Mario Kart Tour race points system: Difference between revisions
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|[[File:MKT Finish Line Gate RRM.png|150px]]<br>[[File:MKT Finish Line Gate RRMT.png|150px]]<br>[[File:MKT Finish Line Gate NBC.png|150px]]<br>[[Finish Line (object)|Finish Line]] gate | |[[File:MKT Finish Line Gate RRM.png|150px]]<br>[[File:MKT Finish Line Gate RRMT.png|150px]]<br>[[File:MKT Finish Line Gate NBC.png|150px]]<br>[[Finish Line (object)|Finish Line]] gate | ||
|[[File:MKT Icon PipeFrameRed.png|50px|Kart]][[File:MKT Icon Super Horn.png|50px|Super Horn]][[File:MKT Icon Super Bell.png|50px|Super Bell]][[File:MKT Icon Bob-omb.png|50px|Bob-omb]][[File:MKT Icon Giga Bob-omb.png|50x50px|Giga Bob-omb]][[File:MKT Icon Bowser's Shell.png|50px|Bowser's Shell]] | |[[File:MKT Icon PipeFrameRed.png|50px|Kart]][[File:MKT Icon Super Horn.png|50px|Super Horn]][[File:MKT Icon Super Bell.png|50px|Super Bell]][[File:MKT Icon Bob-omb.png|50px|Bob-omb]][[File:MKT Icon Giga Bob-omb.png|50x50px|Giga Bob-omb]][[File:MKT Icon Bowser's Shell.png|50px|Bowser's Shell]] | ||
|[[Choco Island 2|SNES Choco Island 2T]]<br>[[Rock Rock Mountain|3DS Rock Rock Mountain, R, T]]<br>[[Neo Bowser City|3DS Neo Bowser City, R, T, R/T]]<br>[[Rainbow Road (3DS)|3DS Rainbow Road T, R/T]]<br>[[Tokyo Blur|Tokyo Blur, R, T, R/T]]<br>[[Tokyo Blur 2|Tokyo Blur 2, R, T, R/T]]<br>[[Tokyo Blur 3|Tokyo Blur 3, R, T]] | |[[Choco Island 2|SNES Choco Island 2T]]<br>[[Rock Rock Mountain|3DS Rock Rock Mountain, R, T]]<br>[[Neo Bowser City|3DS Neo Bowser City, R, T, R/T]]<br>[[Rainbow Road (3DS)|3DS Rainbow Road T, R/T]]<br>[[Tokyo Blur|Tokyo Blur, R, T, R/T]]<br>[[Tokyo Blur 2|Tokyo Blur 2, R, T, R/T]]<br>[[Tokyo Blur 3|Tokyo Blur 3, R, T]]<br>[[Ninja Hideaway|Ninja Hideaway, R, T]] | ||
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!Half-pipe | !Half-pipe |
Revision as of 11:59, April 29, 2021
It has been requested that this article be rewritten. Reason: use of you and subjective considerations such as the use of confusing.
This page details the system used to calculate total points in Mario Kart Tour races, using data gathered during the Ice Tour.
Overview
Race points are earned in three ways: base points from the driver, kart and glider being used, bonus points earned by performing actions during the race, and position points, based on finishing position, driver level, and several other factors. Upon earning enough points in a given race, players can earn from that race up to 5 total Grand Stars, which are necessary to unlock tour gifts in the current tour.
Base points
The base points of the driver, kart and glider selected are added to the initial score of 0 before the race begins. Base points can range from 800 total points for base-level Normal items to 2800 points for completely maxed-out High-End items. Individual items' base points can be increased through experience points obtained at the end of the races or through point-boost tickets that provide 50 experience points each. The experience points are used to fill a gauge that when filled will increase the base points until the maximum amount has been reached. The amount of experience points needed to fill the gauge increases every time the gauge is filled.
The maximum amount of base points for each driver, kart and glider can also be increased up to 3 times with points-cap tickets. Each increase costs more tickets than the last (1, 5, and 10 tickets, respectively), and adds 6 or 7 more levels to the gauge. These increased levels have their required XP grow more slowly and award more points per level-up.
Bonus points
Many actions performed in-game give the player a number of bonus points. There are a wide variety of point-giving actions, ranging from hitting another player with an item to picking up a coin or simply running into a traffic cone. The base points are modified by many multipliers and bonuses before being added to the player's score. The full formula to calculate the bonus points of a single action, as given in the game's FAQ, is as follows:
- base points for performing action
- × multiplier from kart's favored course
- × multiplier from kart's level
- + increase from kart's special skill
- + increase from glider's special skill
- + combo bonus
- + driver's bonus-points boost
- + kart's bonus-points boost
- + glider's bonus-points boost
The final result is rounded up to the nearest whole number. Each of these items is covered in detail in the following sections.
Action base points
Each action in a race has a default number of points associated with it, called the base points of the action.
Item actions
These actions are performed with specific items or in Frenzy mode.
Item-based actions | |||
---|---|---|---|
Action | Base points | Cause | Item(s) |
Banana accuracy | 25 | An opponent hits a Banana held or dropped by the player | ![]() ![]() ![]() ![]() Indirect: ![]() ![]() ![]() |
Birdo's Egg accuracy | 25 | A Birdo's Egg hits an opponent or is hit by an opponent while held | ![]() |
Blooper deployed | 10 | A Blooper sprays ink on an opponent | ![]() ![]() |
Bob-omb accuracy | 25 | An opponent hits a Bob-omb or is caught in its blast | ![]() ![]() ![]() ![]() |
Boomerang accuracy | 25 | A Boomerang Flower hits an opponent or is hit by an opponent while held | ![]() |
Bowser's Shell accuracy | 25 | A Bowser's Shell hits an opponent or is hit by an opponent while held | ![]() |
Bubble | 10 | The player spends time equivalent to a Glide Time inside a Bubble (AddScoreIntervalWhileItemType018) | ![]() |
Bullet Bill accuracy | 25 | The player hits an opponent while using a Bullet Bill, or with a mini Bullet Bill in Frenzy mode | ![]() |
Coin | 5 | Occurs twice when the player rolls a Coin item, and once when a coin is picked up from the track | ![]() |
Dash Ring | 10 | The player touches a Dash Ring activated by any driver | ![]() |
Destroyed a Spiny Shell | 100 | The player uses a Super Horn or Super Bell when a Spiny Shell is nearby | ![]() ![]() ![]() |
Fire Flower accuracy | 25 | An opponent hits a Fire Flower fireball thrown by or circling the player | ![]() |
Frenzy action | 1 | The player uses an item in Frenzy mode | ![]() |
Frenzy Finish | 100 | The player finishes the race while in Frenzy mode | ![]() |
Frenzy strike! | 25 | The player hits an opponent in Frenzy mode (excluding Bullet Bill, Mega Mushroom and Heart Frenzy) | ![]() |
Giant Banana accuracy | 25 | An opponent hits a Giant Banana held or dropped by the player | ![]() |
Giga Bob-omb accuracy | 25 | An opponent hits a Giga Bob-omb or is caught in its blast | ![]() |
Green Shell accuracy | 25 | An opponent hits a Green Shell held or thrown by the player | ![]() ![]() ![]() Indirect: ![]() ![]() |
Hammer accuracy | 25 | An opponent hits a Hammer thrown by the player | ![]() |
Heart | 25 | The player activates a Heart (outside of Frenzy mode) | ![]() |
Heart accuracy | 25 | The player hits an opponent while in Heart Frenzy mode | ![]() |
Ice Flower accuracy | 25 | An opponent hits an Ice Flower snowball thrown by or circling the player | ![]() |
Lightning accuracy | 5 | A driver is hit by Lightning activated by the player | ![]() |
Mega Mushroom strike! | 25 | The player hits an opponent while mega | ![]() |
Mushroom | 10 | The player uses a Mushroom item | ![]() ![]() ![]() |
Red Shell accuracy | 25 | A Red Shell thrown by the player hits an opponent or is hit while held | ![]() ![]() |
Repelled a Blooper | 100 | The player uses a Super Horn or Super Bell as a Blooper is preparing to hit | ![]() ![]() ![]() |
Spiny Shell accuracy | 25 | A Spiny Shell hits or bombs an opponent | ![]() |
Spiny Shell dodged! | 50 | The player uses a Mushroom item to avoid a Spiny Shell when the latter is nearby | ![]() ![]() |
Super Bell accuracy | 25 | The player hits an opponent with a Super Bell | ![]() |
Super Horn accuracy | 25 | The player hits an opponent with a Super Horn | ![]() ![]() |
Super Star strike! | 25 | The player hits an opponent while invincible (multiplayer only) | ![]() |
Yoshi's Egg accuracy | 25 | A Yoshi's Egg hits an opponent or is hit by an opponent while held | ![]() |
Object interactions
These actions are performed by interacting with hazards or other elements that appear on one or a few tracks.
General actions
These actions can be performed on most or all courses.
General actions | ||
---|---|---|
Action | Base points | Cause |
Coin | 5 | The player touches a coin on the track |
Dash Panel | 10 | The player touches a Dash Panel |
Glide Time | 10 | The player spends a certain amount of time gliding (based on AddScoreIntervalWhileGlide) |
Item deflected! | 5 | The player deflects an incoming projectile with the item on their kart |
Item destroyed! | 5 | The player hits a stationary item with one of their own items |
Jump Boost | 20 | The player hits a ramp, Jump Boost field, or other jump at speed |
Mini-Turbo | 5 | The player releases a blue Mini-Turbo |
Mushroom | 10 | The player touches a Mushroom on the track |
Payback | 50 | The player lands a hit on an opponent who had landed a hit on them earlier in the race |
Rocket Start | 10-30 | During the countdown, the player presses the screen and releases before "GO!" appears |
Slipstream | 30 | The player receives a Slipstream speed boost |
Smash | 50 | The player hits a small opponent while normal-sized to flatten them |
Super Mini-Turbo | 15 | The player releases an orange Super Mini-Turbo |
Ultra Mini-Turbo | 30 | The player releases a pink Ultra Mini-Turbo |
Tour-exclusive actions
A few tours have introduced elements to every track that give points with a special message when interacted with. These actions have also had one or more associated spotlight drivers, to whom the action awards far more base points.
Tour-exclusive actions | |||||
---|---|---|---|---|---|
Action | Base points | Special base points | Special drivers | Cause | Tour(s) |
Happy Holidays! | 10 | 110 | ![]() ![]() ![]() ![]() |
The player hits a festive tree with an item or while invincible | Winter (2019), London, Holiday (week 1), Winter (2020) |
Happy New Year! | 10 | 60 | ![]() |
The player hits a kadomatsu with an item or while invincible | New Year's |
Trick or treat! | 10 | 30 | ![]() ![]() ![]() ![]() |
The player runs into a Jack-o'-lantern or hits it with an item | Halloween (2020) |
Interim rank points
Points are earned when crossing a Finish Line to begin lap 2 or enter another segment of the track. The points earned depend on the player's position and the engine class used. 200cc is considered identical to 150cc here, as it is across the rest of the points calculation. The action triggered also allows one extra second on top of your normal combo time before the next action.
Kart bonus-points multiplier
The base points of the action are first multiplied by the bonus-points multiplier of the kart, determined in two parts. The first part is a simple multiplier dependent on the kart's tier on the course: top-tier karts receive a x2 bonus, middle tier karts receive x1.5, while bottom-tier karts receive the default x1. A further multiplier is applied based on kart rarity and level, as shown in the below table. The multipliers stack, so x1.1 on top of x2 becomes x2.2.
Kart level multiplier | ||||
---|---|---|---|---|
Level | ![]() |
![]() |
![]() | |
1 | 1.0 | 1.05 | 1.1 | |
2 | 1.05 | 1.1 | 1.15 | |
3 | 1.05 | 1.1 | 1.15 | |
4 | 1.1 | 1.15 | 1.2 | |
5 | 1.1 | 1.15 | 1.2 | |
6 | 1.15 | 1.2 | 1.25 |
Special skill boost
Every driver, kart, and glider has a special skill that separates it from the others. For drivers, the special skill is a unique item, such as the Boomerang Flower or Coin Box; these are covered in the "Item Actions" section above. For karts, the special skill is a boost to a general action, such as Mini-Turbo or Jump Boost, which awards more points and a bigger speed boost when performed. For gliders, the special skill is a boost to a general item, such as the Banana or Super Horn, which increases the chance of rolling that item and awards more points for landing a hit (or simply using the item, in the case of Mushrooms). The point bonus for kart and glider actions is added directly to the score after the multipliers, and depends only on the item's rarity; it is not affected by level or course tier.
Kart skills
Glider skills
Skills with missing points values mean there are no gliders of the given rarity with that skill, as of the Cooking Tour. Note that the Coin and Mushroom boosts only apply to rolled items, and not those picked up from the track.
Combo bonus
when performing multiple actions within a short period of time, you receive a combo bonus for each successive action. The length of time allowed depends on the level and course tier of the glider used, though time limits are suspended while gliding, riding in a Bubble or in Frenzy mode. The combo points themselves, however, only depend on the glider's tier on the course. The first action in a combo is awarded a combo bonus of 0, and successive actions each get an increase depending on glider tier:
- Top-tier: bonus increases by 3 points with each action
- Middle-tier: bonus increases by 2 points with each action
- Bottom-tier: bonus increases by 1 point with each action
There is also a cap to the combo bonus that depending on engine class:
- 50cc: actions beyond the 6th receive the same bonus as the 6th
- 100cc: actions beyond the 11th receive the same bonus as the 11th
- 150/200cc: actions beyond the 16th receive the same bonus as the 16th
This leads us to the following table for max combo bonus:
Maximum combo bonus points | ||||
---|---|---|---|---|
Glider tier | ![]() |
![]() |
![]() |
![]() |
Top-tier | 15 | 30 | 45 | |
Middle-tier | 10 | 20 | 30 | |
Bottom-tier | 5 | 10 | 15 |
Bonus-points boost
Perhaps the most confusing part of the points system, the bonus-points boost is a single points bonus that is added to every single action performed, up to and including the 200th. The driver, kart, and glider are each considered separately in calculating the bonus. If an item in use is top-tier for the course and at level 2 or above, its bonus points boost is determined by the following formula:
- Item base points
- × (item level - 1)
- × (cc / 30,000)
where 200cc is still treated as 150cc. As an example, say you have a level 3 Bowser at the base cap of 675 base points, and you use him for a 200cc race at Bowser's Castle 1T, one of his top-tier courses. Then the bonus-points boost would be:
- Base points: 675
- × (lvl 3 - 1) = 1350
- × (150 / 30,000) = 6.75
Thus, you would earn 6.75 extra points per action. Let's say you also use the Bull's-Eye Banzai at level 2, but with minimum 200 base points:
- Base points: 200
- × (lvl 2 - 1) = 200
- × (150 / 30,000) = 1.00
The kart would thus be worth a meager 1 point per action. Finally, on the opposite end of the spectrum, say you use a level 6 Swooper, with the base cap of 400 base points:
- Base points: 400
- × (lvl 6 - 1) = 2000
- × (150 / 30,000) = 10.00
Your total bonus-points boost for this setup would be 17.75 points per action. You can earn up to 40 bonus points per action in this manner if you use a maxed-out level 6 High-End driver, kart, and glider; this increases to 70 bonus points per action if they have been brought to the maximum cap with points-cap tickets. The bonus-points boost is reapplied at the end of the race, effectively doubling its total; more on that in the final section.
Position points
At the very end of the race, points are given based on the player's level and finishing position, along with another helping of the bonus-points boost. Nintendo gives the position points formula as:
- Base position points
- × position bonus
- + driver's bonus-points boost
- + kart's bonus-points boost
- + glider's bonus-points boost
Base position points
The base points you earn for finishing 1st are called base position points. These range from 2000 to 6000, depending on player level and engine class:
Position multiplier
When finishing in a rank other than 1st, a simple multiplier is applied to the base position points, with diminishing returns for lower ranks:
- 1st: x1.00
- 2nd: x0.85
- 3rd: x0.75
- 4th: x0.65
- 5th: x0.55
- 6th: x0.45
- 7th: x0.35
- 8th: x0.20
Bonus-points boost
The driver, kart, and glider each apply their bonus-points boost again at the end of the race. The formula is largely unchanged, but two extra steps are added:
- Item base points
- × (item level - 1)
- × number of actions (capped at 200)
- × (cc / 30,000)
- × position multiplier
Since the same boost is applied to each action during the race (assuming a 1st-place finish), this will be roughly equal to the bonus-points boost earned throughout the race, although it tends to be slightly less due to the favorable rounding on individual actions' boosts.