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|developer=[[Nintendo Entertainment Analysis and Development|Nintendo EAD]] | |developer=[[Nintendo Entertainment Analysis and Development|Nintendo EAD]] | ||
|publisher=[[Nintendo]] | |publisher=[[Nintendo]] | ||
|release='''Nintendo 64:'''<br>{{flag list|Japan|December 14, 1996 | |release='''Nintendo 64:'''<br>{{flag list|Japan|December 14, 1996|USA|February 10, 1997|Mexico|February 10, 1997<ref>{{cite|deadlink=y|archive=web.archive.org/web/19980530123552/http://www.nintendo.com.mx/lanza/mkart/mkart.html|title= Página Oficial de Mario Kart 64|language=es-mx|publisher=Nintendo.com.mx}}</ref>|UK|June 13, 1997<ref>{{cite|title=''Nintendo Official Magazine'' (UK) issue 59|page=5 and 27|date=August 1997}}</ref>|Europe|June 24, 1997|Australia|July/August 1997<ref>{{cite|title=''Nintendo Magazine System'' (AU) Issue #49|page=41|date=April 1997}}</ref>}} '''iQue Player:'''<br>{{flag list|China|December 25, 2003}} '''Virtual Console (Wii):'''<br>{{flag list|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>{{flag list|Japan|January 6, 2016|Europe|January 21, 2016|Australia|January 22, 2016|USA|December 29, 2016}} '''Nintendo 64 - Nintendo Switch Online:'''<br>{{flag list|USA|October 25, 2021<ref>{{cite|author=Nintendo of America|date=September 23, 2021|url=youtu.be/dG9fAtmYdlM?t=1260|timestamp=21:00|title=Nintendo Direct - 9.23.2021|publisher=YouTube|accessdate=September 24, 2021|language=en-us}}</ref>|Japan|October 26, 2021<ref>{{cite|author=Nintendo 公式チャンネル|date=September 24, 2021|url=youtu.be/MegZz4gKSPk?t=1142|title=Nintendo Direct 2021.9.24|publisher=YouTube|accessdate=May 23, 2024}}</ref>{{dead link}}|Europe|October 26, 2021<ref>{{cite|author=@NintendoEurope|date=September 23, 2021|url=x.com/NintendoEurope/status/1441166363037364229?s=20|title=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.|publisher=X|accessdate=September 24, 2021}}</ref>|Australia|October 26, 2021<ref>{{cite|author=@NintendoAUNZ|date=September 24, 2021|url=x.com/NintendoAUNZ/status/1441167178850390018?s=20|title=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.|publisher=X|accessdate=September 24, 2021}}</ref>|HK|October 26, 2021<ref>{{cite|url=www.nintendo.com.hk/topics/article/a_211015_02.html|title=《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》。|publisher=Nintendo HK|language=zh-hant|accessdate=October 16, 2021}}</ref>|South Korea|October 26, 2021<ref>{{cite|url=www.nintendo.co.kr/news/view.php?no=Q0tKRlVXa25aZkFlY2RCaENKYWZOZz09|title=「Nintendo Switch Online + 추가 팩」이 10월 26일(화)부터 시작!|publisher=Nintendo Korea|language=ko|accessdate=October 16, 2021}}</ref>}} | ||
|languages={{languages|en_us=y|jp=y|zh_simp=y}} | |languages={{languages|en_us=y|jp=y|zh_simp=y}} | ||
|genre=[[Genre#Racing games|Racing]] | |genre=[[Genre#Racing games|Racing]] | ||
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|serials={{flag list|Japan|NUS-NKTJ-JPN}} | |serials={{flag list|Japan|NUS-NKTJ-JPN}} | ||
}} | }} | ||
'''''Mario Kart 64''''' is a [[Genre#Racing games|racing]] game that was originally released for the [[Nintendo 64]] in 1996 in Japan and 1997 worldwide. It is the second entry in the ''[[Mario Kart (series)|Mario Kart]]'' series. Being an upgrade from its predecessor, ''[[Super Mario Kart]]'', it features a similar base to that game in which players select cast members of the [[Super Mario (franchise)|''Super Mario'' franchise]] to drive in [[kart]]s, employing a weapon-based system to benefit the player and hinder opponents, though it has expanded gameplay, such as the introduction of [[Mini-Turbo]] boosts from [[drift]]ing and four-player support. It is the first game of the ''Super Mario'' franchise to let more than two people play simultaneously. It is also the first ''Mario Kart'' game to use three-dimensional graphics for its environment design, such as the addition of elevation, advanced collision physics, expanded camera controls, real walls that can obscure views, and increased aesthetic fidelity; however, the characters, the items, and some track obstacles in-game remain as two-dimensional, pre-rendered sprites, which are rendered for game optimization. Additionally, the game contains unique track designs rather than multiple variants of the same track, and it introduces various track tropes that would later be reused in later ''Mario Kart'' installments, such as [[Luigi Circuit]] being the first track. Other elements would become series mainstays, such as its racer weight classification, the introduction of [[Wario]] and [[Donkey Kong]] as playable characters, and several new items such as the [[Spiny Shell (blue)|Spiny Shell]] and triple variants of [[Green Shell]]s and [[Red Shell]]s. | '''''Mario Kart 64''''' is a [[Genre#Racing games|racing]] game that was originally released for the [[Nintendo 64]] in 1996 in Japan and 1997 worldwide. It is the second main entry in the ''[[Mario Kart (series)|Mario Kart]]'' series. Being an upgrade from its predecessor, ''[[Super Mario Kart]]'', it features a similar base to that game in which players select cast members of the [[Super Mario (franchise)|''Super Mario'' franchise]] to drive in [[kart]]s, employing a weapon-based system to benefit the player and hinder opponents, though it has expanded gameplay, such as the introduction of [[Mini-Turbo]] boosts from [[drift]]ing and four-player support. It is the first game of the ''Super Mario'' franchise to let more than two people play simultaneously. It is also the first ''Mario Kart'' game to use three-dimensional graphics for its environment design, such as the addition of elevation, advanced collision physics, expanded camera controls, real walls that can obscure views, and increased aesthetic fidelity; however, the characters, the items, and some track obstacles in-game remain as two-dimensional, pre-rendered sprites, which are rendered for game optimization. Additionally, the game contains unique track designs rather than multiple variants of the same track, and it introduces various track tropes that would later be reused in later ''Mario Kart'' installments, such as [[Luigi Circuit]] being the first track. Other elements would become series mainstays, such as its racer weight classification, the introduction of [[Wario]] and [[Donkey Kong]] as playable characters, and several new items such as the [[Spiny Shell (blue)|Spiny Shell]] and triple variants of [[Green Shell]]s and [[Red Shell]]s. | ||
The game was commercially successful and received a [[Player's Choice]] edition, being the second-best-selling game on the Nintendo 64, beaten out only by ''[[Super Mario 64]]'', and it was generally well-received by critics. ''Mario Kart 64'' later became available for the [[Wii]]'s [[Virtual Console#Wii|Virtual Console]] in 2007 and the [[Wii U]]'s [[Virtual Console#Wii U|Virtual Console]] in 2016, and it is one of the launch titles for [[Nintendo 64 - Nintendo Switch Online]]. The Wii release requires 129 blocks (16.5 MB) to be installed, while the Wii U release requires 66 MB to be installed. | The game was commercially successful and received a [[Player's Choice]] edition, being the second-best-selling game on the Nintendo 64, beaten out only by ''[[Super Mario 64]]'', and it was generally well-received by critics. ''Mario Kart 64'' later became available for the [[Wii]]'s [[Virtual Console#Wii|Virtual Console]] in 2007 and the [[Wii U]]'s [[Virtual Console#Wii U|Virtual Console]] in 2016, and it is one of the launch titles for [[Nintendo 64 - Nintendo Switch Online]]. The Wii release requires 129 blocks (16.5 MB) to be installed, while the Wii U release requires 66 MB to be installed. | ||
==Gameplay== | ==Gameplay== | ||
[[File:D.K.'s Jungle Parkway 3.png|thumb|left|D.K. racing on [[N64 DK's Jungle Parkway|D.K.'s Jungle Parkway]]]] | [[File:D.K.'s Jungle Parkway 3.png|thumb|left|D.K. racing on [[N64 DK's Jungle Parkway|D.K.'s Jungle Parkway]]]] | ||
''Mario Kart 64'' plays similarly to ''Super Mario Kart''. 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]], with which they can turn sharply at a standstill. The {{button|n64|B}} button can also be used to stop a player from spinning out when they drive into a [[ | ''Mario Kart 64'' plays similarly to ''Super Mario Kart''. 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]], with which they can turn sharply at a standstill. The {{button|n64|B}} button can also be used to stop a player from spinning out when they drive into a [[Banana]] while driving straight; if the player brakes at the right time, a musical note (♪) appears over the character's head and nullifies 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 are sliding, if they 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. | 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 are sliding, if they 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. | ||
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At the beginning of every race, [[Lakitu (Mario Kart referee)|Lakitu]] appears and gives a countdown signal. The positioning of the racers is dependent on their prior positions, though when starting a Grand Prix, players first start out in eighth place. In two-player Grand Prix, Player 1 by default starts out in eighth while Player 2 starts in seventh; in Versus Mode, all players start in the same positions. If players time their acceleration when the signal changes from red to blue, they can start out quicker or even perform a [[Rocket Start]], though if players press too early, they spin out and start slower than average. As opposed to a race in the previous game, a standard race now has three laps rather than five due to the much longer raceways compared to those found in ''Super Mario Kart''. Every time a player crosses the line to begin their second lap, Lakitu signals the player by appearing and holding a green 2nd Lap sign. When a player crosses the line to begin their third lap, a jingle is played, Lakitu appears and holds a blue Final Lap sign, and the background music speeds up as a result; this jingle does not play when succeeding players also cross the line. | At the beginning of every race, [[Lakitu (Mario Kart referee)|Lakitu]] appears and gives a countdown signal. The positioning of the racers is dependent on their prior positions, though when starting a Grand Prix, players first start out in eighth place. In two-player Grand Prix, Player 1 by default starts out in eighth while Player 2 starts in seventh; in Versus Mode, all players start in the same positions. If players time their acceleration when the signal changes from red to blue, they can start out quicker or even perform a [[Rocket Start]], though if players press too early, they spin out and start slower than average. As opposed to a race in the previous game, a standard race now has three laps rather than five due to the much longer raceways compared to those found in ''Super Mario Kart''. Every time a player crosses the line to begin their second lap, Lakitu signals the player by appearing and holding a green 2nd Lap sign. When a player crosses the line to begin their third lap, a jingle is played, Lakitu appears and holds a blue Final Lap sign, and the background music speeds up as a result; this jingle does not play when succeeding players also cross the line. | ||
Integral to the ''Mario Kart'' series is its item-based system. In order to receive items, the character must drive through an [[Item Box]]. Once that happens, an Item Window<ref>{{cite | Integral to the ''Mario Kart'' series is its item-based system. In order to receive items, the character must drive through an [[Item Box]]. Once that happens, an Item Window<ref>{{cite|title=''Mario Kart 64'' instruction manual|page=10 and 13|date=1997|publisher=Nintendo of America|language=en-us}}</ref> with an item roulette appears with medium sound, and when it stops, it "dings." Players can press the {{button|n64|Z}} trigger or {{button|n64|Cdown}} during the roulette to stop the roulette early. Players can use items by pressing the {{button|n64|Z}} trigger or {{button|n64|Cdown}}. Players can hold Bananas, shells, and [[Fake Item Box|Fake Items]] by holding the {{button|n64|Z}} trigger or {{button|n64|Cdown}}, and they can pick up another item while one of those items is currently being deployed; releasing the trigger also releases the item. Items are dependent on the position the player is in, where further behind players are more likely to receive powerful items such as the [[Super Star]], [[Lightning|Thunder Bolt]], and [[Spiny Shell (blue)|Spiny Shell]], while first place generally receives Bananas and Green Shells. Unlike ''Super Mario Kart''{{'}}s [[? Panel|Question Blocks]], Item Boxes respawn very quickly as soon as a player drives through them. | ||
[[File:MK64 Controller Pak Manager.png|thumb|Controller Pak Manager]] | [[File:MK64 Controller Pak Manager.png|thumb|Controller Pak Manager]] | ||
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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." | ||
===Controls=== | ===Controls=== | ||
The Wii U Virtual Console version's controls can be customized. | The Wii U Virtual Console version's controls can be customized. | ||
<center> | <center> | ||
{|class="wikitable"style="width:75%;text-align:center" | {|class="wikitable"style="width:75%; text-align:center" | ||
!rowspan=2 width=13%|Action(s) | !rowspan=2 width=13%|Action(s) | ||
|- | |- | ||
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==Characters== | ==Characters== | ||
===Drivers=== | ===Drivers=== | ||
''Mario Kart 64'' has a total of eight racers, the same number as ''Super Mario Kart''. Six characters from ''Super Mario Kart'' return, while [[Koopa Troopa]] and [[Donkey Kong Jr.]] are replaced by [[Wario]] and [[Donkey Kong]] (almost exclusively known by his initials, D.K., in-game aside from an attribution to [[Rare]] in the credits). 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. | ''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]] (almost exclusively known by his initials, D.K., in-game aside from an attribution to [[Rare Ltd.|Rare]] in the credits). In addition, characters receive voices for the first time in the ''Mario Kart'' series. Characters also come with their marked color schemes that color their vehicle icons on the map as well as their balloons in Battle Mode. | ||
Characters are divided into three classes depending on their weight: light, medium, and heavy. The following numbers are taken from the game's internal data:<ref name="TASVideos Mario Kart 64 Document">{{cite|url=tasvideos.org/GameResources/N64/MarioKart64.html#DriverAttributes|title=TAS Videos page on ''Mario Kart 64''|publisher=TASVideos.org|accessdate=September 19, 2020}}</ref> | Characters are divided into three classes depending on their weight: light, medium, and heavy. The following numbers are taken from the game's internal data:<ref name="TASVideos Mario Kart 64 Document">{{cite|url=tasvideos.org/GameResources/N64/MarioKart64.html#DriverAttributes|title=TAS Videos page on ''Mario Kart 64''|publisher=TASVideos.org|accessdate=September 19, 2020}}</ref> | ||
{|style="text-align:center"class="wikitable sortable" | {|style="text-align:center"class="wikitable sortable" | ||
!Driver | !Driver | ||
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|2.3 | |2.3 | ||
|} | |} | ||
Middleweight drivers are described in the instruction booklet as having no "extreme pros or cons,"<ref name="Mario Kart 64 Instruction Booklet, Pg. 7">{{cite | Lightweight drivers have the highest acceleration and highest top speed in the game. They receive the most speed from [[Mini-Turbo]]s and lose the least amount of speed when off-road. Additionally, lightweights (and the heavyweight character Bowser) get the greatest benefit from the triple-tap-{{button|n64|A}} acceleration recovery technique (tapping the gas button three times and then holding it to accelerate more quickly after spinning out or otherwise losing speed).<ref name="TASVideos Mario Kart 64 Document"/> A major downside to lightweight characters is that they spin out more easily from contact with heavier characters, which puts them at a disadvantage in Battle Mode. Toad, in particular, spins out when "bumped" by any other character. Another downside is that lightweights have the widest turning radius on or off-road and they lose the most speed from turning without drifting,<ref name="Mario Kart 64 Instruction Booklet, Pg. 6">{{cite|title=''Mario Kart 64'' instruction booklet|page=6|language=en-us|publisher=Nintendo of America|date=1997}}</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">{{cite|title=''Mario Kart 64'' instruction booklet|page=7|language=en-us|publisher=Nintendo of America|date=1997}}</ref> but they actually have the slowest acceleration of all the weight classes and have the same top speed as the heavyweights. Their acceleration diminishes at a constant rate as they approach their top speed, unlike for drivers in the other weight classes, whose speeds change more erratically. They also get the same increase in speed from Mini-Turbos as heavyweights. They are faster off-road than heavyweights, however. They can also turn corners better than the other characters without drifting, losing less speed than lightweights while covering the least ground of all weight groups. This can be useful in Battle Mode or Versus Mode on tracks with hairpin turns, and it allows middleweights the best overall handling in the game. Lastly, Mario is slightly heavier than Luigi and will thus win head-on collisions.<ref name="TASVideos Mario Kart 64 Document"/> | |||
Heavyweight drivers have slower acceleration than the lightweights, and initially have lower acceleration than middleweights, but reach their velocity faster than the latter after 2.8 seconds. Their top speed is tied with the middleweights. Heavyweights lose the most speed off-road but lose the least when cornering (even when they are not drifting).<ref name="Mario Kart 64 Instruction Booklet, Pg. 7"/> They also have a tighter turning radius than lightweights. Of the heavyweights, Bowser is the heaviest and largest. As mentioned above, he is also the only non-lightweight that gets a maximum recovery from the triple-tap-{{button|n64|A}} technique, although his rate of acceleration is slightly different. D.K. is the "smallest" but is slightly heavier than Wario. D.K. and Wario receive the least acceleration from the triple-tap-{{button|n64|A}} technique, but they still will reach their top speed faster than Mario or Luigi, albeit in a smaller window.<ref name="TASVideos Mario Kart 64 Document"/> | Heavyweight drivers have slower acceleration than the lightweights, and initially have lower acceleration than middleweights, but reach their velocity faster than the latter after 2.8 seconds. Their top speed is tied with the middleweights. Heavyweights lose the most speed off-road but lose the least when cornering (even when they are not drifting).<ref name="Mario Kart 64 Instruction Booklet, Pg. 7"/> They also have a tighter turning radius than lightweights. Of the heavyweights, Bowser is the heaviest and largest. As mentioned above, he is also the only non-lightweight that gets a maximum recovery from the triple-tap-{{button|n64|A}} technique, although his rate of acceleration is slightly different. D.K. is the "smallest" but is slightly heavier than Wario. D.K. and Wario receive the least acceleration from the triple-tap-{{button|n64|A}} technique, but they still will reach their top speed faster than Mario or Luigi, albeit in a smaller window.<ref name="TASVideos Mario Kart 64 Document"/> | ||
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Each playable character in the game has a racetrack assigned to them, making this game the only ''Mario Kart'' game where every racer has an assigned racetrack. In addition, this is one of two ''Mario Kart'' games to have the [[Special Cup]] available right from the start, the other being ''[[Mario Kart 8 Deluxe]]''. | Each playable character in the game has a racetrack assigned to them, making this game the only ''Mario Kart'' game where every racer has an assigned racetrack. In addition, this is one of two ''Mario Kart'' games to have the [[Special Cup]] available right from the start, the other being ''[[Mario Kart 8 Deluxe]]''. | ||
{|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]]<br>[[Mushroom Cup]] | ![[File:MK64-MushroomCup.png|90px|link=Mushroom Cup]]<br>[[Mushroom Cup]] | ||
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|[[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=== | ||
<center><gallery widths="150"> | <center><gallery widths="150"> | ||
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===Staff ghosts=== | ===Staff ghosts=== | ||
''Mario Kart 64'' is the first ''Mario Kart'' game to have [[Ghost (Mario Kart series)|staff-provided Time Trial ghost]]s for good times around tracks, though unlike in later games, only three are present. Each is for one of the "raceway" courses with the corresponding character. Despite the other five characters having courses themed after them, these courses do not have staff ghosts. | ''Mario Kart 64'' is the first ''Mario Kart'' game to have [[Ghost (Mario Kart series)|staff-provided Time Trial ghost]]s for good times around tracks, though unlike in later games, only three are present. Each is for one of the "raceway" courses with the corresponding character. Despite the other five characters having courses themed after them, these courses do not have staff ghosts. | ||
{|class="wikitable"style="text-align:center" | {|class="wikitable"style="text-align:center" | ||
!Course | !Course | ||
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|- | |- | ||
|[[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 skid for a while before spinning out. | ||
|- | |- | ||
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|} | |} | ||
<nowiki>★</nowiki> – <small>Can be used multiple times.</small><br><nowiki>×</nowiki> – <small>Does not appear in Battle Mode.</small> | <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>{{cite|author=Owsen, Dan, Scott Pelland, Paul Shinoda|date=1997|title=''Mario Kart 64'' Nintendo Player's Guide | The following chart is reported in the Nintendo Player's Guide of ''Mario Kart 64''<ref>{{cite|author=Owsen, Dan, Scott Pelland, Paul Shinoda|date=1997|publisher=Nintendo of America|language=en-us|title=''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 | ||
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==Differences in multiplayer modes== | ==Differences in multiplayer modes== | ||
When the game is played with two or more players, some changes have been made to make it run as smoothly as possible. | When the game is played with two or more players, some changes have been made to make it run as smoothly as possible. | ||
===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. | ||
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The soundtrack for ''Mario Kart 64'' was composed by [[Kenta Nagata]] and was his first soundtrack for Nintendo. Two official albums were made for the game: ''[[Mario Kart 64 Original Soundtrack]]'' (published and released in Japan on September 19, 1997, by {{wp|Pony Canyon}}) and ''[[Mario Kart 64 Race Tracks]]'' (released in North America in 1997). The Japanese soundtrack contains 28 pieces from the game, voice tracks for all characters, and special effects as their own track, while ''Race Tracks'' features 21 tracks in its listing while jingles, voices, and sound effects are listed under bonus tracks. North America saw an additional album dedicated to ''Mario Kart 64'', ''[[Mario Kart 64: Greatest Hits Soundtrack|Greatest Hits Soundtrack]]''. | The soundtrack for ''Mario Kart 64'' was composed by [[Kenta Nagata]] and was his first soundtrack for Nintendo. Two official albums were made for the game: ''[[Mario Kart 64 Original Soundtrack]]'' (published and released in Japan on September 19, 1997, by {{wp|Pony Canyon}}) and ''[[Mario Kart 64 Race Tracks]]'' (released in North America in 1997). The Japanese soundtrack contains 28 pieces from the game, voice tracks for all characters, and special effects as their own track, while ''Race Tracks'' features 21 tracks in its listing while jingles, voices, and sound effects are listed under bonus tracks. North America saw an additional album dedicated to ''Mario Kart 64'', ''[[Mario Kart 64: Greatest Hits Soundtrack|Greatest Hits Soundtrack]]''. | ||
The soundtrack releases of ''Mario Kart 64'' use the N64 sequenced versions of all music tracks. Source quality versions of some music tracks can be found on the ''[[Nintendo Sound Selection Vol.3: B-Side Music]]'' compilation CD and in ''[[Mario Kart 7]]'' and ''[[Mario Kart Tour]]''.<ref>{{cite|url=docs.google.com/document/d/1YmgFibm99C2r7q-OzXrufNHQgXQBYli3V0M7APTQ4OQ/edit#heading=h.yx3o1ihvn54t|title=Kenta Nagata Discography|publisher=Google Docs | The soundtrack releases of ''Mario Kart 64'' use the N64 sequenced versions of all music tracks. Source quality versions of some music tracks can be found on the ''[[Nintendo Sound Selection Vol.3: B-Side Music]]'' compilation CD and in ''[[Mario Kart 7]]'' and ''[[Mario Kart Tour]]''.<ref>{{cite|url=docs.google.com/document/d/1YmgFibm99C2r7q-OzXrufNHQgXQBYli3V0M7APTQ4OQ/edit#heading=h.yx3o1ihvn54t|title=Kenta Nagata Discography|publisher=Google Docs|accessdate=May 23, 2024|language=en}}</ref> | ||
For the instrumentation of the game's music, Nagata primarily employed the {{wp|Roland Sound Canvas|Roland Sound Canvas SC-88}}, using 22 instrument samples and two drum sets from that module. Secondary equipment included {{wp|Spectrasonics}}' Supreme Beats, Roland's {{wp|Roland JD-990|JD-990}} and {{wp|Roland JV-1080|JV-1080}} synthesizers, the {{wp|Korg Wavestation}}, the {{wp|E-mu Proteus|E-MU Proteus/3}}, and Digidesign's SampleCell II sound card.<ref>{{cite | For the instrumentation of the game's music, Nagata primarily employed the {{wp|Roland Sound Canvas|Roland Sound Canvas SC-88}}, using 22 instrument samples and two drum sets from that module. Secondary equipment included {{wp|Spectrasonics}}' Supreme Beats, Roland's {{wp|Roland JD-990|JD-990}} and {{wp|Roland JV-1080|JV-1080}} synthesizers, the {{wp|Korg Wavestation}}, the {{wp|E-mu Proteus|E-MU Proteus/3}}, and Digidesign's SampleCell II sound card.<ref>{{cite|url=www.youtube.com/watch?v=YVDYxbMdClM|date=February 2, 2020|author=Aqua MIDI|publisher=YouTube|accessdate=May 23, 2024|language=en}}</ref><ref>{{cite|url=docs.google.com/spreadsheets/d/1JJBlHHDc65fhZmKUGLrDTLCm6rfUU83-kbuD8Y0zU0o/edit?pli=1#gid=717751203|title=NEWER VGM Sound Sources|publisher=Google Docs|language=en|accessdate=May 23, 2024}}</ref> Regarding the last of these sound sources, any instrument that Nintendo sampled from SampleCell during the N64 era had to be grouped into an instrument bank using the sound card itself, then converted to the N64's native format using an in-house tool, before it could be used in a game.<ref>{{cite|url=equipboard.com/submissions/366085|title=Koji Kondo|publisher=Equipboard|accessdate=May 23, 2024|language=en}}</ref> | ||
Another soundtrack, ''[[Mario Kart 64 on Club Circuit]]'', was released exclusively in Japan in December 1997. It is composed of game sound effects and voices sampled with original, electronic music and rearranged original pieces. Eight interludes contain the game's original soundtrack. | Another soundtrack, ''[[Mario Kart 64 on Club Circuit]]'', was released exclusively in Japan in December 1997. It is composed of game sound effects and voices sampled with original, electronic music and rearranged original pieces. Eight interludes contain the game's original soundtrack. | ||
===Media=== | ===Media=== | ||
{{main-media}} | {{main-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'']] | ||
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Tomoaki Kuroume, the character designer of the game, had stated that Mario was the most difficult character to render. While he already had Mario's model from ''Super Mario 64'', translating his pose to make him sit on a kart and grasp the steering wheel required a lot of tweaks, on an individual body part-to-body part basis to be made to the model. Kuroume has mentioned that other characters have their own quirks that are uniquely difficult, such as having a tail or wearing a dress. One of the ideas for Yoshi was to have his tail stick through the back of the kart, though Kuroume settled on a slightly bent posture with his tail sticking up. Kuroume has also noted the difficulty of creating animations, as it meant that with the use of multiple angles, thousands of different animations had to be made and those had to be checked and rechecked constantly. He noted that an accident happened in development during a decision for the Player Select screen, where characters were initially static and had no animations, though the team wanted to implement animations. A hard disk got corrupted, and while the team had back-ups, some data could not be recovered; around 80% of the character models ended up getting remade twice. | Tomoaki Kuroume, the character designer of the game, had stated that Mario was the most difficult character to render. While he already had Mario's model from ''Super Mario 64'', translating his pose to make him sit on a kart and grasp the steering wheel required a lot of tweaks, on an individual body part-to-body part basis to be made to the model. Kuroume has mentioned that other characters have their own quirks that are uniquely difficult, such as having a tail or wearing a dress. One of the ideas for Yoshi was to have his tail stick through the back of the kart, though Kuroume settled on a slightly bent posture with his tail sticking up. Kuroume has also noted the difficulty of creating animations, as it meant that with the use of multiple angles, thousands of different animations had to be made and those had to be checked and rechecked constantly. He noted that an accident happened in development during a decision for the Player Select screen, where characters were initially static and had no animations, though the team wanted to implement animations. A hard disk got corrupted, and while the team had back-ups, some data could not be recovered; around 80% of the character models ended up getting remade twice. | ||
Development for ''Mario Kart 64'' started under a tentative title ''Super Mario Kart R'', where the "R" stood for "Rendered," referencing the game's use of 3D graphics, and it was developed around the same time as ''Super Mario 64''.<ref>{{cite|url=iwataasks.nintendo.com/interviews/wii/mariokart/0/0|title=Iwata Asks: ''Mario Kart Wii'': It Started With A Guy In Overalls.|publisher=Nintendo.com|language=en-us | 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>{{cite|url=iwataasks.nintendo.com/interviews/wii/mariokart/0/0|title=Iwata Asks: ''Mario Kart Wii'': It Started With A Guy In Overalls.|accessdate=May 23, 2024|publisher=Nintendo.com|language=en-us}}</ref> Initially, Konno had a difficult time translating to 3D since he lacked knowledge about it. While the game was theoretically possible to run with characters being in 3D graphics, Konno chose to make them pre-rendered sprites since doing so slows down the game and it would not be able to render eight racers at once. The team drew images from various angles and put them on 2D planes to be animated. The sprites always face the camera, which is a technique called "billboarding" in 3D graphics; Miyamoto gave an example using the [[flame thrower (Flame Chomp)|flame thrower]], [[Bob-omb]]s, and [[Wiggler]] from ''Super Mario 64''. Billboarding was a technique used to save memory, which made four-player battles possible. For the design of the Spiny Shell, Konno stated that in ''Mario Kart 64'', he wanted to have a Spiny Shell where "everyone was in it until the end," but processing power limited that and thus made the game have racers typically stay close to each other.<ref>{{cite|author=Totilo, Stephen|date=March 9, 2011|url=kotaku.com/the-maker-of-mario-kart-justifies-the-blue-shell-5780082|title=The Maker Of ''Mario Kart'' Justifies The Blue Shell|publisher=Kotaku|language=en|accessdate=November 30, 2020}}</ref> | ||
When the game was shown off at Shoshinaki Video Game Show in Japan, ''Nintendo Power'' interviewed Miyamoto, Tezuka, and Konno, where the game was compared to ''{{wp|Wave Race 64}}''; Konno had stated that ''Mario Kart 64'' was aimed towards everyone while ''Wave Race 64'' was aimed at an older audience. Konno said that they were originally planning to use both the Control Stick and the Control Pad to play the game, though Konno settled on focusing with the Control Stick and wanted to make players feel as if they were controlling an RC car, and he even bought a few RC vehicles to get a feel for it while the programmers made simulations for it.<ref name="shmuplations"/> However, the RC cars did not feel like go-karts; the team had girls try it, and it felt unplayable to them. | When the game was shown off at Shoshinaki Video Game Show in Japan, ''Nintendo Power'' interviewed Miyamoto, Tezuka, and Konno, where the game was compared to ''{{wp|Wave Race 64}}''; Konno had stated that ''Mario Kart 64'' was aimed towards everyone while ''Wave Race 64'' was aimed at an older audience. Konno said that they were originally planning to use both the Control Stick and the Control Pad to play the game, though Konno settled on focusing with the Control Stick and wanted to make players feel as if they were controlling an RC car, and he even bought a few RC vehicles to get a feel for it while the programmers made simulations for it.<ref name="shmuplations"/> However, the RC cars did not feel like go-karts; the team had girls try it, and it felt unplayable to them. | ||
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The lightning effect was changed in the Wii [[Virtual Console]] release to a less intense flash, most likely to prevent seizures. | The lightning effect was changed in the Wii [[Virtual Console]] release to a less intense flash, most likely to prevent seizures. | ||
The [[LodgeNet]] version removed the Option and Data buttons on the Game Select menu<ref>{{ | The [[LodgeNet]] version removed the Option and Data buttons on the Game Select menu<ref>{{Cite|url=https://youtu.be/U2pM4bfxQ3o?t=64|title=Mario Kart 64 (LodgeNet 64 version)|publisher=YouTube @birby100|date=June 13, 2023|accessdate=July 9, 2024}}</ref> while the 2P Game, 3P Game, and 4P Game buttons cannot be hovered onto. Selecting "Time Trial" gives a simple "OK" prompt instead of choosing between "Begin" and "Data." Since LodgeNet hotel installations had a special ROM (known as EEPROM & SRAM Erase Program) to wipe saved data during system resets, unlocking Extra Mode is not possible on on-premises installations. Should an installation not have that ROM installed, Extra Mode and the alternate title screen background can be unlocked and saved normally across turning the console off and on. | ||
==Reception== | ==Reception== | ||
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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>{{cite|author=Ward, Trent|date=February 6, 1997|url=www.gamespot.com/reviews/mario-kart-64-review/1900-2544773|title=''Mario Kart 64'' Review|publisher=GameSpot|language=en|accessdate=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. | 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>{{cite|author=Ward, Trent|date=February 6, 1997|url=www.gamespot.com/reviews/mario-kart-64-review/1900-2544773|title=''Mario Kart 64'' Review|publisher=GameSpot|language=en|accessdate=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>{{cite|author=Watts, Mattis|date=26 November 2017|url=n64today.com/2017/11/26/mario-kart-64-review|title=''Mario Kart 64'' review – how does it play today?|publisher=N64 Today | 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>{{cite|author=Watts, Mattis|date=26 November 2017|url=n64today.com/2017/11/26/mario-kart-64-review|title=''Mario Kart 64'' review – how does it play today?|publisher=N64 Today|accessdate=November 30, 2020|language=en}}</ref> Watts has called the item system "chaotic" and wrote how it can cause upsets in the last few seconds of the race, though he noted that the item system is surprisingly in-depth. However, he has criticized the rubberbanding AI, noting that its implementation "cheapens the experience somewhat" and that players cannot outpace the AI using a higher speed character. He additionally criticized the game's controls as "slippery." At the end, he summarized the game as a mixed experience. | ||
{|class="wikitable reviews" | {| class="wikitable reviews" | ||
!colspan="4"style="font-size:120%;text-align:center;background-color:silver;"|Reviews | !colspan="4"style="font-size:120%; text-align:center; background-color:silver;"|Reviews | ||
|-style="background-color:#E6E6E6" | |-style="background-color:#E6E6E6" | ||
|Release | |Release | ||
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|align="left"|"''Overall, Mario Kart 64 is a mixed experience, and whether you enjoy it will ultimately depend on how much you like multiplayer games. The Versus and Battle modes are still great fun, often proving to be chaotic and downright hilarious, thanks in no small part to the game's surprisingly tactical item system. From a technical standpoint, Mario Kart 64 holds up in multiplayer, although it's far from perfect, and gaming enthusiasts will no doubt notice the downgrade from single player.''" | |align="left"|"''Overall, Mario Kart 64 is a mixed experience, and whether you enjoy it will ultimately depend on how much you like multiplayer games. The Versus and Battle modes are still great fun, often proving to be chaotic and downright hilarious, thanks in no small part to the game's surprisingly tactical item system. From a technical standpoint, Mario Kart 64 holds up in multiplayer, although it's far from perfect, and gaming enthusiasts will no doubt notice the downgrade from single player.''" | ||
|- | |- | ||
!colspan="4"style="background-color:silver;font-size:120%;text-align:center;"|Aggregators | !colspan="4"style="background-color:silver; font-size:120%; text-align:center;"|Aggregators | ||
|-style="background-color:#E6E6E6" | |-style="background-color:#E6E6E6" | ||
|colspan=2|Compiler | |colspan=2|Compiler | ||
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===Awards=== | ===Awards=== | ||
*Longest Track in the Mario Kart Series: [[N64 Rainbow Road|Rainbow Road]] – ''[[Guinness World Records|Guinness World Records 2011: Gamer's Edition]]<ref>{{cite | *Longest Track in the Mario Kart Series: [[N64 Rainbow Road|Rainbow Road]] – ''[[Guinness World Records|Guinness World Records 2011: Gamer's Edition]]<ref>{{cite|title=''Guinness World Records 2011: Gamer's Edition''|page=73|format=Paperback|date=January 3, 2011|publisher=BradyGames|isbn=9780744012613}}</ref> | ||
===Sales=== | ===Sales=== | ||
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Mariokartcandy.jpg|Kart figurine candy containers that have two different figures: Mario and D.K. They contain sour-fruit crunchy candies. | Mariokartcandy.jpg|Kart figurine candy containers that have two different figures: Mario and D.K. They contain sour-fruit crunchy candies. | ||
Mario Kart 64 Playing Cards.jpg|Playing cards | Mario Kart 64 Playing Cards.jpg|Playing cards | ||
Mario-kart-phone.jpg|A phone of Mario on his kart<ref>{{cite | Mario-kart-phone.jpg|A phone of Mario on his kart<ref>{{cite|url=www.youtube.com/watch?v=oQWZuaoute4|title= Mario Kart 64 Phone Review|author=Peripheral Vision Gaming|publisher=YouTube|accessdate=May 23, 2024|date=November 17, 2014|language=en}}</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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*''[[Yoshi's Story]]'': Yoshi's design in this game is similar to the design and sprites used in ''Mario Kart 64''. | *''[[Yoshi's Story]]'': Yoshi's design in this game is similar to the design and sprites used in ''Mario Kart 64''. | ||
*[[Game Boy Camera]]: An image of Peach and Wario can be seen while a photo is being transferred from a Game Boy Camera to another in the American and European version. | *[[Game Boy Camera]]: An image of Peach and Wario can be seen while a photo is being transferred from a Game Boy Camera to another in the American and European version. | ||
* ''[[Mario Kart: Super Circuit]]'': Many graphics from this game were reused, such as characters, karts, and character screen portraits. A similar thing is that while losing characters turn into [[Mini Bomb Kart]]s in ''Mario Kart 64'', losing characters turn into [[Bob-omb]]s in ''Mario Kart: Super Circuit''. Part of the music in [[N64 Choco Mountain|Choco Mountain]] returns in [[GBA Snow Land|Snow Land]] as the part right before the song loops. | *''[[Mario Party]]'' / ''[[Mario Party 2]]'': Luigi's, Peach's, Wario's, and Toad's voice clips from the Japanese version were reused in these games. | ||
* ''[[Mario Kart: Super Circuit]]'': Many graphics from this game were reused, such as characters, karts, and character screen portraits as well as Luigi's, Peach's, Wario's, and Toad's voice clips from the Japanese version. A similar thing is that while losing characters turn into [[Mini Bomb Kart]]s in ''Mario Kart 64'', losing characters turn into [[Bob-omb]]s in ''Mario Kart: Super Circuit''. Part of the music in [[N64 Choco Mountain|Choco Mountain]] returns in [[GBA Snow Land|Snow Land]] as the part right before the song loops. | |||
*''[[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. | ||
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==Names in other languages== | ==Names in other languages== | ||
{{foreign names | {{foreign names | ||
| | |Jap=マリオカート{{ruby|64|六十四}} | ||
| | |JapR=Mario Kāto Rokujūyon | ||
| | |JapM=Mario Kart 64 | ||
|Kor=마리오 카트 64 | |Kor=마리오 카트 64 | ||
|KorR=Mario Kateu 64 | |KorR=Mario Kateu 64 |