Mario Kart 64: Difference between revisions

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==={{conjecturaltext|Bounce Over the Wall}}===
==={{conjecturaltext|Bounce Over the Wall}}===
This glitch works in any mode with any player on [[Wario Stadium]]. On the first hill after the start of the race, the player should drive into the wall, they should be able to bounce over it. Next, they should do a 180 degree turn and aim for the starting pole. The player then should hop over the wall again and make sure to land to the right of the starting line. Once the player crosses the starting line after they regain control of their kart, [[Lakitu]] should hold the second or Final lap sign, depending on which lap the player was on previously, or he will wave the checkered flag, if the race is finished.
This glitch works in any mode with any player on [[Wario Stadium (N64)|Wario Stadium]]. On the first hill after the start of the race, the player should drive into the wall, they should be able to bounce over it. Next, they should do a 180 degree turn and aim for the starting pole. The player then should hop over the wall again and make sure to land to the right of the starting line. Once the player crosses the starting line after they regain control of their kart, [[Lakitu]] should hold the second or Final lap sign, depending on which lap the player was on previously, or he will wave the checkered flag, if the race is finished.
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Revision as of 10:32, March 25, 2017

It has been requested that this article be rewritten and expanded to include more information. Reason: 20:29, 19 October 2015 (EDT)

Template:Infobox Mario Kart 64 is the second installment of the Mario Kart series. It is the first game in the series to use three-dimensional graphics. It was released for the Nintendo 64, and later became available for the Wii and Wii U's Virtual Console.

Gameplay

The gameplay expands on that of its predecessor, Super Mario Kart. Players must steer with the Nintendo 64 controller's control stick, holding A Button down to accelerate. B Button is used for braking, and also allows the players to reverse by pointing the control stick down. Items can be used by simply pressing the Z Button trigger. When players press the R Button trigger, they hop, allowing the kart to turn around tight corners. While drifting, the control stick can be used to make the turn wider or tighter, but keeping the control stick in the opposite direction of the turn to widen it for a long enough time results in the kart skidding and losing the Mini-Turbo charge. If a Banana is hit while the player is driving straight, the character will skid for a while before spinning out. If the player presses the B Button button, a music note will appear over the character's head, therefore nullifying the effect of the item (this effect is also included in Mario Kart: Super Circuit). This does not work all the time, however, because sometimes, the player can skid out immediately after driving into a banana if the banana is hit while turning. Similarly, in 150cc and Mirror 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. As opposed to 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. Additionally, the race tracks have elevation and feature different forms of terrain. To get items, the character must get an Item Box. Once the character gets an Item Box, an item-roulette will appear with medium sound, and when it stops, "dings". Players can press the item button during the roulette to stop the roulette early. Also unlike Super Mario Kart, players can now try again as many times as they wish after they finish in 5th or below (this was removed in later games for unknown reasons, though likely as a means of making the game more challenging for the player).

There are four cups, designated as Mushroom Cup, Flower Cup, Star Cup, and Special Cup. These cups are further divided into three different difficulty settings of 50cc, 100cc, or 150cc. An unlockable Extra, known as Mirror Mode, allows players to race courses in 150cc but flipped vertically, which sometimes increases difficulty. In order to unlock this feature, players must win the Gold Cup on all the cups in 150cc. When the title screen changes, it means that the player has unlocked Extra. A Time Trial mode and a Battle Mode are also available, which pit players in different Kart scenarios that do not necessarily require racing.

In the Time Trial mode, players must race against their own previous times, represented by a Ghost of their player-of-choice.

In Battle Mode, each player starts with three Balloons and loses a balloon when hit by any item. It is also possible to lose a Balloon if a heavier player such as Bowser hits a lighter player like Toad or Yoshi with great enough speed (more details here). When a player has lost all Balloons, the player loses and becomes a Bomb Kart. The last surviving player wins the round.

The rival system in this game is the more common 2 Rival system seen in most similar games, whereupon two randomly selected rivals will fight with the player, and will use the "Handicap" feature to situate themselves on level with the player. They will always stay on the same, no matter what the championship standings are.

On a side note, when the player plays the 150cc or Mirror mode, two random CPU racers may receive a huge handicap, and even when hit with an item such as a Red Shell, they will recover rapidly. Sometimes there is also one player that receives an even larger handicap and when ahead, it becomes very challenging for the player to stop.

Button controls

Nintendo 64

  • A Button - Accelerate/Rocket Start
  • B Button - Brake
  • Up C Button - Zoom In/Out
  • Left C Button/Right C Button - Switch screen positions
  • Down C Button - Use items, stop Item Roulette
  • START Button - Select option during the Menus/Pause or resume during gameplay
  • Z Button - Use items, stop Item Roulette
  • R Button - Drift
  • L Button - Lower music volume
  • Control Stick - Steer
  • +Control Pad - change option during the Menus

Wii Virtual Console

Classic controller
  • Classic Controller a Button - Accelerate/Rocket Start
  • Classic Controller b Button - Brake
  • Classic Controller y Button - Use items, stop Item Roulette
  • Classic Controller x Button - Use items, stop Item Roulette
  • +Control Pad - change options during the Menus
  • Classic Controller Left Stick - Steer
  • Classic Controller Right Stick up - Zoom In/Out
  • Classic Controller Right Stick left/right - switch screen positions
  • Classic Controller Right Stick down - Use items, stop Item Roulette
  • Classic Controller L Button - Use items, stop Item Roulette
  • Classic Controller R Button - Drift
  • Plus Button - Select option during the Menus/Pause/Resume during gameplay
  • Classic Controller ZL Button/Classic Controller ZR Button - Lower music volume
GameCube controller
  • A Button - Accelerate/Rocket Start
  • B Button - Brake
  • C Stick up - Zoom In/Out
  • C Stick left/right - Switch screen positions
  • C Stick down - Use items, stop Item Roulette
  • START/PAUSE Button - Select option during the Menus/Pause/Resume during game play
  • X Button - Use items, stop Item Roulette
  • Y Button - Use items, stop Item Roulette
  • Z Button - Lower music volume
  • R Button - Drift
  • L Button - Use items, stop Item Roulette
  • Control Stick - Steer
  • +Control Pad - Change options during the Menus.

Technical

The original release of this game on the Nintendo 64 used 123 pages of the 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 2 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.

Drivers

Characters are divided into three classes depending on their weight: Light, Medium, and Heavy.

* indicates that the character is a New Driver for the Mario Kart installments overall.

Lightweight drivers have the highest acceleration and highest top speed. Additionally, only Lightweights (and the heavyweight character Bowser) can use the triple-gas acceleration recovery technique (tapping the gas button three times and then holding to accelerate more quickly). The single downside to lightweight characters is that they can spin out from contact with heavier characters.

Middleweight drivers actually have the slowest acceleration of all the weight classes and have the same top speed as the heavyweights.

Heavyweight drivers have a slower acceleration than the lightweights, but faster acceleration than the middleweights and share the same top speed as the middleweights.

Analysis and Tiering of the above weight categories is demonstrated in the this video.

  • 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 only has one use for exploding before completely disappearing.

Enemies

Non-Playable

Obstacles

Courses

Race courses

Battle stages

Items

★ - Can be used multiple times.
× - Do not appear in the Battle Mode.

Item Chart

The following chart is reported in the Nintendo Player's Guide of Mario Kart 64[1] 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 Mushroom Mushroom Golden Mushroom Banana Banana Fake Item Box Green Shell Green Shell Red Shell Red Shell Boo Spiny Shell (Mario Kart) 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

References to other games

  • Super Mario Kart - The introduction music in Mario Kart 64 is an elongated remix of the theme from this game. In the music of the track Banshee Boardwalk, a part of Ghost Valley's music can be heard.
  • 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 Princess Peach's Castle exactly as it appeared in this game. It is also where the awards ceremony is held.
  • 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.

References in later games

Awards

  • Longest Track in the Mario Kart Series - Rainbow Road - Guinness Book of World Records Gamer's Edition 2009 - 2013

Media

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Staff

Main article: List of Mario Kart 64 staff

Executive Producer

Producer

Director

  • Hideki Konno

Music Composer

Pre-release and unused content

Main article: List of Mario Kart 64 pre-release and unused content

Kamek was originally intended to be one of the playable characters, but ended up being replaced by Donkey Kong. The Character Select screen was also different, the characters faced the player, and Kamek can be seen in Donkey Kong's space. 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 been seen on the back of the packaging of the Nintendo 64 system.

Glitches

Main article: List of Mario Kart 64 glitches

Template:Conjecturaltext

This glitch works in any mode with any player on Wario Stadium. On the first hill after the start of the race, the player should drive into the wall, they should be able to bounce over it. Next, they should do a 180 degree turn and aim for the starting pole. The player then should hop over the wall again and make sure to land to the right of the starting line. Once the player crosses the starting line after they regain control of their kart, Lakitu should hold the second or Final lap sign, depending on which lap the player was on previously, or he will wave the checkered flag, if the race is finished.

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To perform this glitch start a battle on Double Deck. The player must then park one of the characters over an Item Box and make sure that the character doesn't receive a Boo or Star. Then have the other character(s) lose their balloons. On the Battle Ranking screen, keep pressing Z Button on the controller for the character that is on the item box. Eventually the game will freeze with the music still playing.

Regional differences

In the Japanese version, Luigi, Toad, Princess Peach, and Wario have different voice overs than their American counterparts, while other characters do not. The Japanese voice overs were eventually used overseas in the first two Mario Party games and Mario Kart: Super Circuit. Also, Toad, Donkey Kong, and Bowser are referred to as Kinopio, D. Kong, and Koopa, respectively. Additionally, the system voice is a generic narrator, while the Western versions used Mario as the system voice.

"Raceways" are known as "Circuits" in the Japanese version ("Mario Circuit", etc.). However, "Royal Raceway" is known in Japan as "Peach Circuit" instead of "Royal Circuit".

Gallery

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Name in other languages

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Trivia

  • This is the only Mario Kart game in which the Special Cup is available right from the start.
  • If more than two players are playing in VS. and Battle Modes, the background music will not play on any course. This is due to the limitations at the time.
  • The lightning effect was changed in release on the Virtual Console to a less intense flash, most likely to prevent seizures.

References

  1. ^ Mario Kart 64 Nintendo Player's Guide, page 94

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