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{{italic title}}
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{{FA}}
{{FA}}
{{About|the [[Nintendo 64]] game|the slot machine|[[Mario Kart 64 (slot machine)]]}}
{{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|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>}}
|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>}} '''[[Player's Choice]]:''' <br>{{flag list|USA|January 26, 1998<ref>{{cite|title=''Electronic Gaming Monthly'' issue 104|page=28|date=March 1998|accessdate=November 19, 2024}}</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|Racing]]
|genre=[[Genre#Racing games|Racing]]
|modes=1–4 players simultaneously
|modes=1–4 players simultaneously
|ratings={{ratings|esrb=E|usk=0|pegi=3|cero=a|acb=g}}
|ratings={{ratings|esrb=E|usk=0|pegi=3|cero=a|acb=g|sell=all}}
|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}}
|format={{format|n64=1|iqp=1|wiidl=1|wiiudl=1|switchdl=1}}
|input={{input|n64=1|iqp=1|iqm=1|classic=1|wiigcn=1|wiiu=1|wiiuclassic=1|wiiupro=1|joy-con=1|nspro=1|nsn64=1}}
|input={{input|n64=1|iqp=1|iqm=1|classic=1|wiigcn=1|wiiu=1|wiiuclassic=1|wiiupro=1|joy-con=1|joy-con-horizontal=1|switchpro=1|switchn64=1}}
|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 main entry in the ''[[Mario Kart (series)|Mario Kart]]'' series. Being an upgrade from its predecessor, ''[[Super Mario Kart]]'', it features a similar base to that game in which players select cast members of the [[Super Mario (franchise)|''Super Mario'' franchise]] to drive in [[kart]]s, employing a weapon-based system to benefit the player and hinder opponents, though it has expanded gameplay, such as the introduction of [[Mini-Turbo]] boosts from [[drift]]ing and four-player support. It is the first game of the ''Super Mario'' franchise to let more than two people play simultaneously. It is also the first ''Mario Kart'' game to use three-dimensional graphics for its environment design, such as the addition of elevation, advanced collision physics, expanded camera controls, real walls that can obscure views, and increased aesthetic fidelity; however, the characters, the items, and some track obstacles in-game remain as two-dimensional, pre-rendered sprites, which are rendered for game optimization. Additionally, the game contains unique track designs rather than multiple variants of the same track, and it introduces various track tropes that would later be reused in later ''Mario Kart'' installments, such as [[Luigi Circuit]] being the first track. Other elements would become series mainstays, such as its racer weight classification, the introduction of [[Wario]] and [[Donkey Kong]] as playable characters, and several new items such as the [[Spiny Shell (blue)|Spiny Shell]] and triple variants of [[Green Shell]]s and [[Red Shell]]s.


'''''Mario Kart 64''''' is a [[Genre#Racing|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]]. 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]].


==Gameplay==
==Gameplay==
[[File:D.K.'s Jungle Parkway 3.png|thumb|left|Donkey Kong racing in [[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 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.
''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 Peel|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 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.
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.


[[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, [[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.
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 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.
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.


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.
[[File:MK64 Controller Pak Manager.png|thumb|Controller Pak Manager]]
A Controller Pak Manager is built into the game, and if the player presses and holds {{button|n64|start}} before turning on the console, the Controller Pak Manager shows all saves from other games that use the accessory. When the player presses and holds {{button|n64|start}} while opening the iQue Player release, this save screen 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 / Change option during the menus
|Steer
|{{button|n64|Stick}} / {{button|Pad}}
|{{button|n64|Stick}}  
|{{button|wii|CCStickL}} / {{button|wii|Pad}}
|{{button|wii|CCStickL}}
|{{button|gcn|Stick}} / {{button|gcn|Pad}}
|{{button|gcn|Stick}}
|{{button|wiiu|Leftstick}} / {{button|wiiu|Pad}}
|{{button|wiiu|Leftstick}}
|{{button|ns|Leftstick}} / {{button|ns|Pad}}
|{{button|switch|Leftstick}}
|{{button|ns|Stick}}
|{{button|switch|Stick}}
|-
|-
|Accelerate / [[Rocket Start]]
|Accelerate / [[Rocket Start]]
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|{{button|gcn|A}}
|{{button|gcn|A}}
|{{button|wiiu|A}}
|{{button|wiiu|A}}
|{{button|ns|A}}
|{{button|switch|A}}
|{{button|ns|jc-right}}
|{{button|switch|jc-right}}
|-
|-
|Brake
|Brake
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|{{button|gcn|B}}
|{{button|gcn|B}}
|{{button|wiiu|B}}
|{{button|wiiu|B}}
|{{button|ns|B}}
|{{button|switch|B}}
|{{button|ns|jc-bottom}}
|{{button|switch|jc-bottom}}
|-
|-
|Reverse
|Reverse
|{{button|n64|B}} + {{button|n64|Stickdown}}
|{{button|n64|B}} + {{button|n64|Stickdown}}
|{{button|wii|ccb}} + {{button|wii|CCStickL}} down
|{{button|wii|ccb}} + {{button|wii|CCStickL}}
|{{button|gcn|B}} + {{button|gcn|Stick}} down
|{{button|gcn|B}} + {{button|gcn|Stick}}
|{{button|wiiu|B}} + {{button|wiiu|Stick}} down
|{{button|wiiu|B}} + {{button|wiiu|LeftStick}}
|{{button|ns|B}} + {{button|ns|leftstick}} down
|{{button|switch|B}} + {{button|switch|leftstick}}
|{{button|ns|jc-bottom}} + {{button|ns|Stick}} down
|{{button|switch|jc-bottom}} + {{button|switch|Stick}}
|-
|-
|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|ns|A}} + {{button|ns|B}}
|{{button|switch|A}} + {{button|switch|B}}
|{{button|ns|jc-right}} + {{button|ns|jc-bottom}}
|{{button|switch|jc-right}} + {{button|switch|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}} down
|{{button|wii|y}} / {{button|wii|x}} / {{button|wii|L}} / {{button|wii|CCStickR}}
|{{button|gcn|X}} / {{button|gcn|Y}} / {{button|gcn|C}} down
|{{button|gcn|X}} / {{button|gcn|Y}} / {{button|gcn|L}} /<br>{{button|gcn|C}}
|{{button|wiiu|y}} / {{button|wiiu|x}} / {{button|wiiu|L}} / {{button|wiiu|Rightstick}} down
|{{button|wiiu|y}} / {{button|wiiu|x}} / {{button|wiiu|L}} / {{button|wiiu|Rightstick}}
|{{button|ns|ZL}} / {{button|ns|rightstick}} down / {{button|ns|X}} / {{button|ns|ZR}} + {{button|ns|B}}
|{{button|switch|ZL}} / {{button|switch|rightstick}}/ {{button|switch|X}} / {{button|switch|ZR}} + {{button|switch|B}}
|{{button|ns|SL}} / {{button|NS|jc-top}} / {{button|ns|minus}}{{button|ns|plus}} + {{button|NS|jc-bottom}}
|{{button|switch|SL}} / {{button|switch|jc-top}} / {{button|switch|PlusMinus}} + {{button|switch|jc-bottom}}
|-
|-
|Hop / Slide
|Hop / Slide
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|{{button|gcn|R}}
|{{button|gcn|R}}
|{{button|wiiu|R}}
|{{button|wiiu|R}}
|{{button|ns|R}}
|{{button|switch|R}}
|{{button|ns|SR}}
|{{button|switch|SR}}
|-
|-
|Change camera
|Change camera
|{{button|n64|Cup}}
|{{button|n64|Cup}}
|{{button|wii|CCStickR}} up
|{{button|wii|CCStickR}}
|{{button|gcn|C}} up
|{{button|gcn|C}}
|{{button|wiiu|Rightstick}} up
|{{button|wiiu|Rightstick}}
|{{button|ns|rightstick}} up / {{button|ns|ZR}} + {{button|ns|X}}
|{{button|switch|rightstick}}/ {{button|switch|ZR}} + {{button|switch|X}}
|{{button|ns|minus}}{{button|ns|plus}} + {{button|NS|jc-top}}
|{{button|switch|PlusMinus}} + {{button|switch|jc-top}}
|-
|-
|Toggle game screen
|Toggle game screen
|{{button|n64|Cright}}
|{{button|n64|Cright}}
|{{button|wii|CCStickR}} right
|{{button|wii|CCStickR}}
|{{button|gcn|C}} right
|{{button|gcn|C}}
|{{button|wiiu|Rightstick}} right
|{{button|wiiu|Rightstick}}
|{{button|ns|rightstick}} right / {{button|ns|ZR}} + {{button|ns|A}}
|{{button|switch|rightstick}}/ {{button|switch|ZR}} + {{button|switch|A}}
|{{button|ns|minus}}{{button|ns|plus}} + {{button|NS|jc-right}}
|{{button|switch|PlusMinus}} + {{button|switch|jc-right}}
|-
|-
|Set music volume to on, half, or off
|Set music volume to on, half, or off
Line 126: Line 127:
|{{button|gcn|Z}}
|{{button|gcn|Z}}
|{{button|wiiu|ZL}} / {{button|wiiu|ZR}}
|{{button|wiiu|ZL}} / {{button|wiiu|ZR}}
|{{button|ns|L}}
|{{button|switch|L}}
|{{button|ns|minus}}{{button|ns|plus}} + {{button|ns|Stick}}
|{{button|switch|PlusMinus}} + {{button|switch|Stick}}
|-
|Change option during the menus
|{{button|n64|Stick}} / {{button|n64|DPad}}
|{{button|wii|CCStickL}} / {{button|wii|Pad}}
|{{button|gcn|Stick}} / {{button|gcn|Pad}}
|{{button|wiiu|Leftstick}} / {{button|wiiu|Pad}}
|{{button|switch|Leftstick}} / {{button|switch|Pad}} / {{button|switch|Controlpad}}
|{{button|switch|Stick}}
|-
|-
|Select option during the menus / Pause / Resume gameplay
|Select option during the menus / Pause / Resume gameplay
Line 134: Line 143:
|{{button|gcn|Start}}
|{{button|gcn|Start}}
|{{button|wiiu|plus}}
|{{button|wiiu|plus}}
|{{button|ns|plus}}
|{{button|switch|plus}}
|{{button|ns|minus}}{{button|ns|plus}} + {{button|ns|L}}{{button|ns|R}}
|{{button|switch|PlusMinus}} + {{button|switch|L}} / {{button|switch|R}}
|}
|}
</center>
</center>
Line 141: Line 150:


==Game modes==
==Game modes==
===Grand Prix===
===Mario Grand Prix===
[[File:2player-MK64.png|thumb|[[Luigi]] and [[Wario]] racing each other in Grand Prix]]
[[File:2player-MK64.png|thumb|[[Luigi]] and [[Wario]] racing each other on [[N64 Luigi Raceway|Luigi Raceway]] in Grand Prix]]
As the main mode of the game that allows up to two players, Grand Prix involves players racing computer-controlled opponents in four 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.
As the main mode of the game that allows up to two players, Grand Prix involves players racing computer-controlled opponents in four [[cup]]s, designated as the [[Mushroom Cup]], [[Flower Cup]], [[Star Cup]], and [[Special Cup]], with four races in each cup. These cups are further divided into three different difficulty settings of increasing engine sizes: 50cc, 100cc, and 150cc. 50cc is the slowest speed available, while 150cc is the fastest. After every race is completed, points are tallied depending on how the player has ranked (the first-place player earns nine points, the second-place player earns six points, the third-place player earns three points, the fourth-place player earns one point, and the fifth-, sixth-, seventh-, and eighth-place players earn zero points). If players score zero points, they must restart the race; when two players are active, only one player is required to place fourth or above to continue the race. Unlike in ''Super Mario Kart'', players can now try again as many times as they wish after they finish in fifth or below. At the end of a Grand Prix, they can receive a [[trophy]] on a podium depending on how well they placed, with bronze, silver, and gold being the worst to best trophies; the trophy model additionally changes with each increase in engine class size. However, if players place fourth or lower at the end of a Grand Prix, a special cutscene plays, in which the player character watches the top three characters place on a podium, then drives away and gets followed and attacked by a [[Mini Bomb Kart]], with the message ''"What a pity! You placed Xth. Maybe next time!"'' popping up, where ''X'' is the player's rank (in the Japanese version, the message is ''"You are in Xth"''). When players earn Gold in all cups in 150cc, Extra (known as Mirror Mode in later installments) is unlocked, allowing players to race on courses in 100cc but flipped horizontally. In addition to players 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.
[[File:N64 Controller Pak.jpg|thumb|right|The [[Nintendo 64]]'s Controller Pak (front and back)]]
In [[Mario Kart (series)#Modes of play|Time Trial]], players must race for the fastest time. After setting a record, players can challenge that record and race against themselves, represented by a [[Ghost (Mario Kart series)|ghost]] of their character-of-choice. The ghost will be saved only if the player does not pause, crash into an obstacle, drive in reverse, or fall off the road during the race.
 
The original release of this game uses 123 pages (7.87 KB) of the [[nwiki:Memory card#Controller Pak|Controller Pak]] to record ghost data, which would occupy all the space in the Controller Pak (one page being a non-standard measurement unit equal to 64 bytes). However, later versions of the game used 121 pages (7.74 KB) on the Controller Pak, leaving only two pages free. Because none of the available controllers on later consoles have a Controller Pak slot, it is impossible to record ghost data on the Wii and Wii U Virtual Console versions of the game, or on the [[Nintendo 64 - Nintendo Switch Online]] app.


===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, 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.
Versus Mode involves two or more players racing each other on selected racecourses of their choice. After the players finish a selected racecourse, one point is given to the first-place winner as a tally (if three or four players are playing, players in first, second, and third place receive three points, two points, and one point, respectively), and players can race again or select another course. There is no set number of races. When two or more players are racing together, Mini Bomb Karts appear on the courses.


===Battle===
===Battle===
[[File:MK64 Skyscraper.png|thumb|left|[[Donkey Kong]] and [[Princess Peach|Peach]] battling each other in Battle Mode]]
[[File:MK64 Skyscraper.png|thumb|left|[[Donkey Kong|D.K.]] and [[Princess Peach|Peach]] battling each other on [[N64 Skyscraper|Skyscraper]] 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 [[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.
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. A Mini Bomb Kart is controllable, and it can be attacked and stunned by items, though it explodes if it runs into another player; if it explodes, 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]]. 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.
{|style="text-align:center"class="wikitable sortable"
!Driver
!Class
!Top speed (100cc)
!Triple-{{button|N64|A}}-tap acceleration
!Turn speed
!Size
!Weight
|-
|[[File:Mario MK64.png|200x150px]]<br>[[Mario]]
|{{color|green|Medium}}
|310
|2
|1.25<br>(±0)
|5.5
|1.2
|-
|[[File:MK64 Luigi.png|200x150px]]<br>[[Luigi]]
|{{color|green|Medium}}
|310
|2
|1.25<br>(±0)
|5.5
|1
|-
|[[File:MK64 Peach.png|200x150px]]<br>[[Princess Peach|Peach]]
|{{color|dodgerblue|Light}}
|314
|3
|1.28<br>(-0.002)
|5.5
|0.9
|-
|[[File:MK64 Toad.png|200x150px]]<br>[[Toad]]
|{{color|dodgerblue|Light}}
|314
|3
|1.28<br>(-0.002)
|5.5
|0.7
|-
|[[File:MK64 Yoshi.png|200x150px]]<br>[[Yoshi]]
|{{color|dodgerblue|Light}}
|314
|3
|1.28<br>(-0.002)
|5.5
|0.9
|-
|[[File:MK64 DK.png|200x150px]]<br>[[Donkey Kong|D.K.]]<sup>(new)</sup>
|{{color|red|Heavy}}
|310
|1.5
|1.15<br>(+0.002)
|5.5
|2
|-
|[[File:MK64 Wario.png|200x150px]]<br>[[Wario]]<sup>(new)</sup>
|{{color|red|Heavy}}
|310
|1.5
|1.15<br>(+0.002)
|6
|1.8
|-
|[[File:MK64 Bowser.png|200x150px]]<br>[[Bowser]]
|{{color|red|Heavy}}
|310
|3
|1.15<br>(+0.002)
|6
|2.3
|}


An asterisk (*) indicates that the character is a new driver for the ''Mario Kart'' installments overall.
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.
<gallery perrow=4>
Mario MK64.png|'''{{color-link|Mario|red}}''' (medium)
MK64 Luigi.png|'''{{color-link|Luigi|green}}''' (medium)
MK64 Peach.png|'''[[Princess Peach|{{color|Peach|magenta}}]]''' (light)
MK64 Toad.png|'''{{color-link|Toad|blue}}''' (light)
MK64 Yoshi.png|'''{{color-link|Yoshi|limegreen}}''' (light)
MK64 DK.png|'''{{color-link|Donkey Kong|gold}}'''* (heavy)
MK64 Wario.png|'''{{color-link|Wario|purple}}'''* (heavy)
MK64 Bowser.png|'''{{color-link|Bowser|darkorange}}''' (heavy)
</gallery>
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">{{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. 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>
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"/>


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.
Additionally, a player can drive a [[Mini Bomb Kart]] when all their balloons disappear in Battle Mode. The Mini Bomb Kart can drive around and explode on other players, but it has only one use for exploding before completely disappearing. The Mini Bomb Kart can also get hit by items and fall off the stage to be picked up by Lakitu.


===Enemies, obstacles, and species===
===Enemies, obstacles, and species===
Line 191: Line 266:
!width=70%|Description
!width=70%|Description
|-style=background:#219F4B;color:white
|-style=background:#219F4B;color:white
|-
|align="center"|[[Baby Penguin]]
----
[[File:PenguinMK64.png]]
|align="center"|[[N64 Sherbet Land|Sherbet Land]]
|Baby Penguins are found sliding from one side of the track to the other. They spin racers out of control if collided with.
|-
|-
|align="center"|[[Bat (Mario Kart 64)|Bat]]
|align="center"|[[Bat (Mario Kart 64)|Bat]]
----
----
[[File:MK64Bat.png]]
[[File:MK64 Bat.gif]]
|align="center"|[[N64 Banshee Boardwalk|Banshee Boardwalk]]
|align="center"|[[N64 Banshee Boardwalk|Banshee Boardwalk]]
|A swarm of bats flies towards the racers, slowing them down if they drive directly into a member of the swarm.
|A swarm of bats flies towards the racers, slowing them down if they drive directly into a member of the swarm.
Line 212: Line 293:
|align="center"|[[Monty Mole|Chubby]]
|align="center"|[[Monty Mole|Chubby]]
----
----
[[File:MontyMole MK64.png]]
[[File:MK64 Chubby.gif]]
|align="center"|[[N64 Moo Moo Farm|Moo Moo Farm]]
|align="center"|[[N64 Moo Moo Farm|Moo Moo Farm]]
|Chubbies peek out of holes and then jump, launching racers into the air.
|Chubbies peek out of holes and then jump, launching racers into the air.
Line 224: Line 305:
|align="center"|[[Crab]]
|align="center"|[[Crab]]
----
----
[[File:MK64Crab.png]]
[[File:MK64 Crab walk.gif]]
|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 235: Line 315:
|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"|{{wp|Cucumis metuliferus|Kiwano}}s
|align="center"|[[Mini Bomb Kart]]
----
----
[[File:D.K.'s Jungle Parkway 2.png|140px]]
[[File:MK64 Mini Bomb Kart.png]]
|align="center"|[[N64 DK's Jungle Parkway|D.K.'s Jungle Parkway]]
|align="center"|Various
|Fruits that are thrown at racers who go off-road, slowing them down until they return to the main track.
|A small explosive vehicle that appears only in multiplayer match races across the game's various courses. Mini Bomb Karts' explosions launch players high.
|-
|-
|align="center"|[[Penguin]]
|align="center"|[[Penguin]]
----
----
[[File:PenguinMK64.png]]
[[File:MK64 Sherbet Land 2.png|140px]]
|align="center"|[[N64 Sherbet Land|Sherbet Land]]
|align="center"|[[N64 Sherbet Land|Sherbet Land]]
|Penguins are found either sliding or walking around an icicle. Both varieties spin racers out of control if collided with.
|Penguins are found slowly walking around icicles. Penguins spin racers out of control if collided with.
|-
|-
|align="center"|[[Piranha Plant]]
|align="center"|[[Piranha Plant]]
----
----
[[File:MK64PirahnaPlant.png]]
[[File:MK64 Piranha Plant.gif]]
|align="center"|[[N64 Mario Raceway|Mario Raceway]] and [[N64 Royal Raceway|Royal Raceway]]
|align="center"|[[N64 Mario Raceway|Mario Raceway]] and [[N64 Royal Raceway|Royal Raceway]]
|Piranha Plants pose as obstacles on the racetracks, spinning drivers out of control for a brief moment.
|Piranha Plants pose as obstacles on the racetracks, spinning drivers out of control for a brief moment.
Line 255: Line 335:
|align="center"|[[Porcupo|Porcupine]]
|align="center"|[[Porcupo|Porcupine]]
----
----
[[File:Porcupine Sprite.png]]
[[File:MK64 Porcupine.gif]]
|align="center"|[[N64 Yoshi Valley|Yoshi Valley]]
|align="center"|[[N64 Yoshi Valley|Yoshi Valley]]
|Porcupines walk from side to side, spinning out a racer who collides with them.
|Porcupines walk from side to side, spinning out a racer who collides with them.
Line 264: Line 344:
|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"|[[coconut|Stone]]
----
[[File:MK64 rock.png]]
|align="center"|[[N64 DK's Jungle Parkway|D.K.'s Jungle Parkway]]
|Stones (appearing to actually be {{wp|Cucumis metuliferus|horned melons}}) are thrown by unseen jungle natives at racers who go off-road, slowing them down until they return to the main track.
|-
|-
|align="center"|[[Thwomp]]
|align="center"|[[Thwomp]]
Line 276: Line 362:
|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"|[[Tree]]
----
[[File:Tree mk64.png|100px]]
|align="center"|[[N64 Luigi Raceway|Luigi Raceway]], [[N64 Moo Moo Farm|Moo Moo Farm]], [[N64 Koopa Troopa Beach|Koopa Troopa Beach]], [[N64 Frappe Snowland|Frappe Snowland]], [[N64 Mario Raceway|Mario Raceway]], [[N64 Royal Raceway|Royal Raceway]], [[N64 Bowser's Castle|Bowser's Castle]], [[N64 DK's Jungle Parkway|D.K.'s Jungle Parkway]], and [[N64 Yoshi Valley|Yoshi Valley]]
|Trees appear as stationary obstacles on various courses, with a different design on each.
|-
|-
|align="center"|Vehicles
|align="center"|Vehicles
Line 281: Line 373:
[[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 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.
|Vehicles ([[car]]s, [[truck]]s, and [[bus]]es) drive down certain lanes. If a racer collides with one, they are knocked into the air. In Extra, the vehicles drive opposite the player, making them harder to avoid.
|}
|}


Line 301: Line 393:
|align="center"|[[Boo]]
|align="center"|[[Boo]]
----
----
[[File:BooMK64.png]]
[[File:MK64 Boo.gif]]
|align="center"|[[N64 Banshee Boardwalk|Banshee Boardwalk]]
|align="center"|[[N64 Banshee Boardwalk|Banshee Boardwalk]]
|In addition to being items in the game, Boos appear at certain parts of the race and make their trademark noises.
|In addition to being items in the game, Boos appear at certain parts of the race and make their trademark noises.
Line 317: Line 409:
|A Cheep Cheep acts as a balloon that the [[trophy]] is inside.
|A Cheep Cheep acts as a balloon that the [[trophy]] is inside.
|-
|-
|align="center"|[[Lakitu]]
|align="center"|[[Moo Moo|Cow]]
----
----
[[File:MK 64 Lakitu.PNG]]
[[File:CowMK64.png]]
|align="center"|[[N64 Moo Moo Farm|Moo Moo Farm]]
|Cows are abundant in the background of the track. They are stationary and thus do not move.
|-
|align="center"|[[Lakitu (Mario Kart referee)|Lakitu]]
----
[[File:MK64 Lakitu finish.gif]]
|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"|[[Moo Moo]]
|align="center"|Seagull
----
----
[[File:CowMK64.png]]
[[File:SeagullMK64.png|100px]]
|align="center"|[[N64 Moo Moo Farm|Moo Moo Farm]]
|align="center"|[[N64 Koopa Troopa Beach|Koopa Troopa Beach]]
|Moo Moos are abundant in the background of the track. They are stationary and thus do not move.
|Seagulls fly over the track at various points.
|}
|}


==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. 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]]''.
''Mario Kart 64'' contains 16 racetracks in total, organized into four cups. While its number of racetracks is less than its predecessor, ''Super Mario Kart'', the tracks are bigger, more detailed, and unique from each other as opposed to being variations of each other. Each of the course types from ''Super Mario Kart'' has a functional successor in this game, with Mario Circuit, Donut Plains, Ghost Valley, Bowser Castle, Choco Island, Koopa Beach, Vanilla Lake, and Rainbow Road corresponding to Mario Raceway, Moo Moo Farm, Banshee Boardwalk, Bowser's Castle, Choco Mountain, Koopa Troopa Beach, Sherbet Land, and Rainbow Road.
 
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]]''.


===Racecourses===
{|style="width:700px;margin:auto;text-align:center"class="wikitable"
{|style="width:700px;margin:auto;text-align:center"class="wikitable"
|-bgcolor=
![[File:MK64-MushroomCup.png|90px|link=Mushroom Cup]]<br>[[Mushroom Cup]]
![[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 Moo Moo Farm Icon.png]]<br>[[N64 Moo Moo Farm|Moo Moo Farm]]<br>527 m
|[[File:MK64 Koopa Troopa Beach Icon.png]]<br>[[N64 Koopa Troopa Beach|Koopa Troopa Beach]]<br>691 m
|[[File:MK64 Kalimari Desert Icon.png]]<br>[[N64 Kalimari Desert|Kalimari Desert]]<br>753 m
|-
![[File:MK64-FlowerCup.png|90px|link=Flower Cup]]<br>[[Flower Cup]]
|[[File:MK64 Toad's Turnpike Icon.png]]<br>[[N64 Toad's Turnpike|Toad's Turnpike]]<br>1036 m
|[[File:MK64 Toad's Turnpike Icon.png]]<br>[[N64 Toad's Turnpike|Toad's Turnpike]]<br>1036 m
|[[File:MK64 Frappe Snowland Icon.png]]<br>[[N64 Frappe Snowland|Frappe Snowland]]<br>734 m
|[[File:MK64 Choco Mountain Icon.png]]<br>[[N64 Choco Mountain|Choco Mountain]]<br>687 m
|[[File:MK64 Mario Raceway Icon.png]]<br>[[N64 Mario Raceway|Mario Raceway]]<br>567 m
|-
![[File:MK64 Star Cup Artwork.png|90px|link=Star Cup]]<br>[[Star Cup]]
|[[File:MK64 Wario Stadium Icon.png]]<br>[[Wario Stadium]]<br>1591 m
|[[File:MK64 Wario Stadium Icon.png]]<br>[[Wario Stadium]]<br>1591 m
|[[File:MK64 Sherbert Land Icon.png]]<br>[[N64 Sherbet Land|Sherbet Land]]<br>756 m
|[[File:MK64 Royal Raceway Icon.png]]<br>[[N64 Royal Raceway|Royal Raceway]]<br>1025 m
|[[File:MK64 Bowser Castle Icon.png]]<br>[[N64 Bowser's Castle|Bowser's Castle]]<br>777 m
|-
![[File:MK64 Special Cup Artwork.png|90px|link=Special Cup]]<br>[[Special Cup]]
|[[File:MK64 DK Jungle Parkway Icon.png]]<br>[[N64 DK's Jungle Parkway|D.K.'s Jungle Parkway]]<br>893 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 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
|[[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 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
|[[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 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 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"
<center><gallery widths="150">
MK64 Big Donut Icon.png|[[N64 Big Donut|Big Donut]]
MK64 Block Fort Icon.png|[[Block Fort]]
MK64 Double Deck Icon.png|[[Double Deck]]
MK64 Skyscraper Icon.png|[[N64 Skyscraper|Skyscraper]]
</gallery></center>
 
===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"
!Course
!Driver
!Time
|-
|[[N64 Luigi Raceway|Luigi Raceway]]
|[[Luigi]]
|1:50.54
|-
|[[N64 Mario Raceway|Mario Raceway]]
|[[Mario]]
|1:20.44
|-
|-
|[[File:MK64 Big Donut Icon.png]]<br>[[N64 Big Donut|Big Donut]]
|[[N64 Royal Raceway|Royal Raceway]]
|[[File:MK64 Block Fort Icon.png]]<br>[[N64 Block Fort|Block Fort]]
|[[Princess Peach|Peach]]
|[[File:MK64 Double Deck Icon.png]]<br>[[Double Deck]]
|2:39.99
|[[File:MK64 Skyscraper Icon.png]]<br>[[N64 Skyscraper|Skyscraper]]
|}
|}


Line 392: Line 509:
|[[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 will be launched instead of getting an item.
|An item that appears similar to a normal Item Box. When a Fake Item is collided with, however, the racer is launched instead of getting an item.
|-
|-
|[[File:MK64Item-Banana.png|100px]]
|[[File:MK64Item-Banana.png|100px]]
|[[Banana]]
|[[Banana Peel|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 will 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.
|-
|-
|[[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. The player can drop only one banana peel at a time; however, should a racer run into a trail of Bananas at the back of another racer's kart, they all get used up at once as the colliding racer spins out.
|-
|-
|[[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 will flip multiple times.
|A shell that can be thrown in a straight line at another racer. If it hits, the racer flips multiple times. Green Shells can ricochet off walls a number of times until they hit a target or are destroyed.
|-
|-
|[[File:MK64Item-TripleGreenShell.png|100px]]
|[[File:MK64Item-TripleGreenShell.png|100px]]
Line 412: Line 529:
|[[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 will 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 automatically lock on to the racer directly in front of the item user. If a Red Shell hits a wall or the like, the shell gets destroyed.
|-
|-
|[[File:MK64Item-TripleRedShell.png|100px]]
|[[File:MK64Item-TripleRedShell.png|100px]]
Line 420: Line 537:
|[[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, while also hitting any other racers it makes contact with on the way. If a Spiny Shell hits a wall or the like, the shell gets destroyed.
|-
|-
|[[File:MK64Item-SuperStar.png|100px]]
|[[File:MK64Item-SuperStar.png|100px]]
|[[Super Star]]
|[[Super Star]]
|Makes racers invincible, rendering them impervious to obstacles, other items, or other racers.
|Makes racers invincible, rendering them impervious to obstacles, other items, and other racers. If a racer, while using a Super Star, hits a wall or the like in such a way that their character exclaims, the Super Star's effect immediately ends.
|-
|-
|[[File:MK64Item-ThunderBolt.png|100px]]
|[[File:MK64Item-ThunderBolt.png|100px]]
|[[Lightning|Thunder Bolt]]
|[[Lightning|Thunder Bolt]]
|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.
|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. Racers do not lose items as a result, but shrunken racers cannot use items in their Item Windows.
|-
|-
|[[File:MK64Item-Boo.png|100px]]
|[[File:MK64Item-Boo.png|100px]]
Line 434: Line 551:
|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> - <small>Can be used multiple times.</small><br><nowiki>×</nowiki> - <small>Does not appear in Battle Mode.</small>
<nowiki>★</nowiki> &ndash; <small>Can be used multiple times.</small><br><nowiki>×</nowiki> &ndash; <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>''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).
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
!Position
!Position
![[File:MK64Item-Mushroom.png|50px|link=Mushroom#Mario Kart series]]
![[File:MushroomRouletteMK64.png|link=Dash Mushroom]]
![[File:MK64Item-TripleMushroom.png|50px|link=Triple Mushrooms]]
![[File:TripleMushroomMK64.png|link=Triple Mushrooms]]
![[File:MK64Item-SuperMushroom.png|50px|link=Golden Dash Mushroom]]
![[File:GoldenMushroom MK64.png|link=Golden Dash Mushroom]]
![[File:MK64Item-Banana.png|50px|link=Banana#Mario Kart series]]
![[File:BananaRouletteMK64.png|link=Banana#Mario Kart series]]
![[File:MK64Item-BananaBunch.png|50px|link=Banana Bunch#Mario Kart series]]
![[File:BananaBunch MK64.png|link=Banana Bunch#Mario Kart series]]
![[File:MK64Item-FakeItemBox.png|50px|link=Fake Item Box]]
![[File:FakeItemBoxMK64 icon.png|link=Fake Item Box]]
![[File:MK64Item-GreenShell.png|50px|link=Green Shell#Mario Kart series]]
![[File:GreenShellMK64 icon.png|link=Green Shell#Mario Kart series]]
![[File:MK64Item-TripleGreenShell.png|50px|link=Triple Green Shells]]
![[File:TripleGreenShellMK64.png|link=Triple Green Shells]]
![[File:MK64Item-RedShell.png|50px|link=Red Shell#Mario Kart series]]
![[File:RedShellMK64 icon.png|link=Red Shell#Mario Kart series]]
![[File:MK64Item-TripleRedShell.png|50px|link=Triple Red Shells]]
![[File:TripleRedShellMK64.png|link=Triple Red Shells]]
![[File:MK64Item-Boo.png|50px|link=Boo#Mario Kart series]]
![[File:BooRouletteMK64.png|link=Boo#Mario Kart series]]
![[File:MK64Item-SpinyShell.png|50px|link=Spiny Shell (blue)]]
![[File:BlueShellRouletteMK64.png|link=Spiny Shell (blue)]]
![[File:MK64Item-ThunderBolt.png|50px|link=Lightning#Mario Kart series]]
![[File:ThunderboltRouletteMK64.png|link=Lightning#Mario Kart series]]
![[File:MK64Item-SuperStar.png|50px|link=Super Star#Mario Kart series]]
![[File:StarRouletteMK64.png|link=Super Star#Mario Kart series]]
|-style="border-top:2px solid black;"
|-style="border-top:2px solid black;"
!rowspan="8"|GP
!rowspan="8"|GP
Line 738: Line 855:
===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 [[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 the VS mode, the [[train (obstacle)|train]]s in [[N64 Kalimari Desert|Kalimari Desert]] have a tender and only one passenger car attached to them, as opposed to a tender and five passenger cars. In Mario GP, they have only the locomotive, no tender or passenger cars.
*In [[N64 Frappe Snowland|Frappe Snowland]], it snows only in the background and not on the track itself.
*In [[N64 Frappe Snowland|Frappe Snowland]], it snows only in the background and not on the track itself.
*The music plays at a lower volume.
*The course name and cup name are not shown when players play in Grand Prix.


===Three and four players===
===Three and four players===
Line 752: Line 871:
*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]] was removed from the ice platform in [[N64 Sherbet Land|Sherbet Land]].
*The [[Penguin|giant penguin]] is removed from the ice platform in [[N64 Sherbet Land|Sherbet Land]].
*In [[N64 DK's Jungle Parkway|D.K.'s Jungle Parkway]], the paddle boat is absent.
*In [[N64 DK's Jungle Parkway|D.K.'s Jungle Parkway]], the paddle steamer 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 ''[[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''.
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|accessdate=May 23, 2024|language=en}}</ref>


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>
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>


''[[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.
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===
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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]] 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.
''Mario Kart 64'' was developed by a considerably larger team of staff than ''Super Mario Kart''. [[Hideki Konno]] has directed ''Mario Kart 64'', and he served as key staff for most mainline ''Mario Kart'' entries. The game's soundtrack was composed by [[Kenta Nagata]], who would later compose soundtracks for succeeding ''Mario Kart'' installments, ''[[Mario Kart: Double Dash!!]]'' and ''[[Mario Kart 7]]''. As ''Mario Kart 64'' is the first game in the series to introduce character voices, [[Charles Martinet]] reprises his role as [[Mario]] from ''[[Super Mario 64]]'' in all versions of the game, though the other characters (besides [[Bowser]]) have different voice actors between the Japanese and international versions; in the international version, Martinet also voiced [[Luigi]] and [[Wario]], while [[Leslie Swan]] portrayed Peach and [[Isaac Marshall]] provided Toad's voice. [[John Hulaton]], the announcer in the Japanese version, recorded his lines while also recording his ''Wave Race 64'' announcer lines.<ref>{{cite|author=DidYouKnowGaming|date=July 13, 2020|url=youtube.com/watch?v=YVnDDL4-Id0&t=198s|title=Mario Kart 64 - Did You Know Gaming? Feat. Dazz (N64)|timestamp=3:18|publisher=YouTube|accessdate=November 10, 2024}}</ref><ref>{{cite|author=TigerChainsaw|date=March 28, 2022|url=youtube.com/watch?v=0l_VuPaFgaI&t=1219s|title=Wave Race 64 Review and an Interview (The Announcer!) The TigerChainsaw Show: EP 008|timestamp=12:19|publisher=YouTube|accessdate=November 10, 2024}}</ref>


==Development==
==Development==
{{quote|So you want to know what changed from Super Mario Kart to Mario Kart 64, and what stayed the same... hmmm... that's a tough one. Mario Kart, you see, was meant to appeal to a wide audience. We wanted to make a game where anyone, from age 3 to 100, could jump in and start competing right away, regardless of their skill level. So in making a sequel, we decided that we didn't want to change most of the basic elements of the game. People have been saying "video games are evolving", and while there are some things that surely have to change, the truth is, keeping things the same does make it easier for the average person, doesn’t it? (laughs)|Shigeru Miyamoto}}<ref name="shmuplations">[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>
{{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">{{cite|url=shmuplations.com/mariokart64|title=''Mario Kart 64'' – 1996 Developer Interview originally featured in the ''Mario Kart 64'' JP strategy guide|publisher=shmuplations|accessdate=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 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.
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>[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>
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 ''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.
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.


==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]]. 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.
[[Kamek]] was originally intended to be one of the playable characters, but he ended up being replaced by [[Donkey Kong|D.K]]. The Player Select screen was also different; the characters faced the player, and Kamek can be seen in D.K.'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.
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==Glitches==
==Glitches==
{{main|List of Mario Kart 64 glitches}}
{{main|List of Mario Kart 64 glitches}}
===Falling Through the Bridge===
===Falling through bridge===
[[File:MK64 FrappeSnowland ClipGlitch.gif|left|thumb|The glitch in Frappe Snowland]]
[[File:MK64 FrappeSnowland ClipGlitch.gif|thumb|The glitch in Frappe Snowland]]
This glitch occurs only in [[N64 Frappe Snowland|Frappe Snowland]] in the bridge part before the finish with a second player. The second player must drive off the bridge into the water at a certain point, so that [[Lakitu]] picks the player up and drops them onto the bridge. If the area Lakitu is dropping off seems to be the last line on the bridge closest to the finish line, Lakitu drops the player directly through the bridge into the water. If the second player happens to spin out while trying to accelerate, the player still falls into the water. This glitch will happen continuously until the player is helped out of this situation. This glitch works only with Player 2.
This glitch occurs only in [[N64 Frappe Snowland|Frappe Snowland]] in the bridge part before the finish with a second player. The second player must drive off the bridge into the water at a certain point, so that [[Lakitu (Mario Kart referee)|Lakitu]] picks the player up and drops them onto the bridge. If the area Lakitu is dropping off seems to be the last line on the bridge closest to the finish line, Lakitu drops the player directly through the bridge into the water. If the second player happens to spin out while trying to accelerate, the player still falls into the water. This glitch will happen continuously until the player is helped out of this situation. This glitch works only with Player 2.
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===Skip All of Yoshi Valley===
===Yoshi Valley skip===
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).
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° 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).
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==Version differences==
==Version differences==
{{see also|tcrf:Mario Kart 64#Version Differences{{!}}tcrf:Mario Kart 64 § Version Differences}}
{{main-wiki|TCRF|Mario Kart 64/Regional Differences}}
{{multiple image
{{multiple image
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|width=200
|width=200
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|direction=vertical
|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.
|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 ''[[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.
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 Golf (Nintendo 64)|Mario Golf]]'' and ''[[Mario Party 3]]''. Also, Toad, D.K., and Bowser are referred to as Kinopio, D. Kong, and Koopa, respectively. Additionally, Japanese children shout, "Mario Kart!" on the title screen, and a generic narrator is 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 ''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 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 a player clears the Special Cup in Extra.
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 is cleared 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.
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==
===Critical reception===
===Critical reception===
''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.
''Mario Kart 64'' received generally positive reviews, garnering an 83 in Metacritic based on 15 reviews<ref>{{cite|url=www.metacritic.com/game/nintendo-64/mario-kart-64|title=Score for ''Mario Kart 64''|publisher=Metacritic|accessdate=November 30, 2020}}</ref> and an 87.01% based on 20 reviews on GameRankings.<ref>{{cite|deadlink=y|archive=web.archive.org/web/20191209012316/https://www.gamerankings.com/n64/197860-mario-kart-64/index.html|title=Score for ''Mario Kart 64''|publisher=GameRankings|accessdate=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>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."
Peer Schneider from IGN gave the game an 8.1/10 and an Editor's Choice award.<ref>{{cite|author=Schneider, Peer|date=February 20, 1997|url=www.ign.com/articles/1997/02/21/mario-kart-64|title=''Mario Kart 64'' Review|publisher=IGN|language=en|accessdate=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>{{cite|author=McCall, Scott|deadlink=y|archive=web.archive.org/web/20141114113703/http://www.allgame.com/game.php?id=987&tab=review|title=''Mario Kart 64'' review|publisher=allgame|accessdate=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>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.
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>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.
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 review_template"style="border: 2px solid black; width:100%; font-size: 100%; text-align:center; margin-bottom: 5px;"cellpadding="4"
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===Awards===
===Awards===
*Longest Track in the Mario Kart Series - [[N64 Rainbow Road|Rainbow Road]] - ''[[Guinness World Records|Guinness Book of World Records]] Gamer's Edition 2009&ndash;2013''{{page needed}}
*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===
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>
During the first three months within its release in 1997, ''Mario Kart 64'' was the best-selling game, reaching approximately 849,000 units.<ref>{{cite|author=Horwitz, Jer|date=March 15, 1997|deadlink=y|archive=web.archive.org/web/20000312083957/http://headline.gamespot.com/news/97_05/15_belt/index.html|title=Saturn's Distant Orbit|publisher=GameSpot|accessdate=November 30, 2020}}</ref> In 2007, ''Mario Kart 64'' sold 5.5 million copies in the US<ref>{{cite|url=www.the-magicbox.com/Chart-USPlatinum.shtml|title=The Magic Box - US Platinum Chart Games|publisher=The Magic Box|accessdate=November 30, 2020}}</ref> and 2.24 million copies in Japan.<ref>{{cite|url=www.the-magicbox.com/Chart-JPPlatinum.shtml|title=The Magic Box - Japan Platinum Chart Games|publisher=The Magic Box|accessdate=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>{{cite|author=Futter, Mike|date=June 2, 2014|url=www.gameinformer.com/b/news/archive/2014/06/02/mario-kart-8-speeds-to-over-1-2-million-sales-in-opening-weekend.aspx|title=''Mario Kart 8'' Speeds To Over 1.2 Million Sales In Opening Weekend|publisher=GameInformer|accessdate=November 30, 2020}}</ref>


==Adaptations in other media==
==Adaptations in other media==
[[File:MK64Gag.jpg|thumb|Cover for the ''Mario Kart 64'' edition of [[4-koma Gag Battle]]]]
[[File:MK64Gag.jpg|thumb|Cover for the ''Mario Kart 64'' edition of ''[[4koma 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'' characters on the various racetracks of the game, while volume 18 includes stories based on Battle Mode.
''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 ''Super Mario'' characters on the various racetracks of the game, while volume 18 includes stories based on Battle Mode.


Two 4koma manga series, [[4koma Manga Kingdom]] and [[4-koma Gag Battle]], have volumes dedicated to ''Mario Kart 64''.
Two 4koma manga series, ''[[4koma Manga Kingdom]]'' and ''[[4koma 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
Donkey Kong Kart.jpg|A remote-controlled kart with D.K.
Mariokartcandy.jpg|Kart figurine candy containers that have two different figures: Mario and Donkey Kong. 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>[https://youtube.com/watch?v=oQWZuaoute4] Mario Kart 64 Phone Review (YouTube channel Peripheral Vision Gaming)</ref>
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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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|Donkey Kong with a Banana Bunch
DonkeykongMK.jpg|D.K. 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 Bros. 3]]'': [[N64 Bowser's Castle|Bowser's Castle]] contains various elements from this game, such as a portrait of [[Bowser]] using his artwork from this game, sideways-moving [[Thwomp]]s, and a checkerboard floor.
*''[[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. The models and vocal effects for the penguins are reused from this game.
*''[[Donkey Kong Country]]'': This is the first appearance of the ''Donkey Kong Country'' version of Donkey Kong in the main ''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]].
*''[[Donkey Kong Country]]'': This is the first appearance of the ''Donkey Kong Country'' version of Donkey Kong in the main ''Super Mario'' franchise. In fact, the sprite resembles the one Donkey Kong had in that game. [[Nintendo]] also mentions in the credits the 3D model of D.K. originally came from [[Rare]], the developers of the [[Donkey Kong Country (series)|''Donkey Kong Country'' trilogy]].


==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 [[N64 Block Fort|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 [[Block Fort]] reappear in this game.
*''[[Super Smash Bros. Brawl]]'': Luigi Raceway's theme appears as an arrangement.
*''[[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 & 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.
*''[[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]]'': 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''.
*''[[Mario Kart Tour]]'': [[N64 Luigi Raceway|Luigi Raceway]], [[N64 Koopa Troopa Beach|Koopa Troopa Beach]], [[N64 Kalimari Desert|Kalimari Desert]], [[N64 Frappe Snowland|Frappe Snowland]], [[N64 Choco Mountain|Choco Mountain]], [[N64 Mario Raceway|Mario Raceway]], [[N64 Royal Raceway|Royal Raceway]], and [[N64 Yoshi Valley|Yoshi Valley]] reappear in this game. The results theme is an arrangement of the winning results theme of ''Mario Kart 64''. The new [[N64 Kalimari Desert|Kalimari Desert 2]] course allows racers to race inside the train tunnel, similar to how players could be able to go inside Kalimari Desert's train tunnel in ''Mario Kart 64''.


==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|D.K.]]
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<span class="explain" title="六十四">64</span>
|Jap=マリオカート{{ruby|64|六十四}}
|JapR=Mario Kāto Rokujūyon
|JapR=Mario Kāto Rokujūyon
|JapM=Mario Kart 64
|JapM=Mario Kart 64
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|ChiSR=Mǎlì'ōu Kǎdīngchē
|ChiSR=Mǎlì'ōu Kǎdīngchē
|ChiSM=Mario Kart
|ChiSM=Mario Kart
|ChiT=瑪利歐賽車64<ref>[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>
|ChiT=瑪利歐賽車64<ref>{{cite|url=www.nintendo.com.hk/switch/mario/history/index.html|title=Official Chinese website for the ''Super Mario Bros.'' 35th Anniversary|publisher=Nintendo HK|language=zh-hant|accessdate=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 a Europe-only [[Mario Kart 64 (slot machine)|slot machine]] under the Nintendo license based on this game.
*In 1996, Maygay released [[Mario Kart 64 (slot machine)|a Europe-only slot machine]] under the Nintendo license based on this game.


==References==
==References==
{{NIWA|StrategyWiki=1}}
<references/>
<references/>


==External links==
==External links==
{{NIWA|StrategyWiki=1}}
{{TCRF}}
*[https://m1.nintendo.net/docvc/NUS/JPN/NKTJ/NKTJ_J.pdf Instruction booklet] (Japan)
*[https://m1.nintendo.net/docvc/NUS/USA/NKTE/NKTE_E.pdf Instruction booklet] (North America)
*[https://m1.nintendo.net/docvc/NUS/USA/NKTE/NKTE_E.pdf Instruction booklet] (North America)
*[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}}
{{Super Mario games}}
{{N64}}
{{N64}}
{{Virtual Console}}
{{Virtual Console}}
{{NSO}}
[[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:2003 games]]
[[Category:Player's Choice]]
[[Category:Player's Choice]]

Latest revision as of 10:50, December 12, 2024

This article is about the Nintendo 64 game. For the slot machine, see Mario Kart 64 (slot machine).
Mario Kart 64
North American box art for Mario Kart 64
For alternate box art, see the game's gallery.
Developer Nintendo EAD
Publisher Nintendo
Platform(s) Nintendo 64, iQue Player, Virtual Console (Wii, Wii U), Nintendo 64 - Nintendo Switch Online
Release date Nintendo 64:
Japan December 14, 1996[?]
USA February 10, 1997[?]
Mexico February 10, 1997[1]
UK June 13, 1997[2]
Europe June 24, 1997[?]
Australia July/August 1997[3]
Player's Choice:
USA January 26, 1998[4]
iQue Player:
China December 25, 2003[?]
Virtual Console (Wii):
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):
Japan January 6, 2016[?]
Europe January 21, 2016[?]
Australia January 22, 2016[?]
USA December 29, 2016[?]
Nintendo 64 - Nintendo Switch Online:
USA October 25, 2021[5]
Japan October 26, 2021[6][dead link]
Europe October 26, 2021[7]
Australia October 26, 2021[8]
HK October 26, 2021[9]
South Korea October 26, 2021[10]
Language(s) English (United States)
Japanese
Simplified Chinese
Genre Racing
Rating(s)
ESRB:E - Everyone
PEGI:3 - Three years and older
CERO:A - All ages
ACB:G - General
USK:0 - All ages
SELL:All - All ages
Mode(s) 1–4 players simultaneously
Format
Nintendo 64:
Game Pak
iQue Player:
Digital download
Wii:
Digital download
Wii U:
Digital download
Nintendo Switch:
Digital download
Input
Nintendo 64:
iQue Player:
Wii:
Wii U:
Nintendo Switch:
Joy-Con (horizontal)
Serial code(s) Japan NUS-NKTJ-JPN

Mario Kart 64 is a 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. 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 to drive in karts, 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 drifting 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 and triple variants of Green Shells and Red Shells.

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 in 2007 and the Wii U's 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[edit]

D.K. racing on D.K.'s Jungle Parkway

Mario Kart 64 plays similarly to Super Mario Kart. Players accelerate on karts by holding down the A Button button and use the Nintendo 64 Controller's control stick to steer. The B Button button is used to brake, and it can put the kart into reverse if the Control Stick is held down. If A Button and B Button are held in conjunction, players can perform a Spin-Turn, with which they can turn sharply at a standstill. The B Button 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 if they press the R Button trigger, allowing the kart to turn around tight corners. If they hold the R Button trigger after a hop, they perform a 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.

Mario Kart 64 introduces auxiliary features that take advantage of the increased number of buttons on the Nintendo 64 Controller. Pressing Up C Button changes the camera angle from the standard angle to a wide-angle lens view. When players press Right C Button, 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 L Button sets different volume levels for the background music, from on to half to off.

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 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[11] with an item roulette appears with medium sound, and when it stops, it "dings." Players can press the Z Button trigger or Down C Button during the roulette to stop the roulette early. Players can use items by pressing the Z Button trigger or Down C Button. Players can hold Bananas, shells, and Fake Items by holding the Z Button trigger or Down C Button, 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, Thunder Bolt, and Spiny Shell, while first place generally receives Bananas and Green Shells. Unlike Super Mario Kart's Question Blocks, Item Boxes respawn very quickly as soon as a player drives through them.

Controller Pak Manager

A Controller Pak Manager is built into the game, and if the player presses and holds START Button before turning on the console, the Controller Pak Manager shows all saves from other games that use the accessory. When the player presses and holds START Button while opening the iQue Player release, this save screen does not appear.

This is the only Mario Kart game with onomatopoeia, such as "Poomp!", "Boing!", "Crash," and "Whirrrr."

Controls[edit]

The Wii U Virtual Console version's controls can be customized.

Action(s)
Nintendo 64 / iQue Player Wii Classic Controller GameCube controller Wii U (default) Dual Joy-Con / Pro Controller Single Joy-Con
Steer Control Stick Classic Controller Left Stick Control Stick Left Stick Left Stick Control Stick
Accelerate / Rocket Start A Button Classic Controller a Button A Button A Button A Button Single Joy-Con Right Button
Brake B Button Classic Controller b Button B Button B Button B Button Single Joy-Con Bottom Button
Reverse B Button + Control Stick down Classic Controller b Button + Classic Controller Left Stick B Button + Control Stick B Button + Left Stick B Button + Left Stick Single Joy-Con Bottom Button + Control Stick
Spin-Turn A Button + B Button Classic Controller a Button + Classic Controller b Button A Button + B Button A Button + B Button A Button + B Button Single Joy-Con Right Button + Single Joy-Con Bottom Button
Use items, stop item roulette Z Button / Down C Button Classic Controller y Button / Classic Controller x Button / Classic Controller L Button / Classic Controller Right Stick X Button / Y Button / L Button /
C Stick
Y Button / X Button / L Button / Right Stick ZL Button / Right Stick↓ / X Button / ZR Button + B Button SL Button / Single Joy-Con Top Button / Plus Button or Minus Button + Single Joy-Con Bottom Button
Hop / Slide R Button Classic Controller R Button R Button R Button R Button SR Button
Change camera Up C Button Classic Controller Right Stick C Stick Right Stick Right Stick↑ / ZR Button + X Button Plus Button or Minus Button + Single Joy-Con Top Button
Toggle game screen Right C Button Classic Controller Right Stick C Stick Right Stick Right Stick→ / ZR Button + A Button Plus Button or Minus Button + Single Joy-Con Right Button
Set music volume to on, half, or off L Button Classic Controller ZL Button / Classic Controller ZR Button Z Button ZL Button / ZR Button L Button Plus Button or Minus Button + Control Stick
Change option during the menus Control Stick / +Control Pad Classic Controller Left Stick / +Control Pad Control Stick / +Control Pad Left Stick / +Control Pad Left Stick / Directional Buttons / +Control Pad Control Stick
Select option during the menus / Pause / Resume gameplay START Button Plus Button START/PAUSE Button Plus Button Plus Button Plus Button or Minus Button + L Button / R Button

Game modes[edit]

Mario Grand Prix[edit]

Luigi and Wario racing each other on Luigi Raceway in Grand Prix

As the main mode of the game that allows up to two players, Grand Prix involves players racing computer-controlled opponents in four 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 (the first-place player earns nine points, the second-place player earns six points, the third-place player earns three points, the fourth-place player earns one point, and the fifth-, sixth-, seventh-, and eighth-place players earn zero points). If players score zero points, they must restart the race; when two players are active, only one player is required to place fourth or above to continue the race. Unlike in Super Mario Kart, players can now try again as many times as they wish after they finish in fifth or below. At the end of a Grand Prix, they can receive a trophy on a podium depending on how well they placed, with bronze, silver, and gold being the worst to best trophies; the trophy model additionally changes with each increase in engine class size. However, if players place fourth or lower at the end of a Grand Prix, a special cutscene plays, in which the player character watches the top three characters place on a podium, then drives away and gets followed and attacked by a Mini Bomb Kart, with the message "What a pity! You placed Xth. Maybe next time!" popping up, where X is the player's rank (in the Japanese version, the message is "You are in Xth"). When players earn Gold in all cups in 150cc, Extra (known as Mirror Mode in later installments) is unlocked, allowing players to race on courses in 100cc but flipped horizontally. In addition to players 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.

Time Trial[edit]

N64 Controller Pak
The Nintendo 64's Controller Pak (front and back)

In Time Trial, players must race for the fastest time. After setting a record, players can challenge that record and race against themselves, represented by a ghost of their character-of-choice. The ghost will be saved only if the player does not pause, crash into an obstacle, drive in reverse, or fall off the road during the race.

The original release of this game uses 123 pages (7.87 KB) of the Controller Pak to record ghost data, which would occupy all the space in the Controller Pak (one page being a non-standard measurement unit equal to 64 bytes). However, later versions of the game used 121 pages (7.74 KB) on the Controller Pak, leaving only two pages free. Because none of the available controllers on later consoles have a Controller Pak slot, it is impossible to record ghost data on the Wii and Wii U Virtual Console versions of the game, or on the Nintendo 64 - Nintendo Switch Online app.

Versus[edit]

Versus Mode involves two or more players racing each other on selected racecourses of their choice. After the players finish a selected racecourse, one point is given to the first-place winner as a tally (if three or four players are playing, players in first, second, and third place receive three points, two points, and one point, respectively), and players can race again or select another course. There is no set number of races. When two or more players are racing together, Mini Bomb Karts appear on the courses.

Battle[edit]

Skyscraper
D.K. and Peach battling each other on Skyscraper 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 finish line in a race. Each player starts with three balloons, color-coded to the character they are using, and they lose a balloon when hit by any item or if they fall off-track. It is also possible to lose a balloon if a heavier player, such as Bowser, hits a lighter player, such as Toad, with great enough speed (more details below, in the "Drivers" section). When a player has lost all balloons, the player loses and becomes a Mini Bomb Kart. A Mini Bomb Kart is controllable, and it can be attacked and stunned by items, though it explodes if it runs into another player; if it explodes, the player is permanently defeated. The last surviving player wins the round.

Characters[edit]

Drivers[edit]

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.

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:[12]

Driver Class Top speed (100cc) Triple-A Button-tap acceleration Turn speed Size Weight
Artwork of Mario driving his kart in Mario Kart 64
Mario
Medium 310 2 1.25
(±0)
5.5 1.2
MK64 Luigi.png
Luigi
Medium 310 2 1.25
(±0)
5.5 1
MK64 Peach.png
Peach
Light 314 3 1.28
(-0.002)
5.5 0.9
MK64 Toad.png
Toad
Light 314 3 1.28
(-0.002)
5.5 0.7
Yoshi
Yoshi
Light 314 3 1.28
(-0.002)
5.5 0.9
Donkey Kong in Mario Kart 64
D.K.(new)
Heavy 310 1.5 1.15
(+0.002)
5.5 2
Wario in Mario Kart 64
Wario(new)
Heavy 310 1.5 1.15
(+0.002)
6 1.8
Bowser in Mario Kart 64
Bowser
Heavy 310 3 1.15
(+0.002)
6 2.3

Lightweight drivers have the highest acceleration and highest top speed in the game. They receive the most speed from Mini-Turbos and lose the least amount of speed when off-road. Additionally, lightweights (and the heavyweight character Bowser) get the greatest benefit from the triple-tap-A Button acceleration recovery technique (tapping the gas button three times and then holding it to accelerate more quickly after spinning out or otherwise losing speed).[12] 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,[13] 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,"[14] 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.[12]

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).[14] 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-A Button 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-A Button technique, but they still will reach their top speed faster than Mario or Luigi, albeit in a smaller window.[12]

Additionally, a player can drive a Mini Bomb Kart when all their balloons disappear in Battle Mode. The Mini Bomb Kart can drive around and explode on other players, but it has only one use for exploding before completely disappearing. The Mini Bomb Kart can also get hit by items and fall off the stage to be picked up by Lakitu.

Enemies, obstacles, and species[edit]

These characters and elements act as course obstacles and cause a variety of effects when they are driven into.

Name Course appearance(s) Description
Baby Penguin

PenguinMK64.png

Sherbet Land Baby Penguins are found sliding from one side of the track to the other. They spin racers out of control if collided with.
Bat

A bat from Mario Kart 64

Banshee Boardwalk A swarm of bats flies towards the racers, slowing them down if they drive directly into a member of the swarm.
Boulder

MK64Boulders.png

Choco Mountain Boulders fall from the edge of a mountain, flattening racers in their path.
Cactus

Sprite of a Cactus from Mario Kart 64

Kalimari Desert Cacti are stationary objects that cause the player to spin out of control when hit, similar to trees.
Chubby

Animation of Chubby in Mario Kart 64

Moo Moo Farm Chubbies peek out of holes and then jump, launching racers into the air.
Chomp

Rainbow Road

Rainbow Road Chainless Chomps are embedded into the track, chomping around at random. If a racer collides with one, they are launched into the air.
Crab

Animation of a crab in Mario Kart 64

Koopa Troopa Beach Crabs are stationed on the sand, spinning players who drive into them out of control.
Giant Egg

YoshiEggMK64.png

Yoshi Valley A giant Yoshi's egg that spins around, flattening any racer in its path.
Mini Bomb Kart

A Mini Bomb Kart after a race is lost

Various A small explosive vehicle that appears only in multiplayer match races across the game's various courses. Mini Bomb Karts' explosions launch players high.
Penguin

Sherbet Land

Sherbet Land Penguins are found slowly walking around icicles. Penguins spin racers out of control if collided with.
Piranha Plant

Animation of a Piranha Plant in Mario Kart 64

Mario Raceway and Royal Raceway Piranha Plants pose as obstacles on the racetracks, spinning drivers out of control for a brief moment.
Porcupine

Animation of a porcupine in Mario Kart 64

Yoshi Valley Porcupines walk from side to side, spinning out a racer who collides with them.
Snowman

Sprite of a Snowman from Mario Kart 64

Frappe Snowland Snowmen are situated on the track, launching the player into the air if they drive into them.
Stone

Sprite of a "rock" (appearing to actually be a kiwano) from Mario Kart 64

D.K.'s Jungle Parkway Stones (appearing to actually be horned melons) are thrown by unseen jungle natives at racers who go off-road, slowing them down until they return to the main track.
Thwomp

ThwompMK64.png

Bowser's Castle Thwomps appear as enemies, performing their trademark slam attempt at the drivers below. Additionally, some Thwomps move from side to side on the ground. These Thwomps laugh ominously at racers. The Thwomps use Wario's voice clips in a deep distorted pitch.
Train

KDtrain.png

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.
Tree

A Tree from Mario Kart 64.

Luigi Raceway, Moo Moo Farm, Koopa Troopa Beach, Frappe Snowland, Mario Raceway, Royal Raceway, Bowser's Castle, D.K.'s Jungle Parkway, and Yoshi Valley Trees appear as stationary obstacles on various courses, with a different design on each.
Vehicles

MK64Vehicles.png

Toad's Turnpike Vehicles (cars, trucks, and buses) 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.

Background characters[edit]

These characters appear as background scenery for world-building purposes and do not interact with players.

Name Course appearance(s) Description
Big Cheep Cheep

Banshee Boardwalk

Banshee Boardwalk A Big Cheep Cheep jumps out of the water and over the track.
Boo

Animation of a Boo in Mario Kart 64

Banshee Boardwalk In addition to being items in the game, Boos appear at certain parts of the race and make their trademark noises.
Bowser Statue

A Bowser Statue breathing fire onto the track in Mario Kart 64

Bowser's Castle Bowser Statues breathe continuous flames.
Cheep Cheep

Cheep-CheepMK64.png

Winner's circle A Cheep Cheep acts as a balloon that the trophy is inside.
Cow

CowMK64.png

Moo Moo Farm Cows are abundant in the background of the track. They are stationary and thus do not move.
Lakitu

Animation of Lakitu in Mario Kart 64

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.
Seagull

A seagull from Mario Kart 64.

Koopa Troopa Beach Seagulls fly over the track at various points.

Courses[edit]

Mario Kart 64 contains 16 racetracks in total, organized into four cups. While its number of racetracks is less than its predecessor, Super Mario Kart, the tracks are bigger, more detailed, and unique from each other as opposed to being variations of each other. Each of the course types from Super Mario Kart has a functional successor in this game, with Mario Circuit, Donut Plains, Ghost Valley, Bowser Castle, Choco Island, Koopa Beach, Vanilla Lake, and Rainbow Road corresponding to Mario Raceway, Moo Moo Farm, Banshee Boardwalk, Bowser's Castle, Choco Mountain, Koopa Troopa Beach, Sherbet Land, and Rainbow Road.

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.

Mushroom Cup
Mushroom Cup
The icon for Luigi Raceway, from Mario Kart 64.
Luigi Raceway
717 m
The icon for Moo Moo Farm, from Mario Kart 64.
Moo Moo Farm
527 m
The icon for Koopa Troopa Beach, from Mario Kart 64.
Koopa Troopa Beach
691 m
The icon for Kalimari Desert, from Mario Kart 64.
Kalimari Desert
753 m
Flower Cup
Flower Cup
The icon for Toad's Turnpike, from Mario Kart 64.
Toad's Turnpike
1036 m
The icon for Frappe Snowland, from Mario Kart 64.
Frappe Snowland
734 m
The icon for Choco Mountain, from Mario Kart 64.
Choco Mountain
687 m
The icon for Mario Raceway, from Mario Kart 64.
Mario Raceway
567 m
Star Cup
Star Cup
The icon for Wario Stadium, from Mario Kart 64.
Wario Stadium
1591 m
The icon for Sherbet Land, from Mario Kart 64.
Sherbet Land
756 m
The icon for Royal Raceway, from Mario Kart 64.
Royal Raceway
1025 m
The icon for Bowser's Castle, from Mario Kart 64.
Bowser's Castle
777 m
Special Cup
Special Cup
The icon for DK's Jungle Parkway, from Mario Kart 64.
D.K.'s Jungle Parkway
893 m
The icon for Yoshi Valley, from Mario Kart 64.
Yoshi Valley
772 m
The icon for Banshee Boardwalk, from Mario Kart 64.
Banshee Boardwalk
747 m
The icon for Rainbow Road, from Mario Kart 64.
Rainbow Road
2000 m

Battle courses[edit]

Staff ghosts[edit]

Mario Kart 64 is the first Mario Kart game to have staff-provided Time Trial ghosts 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.

Course Driver Time
Luigi Raceway Luigi 1:50.54
Mario Raceway Mario 1:20.44
Royal Raceway Peach 2:39.99

Items[edit]

Image Name Description
Mushroom Mushroom Gives a racer a short speed boost.
Triple Mushroom Triple Mushrooms
New Item
Spawns three Mushrooms, providing the racer with three speed boosts.
Super Mushroom Super Mushroom
New Item
Allows numerous speed boosts for a period of time.
Fake Item Fake Item
New Item
An item that appears similar to a normal Item Box. When a Fake Item is collided with, however, the racer is launched instead of getting an item.
Banana 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.
Banana Bunch Banana Bunch
New Item
Summons five Bananas behind the racer. The player can drop only one banana peel at a time; however, should a racer run into a trail of Bananas at the back of another racer's kart, they all get used up at once as the colliding racer spins out.
Green Shell Green Shell A shell that can be thrown in a straight line at another racer. If it hits, the racer flips multiple times. Green Shells can ricochet off walls a number of times until they hit a target or are destroyed.
Triple Green Shell Triple Green Shells
New Item
Summons three Green Shells into a barrier that surrounds the racer that used the item. The player can either throw each shell or use it as a shield to other items. Thrown shells have the same effect as Green Shells.
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. If a Red Shell hits a wall or the like, the shell gets destroyed.
Triple Red Shell Triple Red Shells
New Item
Summons three Red Shells into a barrier that surrounds the racer that used the item. The player can either throw each shell or use it as a shield to other items. Thrown shells have the same effect as Red Shells.
Spiny Shell Spiny Shell
New Item
A shell that automatically follows and targets the racer in first place, while also hitting any other racers it makes contact with on the way. If a Spiny Shell hits a wall or the like, the shell gets destroyed.
Super Star Super Star Makes racers invincible, rendering them impervious to obstacles, other items, and other racers. If a racer, while using a Super Star, hits a wall or the like in such a way that their character exclaims, the Super Star's effect immediately ends.
Thunder Bolt 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. Racers do not lose items as a result, but shrunken racers cannot use items in their Item Windows.
Boo Boo Unleashes Boo, who turns the player invisible for a brief time, making them impervious to enemy attacks, and steals an opponent's item.

★ – Can be used multiple times.
× – Does not appear in Battle Mode.

Item chart[edit]

The following chart is reported in the Nintendo Player's Guide of Mario Kart 64[15] and indicates the probability of obtaining a certain item with letter codes that range from A (frequently obtained item) to D (unobtainable item).

Mode Position Dash Mushroom Triple Mushrooms Golden Dash Mushroom Banana Banana Bunch Fake Item Box Green Shell Triple Green Shells Red Shell Triple Red Shells Boo Spiny Shell (blue) Lightning Super Star
GP 1 C D D A C C A C C D C D D D
2 C B C D C C C C B B C D C C
3 C B C D D D D C B B D D C C
4 C B C D D D D D B B D C C B
5 C B C D D D D D C B D C C B
6 D B C D D D D D D B D C B B
7 D C C D D D D D D B D C B A
8 D C C D D D D D D B D B B A
VS (2P) 1 C D D B C C A C C D C D D D
2 D B B D C D D C C B D C C B
VS (3P) 1 C D D A C C A D C D C D D D
2 C B C C C C D C B B C D D C
3 D B C D D D D D C B D C C B
VS (4P) 1 C D D A C C A D C D C D D D
2 C B D C C C C C B B C D D C
3 C B C D C C D C C B D C C C
4 D B C D D D D D D B D C C B

Differences in multiplayer modes[edit]

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[edit]

  • 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 the VS mode, the trains in Kalimari Desert have a tender and only one passenger car attached to them, as opposed to a tender and five passenger cars. In Mario GP, they have only the locomotive, no tender or passenger cars.
  • In Frappe Snowland, it snows only in the background and not on the track itself.
  • The music plays at a lower volume.
  • The course name and cup name are not shown when players play in Grand Prix.

Three and four players[edit]

  • No music is played during racing, except when a Super Star is being used.
  • The frame rate slows down to 20 frames per second.
  • Instead of being an ordinal number (1st, 2nd, etc.), the position of each player is represented with a numeral only.
  • In three-player mode, the fourth screen displays the cup and the course's name upon starting, and then shows the map of the course.
  • Clouds in the sky are removed from any track that had them.
  • The screens in Luigi Raceway and Wario Stadium show a still image of Player 1 at the starting line.
  • There are no trees on the meadows of Moo Moo Farm.
  • The trains in Kalimari Desert have only the locomotive, no tender or passenger cars.
  • Similar to the clouds being removed, there are no stars in the skies of Toad's Turnpike, Wario Stadium, and Rainbow Road.
  • It does not snow in Frappe Snowland.
  • The giant penguin is removed from the ice platform in Sherbet Land.
  • In D.K.'s Jungle Parkway, the paddle steamer is absent.

Soundtrack[edit]

Album art for Mario Kart 64 Race Tracks

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 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, 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.[16]

For the instrumentation of the game's music, Nagata primarily employed the Roland Sound Canvas SC-88, using 22 instrument samples and two drum sets from that module. Secondary equipment included Spectrasonics' Supreme Beats, Roland's JD-990 and JV-1080 synthesizers, the Korg Wavestation, the E-MU Proteus/3, and Digidesign's SampleCell II sound card.[17][18] 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.[19]

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[edit]

For a complete list of media for this subject, see List of Mario Kart 64 media.
Audio.svg 3 Raceways & Wario Stadium - The music for Luigi Raceway, Mario Raceway, Wario Stadium, and Royal Raceway
File infoMedia:MK64-Music-Raceways.oga
0:30
Audio.svg Choco Mountain - The music for Choco Mountain, Block Fort, and Double Deck
File infoMedia:MK64-Music-ChocoMountain.oga
0:30
Audio.svg Victory Lap - The music for the credits
File infoMedia:MK64-Music-VictoryLap.oga
0:30
Help:MediaHaving trouble playing?

Staff[edit]

Main article: List of Mario Kart 64 staff
Commemorative image of the development team for Mario Kart 64
Commemorative photo of the development team for Mario Kart 64

Mario Kart 64 was developed by a considerably larger team of staff than Super Mario Kart. Hideki Konno has directed Mario Kart 64, and he served as key staff for most mainline Mario Kart entries. The game's soundtrack was composed by Kenta Nagata, who would later compose soundtracks for succeeding Mario Kart installments, Mario Kart: Double Dash!! and Mario Kart 7. As Mario Kart 64 is the first game in the series to introduce character voices, Charles Martinet reprises his role as Mario from Super Mario 64 in all versions of the game, though the other characters (besides Bowser) have different voice actors between the Japanese and international versions; in the international version, Martinet also voiced Luigi and Wario, while Leslie Swan portrayed Peach and Isaac Marshall provided Toad's voice. John Hulaton, the announcer in the Japanese version, recorded his lines while also recording his Wave Race 64 announcer lines.[20][21]

Development[edit]

“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[22]

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.[22] 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 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.[23] 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, Bob-ombs, 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.[24]

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.[22] 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[edit]

Main article: List of Mario Kart 64 pre-release and unused content
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 D.K. The Player Select screen was also different; the characters faced the player, and Kamek can be seen in D.K.'s space. Faces of the early Player Select screen in the final release such as those of Mario, Luigi, Peach, and Toad are used when the player selects the number of players in the main menu. The working title of this game was Super Mario Kart R. Boos from Banshee Boardwalk also had a different look, the HUD was different from the final version, and Item Boxes were also completely black with colored question marks on them. 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.

Glitches[edit]

Main article: List of Mario Kart 64 glitches

Falling through bridge[edit]

Image demonstrating the falling through the bridge glitch in Frappe Snowland
The glitch in Frappe Snowland

This glitch occurs only in Frappe Snowland in the bridge part before the finish with a second player. The second player must drive off the bridge into the water at a certain point, so that Lakitu picks the player up and drops them onto the bridge. If the area Lakitu is dropping off seems to be the last line on the bridge closest to the finish line, Lakitu drops the player directly through the bridge into the water. If the second player happens to spin out while trying to accelerate, the player still falls into the water. This glitch will happen continuously until the player is helped out of this situation. This glitch works only with Player 2.

Yoshi Valley skip[edit]

This is a glitch that can be performed in any mode with any player on Yoshi Valley, excluding Extra Mode. This glitch can be performed only with a Mushroom item. Immediately after crossing the finish line, the racer has to make a 90° 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).

Version differences[edit]

TCRF article: Mario Kart 64/Regional Differences
"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.
"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.
"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.

In the Japanese version, Luigi, Toad, Princess Peach, and Wario have different voiceovers than in the international versions; the Japanese voiceovers were eventually used overseas in the first two Mario Party games (aside from Peach's) and Mario Kart: Super Circuit, with Toad's voiceovers also being in Mario Golf and Mario Party 3. Also, Toad, D.K., and Bowser are referred to as Kinopio, D. Kong, and Koopa, respectively. Additionally, Japanese children shout, "Mario Kart!" on the title screen, and a generic narrator is 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."

The billboards in the Japanese version use parodies of real-life companies that were sponsors of Formula One races at the time. These include "Marioro" (a play on "Marlboro"), which was changed to "Mario Star"; "Luigip" (a play on "Agip"), which became "Luigi's"; "Yoshi 1" (a pun on "Mobil 1"), which became "Yoshi" with a pawprint replacing the "1"; "Koopa Air" (which parodied 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 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 is cleared in Extra.

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 LodgeNet version removed the Option and Data buttons on the Game Select menu[25] 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[edit]

Critical reception[edit]

Mario Kart 64 received generally positive reviews, garnering an 83 in Metacritic based on 15 reviews[26] and an 87.01% based on 20 reviews on GameRankings.[27] 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 titles.

Peer Schneider from IGN gave the game an 8.1/10 and an Editor's Choice award.[28] 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.[29] 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.[30] 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.[31] 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.

Reviews
Release Reviewer, Publication Score Comment
N64 Peer Schneider, IGN 8.1/10 "Although it doesn't break any new grounds in originality (like Mario 64), Mario Kart 64 is a great addition to the N64 line-up. The solid graphics, good sound, and addictive gameplay--coupled with features like being able to race yourself (from a former race) in a special ghost mode--make you want to play it forever. If you primarily race alone, Wave Race 64 would be the game of choice. Otherwise, Mario Kart 64 is a must-have. The only draw-back is that you'll be speaking with Italian accents before long... And now leta me go-e, I have an appointmente witha three verry, verry deade people."
N64 Trent Ward, GameSpot 6.4/10 "If you own a Nintendo 64, you're probably going to buy this game whether or not you read and heed this review - after all, there aren't really a lot of N64 games to choose from, and it IS a Mario title. Fair enough. The thing is, even with all its bells and whistles, Mario Kart 64 is very likely to disappoint you after about a week. I wouldn't feel right about not giving you that warning. That said, I'm off to Mario Kart on my SNES to reminisce about the good old days, and dream of what this cartridge could have been."
N64 Scott McCall, allgame 4/5 "Despite the fact that Mario Kart 64 doesn't quite compare to the original, it's nevertheless one of the best racing games for the system. The good still far outweighs the bad. And you'll eventually learn that you can fight cheapness with cheapness of your own. You may find that races turn into a chess match of sorts, as you take advantage of cheating techniques. Another classic from Nintendo."
Wii Corbie Dillard, Nintendo Life 9/10 "As great as the original Super Mario Kart release was, Nintendo really managed to outdo it in just about every facet imaginable. The game play is deeper, the visuals are more detailed, and the musical score is as catchy as ever. If you've ever wondered why so many game fans hold Mario Kart 64 as the best of the series, you only need take the game for a spin on the Virtual Console to see what all the fuss is truly about. It's easily one of the best Nintendo 64 releases of them all and an absolute must-have for any Mario Kart fan."
N64 Martin Watts, N64 Today N/A "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."
Aggregators
Compiler Platform / Score
Metacritic 83
GameRankings 87.01%

Awards[edit]

Sales[edit]

During the first three months within its release in 1997, Mario Kart 64 was the best-selling game, reaching approximately 849,000 units.[33] In 2007, Mario Kart 64 sold 5.5 million copies in the US[34] and 2.24 million copies in Japan.[35] 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.[36]

Adaptations in other media[edit]

4koma Gag Battle Mario Kart 64
Cover for the Mario Kart 64 edition of 4koma 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 Super Mario characters on the various racetracks of the game, while volume 18 includes stories based on Battle Mode.

Two 4koma manga series, 4koma Manga Kingdom and 4koma Gag Battle, have volumes dedicated to Mario Kart 64.

Merchandise[edit]

Merchandise related to Mario Kart 64 consists of mostly diecast variations of its racers on go-karts and RC vehicles, though there are some miscellaneous items such as food, a phone, and playing cards. Video Game Super Stars was a line of go-kart action figures that had Mario Kart 64 and Diddy Kong Racing characters as part of their line-ups; notably, the Mario, Luigi, and Wario figures are the ones used for the "3 Fast 3 Furious" sketch in the adult stop motion animated comedy series, Robot Chicken.

References to other games[edit]

  • Super Mario Bros. 3: Bowser's Castle contains various elements from this game, such as a portrait of Bowser using his artwork from this game, sideways-moving Thwomps, and a checkerboard floor.
  • 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 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 64: In the track Royal Raceway, there is a part where the racer can turn off the road and arrive at the Mushroom Castle exactly as it appeared in this game. It is also where the Award Ceremony is held. The models and vocal effects for the penguins are reused from this game.
  • Donkey Kong Country: This is the first appearance of the Donkey Kong Country version of Donkey Kong in the main Super Mario franchise. In fact, the sprite resembles the one Donkey Kong had in that game. Nintendo also mentions in the credits the 3D model of D.K. originally came from Rare, the developers of the Donkey Kong Country trilogy.

References in later games[edit]

Gallery[edit]

For this subject's image gallery, see Gallery:Mario Kart 64.

Names in other languages[edit]

Language Name Meaning Notes
Japanese マリオカート64六十四[?]
Mario Kāto Rokujūyon
Mario Kart 64
Chinese (simplified) 马力欧卡丁车[?]
Mǎlì'ōu Kǎdīngchē
Mario Kart
Chinese (traditional) 瑪利歐賽車64[38]
Mǎlì'ōu Sàichē 64
Mario Kart 64
Korean 마리오 카트 64[?]
Mario Kateu 64
Mario Kart 64

Trivia[edit]

References[edit]

  1. ^ Página Oficial de Mario Kart 64. Nintendo.com.mx (Mexican Spanish). Archived May 30, 1998, 12:35:52 UTC from the original via Wayback Machine.
  2. ^ August 1997. Nintendo Official Magazine (UK) issue 59. Page 5 and 27.
  3. ^ April 1997. Nintendo Magazine System (AU) Issue #49. Page 41.
  4. ^ March 1998. Electronic Gaming Monthly issue 104. Page 28. Retrieved November 19, 2024.
  5. ^ Nintendo of America (September 23, 2021). Nintendo Direct - 9.23.2021 (21:00). YouTube (American English). Retrieved September 24, 2021.
  6. ^ Nintendo 公式チャンネル (September 24, 2021). Nintendo Direct 2021.9.24. YouTube. Retrieved May 23, 2024.
  7. ^ @NintendoEurope (September 23, 2021). 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.. X. Retrieved September 24, 2021.
  8. ^ @NintendoAUNZ (September 24, 2021). 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.. X. Retrieved September 24, 2021.
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