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{{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 | |genre=[[Genre#Racing|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}} | ||
|input={{input|n64=1|iqp=1|iqm=1|classic=1|wiigcn=1|wiiu=1|wiiuclassic=1|wiiupro=1|joy-con=1| | |input={{input|n64=1|iqp=1|iqm=1|classic=1|wiigcn=1|wiiu=1|wiiuclassic=1|wiiupro=1|joy-con=1|nspro=1|nsn64=1}} | ||
}} | }} | ||
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]] | '''''Mario Kart 64''''' is a [[Genre#Racing|racing]] game that is part of the ''[[Mario Kart (series)|Mario Kart]]'' series, originally released for the [[Nintendo 64]] in 1996 in Japan and 1997 worldwide. Being an upgrade from its predecessor, ''[[Super Mario Kart]]'', it features a similar base to that game in which players select ''[[Mario (franchise)|Mario]]'' cast members 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 in the series 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]]. | |||
==Gameplay== | ==Gameplay== | ||
[[File:D.K.'s Jungle Parkway 3.png|thumb|left| | [[File:D.K.'s Jungle Parkway 3.png|thumb|left|Donkey Kong racing in [[N64 DK's Jungle Parkway|D.K.'s Jungle Parkway]]]] | ||
''Mario Kart 64'' plays similarly to ''Super Mario Kart'' | ''Mario Kart 64'' plays similarly to its predecessor, ''Super Mario Kart'', where players accelerate on karts by holding down the {{button|n64|A}} button and use the Nintendo 64 Controller's control stick to steer. The {{button|n64|B}} button is used to brake, and it can put the kart into reverse if the Control Stick is held down. If {{button|n64|A}} and {{button|n64|B}} are held in conjunction, players can perform a [[Spin Turn|Spin-Turn]], where they can turn sharply at a standstill. The {{button|n64|B}} button can also be used to stop players from spinning out when they drive into a [[Banana]] while driving straight; if the players brake at the right time, a musical note (♪) will appear over the character's head and nullify the effect of the Banana. Similarly, in 150cc and Extra Mode, steering in one direction and then immediately in the opposite results in the kart skidding and then spinning after a short time, and even in this case, braking results in the spinning being avoided with the musical note appearing. | ||
Players can [[hop (move)|hop]] if they press the {{button|n64|R}} trigger, allowing the kart to turn around tight corners. If they hold the {{button|n64|R}} trigger after a hop, they perform a [[Drift|slide]], which allows them to handle tight corners while losing less speed; the smoke generated first resembles ''V''{{'}}s and then ''E''{{'}}s. Introduced in ''Mario Kart 64'' is the ability to perform a Mini-Turbo. While | Players can [[hop (move)|hop]] if they press the {{button|n64|R}} trigger, allowing the kart to turn around tight corners. If they hold the {{button|n64|R}} trigger after a hop, they perform a [[Drift|slide]], which allows them to handle tight corners while losing less speed; the smoke generated first resembles ''V''{{'}}s and then ''E''{{'}}s. Introduced in ''Mario Kart 64'' is the ability to perform a Mini-Turbo. While sliding, if players steer in the opposite direction while they are steering and back, the ''E''{{'}}s change into a yellow color, and if the action is done again, the ''E''{{'}}s turn red; releasing the slide causes a small speed boost and the character to exclaim. However, if the Control Stick is held down too long in the opposite direction while sliding, the character spins out and loses the Mini-Turbo charge. | ||
[[File:MK64 Controller Pak Manager.png|thumb|left|Controller Pak Manager]] | |||
''Mario Kart 64'' introduces auxiliary features that take advantage of the increased number of buttons on the Nintendo 64 Controller. Pressing {{button|n64|Cup}} changes the camera angle from the standard angle to a wide-angle lens view. When players press {{button|n64|Cright}}, they have the option of various screen displays. By default, the screen displays a map on the right, where each player character is represented by a kart colored to the corresponding character color, while purple dots are represented by CPU players. Elements on the map that flash indicate that they are in first place. When the elements are changed, players can view a speedometer or a display where the character's UI laps around the screen, with line color indicating what lap they are on. Finally, pressing {{button|n64|L}} sets different volume levels for the background music, from on to half to off. | ''Mario Kart 64'' introduces auxiliary features that take advantage of the increased number of buttons on the Nintendo 64 Controller. Pressing {{button|n64|Cup}} changes the camera angle from the standard angle to a wide-angle lens view. When players press {{button|n64|Cright}}, they have the option of various screen displays. By default, the screen displays a map on the right, where each player character is represented by a kart colored to the corresponding character color, while purple dots are represented by CPU players. Elements on the map that flash indicate that they are in first place. When the elements are changed, players can view a speedometer or a display where the character's UI laps around the screen, with line color indicating what lap they are on. Finally, pressing {{button|n64|L}} sets different volume levels for the background music, from on to half to off. | ||
At the beginning of every race, [[ | At the beginning of every race, [[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 8th place. In two-player Grand Prix, Player 1 by default starts out in 8th while Player 2 starts in 7th; 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 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 lap is crossed, Lakitu signals the player by appearing and holding a green sign for the second lap. When the third lap is crossed, a jingle is played, Lakitu 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, | 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 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 [[Banana]]s, 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 Shell]]s. Unlike ''Super Mario Kart''{{'}}s [[? Panel|Question Blocks]], Item Boxes respawn very quickly, as soon as a player drives through them. | ||
If the player holds {{button|n64|start}} before turning on the console, there is a Controller Pak Manager built into the game, which will show all saves from other games that use the accessory. When the player holds {{button|n64|start}} while opening the iQue Player release, this does not appear. | |||
This is the only ''Mario Kart'' game with onomatopoeia, such as "Poomp!", "Boing!", "Crash," and "Whirrrr." | This is the only ''Mario Kart'' game with onomatopoeia, such as "Poomp!", "Boing!", "Crash," and "Whirrrr." | ||
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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| | |{{button|ns|Leftstick}} / {{button|ns|Pad}} | ||
|{{button| | |{{button|ns|Stick}} | ||
|- | |- | ||
|Accelerate / [[Rocket Start]] | |Accelerate / [[Rocket Start]] | ||
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|{{button|gcn|A}} | |{{button|gcn|A}} | ||
|{{button|wiiu|A}} | |{{button|wiiu|A}} | ||
|{{button| | |{{button|ns|A}} | ||
|{{button| | |{{button|ns|jc-right}} | ||
|- | |- | ||
|Brake | |Brake | ||
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|{{button|gcn|B}} | |{{button|gcn|B}} | ||
|{{button|wiiu|B}} | |{{button|wiiu|B}} | ||
|{{button| | |{{button|ns|B}} | ||
|{{button| | |{{button|ns|jc-bottom}} | ||
|- | |- | ||
|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| | |{{button|ns|B}} + {{button|ns|leftstick}} down | ||
|{{button| | |{{button|ns|jc-bottom}} + {{button|ns|Stick}} down | ||
|- | |- | ||
|Spin-Turn | |Spin-Turn | ||
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|{{button|gcn|A}} + {{button|gcn|B}} | |{{button|gcn|A}} + {{button|gcn|B}} | ||
|{{button|wiiu|A}} + {{button|wiiu|B}} | |{{button|wiiu|A}} + {{button|wiiu|B}} | ||
|{{button| | |{{button|ns|A}} + {{button|ns|B}} | ||
|{{button| | |{{button|ns|jc-right}} + {{button|ns|jc-bottom}} | ||
|- | |- | ||
|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| | |{{button|ns|ZL}} / {{button|ns|rightstick}} down / {{button|ns|X}} / {{button|ns|ZR}} + {{button|ns|B}} | ||
|{{button| | |{{button|ns|SL}} / {{button|NS|jc-top}} / {{button|ns|minus}}{{button|ns|plus}} + {{button|NS|jc-bottom}} | ||
|- | |- | ||
|Hop / Slide | |Hop / Slide | ||
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|{{button|gcn|R}} | |{{button|gcn|R}} | ||
|{{button|wiiu|R}} | |{{button|wiiu|R}} | ||
|{{button| | |{{button|ns|R}} | ||
|{{button| | |{{button|ns|SR}} | ||
|- | |- | ||
|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| | |{{button|ns|rightstick}} up / {{button|ns|ZR}} + {{button|ns|X}} | ||
|{{button| | |{{button|ns|minus}}{{button|ns|plus}} + {{button|NS|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| | |{{button|ns|rightstick}} right / {{button|ns|ZR}} + {{button|ns|A}} | ||
|{{button| | |{{button|ns|minus}}{{button|ns|plus}} + {{button|NS|jc-right}} | ||
|- | |- | ||
|Set music volume to on, half, or off | |Set music volume to on, half, or off | ||
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|{{button|gcn|Z}} | |{{button|gcn|Z}} | ||
|{{button|wiiu|ZL}} / {{button|wiiu|ZR}} | |{{button|wiiu|ZL}} / {{button|wiiu|ZR}} | ||
|{{button| | |{{button|ns|L}} | ||
|{{button| | |{{button|ns|minus}}{{button|ns|plus}} + {{button|ns|Stick}} | ||
|- | |- | ||
|Select option during the menus / Pause / Resume gameplay | |Select option during the menus / Pause / Resume gameplay | ||
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|{{button|gcn|Start}} | |{{button|gcn|Start}} | ||
|{{button|wiiu|plus}} | |{{button|wiiu|plus}} | ||
|{{button| | |{{button|ns|plus}} | ||
|{{button| | |{{button|ns|minus}}{{button|ns|plus}} + {{button|ns|L}}{{button|ns|R}} | ||
|} | |} | ||
</center> | </center> | ||
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==Game modes== | ==Game modes== | ||
=== | ===Grand Prix=== | ||
[[File:2player-MK64.png|thumb|[[Luigi]] and [[Wario]] racing each other | [[File:2player-MK64.png|thumb|[[Luigi]] and [[Wario]] racing each other 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 | As the main mode of the game that allows up to two players, Grand Prix involves players racing computer-controlled opponents in four cups, 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 5th or below, they must restart the race; when two players are active, only one player is required to place 4th 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 5th 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 4th 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 words ''"What a pity! You placed 4th. Maybe next time!"'' popping up. A similar cutscene plays if players place lower than 4th at the end of a Grand Prix. When players earn Gold in all cups in 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 crash into an obstacle, does not drive in reverse, or does not fall off the road during the race. The original release of this game uses 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 or 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)| | |||
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 Kart]]s appear on the courses. | ||
===Battle=== | ===Battle=== | ||
[[File:MK64 Skyscraper.png|thumb|left|[[Donkey Kong | [[File:MK64 Skyscraper.png|thumb|left|[[Donkey Kong]] and [[Princess Peach|Peach]] battling each other in Battle Mode]] | ||
Available only to two or more players, [[Battle Mode]] is a competitive mode where players combat each other in an arena rather than reach the [[ | Available only to two or more players, [[Battle Mode]] is a competitive mode where players combat each other in an arena rather than reach the [[Finish Line (object)|finish line]] in a race. Each player starts with three [[Battle Mode#Balloon Battle|balloon]]s, color-coded to the character they are using, and they lose a balloon when hit by any item or if they fall off-track. It is also possible to lose a balloon if a heavier player, such as [[Bowser]], hits a lighter player, such as [[Toad]], with great enough speed (more details below, in the "Drivers" section). When a player has lost all balloons, the player loses and becomes a Mini Bomb Kart. Mini Bomb Karts are controllable, and they can be attacked and stunned by items, though they explode if they run into another player; if they explode, the player is permanently defeated. The last surviving player wins the round. | ||
{{br|left}} | {{br|left}} | ||
==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]]. 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. | Characters are divided into three classes depending on their weight: light, medium, and heavy. | ||
{|style="text-align:center" | An asterisk (*) indicates that the character is a new driver for the ''Mario Kart'' installments overall. | ||
{| class="wikitable sortable"style="text-align:center; margin:auto;" | |||
|- | |- | ||
|[[File:Mario MK64.png| | !class=unsortable style="background-color:#FF0000;color:white"|Artwork | ||
| | |[[File:Mario MK64.png|150px]] | ||
| | |[[File:MK64 Luigi.png|150px]] | ||
| | |[[File:MK64 Peach.png|150px]] | ||
| | |[[File:MK64 Toad.png|150px]] | ||
| | |[[File:MK64 Yoshi.png|150px]] | ||
| | |[[File:MK64 DK.png|150px]] | ||
|[[File:MK64 Wario.png|150px]] | |||
|[[File:MK64 Bowser.png|150px]] | |||
|- | |- | ||
| | !style="background-color:#FF0000;color:white"|Name | ||
|{{color| | |'''{{color-link|Mario|red}}''' | ||
| | |'''{{color-link|Luigi|green}}''' | ||
| | |'''[[Princess Peach|{{color|Peach|magenta}}]]''' | ||
| | |'''{{color-link|Toad|blue}}''' | ||
| | |'''{{color-link|Yoshi|limegreen}}''' | ||
| | |'''{{color-link|Donkey Kong|gold}}'''* | ||
|'''{{color-link|Wario|purple}}'''* | |||
|'''{{color-link|Bowser|darkorange}}''' | |||
|- | |- | ||
!style="background-color:#FF0000;color:white"|Weight | |||
| | |'''<span style="color:green">Medium</span>''' | ||
|'''<span style="color:green">Medium</span>''' | |||
|'''<span style="color:dodgerblue">Light</span>''' | |||
|'''<span style="color:dodgerblue">Light</span>''' | |||
| | |'''<span style="color:dodgerblue">Light</span>''' | ||
|'''<span style="color:red">Heavy</span>''' | |||
|'''<span style="color:red">Heavy</span>''' | |||
|'''<span style="color:red">Heavy</span>''' | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
|} | |} | ||
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 to accelerate more quickly after spinning out or otherwise losing speed).<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> 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 they 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. | |||
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 them 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">[http://tasvideos.org/GameResources/N64/MarioKart64.html#DriverAttributes TAS Videos page on ''Mario Kart 64''] "TASVideos.org". Retrieved September 19th, 2020</ref> | |||
Middleweight drivers are described in the instruction booklet as having no "extreme pros or cons,"<ref name="Mario Kart 64 Instruction Booklet, Pg. 7"> | |||
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. | 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. They 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. Donkey Kong is the "smallest" but is slightly heavier than Wario. Donkey Kong 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">[http://tasvideos.org/GameResources/N64/MarioKart64.html#DriverAttributes TAS Videos page on ''Mario Kart 64''] "TASVideos.org". Retrieved September 19th, 2020</ref> | ||
Additionally, | Additionally, players 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=== | ||
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!width=70%|Description | !width=70%|Description | ||
|-style=background:#219F4B;color:white | |-style=background:#219F4B;color:white | ||
|- | |- | ||
|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. | ||
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|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. | ||
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|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 257: | ||
|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"| | |align="center"|{{wp|Cucumis metuliferus|Kiwano}}s | ||
---- | ---- | ||
[[File: | [[File:D.K.'s Jungle Parkway 2.png|140px]] | ||
|align="center"| | |align="center"|[[N64 DK's Jungle Parkway|D.K.'s Jungle Parkway]] | ||
| | |Fruits that are thrown at racers who go off-road, slowing them down until they return to the main track. | ||
|- | |- | ||
|align="center"|[[Penguin]] | |align="center"|[[Penguin]] | ||
---- | ---- | ||
[[File: | [[File:PenguinMK64.png]] | ||
|align="center"|[[N64 Sherbet Land|Sherbet Land]] | |align="center"|[[N64 Sherbet Land|Sherbet Land]] | ||
|Penguins are found | |Penguins are found either sliding or walking around an icicle. Both varieties 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. | ||
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|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. | ||
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|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]] | ||
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|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 | ||
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[[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. | ||
|} | |} | ||
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|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. | ||
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|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"|[[ | |align="center"|[[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. | ''Mario Kart 64'' contains 16 racetracks in total, organized into four cups. While its number of racetracks is less than its predecessor, ''Super Mario Kart'', the tracks are bigger, more detailed, and unique from each other as opposed to being variations of each other. All playable characters in the game have a racetrack assigned to them, making the game the only ''Mario Kart'' game where every racer has an assigned racetrack. In addition, this is one of two ''Mario Kart'' games to have the [[Special Cup]] available right from the start, the other being ''[[Mario Kart 8 Deluxe]]''. | ||
===Racecourses=== | |||
{|style="width:700px;margin:auto;text-align:center"class="wikitable" | {|style="width:700px;margin:auto;text-align:center"class="wikitable" | ||
![[File:MK64-MushroomCup.png|90px|link=Mushroom Cup]] | |-bgcolor= | ||
![[File:MK64-MushroomCup.png|90px|link=Mushroom Cup]] | |||
![[File:MK64-FlowerCup.png|90px|link=Flower Cup]] | |||
![[File:MK64 Star Cup Artwork.png|90px|link=Star Cup]] | |||
![[File:MK64 Special Cup Artwork.png|90px|link=Special Cup]] | |||
|-align=center | |||
|[[File:MK64 Luigi Raceway Icon.png]]<br>[[N64 Luigi Raceway|Luigi Raceway]]<br>717 m | |[[File:MK64 Luigi Raceway Icon.png]]<br>[[N64 Luigi Raceway|Luigi Raceway]]<br>717 m | ||
|[[File:MK64 Toad's Turnpike Icon.png]]<br>[[N64 Toad's Turnpike|Toad's Turnpike]]<br>1036 m | |||
|[[File:MK64 Wario Stadium Icon.png]]<br>[[Wario Stadium]]<br>1591 m | |||
|[[File:MK64 DK Jungle Parkway Icon.png]]<br>[[N64 DK's Jungle Parkway|D.K.'s Jungle Parkway]]<br>893 m | |||
|-align=center | |||
|[[File:MK64 Moo Moo Farm Icon.png]]<br>[[N64 Moo Moo Farm|Moo Moo Farm]]<br>527 m | |[[File:MK64 Moo Moo Farm Icon.png]]<br>[[N64 Moo Moo Farm|Moo Moo Farm]]<br>527 m | ||
|[[File:MK64 Frappe Snowland Icon.png]]<br>[[N64 Frappe Snowland|Frappe Snowland]]<br>734 m | |||
|[[File:MK64 Sherbert Land Icon.png]]<br>[[N64 Sherbet Land|Sherbet Land]]<br>756 m | |||
|[[File:MK64 Yoshi Valley Icon.png]]<br>[[N64 Yoshi Valley|Yoshi Valley]]<br>772 m | |||
|-align=center | |||
|[[File:MK64 Koopa Troopa Beach Icon.png]]<br>[[N64 Koopa Troopa Beach|Koopa Troopa Beach]]<br>691 m | |[[File:MK64 Koopa Troopa Beach Icon.png]]<br>[[N64 Koopa Troopa Beach|Koopa Troopa Beach]]<br>691 m | ||
|[[File:MK64 Choco Mountain Icon.png]]<br>[[N64 Choco Mountain|Choco Mountain]]<br>687 m | |||
|[[File:MK64 Royal Raceway Icon.png]]<br>[[N64 Royal Raceway|Royal Raceway]]<br>1025 m | |||
|[[File:MK64 Banshee Boardwalk Icon.png]]<br>[[N64 Banshee Boardwalk|Banshee Boardwalk]]<br>747 m | |||
|-align=center | |||
|[[File:MK64 Kalimari Desert Icon.png]]<br>[[N64 Kalimari Desert|Kalimari Desert]]<br>753 m | |[[File:MK64 Kalimari Desert Icon.png]]<br>[[N64 Kalimari Desert|Kalimari Desert]]<br>753 m | ||
|[[File:MK64 Mario Raceway Icon.png]]<br>[[N64 Mario Raceway|Mario Raceway]]<br>567 m | |[[File:MK64 Mario Raceway Icon.png]]<br>[[N64 Mario Raceway|Mario Raceway]]<br>567 m | ||
|[[File:MK64 Bowser Castle Icon.png]]<br>[[N64 Bowser's Castle|Bowser's Castle]]<br>777 m | |[[File:MK64 Bowser Castle Icon.png]]<br>[[N64 Bowser's Castle|Bowser's Castle]]<br>777 m | ||
|[[File:MK64 Rainbow Road Icon.png]]<br>[[N64 Rainbow Road|Rainbow Road]]<br>2000 m | |[[File:MK64 Rainbow Road Icon.png]]<br>[[N64 Rainbow Road|Rainbow Road]]<br>2000 m | ||
|} | |} | ||
===Battle courses=== | ===Battle courses=== | ||
{|style="width:700px;margin:auto;text-align:center"class="wikitable" | |||
{| | |||
|- | |- | ||
|[[N64 | |[[File:MK64 Big Donut Icon.png]]<br>[[N64 Big Donut|Big Donut]] | ||
|[[ | |[[File:MK64 Block Fort Icon.png]]<br>[[N64 Block Fort|Block Fort]] | ||
| | |[[File:MK64 Double Deck Icon.png]]<br>[[Double Deck]] | ||
|[[File:MK64 Skyscraper Icon.png]]<br>[[N64 Skyscraper|Skyscraper]] | |||
|} | |} | ||
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|[[File:MK64Item-FakeItemBox.png|100px]] | |[[File:MK64Item-FakeItemBox.png|100px]] | ||
|[[Fake Item Box|Fake Item]]<br>'''New Item''' | |[[Fake Item Box|Fake Item]]<br>'''New Item''' | ||
|An item that appears similar to a normal Item Box. When a Fake Item is collided with, however, the racer | |An item that appears similar to a normal Item Box. When a Fake Item is collided with, however, the racer will be launched instead of getting an item. | ||
|- | |- | ||
|[[File:MK64Item-Banana.png|100px]] | |[[File:MK64Item-Banana.png|100px]] | ||
|[[ | |[[Banana]] | ||
|Drops a banana peel, making a racer spin out when it is run over. If a Banana is hit while a racer is driving straight, they skid for a while before spinning out. | |Drops a banana peel, making a racer spin out when it is run over. If a Banana is hit while a racer is driving straight, they will skid for a while before spinning out. | ||
|- | |- | ||
|[[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 | |A shell that can be thrown in a straight line at another racer. If it hits, the racer will flip multiple times. | ||
|- | |- | ||
|[[File:MK64Item-TripleGreenShell.png|100px]] | |[[File:MK64Item-TripleGreenShell.png|100px]] | ||
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|[[File:MK64Item-RedShell.png|100px]] | |[[File:MK64Item-RedShell.png|100px]] | ||
|[[Red Shell]] | |[[Red Shell]] | ||
|A shell that can be thrown at another racer, much like a green one. Unlike Green Shells, however, Red Shells automatically lock on to the racer directly in front of the item user | |A shell that can be thrown at another racer, much like a green one. Unlike Green Shells, however, Red Shells will automatically lock on to the racer directly in front of the item user. | ||
|- | |- | ||
|[[File:MK64Item-TripleRedShell.png|100px]] | |[[File:MK64Item-TripleRedShell.png|100px]] | ||
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|[[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. | ||
|- | |- | ||
|[[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. | ||
|- | |- | ||
|[[File:MK64Item-ThunderBolt.png|100px]] | |[[File:MK64Item-ThunderBolt.png|100px]] | ||
|[[Lightning|Thunder Bolt]] | |[[Lightning|Thunder Bolt]] | ||
|When a Thunder Bolt is triggered, all racers except for the one that used the item shrink, slowing them down and allowing them to be run over. | |When a Thunder Bolt is triggered, all racers except for the one that used the item will shrink, slowing them down and allowing them to be run over. Items will not be lost as a result. | ||
|- | |- | ||
|[[File:MK64Item-Boo.png|100px]] | |[[File:MK64Item-Boo.png|100px]] | ||
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|Unleashes Boo, who turns the player invisible for a brief time, making them impervious to enemy attacks, and steals an opponent's item. | |Unleashes Boo, who turns the player invisible for a brief time, making them impervious to enemy attacks, and steals an opponent's item. | ||
|} | |} | ||
<nowiki>★</nowiki> | <nowiki>★</nowiki> - <small>Can be used multiple times.</small><br><nowiki>×</nowiki> - <small>Does not appear in Battle Mode.</small> | ||
===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>''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 | ||
!Position | !Position | ||
![[File: | ![[File:MK64Item-Mushroom.png|50px|link=Mushroom#Mario Kart series]] | ||
![[File: | ![[File:MK64Item-TripleMushroom.png|50px|link=Triple Mushrooms]] | ||
![[File: | ![[File:MK64Item-SuperMushroom.png|50px|link=Golden Dash Mushroom]] | ||
![[File: | ![[File:MK64Item-Banana.png|50px|link=Banana#Mario Kart series]] | ||
![[File:BananaBunch | ![[File:MK64Item-BananaBunch.png|50px|link=Banana Bunch#Mario Kart series]] | ||
![[File: | ![[File:MK64Item-FakeItemBox.png|50px|link=Fake Item Box]] | ||
![[File: | ![[File:MK64Item-GreenShell.png|50px|link=Green Shell#Mario Kart series]] | ||
![[File: | ![[File:MK64Item-TripleGreenShell.png|50px|link=Triple Green Shells]] | ||
![[File: | ![[File:MK64Item-RedShell.png|50px|link=Red Shell#Mario Kart series]] | ||
![[File: | ![[File:MK64Item-TripleRedShell.png|50px|link=Triple Red Shells]] | ||
![[File: | ![[File:MK64Item-Boo.png|50px|link=Boo#Mario Kart series]] | ||
![[File: | ![[File:MK64Item-SpinyShell.png|50px|link=Spiny Shell (blue)]] | ||
![[File: | ![[File:MK64Item-ThunderBolt.png|50px|link=Lightning#Mario Kart series]] | ||
![[File: | ![[File:MK64Item-SuperStar.png|50px|link=Super Star#Mario Kart series]] | ||
|-style="border-top:2px solid black;" | |-style="border-top:2px solid black;" | ||
!rowspan="8"|GP | !rowspan="8"|GP | ||
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===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. | ||
===Three and four players=== | ===Three and four players=== | ||
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*Similar to the clouds being removed, there are no stars in the skies of [[N64 Toad's Turnpike|Toad's Turnpike]], Wario Stadium, and [[N64 Rainbow Road|Rainbow Road]]. | *Similar to the clouds being removed, there are no stars in the skies of [[N64 Toad's Turnpike|Toad's Turnpike]], Wario Stadium, and [[N64 Rainbow Road|Rainbow Road]]. | ||
*It does not snow in Frappe Snowland. | *It does not snow in Frappe Snowland. | ||
*The [[Penguin|giant penguin]] | *The [[Penguin|giant penguin]] was removed from the ice platform in [[N64 Sherbet Land|Sherbet Land]]. | ||
*In [[N64 DK's Jungle Parkway|D.K.'s Jungle Parkway]], the paddle | *In [[N64 DK's Jungle Parkway|D.K.'s Jungle Parkway]], the paddle boat is absent. | ||
==Soundtrack== | ==Soundtrack== | ||
[[File:Mario Kart 64 Race Tracks.jpg|thumb|Album art for ''Mario Kart 64 Race Tracks'']] | [[File:Mario Kart 64 Race Tracks.jpg|thumb|Album art for ''Mario Kart 64 Race Tracks'']] | ||
The | The ''[[Mario Kart 64 Original Soundtrack]]'' and ''[[Mario Kart 64 Race Tracks]]'' are the game's official albums, the former published and released in Japan on September 19, 1997, by {{wp|Pony Canyon}}, while the latter was released in North America in 1997. The ''Mario Kart 64 Original Soundtrack'' contains 28 pieces from the game, voice tracks for all characters, and special effects as their own track, while ''Mario Kart 64 Race Tracks'' features 21 tracks in its listing while jingles, voices, and sound effects are listed under bonus tracks. ''[[Mario Kart 64: Greatest Hits Soundtrack]]'' is an additional album dedicated to ''Mario Kart 64''. | ||
For the | For the instruments in the soundtrack, [[Kenta Nagata]] mainly used samples from Roland's {{wp|Roland Sound Canvas|Sound Canvas SC-88}} module, among other equipment like the {{wp|E-mu Proteus|E-MU Proteus/3}} and Digidesign's SampleCell II sound card. The sound card was also used to create instrument banks, which were later converted to the [[Nintendo 64]]'s native format for use in the game.<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><ref>https://equipboard.com/pros/koji-kondo/digidesign-samplecell-ii</ref> | ||
''[[Mario Kart 64 on Club Circuit]]'' was a soundtrack 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. | |||
===Media=== | ===Media=== | ||
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==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]] | ''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]] provided voices for [[Mario]], [[Luigi]], and [[Wario]], while [[Leslie Swan]] portrayed Peach and [[Isaac Marshall]] provided Toad's voice in international versions of the game, while the voices for the Japanese cast used different voice actors. | ||
==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, | {{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. | ||
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 | Tomoaki Kuroume, the character designer of the game, had stated that [[Mario]] was the most difficult character to render. While he already had Mario's model from ''Super Mario 64'', translating his pose to make him sit on a kart and grasp the steering wheel required a lot of tweaks, on an individual body part-to-body part basis to be made to the model. Kuroume has mentioned that other characters have their own quirks that are uniquely difficult, such as having a tail or wearing a dress. One of the ideas for Yoshi was to have his tail stick through the back of the kart, though Kuroume settled on a slightly bent posture with his tail sticking up. Kuroume has also noted the difficultly of creating animations, as it meant that with the use of multiple angles, thousands of different animations had to be made and those had to be checked and rechecked constantly. He noted that an accident happened in development during a decision for the Player Select screen, where characters were initially static and had no animations, though the team wanted to implement animations. 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 " | 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 it slows down the game and that it would not be able to render eight racers at once. The team drew images from various angles and put them on 2D planes to be animated. The sprites always face the camera, which is a technique called "billboarding" in 3D graphics; Miyamoto gave an example using the [[Keronpa Ball]], [[Bob-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 '' | 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 ''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== | ||
{{main|List of Mario Kart 64 pre-release and unused content}} | {{main|List of Mario Kart 64 pre-release and unused content}} | ||
[[File:MarioKartDriversPreRelease.jpg|thumb|Kamek being present on the Player Select screen in an earlier build of the game]] | [[File:MarioKartDriversPreRelease.jpg|thumb|Kamek being present on the Player Select screen in an earlier build of the game]] | ||
[[Kamek]] was originally intended to be one of the playable characters, but he ended up being replaced by [[Donkey Kong | [[Kamek]] was originally intended to be one of the playable characters, but he ended up being replaced by [[Donkey Kong]]. The Player Select screen was also different; the characters faced the player, and Kamek can be seen in Donkey Kong's space. Faces of the early Player Select screen in the final release such as those of Mario, Luigi, Peach, and Toad are used when the player selects the number of players in the main menu. The working title of this game was ''Super Mario Kart R''. [[Boo]]s from [[N64 Banshee Boardwalk|Banshee Boardwalk]] also had a different look, the HUD was different from the final version, and [[Item Box]]es were also completely black with colored question marks on them. The [[Cape Feather]], which was in ''[[Super Mario Kart]]'', was also intended to be included, as seen in a certain screenshot of ''Super Mario Kart R''. This particular screenshot can be seen on the back of the packaging of the [[Nintendo 64]] system. | ||
{{br}} | {{br}} | ||
==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 [[ | 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]] 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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|direction=vertical | |direction=vertical | ||
|footer= | |footer=''Marioro'' (above), a sponsor based on Marlboro, present in the Japanese version of the game, was replaced with ''Mario Star'' (below) in international versions of the game. | ||
|align=right | |align=right | ||
}} | }} | ||
In the Japanese version, Luigi, Toad, Princess Peach, and Wario have different voiceovers than in the international versions; the Japanese voiceovers were eventually used overseas in the first two ''[[Mario Party (series)|Mario Party]]'' games (aside from Peach's) and ''[[Mario Kart: Super Circuit]]'', with Toad's voiceovers also being in | In the Japanese version, Luigi, Toad, Princess Peach, and Wario have different voiceovers than in the international versions; the Japanese voiceovers were eventually used overseas in the first two ''[[Mario Party (series)|Mario Party]]'' games (aside from Peach's) and ''[[Mario Kart: Super Circuit]]'', with Toad's voiceovers also being in ''[[Mario Party 3]]''. Also, Toad, Donkey Kong, and Bowser are referred to as Kinopio, D. Kong, and Koopa, respectively. Additionally, the title screen features Japanese children shouting, "Mario Kart!" with a generic narrator used as the system voice. In the international releases, Mario shouts, ''"Welcome to Mario Kart!"'' on the title screen, and he is also used as the system voice. | ||
"Raceways" are known as "Circuits" in the Japanese version ("Mario Circuit," etc.); however, "Royal Raceway" is known in Japanese as "Peach Circuit" instead of "Royal Circuit." | "Raceways" are known as "Circuits" in the Japanese version ("Mario Circuit," etc.); however, "Royal Raceway" is known in Japanese as "Peach Circuit" instead of "Royal Circuit." | ||
The billboards in the Japanese version use parodies of real-life companies that were sponsors of {{wp|Formula One}} races at the time. These include | The billboards in the Japanese version use parodies of real-life companies that were sponsors of {{wp|Formula One}} races at the time. These include ''Marioro'' (a play on "{{wp|Marlboro (cigarette)|Marlboro}}"), which was changed to "Mario Star"; ''Luigip'' (a play on "{{wp|Agip}}"), which became "Luigi's"; ''Yoshi 1'' (a pun on "{{wp|Mobil 1}}"), which became "Yoshi" with a pawprint replacing the "1"; ''Koopa Air'' (which parodied {{wp|Goodyear Tire and Rubber Company|Goodyear}}, including the blue-and-yellow color scheme, which was changed in international versions); and an orange ''64'' ball (which was a reference to the {{wp|76 (gas station)|76 gas station}} chain, though the ball's color was changed to blue in the international versions). | ||
The Japanese version has collision on the grass above the tunnel on Luigi Raceway, which can be reached by bouncing off another racer and flying over the wall; this was removed in international versions. Also, whereas English-language credits sequences exist in both the Japanese and international releases, the Japanese version also contains a Japanese-language version of the sequence that is seen when the Special Cup | The Japanese version has collision on the grass above the tunnel on Luigi Raceway, which can be reached by bouncing off another racer and flying over the wall; this was removed in international versions. Also, whereas English-language credits sequences exist in both the Japanese and international releases, the Japanese version also contains a Japanese-language version of the sequence that is seen when a player clears the Special Cup in Extra. | ||
In the Chinese version, the Special Cup was renamed the iQue Cup, and most "64" references were removed. | In the Chinese version, the Special Cup was renamed the iQue Cup, and most "64" references were removed. | ||
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. | ||
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===Awards=== | ===Awards=== | ||
*Longest Track in the Mario Kart Series | *Longest Track in the Mario Kart Series - [[N64 Rainbow Road|Rainbow Road]] - ''[[Guinness World Records|Guinness Book of World Records]] Gamer's Edition 2009–2013''{{page needed}} | ||
===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== | ||
[[File:MK64Gag.jpg|thumb|Cover for the ''Mario Kart 64'' edition of | [[File:MK64Gag.jpg|thumb|Cover for the ''Mario Kart 64'' edition of [[4-koma Gag Battle]]]] | ||
''Mario Kart 64'' is referenced in four volumes in the ''[[Super Mario-kun]]'' manga, being volumes 15, 16, 17, and 18. Volume 15 has a collection of 4koma-styled gags based on the game. Volume 16 has an arc that crosses over with ''Mario Kart 64'' in one chapter, while volumes 17 and 18 have dedicated arcs, alongside the ''[[Super Mario 64]]'' arc. Volume 17 features '' | ''Mario Kart 64'' is referenced in four volumes in the ''[[Super Mario-kun]]'' manga, being volumes 15, 16, 17, and 18. Volume 15 has a collection of 4koma-styled gags based on the game. Volume 16 has an arc that crosses over with ''Mario Kart 64'' in one chapter, while volumes 17 and 18 have dedicated arcs, alongside the ''[[Super Mario 64]]'' arc. Volume 17 features ''Mario'' characters on the various racetracks of the game, while volume 18 includes stories based on Battle Mode. | ||
Two 4koma manga series, | Two 4koma manga series, [[4koma Manga Kingdom]] and [[4-koma Gag Battle]], have volumes dedicated to ''Mario Kart 64''. | ||
{{br}} | {{br}} | ||
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Impact-radio-control-mario-kart-mario.jpg|A remote-controlled kart with Mario | Impact-radio-control-mario-kart-mario.jpg|A remote-controlled kart with Mario | ||
Yoshi Kart.jpg|A remote-controlled kart with Yoshi | Yoshi Kart.jpg|A remote-controlled kart with Yoshi | ||
Donkey Kong Kart.jpg|A remote-controlled kart with | Donkey Kong Kart.jpg|A remote-controlled kart with Donkey Kong | ||
Mariokartcandy.jpg|Kart figurine candy containers that have two different figures: Mario and | Mariokartcandy.jpg|Kart figurine candy containers that have two different figures: Mario and Donkey Kong. 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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YoshiMK.jpg|Yoshi with a Banana Bunch | YoshiMK.jpg|Yoshi with a Banana Bunch | ||
LuigiMK.jpg|Luigi with a Mushroom | LuigiMK.jpg|Luigi with a Mushroom | ||
DonkeykongMK.jpg| | DonkeykongMK.jpg|Donkey Kong with a Banana Bunch | ||
WarioMK.jpg|Wario with Red Shells | WarioMK.jpg|Wario with Red Shells | ||
</gallery> | </gallery> | ||
==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. | *''[[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. | ||
*''[[Donkey Kong Country]]'': This is the first appearance of the ''Donkey Kong Country'' version of Donkey Kong in the main '' | *''[[Donkey Kong Country]]'': This is the first appearance of the ''Donkey Kong Country'' version of Donkey Kong in the main ''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 Donkey Kong originally came from [[Rare]], the developers of the [[Donkey Kong Country (series)|''Donkey Kong Country'' trilogy]]. | ||
==References in later games== | ==References in later games== | ||
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*''[[Super Smash Bros. Melee]]'': A ''Mario Kart 64''-style kart is an unlockable trophy. | *''[[Super Smash Bros. Melee]]'': A ''Mario Kart 64''-style kart is an unlockable trophy. | ||
*''[[Mario Kart: Double Dash!!]]'': The name [[GCN Sherbet Land|Sherbet Land]] is reused in this game. Also, [[Rainbow Road (Mario Kart: Double Dash!!)|Rainbow Road]]'s music has a part from the ''Mario Kart 64'' [[N64 Rainbow Road|Rainbow Road]]'s music. | *''[[Mario Kart: Double Dash!!]]'': The name [[GCN Sherbet Land|Sherbet Land]] is reused in this game. Also, [[Rainbow Road (Mario Kart: Double Dash!!)|Rainbow Road]]'s music has a part from the ''Mario Kart 64'' [[N64 Rainbow Road|Rainbow Road]]'s music. | ||
*''[[Mario Kart DS]]'': The name [[DS Wario Stadium|Wario Stadium]] is reused in this game. Also, the courses [[N64 Moo Moo Farm|Moo Moo Farm]], [[N64 Frappe Snowland|Frappe Snowland]], [[N64 Choco Mountain|Choco Mountain]], and [[N64 Banshee Boardwalk|Banshee Boardwalk]] and the battle stage [[Block Fort]] reappear in this game | *''[[Mario Kart DS]]'': The name [[DS Wario Stadium|Wario Stadium]] is reused in this game. Also, the courses [[N64 Moo Moo Farm|Moo Moo Farm]], [[N64 Frappe Snowland|Frappe Snowland]], [[N64 Choco Mountain|Choco Mountain]], and [[N64 Banshee Boardwalk|Banshee Boardwalk]] and the battle stage [[N64 Block Fort|Block Fort]] reappear in this game. | ||
*''[[Mario Kart Wii]]'': The racecourse [[Wii Moo Moo Meadows|Moo Moo Meadows]] and battle stage [[Block Plaza]] are based on Moo Moo Farm and Block Fort, respectively. Also, the courses [[N64 Mario Raceway|Mario Raceway]], [[N64 Sherbet Land|Sherbet Land]], [[N64 DK's Jungle Parkway|DK's Jungle Parkway]], and [[N64 Bowser's Castle|Bowser's Castle]] and the battle stage [[N64 Skyscraper|Skyscraper]] reappear in this game. | *''[[Mario Kart Wii]]'': The racecourse [[Wii Moo Moo Meadows|Moo Moo Meadows]] and battle stage [[Block Plaza]] are based on Moo Moo Farm and Block Fort, respectively. Also, the courses [[N64 Mario Raceway|Mario Raceway]], [[N64 Sherbet Land|Sherbet Land]], [[N64 DK's Jungle Parkway|DK's Jungle Parkway]], and [[N64 Bowser's Castle|Bowser's Castle]] and the battle stage [[N64 Skyscraper|Skyscraper]] reappear in this game. | ||
*''[[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]]'': | *''[[Mario Kart Tour]]'': Koopa Troopa Beach, Kalimari Desert, [[N64 Frappe Snowland|Frappe Snowland]], [[N64 Choco Mountain|Choco Mountain]], and Royal Raceway reappear in this game. The results theme is an arrangement of the winning results theme of ''Mario Kart 64''. The new [[N64 Kalimari Desert 2|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''. | ||
==Gallery== | ==Gallery== | ||
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Mario thumbs up MK64.png|[[Mario]] | Mario thumbs up MK64.png|[[Mario]] | ||
Mk64peach2.jpg|[[Princess Peach]] | Mk64peach2.jpg|[[Princess Peach]] | ||
Mk64dk.png|[[Donkey Kong | Mk64dk.png|[[Donkey Kong]] | ||
Wario Kart 64.png|[[Wario]] | Wario Kart 64.png|[[Wario]] | ||
MK64Battle.jpg|[[Toad]] and Mario battle while trying to avoid a [[Mini Bomb Kart]]. | MK64Battle.jpg|[[Toad]] and Mario battle while trying to avoid a [[Mini Bomb Kart]]. | ||
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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<span class="explain" title="六十四">64</span> | ||
|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/USA/NKTE/NKTE_E.pdf Instruction booklet] (North America) | *[https://m1.nintendo.net/docvc/NUS/USA/NKTE/NKTE_E.pdf Instruction booklet] (North America) | ||
*[https://cdn02.nintendo-europe.com/media/downloads/games_8/emanuals/nintendo_8/Manual_Nintendo64_MarioKart64_EN.pdf Instruction booklet] (Europe) | *[https://cdn02.nintendo-europe.com/media/downloads/games_8/emanuals/nintendo_8/Manual_Nintendo64_MarioKart64_EN.pdf Instruction booklet] (Europe) | ||
{{MK64}} | {{MK64}} | ||
{{ | {{Mario games}} | ||
{{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]] |