start out quicker or even perform a [[Rocket Start]], though if players press too early, they spin out and start slower than average. As opposed to a race in the previous game, a standard race now has three laps rather than five due to the much longer raceways compared to those found in ''Super Mario Kart''. Every time a player crosses the line to begin their second lap, Lakitu signals the player by appearing and holding a green 2nd Lap sign. When a player crosses the line to begin their third lap, a jingle is played, Lakitu appears and holds a blue Final Lap sign, and the background music speeds up as a result; this jingle does not play when succeeding players also cross the line. | ||
Integral to the ''Mario Kart'' series is its item-based system. In order to receive items, the character must drive through an [[Item Box]]. Once that happens, an Item Window<ref> | Integral to the ''Mario Kart'' series is its item-based system. In order to receive items, the character must drive through an [[Item Box]]. Once that happens, an Item Window<ref>''Mario Kart 64'' instruction manual, pages 10 and 13</ref> with an item roulette appears with medium sound, and when it stops, it "dings." Players can press the {{button|n64|Z}} trigger or {{button|n64|Cdown}} during the roulette to stop the roulette early. Players can use items by pressing the {{button|n64|Z}} trigger or {{button|n64|Cdown}}. Players can hold Bananas, shells, and [[Fake Item Box|Fake Items]] by holding the {{button|n64|Z}} trigger or {{button|n64|Cdown}}, and they can pick up another item while one of those items is currently being deployed; releasing the trigger also releases the item. Items are dependent on the position the player is in, where further behind players are more likely to receive powerful items such as the [[Super Star]], [[Lightning|Thunder Bolt]], and [[Spiny Shell (blue)|Spiny Shell]], while first place generally receives Bananas and Green Shells. Unlike ''Super Mario Kart''{{'}}s [[? Panel|Question Blocks]], Item Boxes respawn very quickly as soon as a player drives through them. | ||
[[File:MK64 Controller Pak Manager.png|thumb|Controller Pak Manager]] | [[File:MK64 Controller Pak Manager.png|thumb|Controller Pak Manager]] | ||
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!width=16%|Single Joy-Con | !width=16%|Single Joy-Con | ||
|- | |- | ||
|Steer | |Steer / Change option during the menus | ||
|{{button|n64|Stick}} | |{{button|n64|Stick}} / {{button|Pad}} | ||
|{{button|wii|CCStickL}} | |{{button|wii|CCStickL}} / {{button|wii|Pad}} | ||
|{{button|gcn|Stick}} | |{{button|gcn|Stick}} / {{button|gcn|Pad}} | ||
|{{button|wiiu|Leftstick}} | |{{button|wiiu|Leftstick}} / {{button|wiiu|Pad}} | ||
|{{button|switch|Leftstick}} | |{{button|switch|Leftstick}} / {{button|switch|Pad}} | ||
|{{button|switch|Stick}} | |{{button|switch|Stick}} | ||
|- | |- | ||
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|Reverse | |Reverse | ||
|{{button|n64|B}} + {{button|n64|Stickdown}} | |{{button|n64|B}} + {{button|n64|Stickdown}} | ||
|{{button|wii|ccb}} + {{button|wii|CCStickL}} | |{{button|wii|ccb}} + {{button|wii|CCStickL}} down | ||
|{{button|gcn|B}} + {{button|gcn|Stick}} | |{{button|gcn|B}} + {{button|gcn|Stick}} down | ||
|{{button|wiiu|B}} + {{button|wiiu| | |{{button|wiiu|B}} + {{button|wiiu|Stick}} down | ||
|{{button|switch|B}} + {{button|switch|leftstick}} | |{{button|switch|B}} + {{button|switch|leftstick}} down | ||
|{{button|switch|jc-bottom}} + {{button|switch|Stick}} | |{{button|switch|jc-bottom}} + {{button|switch|Stick}} down | ||
|- | |- | ||
|Spin-Turn | |Spin-Turn | ||
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|Use items, stop item roulette | |Use items, stop item roulette | ||
|{{button|n64|Z}} / {{button|n64|Cdown}} | |{{button|n64|Z}} / {{button|n64|Cdown}} | ||
|{{button|wii|y}} / {{button|wii|x}} / {{button|wii|L}} / {{button|wii|CCStickR}} | |{{button|wii|y}} / {{button|wii|x}} / {{button|wii|L}} / {{button|wii|CCStickR}} down | ||
|{{button|gcn|X}} / {{button|gcn|Y}} / | |{{button|gcn|X}} / {{button|gcn|Y}} / {{button|gcn|C}} down | ||
|{{button|wiiu|y}} / {{button|wiiu|x}} / {{button|wiiu|L}} / {{button|wiiu|Rightstick}} | |{{button|wiiu|y}} / {{button|wiiu|x}} / {{button|wiiu|L}} / {{button|wiiu|Rightstick}} down | ||
|{{button|switch|ZL}} / {{button|switch|rightstick}} | |{{button|switch|ZL}} / {{button|switch|rightstick}} down / {{button|switch|X}} / {{button|switch|ZR}} + {{button|switch|B}} | ||
|{{button|switch|SL}} / {{button|switch|jc-top}} / {{button|switch| | |{{button|switch|SL}} / {{button|switch|jc-top}} / {{button|switch|minus}}{{button|switch|plus}} + {{button|switch|jc-bottom}} | ||
|- | |- | ||
|Hop / Slide | |Hop / Slide | ||
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|Change camera | |Change camera | ||
|{{button|n64|Cup}} | |{{button|n64|Cup}} | ||
|{{button|wii|CCStickR}} | |{{button|wii|CCStickR}} up | ||
|{{button|gcn|C}} | |{{button|gcn|C}} up | ||
|{{button|wiiu|Rightstick}} | |{{button|wiiu|Rightstick}} up | ||
|{{button|switch|rightstick}} | |{{button|switch|rightstick}} up / {{button|switch|ZR}} + {{button|switch|X}} | ||
|{{button|switch| | |{{button|switch|minus}}{{button|switch|plus}} + {{button|switch|jc-top}} | ||
|- | |- | ||
|Toggle game screen | |Toggle game screen | ||
|{{button|n64|Cright}} | |{{button|n64|Cright}} | ||
|{{button|wii|CCStickR}} | |{{button|wii|CCStickR}} right | ||
|{{button|gcn|C}} | |{{button|gcn|C}} right | ||
|{{button|wiiu|Rightstick}} | |{{button|wiiu|Rightstick}} right | ||
|{{button|switch|rightstick}} | |{{button|switch|rightstick}} right / {{button|switch|ZR}} + {{button|switch|A}} | ||
|{{button|switch| | |{{button|switch|minus}}{{button|switch|plus}} + {{button|switch|jc-right}} | ||
|- | |- | ||
|Set music volume to on, half, or off | |Set music volume to on, half, or off | ||
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|{{button|wiiu|ZL}} / {{button|wiiu|ZR}} | |{{button|wiiu|ZL}} / {{button|wiiu|ZR}} | ||
|{{button|switch|L}} | |{{button|switch|L}} | ||
|{{button|switch| | |{{button|switch|minus}}{{button|switch|plus}} + {{button|switch|Stick}} | ||
|- | |- | ||
|Select option during the menus / Pause / Resume gameplay | |Select option during the menus / Pause / Resume gameplay | ||
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|{{button|wiiu|plus}} | |{{button|wiiu|plus}} | ||
|{{button|switch|plus}} | |{{button|switch|plus}} | ||
|{{button|switch| | |{{button|switch|minus}}{{button|switch|plus}} + {{button|switch|L}}{{button|switch|R}} | ||
|} | |} | ||
</center> | </center> | ||
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==Game modes== | ==Game modes== | ||
=== | ===Grand Prix=== | ||
[[File:2player-MK64.png|thumb|[[Luigi]] and [[Wario]] racing each other on [[N64 Luigi Raceway|Luigi Raceway]] in Grand Prix]] | [[File:2player-MK64.png|thumb|[[Luigi]] and [[Wario]] racing each other on [[N64 Luigi Raceway|Luigi Raceway]] in Grand Prix]] | ||
As the main mode of the game that allows up to two players, Grand Prix involves players racing computer-controlled opponents in four [[cup]]s, designated as the [[Mushroom Cup]], [[Flower Cup]], [[Star Cup]], and [[Special Cup]], with four races in each cup. These cups are further divided into three different difficulty settings of increasing engine sizes: 50cc, 100cc, and 150cc. 50cc is the slowest speed available, while 150cc is the fastest. After every race is completed, points are tallied depending on how the player has ranked | As the main mode of the game that allows up to two players, Grand Prix involves players racing computer-controlled opponents in four [[cup]]s, designated as the [[Mushroom Cup]], [[Flower Cup]], [[Star Cup]], and [[Special Cup]], with four races in each cup. These cups are further divided into three different difficulty settings of increasing engine sizes: 50cc, 100cc, and 150cc. 50cc is the slowest speed available, while 150cc is the fastest. After every race is completed, points are tallied depending on how the player has ranked. If players score fifth or below, they must restart the race; when two players are active, only one player is required to place fourth or above to continue the race. Unlike in ''Super Mario Kart'', players can now try again as many times as they wish after they finish in fifth or below. At the end of a Grand Prix, they can receive a [[trophy]] on a podium depending on how well they placed, with bronze, silver, and gold being the worst to best trophies; the trophy model additionally changes with each increase in engine class size. However, if players place fourth or lower at the end of a Grand Prix, a special cutscene plays, in which the player character watches the top three characters place on a podium, then drives away and gets followed and attacked by a [[Mini Bomb Kart]], with the message ''"What a pity! You placed Xth. Maybe next time!"'' popping up, where ''X'' is the player's rank (in the Japanese version, the message is ''"You are in Xth"''). When players earn Gold in all cups in 150cc, Extra, known as [[Mirror Mode]] in later installments, allows players to race on courses in 100cc 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 150cc 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. | 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 150cc 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. | ||
===Time Trial=== | ===Time Trial=== | ||
In [[Mario Kart (series)#Modes of play|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 (Mario Kart series)|ghost]] of their character-of-choice. The ghost will be saved only if the player does not pause, crash into an obstacle, drive in reverse, or fall off the road during the race. The original release of this game uses 123 pages of the [[Memory Card|Controller Pak]] to record ghost data, which would occupy all the space in the Controller Pak. However, later versions of the game used 121 pages on the Controller Pak, leaving only two pages free. Because none of the available controllers have a Controller Pak slot, it is impossible to record ghost data on the Wii and Wii U Virtual Console versions of the game. | |||
In [[Mario Kart (series)#Modes of play|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 (Mario Kart series)|ghost]] of their character-of-choice. The ghost will be saved only if the player does not pause, crash into an obstacle, drive in reverse, or fall off the road during the race. | |||
The original release of this game uses 123 pages | |||
===Versus=== | ===Versus=== | ||
Versus Mode involves two or more players racing each other on selected racecourses of their choice. After the players finish a selected racecourse, | 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. | ||
===Battle=== | ===Battle=== | ||
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==Characters== | ==Characters== | ||
===Drivers=== | ===Drivers=== | ||
''Mario Kart 64'' has a total of eight racers, the same number as ''Super Mario Kart''. Six characters from ''Super Mario Kart'' return, while [[Koopa Troopa]] and [[Donkey Kong Jr.]] are replaced by [[Wario]] and [[Donkey Kong | ''Mario Kart 64'' has a total of eight racers, the same number as ''Super Mario Kart''. Six characters from ''Super Mario Kart'' return, while [[Koopa Troopa]] and [[Donkey Kong Jr.]] are replaced by [[Wario]] and [[Donkey Kong|D.K]]. 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. | ||
Characters are divided into three classes depending on their weight: light, medium, and heavy. The following numbers are taken from the game's internal data:<ref name="TASVideos Mario Kart 64 Document">[http://tasvideos.org/GameResources/N64/MarioKart64.html#DriverAttributes TAS Videos page on ''Mario Kart 64''] "TASVideos.org". Retrieved September 19th, 2020</ref> | |||
{|border=1 style="text-align:center" | |||
|- | |||
!colspan=4 style="background:red;color:white"|Drivers | |||
|- | |||
|width=25%| | |||
{|border=1 cellspacing=0 cellpadding=4 margin=0 padding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="background:#EAECF0; height:32px" align="center" colspan=2|[[File:MK64 label character Mario U.png]]<br>[[File:MK64 icon Mario.png]]<br><big>'''{{text outline|{{color-link|Mario|red}}}}'''</big> | |||
|- | |||
!style="background:white; height:250px" align="center" colspan=2|[[File:Mario MK64.png|300x250px]] | |||
|- | |||
!colspan=2 style="background:#EAECF0"|Color: | |||
|- | |||
|colspan=2 style="background:white; height:120px"|[[File:MK64Kart4.png|x120px]]<br>'''{{color|Red|red}}''' | |||
|- | |||
!width=50% style="background:#EAECF0"|Top speed (100cc): | |||
|width=50%|'''310''' | |||
|- | |||
!style="background:#EAECF0"|Triple-{{button|N64|A}}-tap acceleration: | |||
|'''2''' | |||
|- | |||
!style="background:#EAECF0"|Turn speed: | |||
|'''1.25<br>(±0)''' | |||
|- | |||
!style="background:#EAECF0"|Size: | |||
|'''5.5''' | |||
|- | |||
!style="background:#EAECF0"|Weight: | |||
|'''1.2''' | |||
|- | |||
!style="background:#EAECF0"|Class: | |||
|'''{{color|Medium|green}}''' | |||
|} | |||
|width=25%| | |||
{|border=1 cellspacing=0 cellpadding=4 margin=0 padding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="background:#EAECF0; height:32px" align="center" colspan=2|[[File:MK64 label character Luigi U.png]]<br>[[File:MK64 icon Luigi.png]]<br><big>'''{{text outline|{{color-link|Luigi|green}}}}'''</big> | |||
|- | |||
!style="background:white; height:250px" align="center" colspan=2|[[File:MK64 Luigi.png|300x250px]] | |||
|- | |||
!colspan=2 style="background:#EAECF0"|Color: | |||
|- | |||
|colspan=2 style="background:white; height:120px"|[[File:MK64Kart3.png|x120px]]<br>'''{{color|Green|green}}''' | |||
|- | |||
!width=50% style="background:#EAECF0"|Top speed (100cc): | |||
|width=50%|'''310''' | |||
|- | |||
!style="background:#EAECF0"|Triple-{{button|N64|A}}-tap acceleration: | |||
|'''2''' | |||
|- | |||
!style="background:#EAECF0"|Turn speed: | |||
|'''1.25<br>(±0)''' | |||
|- | |||
!style="background:#EAECF0"|Size: | |||
|'''5.5''' | |||
|- | |||
!style="background:#EAECF0"|Weight: | |||
|'''1''' | |||
|- | |||
!style="background:#EAECF0"|Class: | |||
|'''{{color|Medium|green}}''' | |||
|} | |||
|width=25%| | |||
{|border=1 cellspacing=0 cellpadding=4 margin=0 padding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="background:#EAECF0; height:32px" align="center" colspan=2|[[File:MK64 label character Peach U.png]]<br>[[File:MK64 icon Peach.png]]<br><big>'''{{text outline|{{color-link|Princess Peach|deeppink|Peach}}}}'''</big> | |||
|- | |||
!style="background:white; height:250px" align="center" colspan=2|[[File:MK64 Peach.png|300x250px]] | |||
|- | |||
!colspan=2 style="background:#EAECF0"|Color: | |||
|- | |||
|colspan=2 style="background:white; height:120px"|[[File:MK64Kart7.png|x120px]]<br>'''{{color|Pink|deeppink}}''' | |||
|- | |||
!width=50% style="background:#EAECF0"|Top speed (100cc): | |||
|width=50%|'''314''' | |||
|- | |||
!style="background:#EAECF0"|Triple-{{button|N64|A}}-tap acceleration: | |||
|'''3''' | |||
|- | |||
!style="background:#EAECF0"|Turn speed: | |||
|'''1.28<br>(-0.002)''' | |||
|- | |||
!style="background:#EAECF0"|Size: | |||
|'''5.5''' | |||
|- | |||
!style="background:#EAECF0"|Weight: | |||
|'''0.9''' | |||
|- | |||
!style="background:#EAECF0"|Class: | |||
|'''{{color|Light|dodgerblue}}''' | |||
|} | |||
|width=25%| | |||
{|border=1 cellspacing=0 cellpadding=4 margin=0 padding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="background:#EAECF0; height:32px" align="center" colspan=2|[[File:MK64 label character Toad U.png]]<br>[[File:MK64 icon Toad.png]]<br><big>'''{{text outline|{{color-link|Toad|mediumblue}}}}'''</big> | |||
|- | |||
!style="background:white; height:250px" align="center" colspan=2|[[File:MK64 Toad.png|300x250px]] | |||
|- | |||
!colspan=2 style="background:#EAECF0"|Color: | |||
|- | |||
|colspan=2 style="background:white; height:120px"|[[File:MK64Kart2.png|x120px]]<br>'''{{color|Blue|mediumblue}}''' | |||
|- | |||
!width=50% style="background:#EAECF0"|Top speed (100cc): | |||
|width=50%|'''314''' | |||
|- | |||
!style="background:#EAECF0"|Triple-{{button|N64|A}}-tap acceleration: | |||
|'''3''' | |||
|- | |||
!style="background:#EAECF0"|Turn speed: | |||
|'''1.28<br>(-0.002)''' | |||
|- | |||
!style="background:#EAECF0"|Size: | |||
|'''5.5''' | |||
|- | |||
!style="background:#EAECF0"|Weight: | |||
|'''0.7''' | |||
|- | |||
!style="background:#EAECF0"|Class: | |||
|'''{{color|Light|dodgerblue}}''' | |||
|} | |||
|- | |||
| | |||
{|border=1 cellspacing=0 cellpadding=4 margin=0 padding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="background:#EAECF0; height:32px" align="center" colspan=2|[[File:MK64 label character Yoshi U.png]]<br>[[File:MK64 icon Yoshi.png]]<br><big>'''{{text outline|{{color-link|Yoshi|limegreen}}}}'''</big> | |||
|- | |||
!style="background:white; height:250px" align="center" colspan=2|[[File:MK64 Yoshi.png|300x250px]] | |||
|- | |||
!colspan=2 style="background:#EAECF0"|Color: | |||
|- | |||
|colspan=2 style="background:white; height:120px"|[[File:MK64Kart1.png|x120px]]<br>'''{{color|Yellow-green|limegreen}}''' | |||
|- | |||
!width=50% style="background:#EAECF0"|Top speed (100cc): | |||
|width=50%|'''314''' | |||
|- | |||
!style="background:#EAECF0"|Triple-{{button|N64|A}}-tap acceleration: | |||
|'''3''' | |||
|- | |||
!style="background:#EAECF0"|Turn speed: | |||
|'''1.28<br>(-0.002)''' | |||
|- | |||
!style="background:#EAECF0"|Size: | |||
|'''5.5''' | |||
|- | |||
!style="background:#EAECF0"|Weight: | |||
|'''0.9''' | |||
|- | |||
!style="background:#EAECF0"|Class: | |||
|'''{{color|Light|dodgerblue}}''' | |||
|} | |||
| | |||
{|border=1 cellspacing=0 cellpadding=4 margin=0 padding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="background:#EAECF0; height:32px" align="center" colspan=2|[[File:MK64 label character D.K. U.png]]<br>[[File:MK64 icon DK.png]]<br><big>'''{{text outline|{{color-link|Donkey Kong|gold|D.K.}}}}'''</big><sup><small>(new)</small></sup> | |||
|- | |||
!style="background:white; height:250px" align="center" colspan=2|[[File:MK64 DK.png|300x250px]] | |||
|- | |||
!colspan=2 style="background:#EAECF0"|Color: | |||
|- | |||
|colspan=2 style="background:white; height:120px"|[[File:MK64Kart5.png|x120px]]<br>'''{{color|Yellow|gold}}''' | |||
|- | |||
!width=50% style="background:#EAECF0"|Top speed (100cc): | |||
|width=50%|'''310''' | |||
|- | |||
!style="background:#EAECF0"|Triple-{{button|N64|A}}-tap acceleration: | |||
|'''1.5''' | |||
|- | |||
!style="background:#EAECF0"|Turn speed: | |||
|'''1.15<br>(+0.002)''' | |||
|- | |||
!style="background:#EAECF0"|Size: | |||
|'''5.5''' | |||
|- | |||
!style="background:#EAECF0"|Weight: | |||
|'''2''' | |||
|- | |||
!style="background:#EAECF0"|Class: | |||
|'''{{color|Heavy|red}}''' | |||
|} | |||
| | |||
{|border=1 cellspacing=0 cellpadding=4 margin=0 padding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="background:#EAECF0; height:32px" align="center" colspan=2|[[File:MK64 label character Wario U.png]]<br>[[File:MK64 icon Wario.png]]<br><big>'''{{text outline|{{color-link|Wario|indigo}}}}'''</big><sup><small>(new)</small></sup> | |||
|- | |||
!style="background:white; height:250px" align="center" colspan=2|[[File:MK64 Wario.png|300x250px]] | |||
|- | |||
!colspan=2 style="background:#EAECF0"|Color: | |||
|- | |||
|colspan=2 style="background:white; height:120px"|[[File:MK64Kart6.png|x120px]]<br>'''{{color|Purple|indigo}}''' | |||
|- | |||
!width=50% style="background:#EAECF0"|Top speed (100cc): | |||
|width=50%|'''310''' | |||
|- | |||
!style="background:#EAECF0"|Triple-{{button|N64|A}}-tap acceleration: | |||
|'''1.5''' | |||
|- | |||
!style="background:#EAECF0"|Turn speed: | |||
|'''1.15<br>(+0.002)''' | |||
|- | |||
!style="background:#EAECF0"|Size: | |||
|'''6''' | |||
|- | |||
!style="background:#EAECF0"|Weight: | |||
|'''1.8''' | |||
|- | |||
!style="background:#EAECF0"|Class: | |||
|'''{{color|Heavy|red}}''' | |||
|} | |||
{|style=" | | | ||
{|border=1 cellspacing=0 cellpadding=4 margin=0 padding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |- | ||
|[[File: | !style="background:#EAECF0; height:32px" align="center" colspan=2|[[File:MK64 label character Bowser U.png]]<br>[[File:MK64 icon Bowser.png]]<br><big>'''{{text outline|{{color-link|Bowser|orangered}}}}'''</big> | ||
|{{color| | |||
|- | |- | ||
|[[File:MK64 | !style="background:white; height:250px" align="center" colspan=2|[[File:MK64 Bowser.png|300x250px]] | ||
|- | |- | ||
| | !colspan=2 style="background:#EAECF0"|Color: | ||
|- | |- | ||
|[[File: | |colspan=2 style="background:white; height:120px"|[[File:MK64Kart8.png|x120px]]<br>'''{{color|Orange|orangered}}''' | ||
|- | |- | ||
!width=50% style="background:#EAECF0"|Top speed (100cc): | |||
| | |width=50%|'''310''' | ||
| | |||
| | |||
|- | |- | ||
!style="background:#EAECF0"|Triple-{{button|N64|A}}-tap acceleration: | |||
|{{ | |'''3''' | ||
| | |||
|- | |- | ||
| | !style="background:#EAECF0"|Turn speed: | ||
|'''1.15<br>(+0.002)''' | |||
|1.15<br>(+0.002) | |||
|- | |- | ||
| | !style="background:#EAECF0"|Size: | ||
| | |'''6''' | ||
| | |- | ||
|3 | !style="background:#EAECF0"|Weight: | ||
| | |'''2.3''' | ||
| | |- | ||
| | !style="background:#EAECF0"|Class: | ||
|'''{{color|Heavy|red}}''' | |||
|} | |} | ||
|- | |||
|colspan=4| | |||
{|border=1 cellspacing=0 cellpadding=4 margin=0 padding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="background:#EAECF0; height:32px" align="center"|[[File:MK64 Mini Bomb Kart.png]]<br><big>'''{{text outline|{{color-link|Mini Bomb Kart|darkkhaki}}}}'''</big><sup><small>(new)</small></sup> | |||
|- | |||
!style="background:white; height:250px" align="center"|[[File:MK64Battle.jpg|300x250px]] | |||
|- | |||
|The Mini Bomb Kart can be played as only after a player is defeated in Battle Mode. It can be used once to drive into and bomb another player, destroying the Mini Bomb Kart. The Mini Bomb Kart can also get hit by items and fall off the stage to be picked up by Lakitu. | |||
|} | |||
|} | |||
Lightweight drivers have the highest acceleration and highest top speed in the game. They receive the most speed from [[Mini-Turbo]]s 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-{{button|n64|A}} acceleration recovery technique (tapping the gas button three times and then holding it to accelerate more quickly after spinning out or otherwise losing speed).<ref name="TASVideos Mario Kart 64 Document"/> A major downside to lightweight characters is that they spin out more easily from contact with heavier characters, which puts them at a disadvantage in Battle Mode. Toad, in particular, spins out when "bumped" by any other character. Another downside is that lightweights have the widest turning radius on or off-road and they lose the most speed from turning without drifting,<ref name="Mario Kart 64 Instruction Booklet, Pg. 6">[https://www.mariomayhem.com/downloads/mario_instruction_booklets/Mario_Kart_64_-_Manual_-_N64.pdf ''Mario Kart 64'' instruction booklet, page 6] "mariomayhem.com". Retrieved September 19th, 2020</ref> which gives them the worst handling in the game. As with their weight, however, this disadvantage is negligible outside Battle Mode. | |||
Additionally, a player can drive a [[Mini Bomb Kart]] when all their balloons disappear in Battle Mode. The Mini Bomb Kart can drive around and explode on other players, but it has only one use for exploding before completely disappearing | Middleweight drivers are described in the instruction booklet as having no "extreme pros or cons,"<ref name="Mario Kart 64 Instruction Booklet, Pg. 7">[https://www.mariomayhem.com/downloads/mario_instruction_booklets/Mario_Kart_64_-_Manual_-_N64.pdf ''Mario Kart 64'' instruction booklet, page 7] "mariomayhem.com". Retrieved September 19th, 2020</ref> 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 middleweights the best overall handling in the game. Lastly, Mario is slightly heavier than Luigi and will thus win head-on collisions.<ref name="TASVideos Mario Kart 64 Document"/> | ||
Heavyweight drivers have slower acceleration than the lightweights, and initially have lower acceleration than middleweights, but reach their velocity faster than the latter after 2.8 seconds. Their top speed is tied with the middleweights. Heavyweights lose the most speed off-road but lose the least when cornering (even when they are not drifting).<ref name="Mario Kart 64 Instruction Booklet, Pg. 7">[https://www.mariomayhem.com/downloads/mario_instruction_booklets/Mario_Kart_64_-_Manual_-_N64.pdf ''Mario Kart 64'' instruction booklet, page 7] "mariomayhem.com". Retrieved September 19th, 2020</ref> They also have a tighter turning radius than lightweights. 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-{{button|n64|A}} technique, although his rate of acceleration is slightly different. D.K. is the "smallest" but is slightly heavier than Wario. D.K. and Wario receive the least acceleration from the triple-tap-{{button|n64|A}} technique, but they still will reach their top speed faster than Mario or Luigi, albeit in a smaller window.<ref name="TASVideos Mario Kart 64 Document"/> | |||
Additionally, a player can drive a [[Mini Bomb Kart]] when all their balloons disappear in Battle Mode. The Mini Bomb Kart can drive around and explode on other players, but it has only one use for exploding before completely disappearing. | |||
===Enemies, obstacles, and species=== | ===Enemies, obstacles, and species=== | ||
Line 275: | Line 449: | ||
|align="center"|[[Bat (Mario Kart 64)|Bat]] | |align="center"|[[Bat (Mario Kart 64)|Bat]] | ||
---- | ---- | ||
[[File: | [[File:MK64Bat.png]] | ||
|align="center"|[[N64 Banshee Boardwalk|Banshee Boardwalk]] | |align="center"|[[N64 Banshee Boardwalk|Banshee Boardwalk]] | ||
|A swarm of bats flies towards the racers, slowing them down if they drive directly into a member of the swarm. | |A swarm of bats flies towards the racers, slowing them down if they drive directly into a member of the swarm. | ||
Line 293: | Line 467: | ||
|align="center"|[[Monty Mole|Chubby]] | |align="center"|[[Monty Mole|Chubby]] | ||
---- | ---- | ||
[[File:MK64 | [[File:MontyMole MK64.png]] | ||
|align="center"|[[N64 Moo Moo Farm|Moo Moo Farm]] | |align="center"|[[N64 Moo Moo Farm|Moo Moo Farm]] | ||
|Chubbies peek out of holes and then jump, launching racers into the air. | |Chubbies peek out of holes and then jump, launching racers into the air. | ||
Line 302: | Line 476: | ||
|align="center"|[[N64 Rainbow Road|Rainbow Road]] | |align="center"|[[N64 Rainbow Road|Rainbow Road]] | ||
|Chainless Chomps are embedded into the track, chomping around at random. If a racer collides with one, they are launched into the air. | |Chainless Chomps are embedded into the track, chomping around at random. If a racer collides with one, they are launched into the air. | ||
|- | |||
|align="center"|[[Coconut]] | |||
---- | |||
[[File:D.K.'s Jungle Parkway 2.png|140px]] | |||
|align="center"|[[N64 DK's Jungle Parkway|D.K.'s Jungle Parkway]] | |||
|Coconuts are thrown at racers who go off-road, slowing them down until they return to the main track. | |||
|- | |- | ||
|align="center"|[[Crab]] | |align="center"|[[Crab]] | ||
---- | ---- | ||
[[File: | [[File:MK64Crab.png]] | ||
|align="center"|[[N64 Koopa Troopa Beach|Koopa Troopa Beach]] | |align="center"|[[N64 Koopa Troopa Beach|Koopa Troopa Beach]] | ||
|Crabs are stationed on the sand, spinning players who drive into them out of control. | |Crabs are stationed on the sand, spinning players who drive into them out of control. | ||
|- | |- | ||
|align="center"|[[Giant Egg]] | |align="center"|[[Giant Egg]] | ||
---- | ---- | ||
Line 315: | Line 496: | ||
|A giant [[Yoshi's Egg|Yoshi's egg]] that spins around, flattening any racer in its path. | |A giant [[Yoshi's Egg|Yoshi's egg]] that spins around, flattening any racer in its path. | ||
|- | |- | ||
|align="center"|[[Mini Bomb Kart]] | |align="center"|[[Mini Bomb Kart]] | ||
---- | ---- | ||
Line 325: | Line 507: | ||
[[File:MK64 Sherbet Land 2.png|140px]] | [[File:MK64 Sherbet Land 2.png|140px]] | ||
|align="center"|[[N64 Sherbet Land|Sherbet Land]] | |align="center"|[[N64 Sherbet Land|Sherbet Land]] | ||
|Penguins are found slowly walking around icicles. | |Penguins are found slowly walking around icicles. They spin racers out of control if collided with. | ||
|- | |- | ||
|align="center"|[[Piranha Plant]] | |align="center"|[[Piranha Plant]] | ||
---- | ---- | ||
[[File: | [[File:MK64PirahnaPlant.png]] | ||
|align="center"|[[N64 Mario Raceway|Mario Raceway]] and [[N64 Royal Raceway|Royal Raceway]] | |align="center"|[[N64 Mario Raceway|Mario Raceway]] and [[N64 Royal Raceway|Royal Raceway]] | ||
|Piranha Plants pose as obstacles on the racetracks, spinning drivers out of control for a brief moment. | |Piranha Plants pose as obstacles on the racetracks, spinning drivers out of control for a brief moment. | ||
Line 335: | Line 517: | ||
|align="center"|[[Porcupo|Porcupine]] | |align="center"|[[Porcupo|Porcupine]] | ||
---- | ---- | ||
[[File: | [[File:Porcupine Sprite.png]] | ||
|align="center"|[[N64 Yoshi Valley|Yoshi Valley]] | |align="center"|[[N64 Yoshi Valley|Yoshi Valley]] | ||
|Porcupines walk from side to side, spinning out a racer who collides with them. | |Porcupines walk from side to side, spinning out a racer who collides with them. | ||
Line 344: | Line 526: | ||
|align="center"|[[N64 Frappe Snowland|Frappe Snowland]] | |align="center"|[[N64 Frappe Snowland|Frappe Snowland]] | ||
|Snowmen are situated on the track, launching the player into the air if they drive into them. | |Snowmen are situated on the track, launching the player into the air if they drive into them. | ||
|- | |- | ||
|align="center"|[[Thwomp]] | |align="center"|[[Thwomp]] | ||
Line 362: | Line 538: | ||
|align="center"|[[N64 Kalimari Desert|Kalimari Desert]] | |align="center"|[[N64 Kalimari Desert|Kalimari Desert]] | ||
|Two trains circle around the course, sometimes passing through an intersection with the track. When this happens, all racers before the train must wait for it to pass, including CPU racers. Failure to wait results in the racer being launched by it. | |Two trains circle around the course, sometimes passing through an intersection with the track. When this happens, all racers before the train must wait for it to pass, including CPU racers. Failure to wait results in the racer being launched by it. | ||
|- | |- | ||
|align="center"|Vehicles | |align="center"|Vehicles | ||
Line 373: | Line 543: | ||
[[File:MK64Vehicles.png|140px]] | [[File:MK64Vehicles.png|140px]] | ||
|align="center"|[[N64 Toad's Turnpike|Toad's Turnpike]] | |align="center"|[[N64 Toad's Turnpike|Toad's Turnpike]] | ||
|Vehicles | |Vehicles drive down certain lanes. If a racer collides with one, they are knocked into the air. In Extra, the vehicles drive opposite the player, making them harder to avoid. | ||
|} | |} | ||
Line 393: | Line 563: | ||
|align="center"|[[Boo]] | |align="center"|[[Boo]] | ||
---- | ---- | ||
[[File: | [[File:BooMK64.png]] | ||
|align="center"|[[N64 Banshee Boardwalk|Banshee Boardwalk]] | |align="center"|[[N64 Banshee Boardwalk|Banshee Boardwalk]] | ||
|In addition to being items in the game, Boos appear at certain parts of the race and make their trademark noises. | |In addition to being items in the game, Boos appear at certain parts of the race and make their trademark noises. | ||
Line 408: | Line 578: | ||
|align="center"|Winner's circle | |align="center"|Winner's circle | ||
|A Cheep Cheep acts as a balloon that the [[trophy]] is inside. | |A Cheep Cheep acts as a balloon that the [[trophy]] is inside. | ||
|- | |- | ||
|align="center"|[[Lakitu (Mario Kart referee)|Lakitu]] | |align="center"|[[Lakitu (Mario Kart referee)|Lakitu]] | ||
---- | ---- | ||
[[File: | [[File:MK 64 Lakitu.PNG]] | ||
|align="center"|All courses | |align="center"|All courses | ||
|Lakitu acts as the referee for the game, as well as fishing out racers that fall off the course or go out of bounds. | |Lakitu acts as the referee for the game, as well as fishing out racers that fall off the course or go out of bounds. | ||
|- | |- | ||
|align="center"| | |align="center"|[[Moo Moo]] | ||
---- | ---- | ||
[[File: | [[File:CowMK64.png]] | ||
|align="center"|[[N64 | |align="center"|[[N64 Moo Moo Farm|Moo Moo Farm]] | ||
| | |Moo Moos are abundant in the background of the track. They are stationary and thus do not move. | ||
|} | |} | ||
==Courses== | ==Courses== | ||
''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. Each | ''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. Each playable character in the game has a racetrack assigned to them, making this 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]]''. | ||
<center> | |||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse" | |||
|- | |||
!colspan=4 style="background:cadetblue"|<div style="background:darkslategray; display:inline-block">[[File:MK64MushroomCupMenuImage.png]]</div><br><big>'''{{color-link|Mushroom Cup|white}}'''</big> | |||
|- | |||
|width=25%| | |||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Luigi Raceway U.png]]</div><br>[[File:MK64 icon Luigi Raceway.png]]<br><big>'''{{color-link|N64 Luigi Raceway|white|Luigi Raceway}}'''</big> | |||
|- | |||
!style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Luigi Raceway minimap.png]] | |||
|- | |||
|style="background:lightslategray; color:white" align="center"|'''717 m''' | |||
|} | |||
|width=25%| | |||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Moo Moo Farm U.png]]</div><br>[[File:MK64 icon Moo Moo Farm.png]]<br><big>'''{{color-link|N64 Moo Moo Farm|white|Moo Moo Farm}}'''</big> | |||
|- | |||
!style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Moo Moo Farm minimap.png]] | |||
|- | |||
|style="background:lightslategray; color:white" align="center"|'''527 m''' | |||
|} | |||
|width=25%| | |||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Koopa Troopa Beach U.png]]</div><br>[[File:MK64 icon Koopa Troopa Beach.png]]<br><big>'''{{color-link|N64 Koopa Troopa Beach|white|Koopa Troopa Beach}}'''</big> | |||
|- | |||
!style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Kooopa Troopa Beach minimap.png]] | |||
|- | |||
|style="background:lightslategray; color:white" align="center"|'''691 m''' | |||
|} | |||
|width=25%| | |||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Kalimari Desert U.png]]</div><br>[[File:MK64 icon Kalimari Desert.png]]<br><big>'''{{color-link|N64 Kalimari Desert|white|Kalimari Desert}}'''</big> | |||
|- | |||
!style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Kalimari Desert minimap.png]] | |||
|- | |||
|style="background:lightslategray; color:white" align="center"|'''753 m''' | |||
|} | |||
|- | |||
!colspan=4 style="background:cadetblue"|<div style="background:darkslategray; display:inline-block">[[File:MK64FlowerCupMenuImage.png]]</div><br><big>'''{{color-link|Flower Cup|white}}'''</big> | |||
|- | |||
| | |||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Toad's Turnpike U.png]]</div><br>[[File:MK64 icon Toad's Turnpike.png]]<br><big>'''{{color-link|N64 Toad's Turnpike|white|Toad's Turnpike}}'''</big> | |||
|- | |||
!style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Toad's Turnpike minimap.png]] | |||
|- | |||
|style="background:lightslategray; color:white" align="center"|'''1036 m''' | |||
|} | |||
| | |||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Frappe Snowland U.png]]</div><br>[[File:MK64 icon Frappe Snowland.png]]<br><big>'''{{color-link|N64 Frappe Snowland|white|Frappe Snowland}}'''</big> | |||
|- | |||
!style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Frappe Snowland minimap.png]] | |||
|- | |||
|style="background:lightslategray; color:white" align="center"|'''734 m''' | |||
|} | |||
| | |||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Choco Mountain U.png]]</div><br>[[File:MK64 icon Choco Mountain.png]]<br><big>'''{{color-link|N64 Choco Mountain|white|Choco Mountain}}'''</big> | |||
|- | |||
!style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Choco Mountain minimap.png]] | |||
|- | |||
|style="background:lightslategray; color:white" align="center"|'''687 m''' | |||
|} | |||
| | |||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Mario Raceway U.png]]</div><br>[[File:MK64 icon Mario Raceway.png]]<br><big>'''{{color-link|N64 Mario Raceway|white|Mario Raceway}}'''</big> | |||
|- | |||
!style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Mario Raceway minimap.png]] | |||
|- | |||
|style="background:lightslategray; color:white" align="center"|'''567 m''' | |||
|} | |||
|- | |||
!colspan=4 style="background:cadetblue"|<div style="background:darkslategray; display:inline-block">[[File:MK64StarCupMenuImage.png]]</div><br><big>'''{{color-link|Star Cup|white}}'''</big> | |||
|- | |||
| | |||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Wario Stadium U.png]]</div><br>[[File:MK64 icon Wario Stadium.png]]<br><big>'''{{color-link|Wario Stadium|white}}'''</big> | |||
|- | |||
!style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Wario Stadium minimap.png]] | |||
|- | |||
|style="background:lightslategray; color:white" align="center"|'''1591 m''' | |||
|} | |||
| | |||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Sherbet Land U.png]]</div><br>[[File:MK64 icon Sherbet Land.png]]<br><big>'''{{color-link|N64 Sherbet Land|white|Sherbet Land}}'''</big> | |||
|- | |||
!style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Sherbet Land minimap.png]] | |||
|- | |||
|style="background:lightslategray; color:white" align="center"|'''756 m''' | |||
|} | |||
| | |||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Royal Raceway U.png]]</div><br>[[File:MK64 icon Royal Raceway.png]]<br><big>'''{{color-link|N64 Royal Raceway|white|Royal Raceway}}'''</big> | |||
|- | |||
!style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Royal Raceway minimap.png]] | |||
|- | |||
|style="background:lightslategray; color:white" align="center"|'''1025 m''' | |||
|} | |||
| | |||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Bowser's Castle U.png]]</div><br>[[File:MK64 icon Bowser's Castle.png]]<br><big>'''{{color-link|N64 Bowser's Castle|white|Bowser's Castle}}'''</big> | |||
|- | |||
!style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Bowser's Castle minimap.png]] | |||
|- | |||
|style="background:lightslategray; color:white" align="center"|'''777 m''' | |||
|} | |||
|- | |||
!colspan=4 style="background:cadetblue"|<div style="background:darkslategray; display:inline-block">[[File:MK64SpecialCupMenuImage.png]]</div><br><big>'''{{color-link|Special Cup|white}}'''</big> | |||
|- | |||
| | |||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map D.K.'s Jungle Parkway U.png]]</div><br>[[File:MK64 icon D.K.'s Jungle Parkway.png]]<br><big>'''{{color-link|N64 DK's Jungle Parkway|white|D.K.'s Jungle Parkway}}'''</big> | |||
|- | |||
!style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 DK's Jungle Parkway minimap.png]] | |||
|- | |||
|style="background:lightslategray; color:white" align="center"|'''893 m''' | |||
|} | |||
| | |||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Yoshi Valley U.png]]</div><br>[[File:MK64 icon Yoshi Valley.png]]<br><big>'''{{color-link|N64 Yoshi Valley|white|Yoshi Valley}}'''</big> | |||
|- | |||
!style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Yoshi Valley minimap.png]] | |||
|- | |||
|style="background:lightslategray; color:white" align="center"|'''772 m''' | |||
|} | |||
{|style=" | | | ||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |- | ||
! | !style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Banshee Boardwalk U.png]]</div><br>[[File:MK64 icon Banshee Boardwalk.png]]<br><big>'''{{color-link|N64 Banshee Boardwalk|white|Banshee Boardwalk}}'''</big> | ||
| | |||
| | |||
|- | |- | ||
! | !style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Banshee Boardwalk minimap.png]] | ||
|[[File:MK64 | |||
|- | |- | ||
|style="background:lightslategray; color:white" align="center"|'''747 m''' | |||
| | |||
|} | |} | ||
=== | | | ||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
MK64 | |- | ||
MK64 | !style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Rainbow Road U.png]]</div><br>[[File:MK64 icon Rainbow Road.png]]<br><big>'''{{color-link|N64 Rainbow Road|white|Rainbow Road}}'''</big> | ||
|- | |||
MK64 | !style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Rainbow Road minimap.png]] | ||
|- | |||
|style="background:lightslategray; color:white" align="center"|'''2000 m''' | |||
|} | |||
== | |- | ||
'' | !colspan=4 style="background:cadetblue"|<big>'''{{color|Battle Courses|white}}'''</big> | ||
|- | |||
{| | | | ||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |- | ||
|[[ | !style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Big Donut U.png]]</div><br>[[File:MK64 icon Big Donut.png]]<br><big>'''{{color-link|N64 Big Donut|white|Big Donut}}'''</big> | ||
| | |||
|- | |- | ||
|[[ | !style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Big Donut minimap.png]] | ||
| | |} | ||
|1: | |||
| | |||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |- | ||
|[[ | !style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Block Fort U.png]]</div><br>[[File:MK64 icon Block Fort.png]]<br><big>'''{{color-link|Block Fort|white}}'''</big> | ||
|- | |||
|2: | !style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Block Fort minimap.png]] | ||
|} | |} | ||
| | |||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Double Deck U.png]]</div><br>[[File:MK64 icon Double Deck.png]]<br><big>'''{{color-link|Double Deck|white}}'''</big> | |||
|- | |||
!style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Double Deck minimap.png]] | |||
|} | |||
| | |||
{|border=1 cellspacing=0 cellpadding=0 style="border:1px solid black; border-collapse:collapse; height:100%" width=100% | |||
|- | |||
!style="height:32px; background:lightslategray" align="center"|<div style="background:darkslategray; display:inline-block">[[File:MK64 label map Skyscraper U.png]]</div><br>[[File:MK64 icon Skyscraper.png]]<br><big>'''{{color-link|N64 Skyscraper|white|Skyscraper}}'''</big> | |||
|- | |||
!style="background:darkslategray; height:96px" align="center" colspan=2|[[File:MK64 Skyscraper minimap.png]] | |||
|} | |||
|} | |||
</center> | |||
==Items== | ==Items== | ||
Line 517: | Line 842: | ||
|[[File:MK64Item-BananaBunch.png|100px]] | |[[File:MK64Item-BananaBunch.png|100px]] | ||
|[[Banana Bunch]]<br>'''New Item''' | |[[Banana Bunch]]<br>'''New Item''' | ||
|Summons five Bananas behind the racer | |Summons five Bananas behind the racer. | ||
|- | |- | ||
|[[File:MK64Item-GreenShell.png|100px]] | |[[File:MK64Item-GreenShell.png|100px]] | ||
|[[Green Shell]] | |[[Green Shell]] | ||
|A shell that can be thrown in a straight line at another racer. If it hits, the racer flips multiple times | |A shell that can be thrown in a straight line at another racer. If it hits, the racer flips multiple times. | ||
|- | |- | ||
|[[File:MK64Item-TripleGreenShell.png|100px]] | |[[File:MK64Item-TripleGreenShell.png|100px]] | ||
Line 537: | Line 862: | ||
|[[File:MK64Item-SpinyShell.png|100px]] | |[[File:MK64Item-SpinyShell.png|100px]] | ||
|[[Spiny Shell (blue)|Spiny Shell]]<br>'''New Item''' | |[[Spiny Shell (blue)|Spiny Shell]]<br>'''New Item''' | ||
|A shell that automatically follows and targets the racer in first place | |A shell that automatically follows and targets the racer in first place. If a Spiny Shell hits a wall or the like, the shell gets destroyed. | ||
|- | |- | ||
|[[File:MK64Item-SuperStar.png|100px]] | |[[File:MK64Item-SuperStar.png|100px]] | ||
|[[Super Star]] | |[[Super Star]] | ||
|Makes racers invincible, rendering them impervious to obstacles, other items, | |Makes racers invincible, rendering them impervious to obstacles, other items, or other racers. If a racer, while using a Super Star, hits a wall or the like in such a way that their character exclaims, the Super Star's effect immediately ends. | ||
|- | |- | ||
|[[File:MK64Item-ThunderBolt.png|100px]] | |[[File:MK64Item-ThunderBolt.png|100px]] | ||
Line 554: | Line 879: | ||
===Item chart=== | ===Item chart=== | ||
The following chart is reported in the Nintendo Player's Guide of ''Mario Kart 64''<ref> | The following chart is reported in the Nintendo Player's Guide of ''Mario Kart 64''<ref>M. Arakawa. ''Mario Kart 64'' Nintendo Player's Guide. Page 94.</ref> and indicates the probability of obtaining a certain item with letter codes that range from '''A''' (frequently obtained item) to '''D''' (unobtainable item). | ||
{|class="wikitable center" | {|class="wikitable center" | ||
!Mode | !Mode | ||
Line 855: | Line 1,180: | ||
===Two players=== | ===Two players=== | ||
*The line between the two screens has each player's icon on it and acts as an overview on the players' positions. The lap count can be swapped with a map of the course. | *The line between the two screens has each player's icon on it and acts as an overview on the players' positions. The lap count can be swapped with a map of the course. | ||
*In | *In [[N64 Kalimari Desert|Kalimari Desert]], the [[train (obstacle)|train]]s have a tender and only one passenger car attached to them, as opposed to a tender and five passenger cars. | ||
*In [[N64 Frappe Snowland|Frappe Snowland]], it snows only in the background and not on the track itself. | *In [[N64 Frappe Snowland|Frappe Snowland]], it snows only in the background and not on the track itself. | ||
*The course name and cup name are not shown when players play in Grand Prix. | *The course name and cup name are not shown when players play in Grand Prix. | ||
Line 878: | Line 1,202: | ||
The soundtrack for ''Mario Kart 64'' was composed by [[Kenta Nagata]] and was his first soundtrack for Nintendo. Two official albums were made for the game: ''[[Mario Kart 64 Original Soundtrack]]'' (published and released in Japan on September 19, 1997, by {{wp|Pony Canyon}}) and ''[[Mario Kart 64 Race Tracks]]'' (released in North America in 1997). The Japanese soundtrack contains 28 pieces from the game, voice tracks for all characters, and special effects as their own track, while ''Race Tracks'' features 21 tracks in its listing while jingles, voices, and sound effects are listed under bonus tracks. North America saw an additional album dedicated to ''Mario Kart 64'', ''[[Mario Kart 64: Greatest Hits Soundtrack|Greatest Hits Soundtrack]]''. | The soundtrack for ''Mario Kart 64'' was composed by [[Kenta Nagata]] and was his first soundtrack for Nintendo. Two official albums were made for the game: ''[[Mario Kart 64 Original Soundtrack]]'' (published and released in Japan on September 19, 1997, by {{wp|Pony Canyon}}) and ''[[Mario Kart 64 Race Tracks]]'' (released in North America in 1997). The Japanese soundtrack contains 28 pieces from the game, voice tracks for all characters, and special effects as their own track, while ''Race Tracks'' features 21 tracks in its listing while jingles, voices, and sound effects are listed under bonus tracks. North America saw an additional album dedicated to ''Mario Kart 64'', ''[[Mario Kart 64: Greatest Hits Soundtrack|Greatest Hits Soundtrack]]''. | ||
The soundtrack releases of ''Mario Kart 64'' use the N64 sequenced versions of all music tracks. Source quality versions of some music tracks can be found on the ''[[Nintendo Sound Selection Vol.3: B-Side Music]]'' compilation CD and in ''[[Mario Kart 7]]'' and ''[[Mario Kart Tour]]''.<ref> | The soundtrack releases of ''Mario Kart 64'' use the N64 sequenced versions of all music tracks. Source quality versions of some music tracks can be found on the ''[[Nintendo Sound Selection Vol.3: B-Side Music]]'' compilation CD and in ''[[Mario Kart 7]]'' and ''[[Mario Kart Tour]]''.<ref>https://docs.google.com/document/d/1YmgFibm99C2r7q-OzXrufNHQgXQBYli3V0M7APTQ4OQ/edit#heading=h.yx3o1ihvn54t</ref> | ||
For the instrumentation of the game's music, Nagata primarily employed the {{wp|Roland Sound Canvas|Roland Sound Canvas SC-88}}, using 22 instrument samples and two drum sets from that module. Secondary equipment included {{wp|Spectrasonics}}' Supreme Beats, Roland's {{wp|Roland JD-990|JD-990}} and {{wp|Roland JV-1080|JV-1080}} synthesizers, the {{wp|Korg Wavestation}}, the {{wp|E-mu Proteus|E-MU Proteus/3}}, and Digidesign's SampleCell II sound card.<ref> | For the instrumentation of the game's music, Nagata primarily employed the {{wp|Roland Sound Canvas|Roland Sound Canvas SC-88}}, using 22 instrument samples and two drum sets from that module. Secondary equipment included {{wp|Spectrasonics}}' Supreme Beats, Roland's {{wp|Roland JD-990|JD-990}} and {{wp|Roland JV-1080|JV-1080}} synthesizers, the {{wp|Korg Wavestation}}, the {{wp|E-mu Proteus|E-MU Proteus/3}}, and Digidesign's SampleCell II sound card.<ref>https://www.youtube.com/watch?v=YVDYxbMdClM&lc=Ugx-InrA4PY5TXSmdK14AaABAg.9ApOyX883hR9BxheZPQO7L</ref><ref>https://docs.google.com/spreadsheets/d/1JJBlHHDc65fhZmKUGLrDTLCm6rfUU83-kbuD8Y0zU0o/edit?pli=1#gid=717751203</ref> Regarding the last of these sound sources, any instrument that Nintendo sampled from SampleCell during the N64 era had to be grouped into an instrument bank using the sound card itself, then converted to the N64's native format using an in-house tool, before it could be used in a game.<ref>https://equipboard.com/pros/koji-kondo/digidesign-samplecell-ii</ref> | ||
Another soundtrack, ''[[Mario Kart 64 on Club Circuit]]'', was released exclusively in Japan in December 1997. 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. | Another soundtrack, ''[[Mario Kart 64 on Club Circuit]]'', was released exclusively in Japan in December 1997. 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. | ||
Line 902: | Line 1,226: | ||
==Staff== | ==Staff== | ||
{{main|List of Mario Kart 64 staff}} | {{main|List of Mario Kart 64 staff}} | ||
[[File:MK64 Staff.jpg|thumb|Commemorative photo of the development team for ''Mario Kart 64'']] | [[File:MK64 Staff.jpg|thumb|Commemorative photo of the development team for ''Mario Kart 64'']] | ||
''Mario Kart 64'' was developed by a considerably larger team of staff than ''Super Mario Kart''. [[Hideki Konno]] has directed ''Mario Kart 64'', and he 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!!]]'' and ''[[Mario Kart 7]]''. As ''Mario Kart 64'' is the first game in the series to introduce character voices, [[Charles Martinet]] reprises his role as [[Mario]] from ''[[Super Mario 64]]'' in all versions of the game, though the other characters (besides [[Bowser]]) have different voice actors between the Japanese and international versions; in the international version, Martinet also voiced [[Luigi]] and [[Wario]], while [[Leslie Swan]] portrayed Peach and [[Isaac Marshall]] provided Toad's voice. | ''Mario Kart 64'' was developed by a considerably larger team of staff than ''Super Mario Kart''. [[Hideki Konno]] has directed ''Mario Kart 64'', and he 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!!]]'' and ''[[Mario Kart 7]]''. As ''Mario Kart 64'' is the first game in the series to introduce character voices, [[Charles Martinet]] reprises his role as [[Mario]] from ''[[Super Mario 64]]'' in all versions of the game, though the other characters (besides [[Bowser]]) have different voice actors between the Japanese and international versions; in the international version, Martinet also voiced [[Luigi]] and [[Wario]], while [[Leslie Swan]] portrayed Peach and [[Isaac Marshall]] provided Toad's voice. | ||
==Development== | ==Development== | ||
{{quote|So you want to know what changed from Super Mario Kart to Mario Kart 64, and what stayed the same... hmmm... that's a tough one. Mario Kart, you see, was meant to appeal to a wide audience. We wanted to make a game where anyone, from age 3 to 100, could jump in and start competing right away, regardless of their skill level. So in making a sequel, we decided that we didn't want to change most of the basic elements of the game. People have been saying "video games are evolving", and while there are some things that surely have to change, the truth is, keeping things the same does make it easier for the average person, doesn't it? (laughs)|Shigeru Miyamoto}}<ref name="shmuplations"> | {{quote|So you want to know what changed from Super Mario Kart to Mario Kart 64, and what stayed the same... hmmm... that's a tough one. Mario Kart, you see, was meant to appeal to a wide audience. We wanted to make a game where anyone, from age 3 to 100, could jump in and start competing right away, regardless of their skill level. So in making a sequel, we decided that we didn't want to change most of the basic elements of the game. People have been saying "video games are evolving", and while there are some things that surely have to change, the truth is, keeping things the same does make it easier for the average person, doesn't it? (laughs)|Shigeru Miyamoto}}<ref name="shmuplations">[http://shmuplations.com/mariokart64/ ''Mario Kart 64'' – 1996 Developer Interview originally featured in the ''Mario Kart 64'' JP strategy guide] ''shmuplations''. Retrieved November 30, 2020.</ref> | ||
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''.<ref name="shmuplations"/> Four-player mode was one of the team's development themes, and the game was designed with how to handle it in mind. Miyamoto noted how challenging it was to balance the four-player Battle Mode, as he wanted it to be as accessible as the racing mode and 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. | 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''.<ref name="shmuplations"/> Four-player mode was one of the team's development themes, and the game was designed with how to handle it in mind. Miyamoto noted how challenging it was to balance the four-player Battle Mode, as he wanted it to be as accessible as the racing mode and 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. | ||
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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 difficulty 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. A hard disk got corrupted, and while the team had back-ups, some data could not be recovered; around 80% of the character models ended up getting remade twice. | 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 difficulty 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. A hard disk got corrupted, and while the team had back-ups, some data could not be recovered; around 80% of the character models ended up getting remade twice. | ||
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 64''.<ref> | 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 64''.<ref>[http://iwataasks.nintendo.com/interviews/#/wii/mariokart/0/0 Iwata Asks: ''Mario Kart Wii'': It Started With A Guy In Overalls.] Retrieved November 30, 2020.</ref> Initially, Konno had a difficult time translating to 3D since he lacked knowledge about it. While the game was theoretically possible to run with characters being in 3D graphics, Konno chose to make them pre-rendered sprites since doing so slows down the game and 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 [[flame thrower (Flame Chomp)|flame thrower]], [[Bob-omb]]s, and [[Wiggler]] from ''Super Mario 64''. 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.<ref>Stephen Totilo. (March 9, 2011). [https://kotaku.com/the-maker-of-mario-kart-justifies-the-blue-shell-5780082 The Maker Of ''Mario Kart'' Justifies The Blue Shell]. ''Kotaku''. Retrieved November 30, 2020.</ref> | ||
When the game was shown off at Shoshinaki Video Game Show in Japan, ''Nintendo Power'' interviewed Miyamoto, Tezuka, and Konno, where the game was compared to ''{{wp|Wave Race 64}}''; Konno had stated that ''Mario Kart 64'' was aimed towards everyone while ''Wave Race 64'' was aimed at an older audience. 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.<ref name="shmuplations"/> However, the RC cars did not feel like go-karts; the team had girls try it, and it felt unplayable to them. | When the game was shown off at Shoshinaki Video Game Show in Japan, ''Nintendo Power'' interviewed Miyamoto, Tezuka, and Konno, where the game was compared to ''{{wp|Wave Race 64}}''; Konno had stated that ''Mario Kart 64'' was aimed towards everyone while ''Wave Race 64'' was aimed at an older audience. 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.<ref>[https://archive.org/stream/NintendoPower1988-2004/Nintendo%20Power%20Issue%20092%20%28January%201997%29#page/n53/mode/2up ''Nintendo Power 1988-2004)''. ''Nintendo Power''. Retrieved November 30, 2020.</ref><ref name="shmuplations"/> However, the RC cars did not feel like go-karts; the team had girls try it, and it felt unplayable to them. | ||
==Pre-release and unused content== | ==Pre-release and unused content== | ||
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==Glitches== | ==Glitches== | ||
{{main|List of Mario Kart 64 glitches}} | {{main|List of Mario Kart 64 glitches}} | ||
===Falling | ===Falling Through the Bridge=== | ||
[[File:MK64 FrappeSnowland ClipGlitch.gif|thumb|The glitch in Frappe Snowland]] | [[File:MK64 FrappeSnowland ClipGlitch.gif|left|thumb|The glitch in Frappe Snowland]] | ||
This glitch occurs only in [[N64 Frappe Snowland|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 (Mario Kart referee)|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 glitch works only with Player 2. | This glitch occurs only in [[N64 Frappe Snowland|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 (Mario Kart referee)|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 glitch works only with Player 2. | ||
{{br}} | {{br}} | ||
===Yoshi Valley | ===Skip All of Yoshi Valley=== | ||
This is a glitch that can be performed in any mode with any player on [[N64 Yoshi Valley|Yoshi Valley]], excluding Extra Mode. This glitch can be performed only with a [[Dash Mushroom|Mushroom]] item. Immediately after crossing the finish line, the racer has to make a | This is a glitch that can be performed in any mode with any player on [[N64 Yoshi Valley|Yoshi Valley]], excluding Extra Mode. This glitch can be performed only with a [[Dash Mushroom|Mushroom]] item. Immediately after crossing the finish line, the racer has to make a 90-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). | ||
{{br}} | {{br}} | ||
==Version differences== | ==Version differences== | ||
{{ | {{see also|tcrf:Mario Kart 64#Version Differences{{!}}tcrf:Mario Kart 64 § Version Differences}} | ||
{{multiple image | {{multiple image | ||
|image1=Marioro.png | |image1=Marioro.png | ||
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The lightning effect was changed in the Wii [[Virtual Console]] release to a less intense flash, most likely to prevent seizures. | The lightning effect was changed in the Wii [[Virtual Console]] release to a less intense flash, most likely to prevent seizures. | ||
==Reception== | ==Reception== | ||
===Critical reception=== | ===Critical reception=== | ||
''Mario Kart 64'' received generally positive reviews, garnering an 83 in Metacritic based on 15 reviews<ref> | ''Mario Kart 64'' received generally positive reviews, garnering an 83 in Metacritic based on 15 reviews<ref>[https://www.metacritic.com/game/nintendo-64/mario-kart-64 Metacritic score for ''Mario Kart 64'']. ''Metacritic.'' Retrieved November 30, 2020.</ref> and an 87.01% based on 20 reviews on GameRankings.<ref>[https://web.archive.org/web/20191209012316/https://www.gamerankings.com/n64/197860-mario-kart-64/index.html Archived URL for GameRankings score for ''Mario Kart 64''.] GameRankings. Retrieved November 30, 2020.</ref> Much of the praise is directed on how fun the game is, especially its multiplayer and its longevity, though common criticisms include its derivative nature from ''[[Super Mario Kart]]'', the rubber-banding AI, and its repetitive single-player Grand Prix mode. On Metacritic, the user score averages 8.6, with it being generally praised for being a classic, though a common point against the game was its comparison to later ''[[Mario Kart (series)|Mario Kart]]'' titles. | ||
Peer Schneider from IGN gave the game an 8.1/10 and an Editor's Choice award.<ref> | Peer Schneider from IGN gave the game an 8.1/10 and an Editor's Choice award.<ref>Schneider, Peer. (20 Feb 1997). [https://www.ign.com/articles/1997/02/21/mario-kart-64 ''Mario Kart 64'' Review.] ''IGN''. Retrieved November 30, 2020.</ref> He has praised the game's multiplayer, the soundtrack, and the sound effects, such as Wario's laughter whenever he hits someone. While he added that the game does not break any new ground and that its single-player mode "is pretty fun, but it's not where the game's strengths lie," he also wrote that the solid graphics, good sound, and addictive gameplay coupled with the ghost feature in Time Trials would want to make players play it forever. Scott McCall from allgame has more mixed sentiments about the game, praising that the game has some upgrades from ''Super Mario Kart'', such as its sound design, new gameplay additions, and its four-player mode, but is also a downgrade amongst other elements; the biggest criticism he had was the cheaper artificial intelligence.<ref>McCall, Scott. [https://web.archive.org/web/20141114113703/http://www.allgame.com/game.php?id=987&tab=review ''Mario Kart 64'' review.] ''allgame''. Retrieved November 30, 2020.</ref> He ended with preferring ''Super Mario Kart'', though he wrote that ''Mario Kart 64'' was "one of the best racing games for the system" and that the "good far outweighs the bad." | ||
In a more mixed review, Trent Ward from GameSpot gave the game a 6.4/10, negatively comparing it to ''Super Mario Kart'' and how little new features it adds to the franchise, and that the new features that are added do not add much more depth to the gameplay.<ref> | In a more mixed review, Trent Ward from GameSpot gave the game a 6.4/10, negatively comparing it to ''Super Mario Kart'' and how little new features it adds to the franchise, and that the new features that are added do not add much more depth to the gameplay.<ref>Ward, Trent. (February 6, 1997). [https://www.gamespot.com/reviews/mario-kart-64-review/1900-2544773/ ''Mario Kart 64'' Review.] ''GameSpot''. Retrieved November 30, 2020.</ref> He criticized the single-player mode as too easy, due to the game's "extra wide tracks" and "the poor AI routines - which deliver opponents who seem more like they're on their way to the local convenience store than in an all-out race for the finish line." He has also criticized the battle courses as being "too big," which amounts to players to "drive around for minutes without even spotting an opponent - much less getting a chance to score a hit." While he ended that the game was still decent, he warned that players would be disappointed in it after a week of purchase. | ||
Written a retrospective review in November 2017, Martin Watts from ''N64 Today'' opined that the game is very light in content in comparison to later ''Mario Kart'' entries and called the single-player Grand Prix mode "a dull and repetitive slog," though he notes that Versus and Battle Modes offer "an abundance of hilarious, chaotic fun" with multiple players and that its battle mode is the main reason players play ''Mario Kart 64'' many years after its release.<ref> | Written a retrospective review in November 2017, Martin Watts from ''N64 Today'' opined that the game is very light in content in comparison to later ''Mario Kart'' entries and called the single-player Grand Prix mode "a dull and repetitive slog," though he notes that Versus and Battle Modes offer "an abundance of hilarious, chaotic fun" with multiple players and that its battle mode is the main reason players play ''Mario Kart 64'' many years after its release.<ref>Watts, Mattis. (26 November 2017). [https://n64today.com/2017/11/26/mario-kart-64-review/ ''Mario Kart 64'' review – how does it play today?.] ''N64 Today''. Retrieved November 30, 2020.</ref> Watts has called the item system "chaotic" and wrote how it can cause upsets in the last few seconds of the race, though he noted that the item system is surprisingly in-depth. However, he has criticized the rubberbanding AI, noting that its implementation "cheapens the experience somewhat" and that players cannot outpace the AI using a higher speed character. He additionally criticized the game's controls as "slippery." At the end, he summarized the game as a mixed experience. | ||
{| class="wikitable reviews" | {| class="wikitable reviews" | ||
!colspan="4"style="font-size:120%; text-align:center; background-color:silver;"|Reviews | !colspan="4"style="font-size:120%; text-align:center; background-color:silver;"|Reviews | ||
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===Awards=== | ===Awards=== | ||
*Longest Track in the Mario Kart Series: [[N64 Rainbow Road|Rainbow Road]] – ''[[Guinness World Records|Guinness World Records 2011: Gamer's Edition]]<ref> | *Longest Track in the Mario Kart Series: [[N64 Rainbow Road|Rainbow Road]] – ''[[Guinness World Records|Guinness World Records 2011: Gamer's Edition]]<ref>''Guinness World Records 2011: Gamer's Edition'', p. 73.</ref> | ||
===Sales=== | ===Sales=== | ||
During the first three months within its release in 1997, ''Mario Kart 64'' was the best-selling game, reaching approximately 849,000 units.<ref> | During the first three months within its release in 1997, ''Mario Kart 64'' was the best-selling game, reaching approximately 849,000 units.<ref>Horwitz, Jer (March 15, 1997). [https://web.archive.org/web/20000312083957/http://headline.gamespot.com/news/97_05/15_belt/index.html Saturn's Distant Orbit.] ''GameSpot''. Retrieved November 30, 2020.</ref> In 2007, ''Mario Kart 64'' sold 5.5 million copies in the US<ref>[http://www.the-magicbox.com/Chart-USPlatinum.shtml The Magic Box - US Platinum Chart Games.] ''The Magic Box''. Retrieved November 30, 2020.</ref> and 2.24 million copies in Japan.<ref>[http://www.the-magicbox.com/Chart-JPPlatinum.shtml The Magic Box - Japan Platinum Chart Games.] ''The Magic Box''. Retrieved November 30, 2020.</ref> As of June 2, 2014, ''Mario Kart 64'' has sold 9.87 million units globally reported by ''GameInformer'', making it the second-best-selling Nintendo 64 game.<ref>Futter, Mike. (Jun 02, 2014). [https://www.gameinformer.com/b/news/archive/2014/06/02/mario-kart-8-speeds-to-over-1-2-million-sales-in-opening-weekend.aspx ''Mario Kart 8'' Speeds To Over 1.2 Million Sales In Opening Weekend.] ''GameInformer''. Retrieved November 30, 2020.</ref> | ||
==Adaptations in other media== | ==Adaptations in other media== | ||
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Mariokartcandy.jpg|Kart figurine candy containers that have two different figures: Mario and D.K. They contain sour-fruit crunchy candies. | Mariokartcandy.jpg|Kart figurine candy containers that have two different figures: Mario and D.K. They contain sour-fruit crunchy candies. | ||
Mario Kart 64 Playing Cards.jpg|Playing cards | Mario Kart 64 Playing Cards.jpg|Playing cards | ||
Mario-kart-phone.jpg|A phone of Mario on his kart<ref> | Mario-kart-phone.jpg|A phone of Mario on his kart<ref>[https://youtube.com/watch?v=oQWZuaoute4] Mario Kart 64 Phone Review (YouTube channel Peripheral Vision Gaming)</ref> | ||
n64controllermaze.jpg|A ''Mario Kart 64'' toy Nintendo 64 Controller with a track and a small metal ball | n64controllermaze.jpg|A ''Mario Kart 64'' toy Nintendo 64 Controller with a track and a small metal ball | ||
MarioMK.jpg|Mario with a Green Shell | MarioMK.jpg|Mario with a Green Shell | ||
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==References to other games== | ==References to other games== | ||
*''[[Super Mario Kart]]'': The introductory music in ''Mario Kart 64'' is an elongated arrangement of the theme from this game. In the music for the track [[N64 Banshee Boardwalk|Banshee Boardwalk]], a part of [[Ghost Valley]]'s music can be heard. Also, part of the music that plays during the Award Ceremony (if drivers win a [[trophy]]) is the same as in the same scenario in ''Super Mario Kart''. | *''[[Super Mario Kart]]'': The introductory music in ''Mario Kart 64'' is an elongated arrangement of the theme from this game. In the music for the track [[N64 Banshee Boardwalk|Banshee Boardwalk]], a part of [[Ghost Valley]]'s music can be heard. Also, part of the music that plays during the Award Ceremony (if drivers win a [[trophy]]) is the same as in the same scenario in ''Super Mario Kart''. | ||
*''[[Super Mario World 2: Yoshi's Island]]'': Yoshi's sound effects were taken from this game. | *''[[Super Mario World 2: Yoshi's Island]]'': Yoshi's sound effects were taken from this game. | ||
*''[[Super Mario 64]]'': In the track [[N64 Royal Raceway|Royal Raceway]], there is a part where the racer can turn off the road and arrive at the [[Peach's Castle|Mushroom Castle]] exactly as it appeared in this game. It is also where the Award Ceremony is held. The models | *''[[Super Mario 64]]'': In the track [[N64 Royal Raceway|Royal Raceway]], there is a part where the racer can turn off the road and arrive at the [[Peach's Castle|Mushroom Castle]] exactly as it appeared in this game. It is also where the Award Ceremony is held. The models for the penguins are reused from this game. | ||
*''[[Donkey Kong Country]]'': This is the first appearance of the ''Donkey Kong Country'' version of Donkey Kong in the main ''Super Mario'' franchise. In fact, the sprite resembles the one Donkey Kong had in that game. [[Nintendo]] also mentions in the credits the 3D model of D.K. originally came from [[Rare]], the developers of the [[Donkey Kong Country (series)|''Donkey Kong Country'' trilogy]]. | *''[[Donkey Kong Country]]'': This is the first appearance of the ''Donkey Kong Country'' version of Donkey Kong in the main ''Super Mario'' franchise. In fact, the sprite resembles the one Donkey Kong had in that game. [[Nintendo]] also mentions in the credits the 3D model of D.K. originally came from [[Rare]], the developers of the [[Donkey Kong Country (series)|''Donkey Kong Country'' trilogy]]. | ||
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*''[[New Super Mario Bros. Wii]]'': A section of Rainbow Road's music is covered in [[World 9 (New Super Mario Bros. Wii)|World 9]]'s music. | *''[[New Super Mario Bros. Wii]]'': A section of Rainbow Road's music is covered in [[World 9 (New Super Mario Bros. Wii)|World 9]]'s music. | ||
*''[[Mario Kart 7]]'': The courses [[N64 Luigi Raceway|Luigi Raceway]], [[N64 Koopa Troopa Beach|Koopa Troopa Beach]], and [[N64 Kalimari Desert|Kalimari Desert]] and the battle stage [[N64 Big Donut|Big Donut]] reappear in this game. The kart now called [[Pipe Frame]] returns in this game as a kart body, with the dual exhaust design instead of the single exhaust from ''Super Mario Kart''. Some of the music tracks are covers or rearranged versions of themes from ''Mario Kart 64'', such as [[3DS Rainbow Road|Rainbow Road]]. A part of [[3DS Neo Bowser City|Neo Bowser City]]'s music contains segments from the course background music for [[N64 Toad's Turnpike|Toad's Turnpike]]. Finally, ''Mario Kart 64'''s winning and losing results themes receive a cover version in ''Mario Kart 7''. | *''[[Mario Kart 7]]'': The courses [[N64 Luigi Raceway|Luigi Raceway]], [[N64 Koopa Troopa Beach|Koopa Troopa Beach]], and [[N64 Kalimari Desert|Kalimari Desert]] and the battle stage [[N64 Big Donut|Big Donut]] reappear in this game. The kart now called [[Pipe Frame]] returns in this game as a kart body, with the dual exhaust design instead of the single exhaust from ''Super Mario Kart''. Some of the music tracks are covers or rearranged versions of themes from ''Mario Kart 64'', such as [[3DS Rainbow Road|Rainbow Road]]. A part of [[3DS Neo Bowser City|Neo Bowser City]]'s music contains segments from the course background music for [[N64 Toad's Turnpike|Toad's Turnpike]]. Finally, ''Mario Kart 64'''s winning and losing results themes receive a cover version in ''Mario Kart 7''. | ||
*''[[Mario Kart 8]]'' / ''[[Mario Kart 8 Deluxe]]'': Toad's Turnpike, [[N64 Royal Raceway|Royal Raceway]], [[N64 Yoshi Valley|Yoshi Valley]], and [[N64 Rainbow Road|Rainbow Road]] reappear in these two games, and Choco Mountain and Kalimari Desert are included among the courses in the | *''[[Mario Kart 8]]'' / ''[[Mario Kart 8 Deluxe]]'': Toad's Turnpike, [[N64 Royal Raceway|Royal Raceway]], [[N64 Yoshi Valley|Yoshi Valley]], and [[N64 Rainbow Road|Rainbow Road]] reappear in these two games, and Choco Mountain and Kalimari Desert are included among the courses in the [[Mario Kart 8 Deluxe – Booster Course Pass|Booster Course Pass]] for ''Mario Kart 8 Deluxe''. The [https://www.youtube.com/watch?v=akdLMnIV7Jc&hd=1 unused split screen] for multiplayer in this game is also used here. | ||
*''[[Paper Mario: Color Splash]]'': The theme that plays when Luigi is driving on the [[Rainbow Road]] that leads to [[Black Bowser's Castle]] is an arrangement of the ''Mario Kart 64'' Rainbow Road's music. | *''[[Paper Mario: Color Splash]]'': The theme that plays when Luigi is driving on the [[Rainbow Road]] that leads to [[Black Bowser's Castle]] is an arrangement of the ''Mario Kart 64'' Rainbow Road's music. | ||
*''[[Mario Kart Tour]]'': [[N64 Luigi Raceway|Luigi Raceway]], [[N64 Koopa Troopa Beach|Koopa Troopa Beach]], [[N64 Kalimari Desert|Kalimari Desert]], [[N64 Frappe Snowland|Frappe Snowland]], [[N64 Choco Mountain|Choco Mountain]], [[N64 Mario Raceway|Mario Raceway]], [[N64 Royal Raceway|Royal Raceway]], and [[N64 Yoshi Valley|Yoshi Valley]] reappear in this game. The results theme is an arrangement of the winning results theme of ''Mario Kart 64''. The new [[N64 Kalimari Desert|Kalimari Desert 2]] course allows racers to race inside the train tunnel, similar to how players could be able to go inside Kalimari Desert's train tunnel in ''Mario Kart 64''. | *''[[Mario Kart Tour]]'': [[N64 Luigi Raceway|Luigi Raceway]], [[N64 Koopa Troopa Beach|Koopa Troopa Beach]], [[N64 Kalimari Desert|Kalimari Desert]], [[N64 Frappe Snowland|Frappe Snowland]], [[N64 Choco Mountain|Choco Mountain]], [[N64 Mario Raceway|Mario Raceway]], [[N64 Royal Raceway|Royal Raceway]], and [[N64 Yoshi Valley|Yoshi Valley]] reappear in this game. The results theme is an arrangement of the winning results theme of ''Mario Kart 64''. The new [[N64 Kalimari Desert|Kalimari Desert 2]] course allows racers to race inside the train tunnel, similar to how players could be able to go inside Kalimari Desert's train tunnel in ''Mario Kart 64''. | ||
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==Names in other languages== | ==Names in other languages== | ||
{{foreign names | {{foreign names | ||
|Jap=マリオカート{{ | |Jap=マリオカート{{hover|64|六十四}} | ||
|JapR=Mario Kāto Rokujūyon | |JapR=Mario Kāto Rokujūyon | ||
|JapM=Mario Kart 64 | |JapM=Mario Kart 64 | ||
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|ChiSR=Mǎlì'ōu Kǎdīngchē | |ChiSR=Mǎlì'ōu Kǎdīngchē | ||
|ChiSM=Mario Kart | |ChiSM=Mario Kart | ||
|ChiT=瑪利歐賽車64<ref> | |ChiT=瑪利歐賽車64<ref>[https://www.nintendo.com.hk/switch/mario/history/index.html Official Chinese website for the ''Super Mario Bros.'' 35th Anniversary]. Retrieved October 23, 2020.</ref> | ||
|ChiTR=Mǎlì'ōu Sàichē 64 | |ChiTR=Mǎlì'ōu Sàichē 64 | ||
|ChiTM=Mario Kart 64 | |ChiTM=Mario Kart 64 | ||
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==Trivia== | ==Trivia== | ||
*In 1996, Maygay released [[Mario Kart 64 (slot machine)| | *In 1996, Maygay released a Europe-only [[Mario Kart 64 (slot machine)|slot machine]] under the Nintendo license based on this game. | ||
==References== | ==References== | ||
{{NIWA|StrategyWiki=1}} | |||
<references/> | <references/> | ||
==External links== | ==External links== | ||
*[https://m1.nintendo.net/docvc/NUS/JPN/NKTJ/NKTJ_J.pdf Instruction booklet] (Japan) | *[https://m1.nintendo.net/docvc/NUS/JPN/NKTJ/NKTJ_J.pdf Instruction booklet] (Japan) | ||
*[https://m1.nintendo.net/docvc/NUS/USA/NKTE/NKTE_E.pdf Instruction booklet] (North America) | *[https://m1.nintendo.net/docvc/NUS/USA/NKTE/NKTE_E.pdf Instruction booklet] (North America) | ||
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{{N64}} | {{N64}} | ||
{{Virtual Console}} | {{Virtual Console}} | ||
[[de:Mario Kart 64]] | [[de:Mario Kart 64]] | ||
[[it:Mario Kart 64]] | [[it:Mario Kart 64]] | ||
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[[Category:1996 games]] | [[Category:1996 games]] | ||
[[Category:1997 games]] | [[Category:1997 games]] | ||
[[Category:Player's Choice]] | [[Category:Player's Choice]] |