Mario Kart 64: Difference between revisions

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*{{button|gcn|Stick}} – Steer
*{{button|gcn|Stick}} – Steer
*{{button|gcn|Pad}} – Change options during the Menus
*{{button|gcn|Pad}} – Change options during the Menus
====Xbox 360====
*{{button|xbox360|X}} - Accelerate / Rocket Start
*{{button|xbox360|RT}} - Brake
*{{button|xbox360|Start}} - Pause
*{{button|xbox360|LT}} - Use item
*{{button|xbox360|Y}} - Lower music volume
*{{button|xbox360|A}} - Drift


==Technical==
==Technical==

Revision as of 16:48, October 12, 2020

Template:Infobox Mario Kart 64 is the second main installment of the Mario Kart series. It is the first game in the series to use three-dimensional graphics; however, the characters and items in this game are still two-dimensional, pre-rendered sprites. It was released for the Nintendo 64 in 1996 and later became available for the Wii's Virtual Console in 2007 and the Wii U's Virtual Console in 2016.

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 it 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 players are 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 musical 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 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.

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. Additionally, the racetracks 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 appears with medium sound, and when it stops, it "dings." Players can press the item button during the roulette to stop the roulette early. Also, unlike in 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).

Game modes

Grand Prix

Luigi and Wario racing each other in Grand Prix
The game's cast

The main mode of the game, Grand Prix involves racers racing one another in four cups, designated as 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 50cc, 100cc, and 150cc. An unlockable Extra, known as Mirror Mode, allows players to race courses in 100cc, 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.

Grand Prix can only be chosen during a one- or two-player mode.

Time Trial

In Time Trial, players must race for the highest 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 crash into an obstacle, does not drive in reverse or does not fall off the road during the race.

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 Karts will appear on the courses.

Battle

Skyscraper
Donkey Kong and Peach battling each other in Battle Mode

In Battle Mode, each player starts with three balloons and loses 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 here). When a player has lost all balloons, the player loses and becomes a Bomb Kart. The last surviving player wins the round.

Controls

Nintendo 64 / iQue Player

  • 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/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 gameplay
  • 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

Xbox 360

  • X - Accelerate / Rocket Start
  • RT - Brake
  • Start - Pause
  • LT - Use item
  • Y - Lower music volume
  • A - Drift

Technical

Controller Pak Manager

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 two pages free.

If the player holds START Button before turning on the console, there is a Controller Pak manager built-in the game, which will show all saves from other games that use the accessory. When the player holds START Button while opening the iQue Player release, this does not appear.

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.

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 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 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.

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 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 to accelerate more quickly after spinning out or otherwise losing speed).[1] 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,[2] which gives them the worst handling in the game. As with their weight, however, this disadvantage is negligible outside of Battle Mode.

Middleweight drivers are described in the instruction booklet as having no "extreme pros or cons,"[3] 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 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 allows them the best overall handling in the game. Lastly, Mario is slightly heavier than Luigi, and will thus win head-on collisions.[1]

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 aren't drifting).[3] 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. Donkey Kong is the "smallest," but is slightly heavier than Wario. DK and Wario receive the least acceleration from the triple-tap A Button technique, but still will reach their top speed faster than Mario or Luigi, albeit in a smaller window.[1]

  • 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

Name Course appearance(s) Description
Bat

Sprite of 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.
Chubby

Model of a Monty Mole (also called Chubby in the instruction manual) from the Nintendo 64 video game, Mario Kart 64.

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

Rainbow Road

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

Sprite of a crab from Mario Kart 64

Koopa Troopa Beach Crabs are stationed on the sand, spinning players out of control if driven into them.
Penguin

PenguinMK64.png

Sherbet Land Penguins are found either sliding or walking around an icicle. Both varieties will spin racers out of control if collided with.
Piranha Plant

Sprite of a Piranha Plant from Mario Kart 64

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

Sprite of a porcupine from Mario Kart 64

Yoshi Valley Porcupines walk from side to side, spinning out a racer that 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.
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 will laugh ominously at racers. The Thwomps use Wario's voice clips in a deep distorted pitch.

Non-playable

Name Course appearance(s) Description
Big Cheep Cheep

Banshee Boardwalk

Banshee Boardwalk A Big Cheep Cheep jumps out of the water over the track. It makes no interaction with the racers.
Boo

BooMK64.png

Banshee Boardwalk In addition to being items in the game, Boos appear at certain parts of the race and make their trademark noises. These Boos are merely there and are not hazards or obstacles.
Bowser Statue

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

Bowser's Castle Bowser Statues breathe continuous flames, having no impact on the racer.
Cheep Cheep

Cheep-CheepMK64.png

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

Lakitu's sprite 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.
Moo Moo

CowMK64.png

Moo Moo Farm Moo Moos are abundant in the background of the track, only posing as onlookers. They are stationary and thus do not move.

Obstacles

Name Course appearance(s) Description
Boulders

MK64Boulders.png

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

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.
Fruit

D.K.'s Jungle Parkway 2.png

D.K.'s Jungle Parkway Fruit are thrown at racers that go off-road, slowing them down until they return to the main track.
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 will result in the racer being launched into the air multiple times.
Vehicles

MK64Vehicles.png

Toad's Turnpike Vehicles drive down certain lanes. If a racer collides with one, they will be knocked into the air. In Mirror Mode, the vehicles drive opposite of the player, making them harder to avoid.
Giant Egg

YoshiEggMK64.png

Yoshi Valley A giant Yoshi Egg that spins around, flattening any racer in its path.

Courses

Racecourses

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 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 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 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

The icon for Big Donut, from Mario Kart 64.
Big Donut
The icon for Block Fort, from Mario Kart 64.
Block Fort
The icon for Double Deck, from Mario Kart 64.
Double Deck
The icon for Skyscraper, from Mario Kart 64.
Skyscraper

Items

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 collided with, however, the racer will be launched instead of getting an item.
Banana Banana Drops a banana peel, making racers spin out when run over.
Banana Bunch Banana Bunch
New Item
Summons five Bananas behind the racer.
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.
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, these will automatically lock on to the racer directly in front of the item user.
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.
Super Star Super Star Makes racers invincible, rendering them impervious to obstacles, other items, or other racers.
Thunder Bolt Thunder Bolt When 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.
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 the Battle Mode.

Item Chart

The following chart is reported in the Nintendo Player's Guide of Mario Kart 64[4] 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 Triple Mushrooms Golden 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

When playing with two or more players, some changes have been made to make the game run as smoothly as possible.

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.
  • In Kalimari Desert, the trains only have a tender and one passenger car attached to them, as opposed to a tender and five passenger cars.
  • In Frappe Snowland, it only snows in the background, and not on the track itself.

Three and four players

  • 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 was removed from the ice platform in Sherbet Land.
  • In D.K.'s Jungle Parkway, the ship is absent.

Reception

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."
Aggregators
Compiler Platform / Score
Metacritic 83
GameRankings 87.01%

Awards

Media

For a complete list of media for this subject, see List of Mario Kart 64 media.
Help:MediaHaving trouble playing?

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 be seen on the back of the packaging of the Nintendo 64 system.

Glitches

Main article: List of Mario Kart 64 glitches

Bounce Over the Wall

This glitch works in any mode with any character 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.

The same trick can also be performed on Choco Mountain. By driving straight toward the gray wall just before the loop with the falling boulders, and jumping just as the player hits it, they can clear the wall. The guard rail in 50cc and Time Trials only has single-sided collision detection. Alternatively, players can also simply drift into the wall and jump as they hit it to clear it.

Freeze glitch

To perform this glitch, the player must 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 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 Party 3. Also, Toad, Donkey Kong, and Bowser are referred to as Kinopio, D. Kong, and Koopa, respectively. Additionally, the title screen features Japanese children shouting, "Mario Kart!" with a generic narrator used as the system voice. In the international releases, Mario shouts, "Welcome to Mario Kart!" on the title screen, and he is also used as the system voice.

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

The billboards in the Japanese version use parodies of real-life companies which 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 a player clears the Special Cup in Extra.

In the Chinese version, the Special Cup was renamed the iQue Cup, and most '64' references were removed.

Gallery

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

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 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 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. Nintendo also mentions in the credits the 3D model of Donkey Kong originally came from Rare, the developers of the Donkey Kong Country trilogy.

References in later games

Name in other languages

Language Name Meaning Notes
Japanese マリオカート64[?]
Mario Kāto Rokujūyon
Mario Kart 64
Chinese 马力欧卡丁车[?]
Mǎlìōu Kǎdīngchē
Mario Kart
Korean 마리오 카트 64[?]
Mario Kateu 64
Mario Kart 64

Trivia

  • 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.
  • The lightning effect was changed in the Wii Virtual Console release to a less intense flash, most likely to prevent seizures.
  • In 1996, Maygay released a Europe-only slot machine under the Nintendo license based on this game.
  • This is the only Mario Kart game with onomatopoeia, such as "Poomp!", "Boing!", "Crash," and "Whirrrr."
  • This is the only Mario Kart game where every racer has an assigned racetrack.

References

  1. ^ a b c TAS Videos page on Mario Kart 64 "TASVideos.org". Retrieved September 19th, 2020
  2. ^ Mario Kart 64 instruction booklet, page 6 "mariomayhem.com". Retrieved September 19th, 2020
  3. ^ a b Mario Kart 64 instruction booklet, page 7 "mariomayhem.com". Retrieved September 19th, 2020
  4. ^ Mario Kart 64 Nintendo Player's Guide, page 94

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