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===Controlling===
===Controlling===
[[Image:ControllerTypes.png|thumb|300px|left|Icons for each of the control types for ''Mario Kart Wii''.]]
[[Image:ControllerTypes.png|thumb|300px|left|Icons for each of the control types for ''Mario Kart Wii''.]]
The main feature is the use of the motion sensing of the [[Wii Remote]]. By tilting the remote, players can steer their karts. During the development of this game, Nintendo hoped to address some of the issues game critics faced with the first racing game Nintendo published for the Wii, ''Excitetruck'', by making ''Mario Kart Wii'' compatible with the [[Wii Wheel]]. Since the Wii Remote is designed to be inserted into the Wii Wheel (as it is not an independent controller), players can also play without the Wheel if they choose to (although many gamers would argue it is much more difficult without the wheel). ''Mario Kart Wii'' can also be played using the [[Nunchuk]] controller, the [[Classic Controller]] or the [[GameCube]] controller.
The main feature is the use of the motion sensing of the [[Wii Remote]]. By tilting the remote, players can steer their karts. During the development of this game, Nintendo hoped to address some of the issues game critics faced with the first racing game Nintendo published for the Wii, ''Excite Truck'', by making ''Mario Kart Wii'' compatible with the [[Wii Wheel]]. Since the Wii Remote is designed to be inserted into the Wii Wheel (as it is not an independent controller), players can also play without the Wheel if they choose to (although many gamers would argue it is much more difficult without the wheel). ''Mario Kart Wii'' can also be played using the [[Nunchuk]] controller, the [[Classic Controller]] or the [[GameCube]] controller.


====Controls and actions of ''Mario Kart Wii''====
====Controls and actions of ''Mario Kart Wii''====

Revision as of 15:22, December 27, 2010

Template:Infobox

Mario Kart Wii is the eighth installment of the Mario Kart series. Just as every Mario Kart game, Mario Kart Wii includes new features such as new race courses, along with other older that appeared in past Mario Kart games, more like its predecessor Mario Kart DS. New items and characters were included, as well as an increased number of players for the races. Mario Kart Wii also introduced the use of bikes that vary in capabilities along with the classical karts. Game modes are also present such as the Grand Prix, Versus, Battle and Time Trial, many of them making use of the Nintendo Wi-Fi Connection for worldwide online play.

A Wii Wheel, designed from the ground up for the Wii, is included in every Mario Kart Wii's package because Nintendo aimed that it would make it a more realistic steering experience. It is, however, compatible with other controllers as well.

The game also includes its own Wii Channel. It is called the Mario Kart Channel. In the channel, players can play in special tournaments there and trade their racing profile with others around the world.

This game requires 23 blocks on the player's Wii system to save game data. Also, the game data cannot be copied. As a result, players are not able to transfer this game data onto another Wii. The Mario Kart Channel uses 74 to 88 blocks, but unlike the game data, players can copy the channel onto their SD cards. (Amount of blocks the game takes may differ, depending on from which region the game came from.)

Gameplay

Mario Kart Wii takes a step in a new direction, as twelve players are present in normal races. All 12 racers head to the finish in a multi-lap race around a given circuit. Along the way, players may employ items, horseplay, and take shortcuts to earn first place.

Controlling

Icons for each of the control types for Mario Kart Wii.

The main feature is the use of the motion sensing of the Wii Remote. By tilting the remote, players can steer their karts. During the development of this game, Nintendo hoped to address some of the issues game critics faced with the first racing game Nintendo published for the Wii, Excite Truck, by making Mario Kart Wii compatible with the Wii Wheel. Since the Wii Remote is designed to be inserted into the Wii Wheel (as it is not an independent controller), players can also play without the Wheel if they choose to (although many gamers would argue it is much more difficult without the wheel). Mario Kart Wii can also be played using the Nunchuk controller, the Classic Controller or the GameCube controller.

Controls and actions of Mario Kart Wii

File:Screenshot 183885.jpg
Drifting keeps the speed and also allows a mini-turbo.
  • Accelerate: When drivers hold the corresponding button, the vehicle goes forward. Accelerating time depends on the type of the vehicle: Lightweight vehicles have a high acceleration, but low top speed. Heavyweight vehicles tend to have a low acceleration, but a high top speed. Middleweight vehicles have a well-rounded top speed and acceleration.
  • Steer: Steering lets drivers move around corners.
  • Brake: Braking slows the vehicle to an abrupt stop.
  • Reverse: The driver's kart goes backwards if the driver holds the brake button. If the driver tries to accelerate while going in reverse, the vehicle starts to build momentum. When blue sparks start to appear, the character should release the brakes to get a small speed boost.
  • Look Behind: Drivers can look behind their vehicle. In this way, drivers can be alert from other drivers incoming to steal their place. Drivers can also use this feature to see where they are going while backing up, or to aim a weapon at an opponent following up. This feature once appeared in Super Mario Kart.
  • Drift: Drivers drift to keep the vehicle's speed and take corners much better, with the benefit of getting mini-turbos. The feature can be set to happen automatically or when a button is held.
  • Mini-turbo: When drivers drift for a reasonable amount of time varying on the vehicle used, blue sparks erupt from the vehicle's rear tires. Releasing the drift button gives them a short burst of speed. In a kart, drivers can keep drifting for longer periods to get orange sparks and a longer boost. However, orange sparks cannot be created on bikes. Of course, the drifting stats of the vehicle used also matters. A mini-turbo can't be performed when drifting is set to automatic. Drivers can also perform a "standing mini-turbo" by holding the brake and drift buttons at the same time. This technique can also be used on Automatic.
File:Rocket Start (Mario Kart Wii).jpg
The Rocket Start allows racers to give them an early advantage when GO! appears on the screen.
  • Rocket Start: Drivers can perform a special starting speed boost at anytime when the race begins. If drivers hold down the corresponding gas button right after the countdown displays the number two, then they receive an extra speed boost that gives them an early advantage during the race when the word GO! appears on the screen. However, when drivers hold the gas button for too long and when the word GO! appears, their engine bursts and they get an even worse start than a regular start. This technique is also used in the Nintendo DS game Mario Kart DS and it has the same effect.
  • Tricks: Drivers can pull off a trick when they jump in order to gain a momentary mini-turbo. Drivers can perform a trick by flicking the Wii Remote or pressing the D-pad (on the Gamecube or Classic Controllers) in any direction when going off a ramp or hill. They do a stunt, cheer, and obtain a speed boost when landing.
  • Wheelie: Wheelies can be performed only when drivers are riding Bikes. Drivers can increase their speed when they lift up the front of their bike. While drivers hold the front of the bike up, the bike can hardly turn. The wheelie can be ended by braking, drifting, waiting for it to run out on its own, or simply setting the Wii Wheel back down.

Modes of Play

  • Grand Prix (1 player) In this mode, drivers race against 11 other CPU players in a quest to finish first. There are 8 cups to choose from, ranging from the most to the least difficult. Drivers earn points by placing within 12 positions (see chart below.). A driver with the most points at the end of the four races wins the cup.
  • Time Trial (1 player) Drivers race for the fastest time on a selected course. The fastest record is able to be raced again as a ghost. Drivers can also race staff records, Regional Records/Champions (WiFi must be used,) World Records/Champions (WiFi also must be used,) and Friend Records (Friend must be registered, friend must send the ghost for Ghost Races, and WiFi also must be used.)
  • Versus (1 to 4 players, up to 12 online) Drivers can race to their own custom settings, but it is otherwise relatively the same to Grand Prix, other than the fact that drivers can see the other racers' character's names.
  • Battle (1 to 4 players, up to 12 online) Drivers team up with each other in a battle for the most points. Items only work against the other team so it won't have an effect to the driver's team. There are two ways to battle:
    • Balloon Battle: Drivers get points by using items to hit their opponents. If drivers lose all of their balloons, 1 point is deducted.
    • Coin Runners: The goal for drivers is to obtain more coins than the other team. If drivers hit opponents, opponents drop their coins. However, the certain amount of coins fall depends on the item that hits the player.
  • Ghost Race (Mario Kart Channel, 1 player) A Time Trial race with ghosts made by players around the world with relatively the same skill level to the actual player.
  • Competition (also known as Tournament) (Mario Kart Channel, 1 player) Drivers compete in a timed competition with specific goals (see list below). This mode serves as the replacement of Mission Mode from Mario Kart DS. New tournaments are posted twice a month.

Note: Grand Prix mode for 50cc using Karts only, 100cc using for bikes only, 150cc using for Bikes and Karts and Mirror for Bikes and Karts. If drivers win all the tracks in 50cc or 100cc, it is possible to play with both bikes and karts. Mirror Mode is unlockable by gaining first place on all 150cc Grand Prixes.

Other information
  • Additionally, in this game, both normal races and battles are playable online through the use of Nintendo Wi-Fi Connection (WFC). This is the second game in the series to utilize the WFC and the first to allow for online battles. Races and Battles will now cater up to 12 players via Wi-Fi connection [1].
  • Just like Mario Kart DS, it is not possible to play Grand Prix with multiple players. Players can now only win cup trophies playing alone.
  • In Battle Mode, the player can only play in teams. Also, the Spiny Shell makes its first appearance in Battle Mode. It chases the player of the opposite team with the most points. Also the Thunderbolt is an item in Battle Mode. It shrinks the drivers of the opposite team and makes them lose their items, but does not take a balloon or drop coins.

Competitions

A list of Competitions or tournaments up to the current one can be found here.

The mission mode appearing in Mario Kart Wii
Baby Mario collecting coins in Tournament Mode.

Mario Kart Wii introduces a new mode for the Mario Kart series, entitled "Competition Mode" (also known as Tournament mode in the North American versions). Competition Mode is somewhat similar to Mission Mode from Mario Kart DS. Competitions can be played on the Mario Kart Channel, so as long as the Mario Kart Wii disc is in the Wii. Competitions require an Internet connection, and WiiConnect24 to be turned on before they can be played. After a while, a competition is retired to make room for a new one. However, the rankings of older competitions can still be viewed on the rankings table.

Types of Competitions
  • VS. Race – A standard VS. race; however, race courses are somewhat altered.
  • Time Trial – A standard Time Trial; however, race courses are somewhat altered.
  • Numbered Gates – The player must drive through ordered gates as fast as possible.
  • Coin Collecting – The player must collect the coins on the stage as fast as possible.
  • Boss Battle – The player must fight against a special boss.

Licenses

File:Licensemkwii.png
An example of a Mario Kart Wii license.

Licenses replace normal save files. It is the first Mario Kart game to feature save files.

Each license contains users' data, their Mii, nickname, Friend Code and a table including all categories and cups with an empty space. After a cup is won, the corresponding space is filled in with a colored square: gold for first place, silver for second, bronze for third. If at any time the Mii being used for Mario Kart Wii is deleted from the Mii Channel, the in-game Mii is also deleted.

Friend Roster

File:Friendrostermkw.png
A friend roster.

Players can add different people around the world on to their Mario Kart Wii Friend Roster. Two people need to add the Friend Codes on their licenses. There are 5 people on each row, with 6 rows. So, a player can have up to 30 people on their Friend Roster.

If two people are friends on a roster, one can open a room, which allows who is ever friends with the person to join that room. In the room, the players who joined can send messages. If a player who added the person who created the room, and another person joins and the player has not added them, they have an ability to do so. The host of the room can choose a VS Race, Team VS Race, and Battle.

If a player joins a race when another player is online and friends with them, the player who added the player in the race can join that race and race with the friend.

Major Changes

While every previous Mario Kart game allowed for a maximum of eight racers on each course, up to twelve are on course at one time in Mario Kart Wii.

In Mario Kart Wii, players can select twelve types of vehicles – six karts and six bikes – for each of the three classes. Vehicles selection varies depending on the character's weight type, and color schemes for available vehicles also vary with regard to character selected.

A major departure from prior games is the removal of Snaking, which players can use to gain several consecutive mini-turbos after performing a powerslide. Performing a mini-turbo depends on how long a player can hold the button for drifting, and the angle at which they drift. However, drifting can be used strategically and involves managing the drifts to avoid losing speed.[1].

Also, a new feature called "Tricks" is now a part of the gameplay. When drivers perform a trick, they are able to gain a momentary boost of speed, which allows them to do a few different things, such as grabbing an Item Box midair. Tricks consist of mid-air acrobatics and are performed by shaking the Wii Wheel upward, shaking the Wii Remote in the Wii Remote + Nunchuk combo or pressing the D-pad on the Gamecube controller.

Motorbikes are introduced in this game. Peach, Daisy, and Rosalina are in an alternate outfit while riding motorbikes, as opposed to their traditional outfit while riding karts. Oddly enough, although Wario does have a biker outfit of his own, he doesn't wear it when riding bikes.

Special Items, introduced in Mario Kart: Double Dash!!, are taken out for being too unbalanced Template:Fact. Overall, Mario Kart Wii is based heavily on Mario Kart DS and has little influence from Double Dash!!.

Mario Kart Wii features a text chat in Online Multiplayer Mode. Users can send pre-written phrases to other users before the series of races starts. There is no facility for a user to type his or her own message[2]. Also, the text chat is only available when racing or battling against Friends.

Point Spread Comparisons
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th
SMK + MK64 + MKSC GP 9 6 3 1 0 0 0 0
MKDD + MKDS GP 10 8 6 4 3 2 1 0
MKWii GP 15 12 10 8 7 6 5 4 3 2 1 0
Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race music
Yellow-limegreen bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)
Normal bg signifies losing results, losing music
In Super Mario Kart to Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly three times, the Grand Prix must be started over. In Double Dash to Wii, the GP normally goes forth.

Items

Mario Kart Wii includes three new items: the Mega Mushroom, the POW Block and the Thunder Cloud. Items can be earned by driving through Item Boxes on the courses, just like in previous games. Once a player has done so, an item will be selected via the Item Roulette. In general, players tend to obtain a weak item such as a banana or a green shell when they are in first. However, if players are in second or a lower place, obtaining a powerful item such as a red shell or a Thunderbolt is more frequent. Usually, the lower the place of the player, the rarer and more powerful the item he/she gets. Items with an asterisk (*) are unavailable during strategic.

Drivers

A total of twelve Mario characters are available from the start, while twelve more can be unlocked for a total of twenty-four. They are separated into these three categories:

  • Small: Are able to drive small vehicles. They have mostly a good acceleration and off-road ratio, but low top speed. By their weight, these characters can be knocked apart if they try to bump into other vehicles of superior weight.
  • Medium: Are able to drive medium-sized vehicles. Most of the karts show an average acceleration, weight and off-road.
  • Large: Are defined by their strength, capable of banging apart other vehicles with low weight. They are able to drive large vehicles, mostly featuring high top speed and weight, but showing low acceleration, handling, and off-road.

Starting Drivers


Unlockable Drivers

  • Miis are also featured as secret characters with two different costumes to unlock - a racing suit and an outfit that varies depending on the gender. The color of the outfit also depends on the Mii's favorite color.

Unlocking Criteria

Criteria List To Unlock These Drivers
Daisy Win 150cc Special Cup or play 2,850 races
Birdo Play Time Trials on 16 different courses, win 250 WFC races, or play 1,350 races
Diddy Kong Win 50cc Lightning Cup or play 450 races
Bowser Jr. Obtain at least 1 Star Rank for all 100cc Retro Grand Prix Cups or play 3,450 races
Baby Luigi Unlock 8 Expert Staff Ghost Data in Time Trials, win 100 WFC Ghost Races, or play 3,150 races
Baby Daisy Obtain at least 1 Star Rank for all 50cc Wii Grand Prix Cups or play 1,950 races
Toadette Play Time Trials on all 32 different courses, win 1,000 WFC races, or play 3,150 races
Dry Bones Win 100cc Leaf Cup or play 1,050 races
King Boo Win 50cc Star Cup or play 750 races
Rosalina Have a Super Mario Galaxy save file and play 50 races, attain at least 1 Star Rank for all 150cc Mirror Grand Prix cups, or play 4,950 races
Funky Kong Unlock 4 Expert Staff Ghost Data in Time Trials, win 25 WFC Ghost Races, or play 2,250 races
Dry Bowser Obtain at least 1 Star Rank for all 150cc Wii Grand Prix Cups or play 4,350 races

Unlocking Outfits for Miis

How to Unlock Mii
Mii outfit A (Racing Suit, blue Mii logo) Win the Special Cup in 100cc or play 1,650 races
Mii outfit B (Overalls/Dress, red Mii logo) Unlock Expert Staff Ghosts on all 32 courses in Time Trial mode, play 5,000 WFC Races, win 5,000 WFC Ghost Races, or play 5,100 combined races/battles

Bonuses

  • Each character has their own set of bonuses that boost certain stats for their vehicles. Units are out of 70, so +7/70 is about an extra point out of 10.
Character Bonuses
Character Speed Weight Acceleration Handling Drift Off-Road Mini-Turbo
Mario - 6 2 2 3 - -
Luigi 2 6 - - - - -
Peach 2 - 5 - 6 - -
Daisy 4 - - 2 - - 3
Yoshi - 3 - - 3 5 -
Birdo - 3 - - - 3 5
Diddy Kong - - 3 - 3 - 5
Bowser Jr. - - - - - 3 3
Baby Mario - 8 - 6 - - -
Baby Luigi 5 8 - - - - -
Baby Peach 3 6 3 3 - - -
Baby Daisy 5 6 - - - - 3
Toad - - 6 - 6 - -
Toadette 3 - - - - 6 -
Koopa Troopa - - - 3 - - 6
Dry Bones - - 3 - 3 - 6
Wario - 3 - - - 3 6
Waluigi - - 6 - 5 3 -
Donkey Kong - 3 2 2 - - 3
Bowser 2 5 - - 3 - -
King Boo - - - 5 - 3 -
Rosalina 3 - - 3 - - 3
Funky Kong 4 - - - - 3 -
Dry Bowser - - - - - 6 6
Small Mii 3 3 - - 3 - 3
Medium Mii 3 3 - - - 3 3
Large Mii 3 - 3 3 3 - 3

Vehicles

There are 36 total vehicles in the Wii installment (Here can be seen all the karts and bikes [2]). 18 karts, 18 bikes, each divided into the 3 weight classes, making 6 and 6 available to each character, 3 and 3 to begin (thus making half of the vehicles unlockables). Each has 7 stats which are shown during character selection:

  • Speed: How high the top speed of the vehicle is. This does not affect off-road travel.
  • Weight: How heavy a vehicle is. With a higher weight, the player can knock lighter characters away by ramming them. Bikes are lighter than karts.
  • Acceleration: How quickly the vehicle's top speed is achieved from a non-moving position.
  • Handling: How tight the vehicles can normally turn. Usually opposes the drift rating.
  • Drift: How tight the vehicle turns while using the drifting maneuver. Usually opposes the handling rating.
  • Off-Road: How much speed the vehicle retains when off of the track. A low rating of this can cause a near-standstill for the vehicle.
  • Mini-Turbo: When using the manual drift option, how effective a mini-boost will be. While all vehicles can perform a blue spark mini-turbo, only karts can execute a yellow spark mini-turbo.

The following table includes: vehicles in order of class primarily. The last half of each of these six sub-sections are the way the vehicle drifts (whether it's an internal drift or an external drift) and the unlockables; the right-hand column describes the requirement to unlock it: if it is a single cup, it must be simply won. Each individual statistic is generalized into the following:

Excellent Very High High Mid-high Medium Mid-low Low Very Low Abysmal

Two of the same color does not necessarily mean the stat is exactly equal.

Template:Spoiler

Vehicle Stats
Small Karts Speed Weight Acceleration Handling Drift Off-Road Mini-Turbo Drift-Type How to Unlock

Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats

Small Bikes Speed Weight Acceleration Handling Drift Off-Road Mini-Turbo Drift-Type How to Unlock

Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats

Medium Karts Speed Weight Acceleration Handling Drift Off-Road Mini-Turbo Drift-Type How to Unlock

Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats

Medium Bikes Speed Weight Acceleration Handling Drift Off-Road Mini-Turbo Drift-Type How to Unlock

Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats

Large Karts Speed Weight Acceleration Handling Drift Off-Road Mini-Turbo Drift-Type How to Unlock

Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats

Large Bikes Speed Weight Acceleration Handling Drift Off-Road Mini-Turbo Drift-Type How to Unlock

Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats Template:Vehiclestats


Vehicle Types

There are six "types" of bikes and karts (as almost every kart has a bike with similar stats):

Note: It is hard to determine each vehicles statical. Value vehicle type is subjective and the type names are conjecture.

  • Standard: These are well-rounded and are suitable for beginners. Examples would be the Standard Kart L or the Bubble Bike (Jet Bubble).
  • Speed: These are very fast and have a good drift, but have poor off-road and acceleration. Examples would be the Wild Wing or the Bowser Bike (Flame Runner).
  • Control: These are rather slow and have low drifting, but feature excellent control and high off-road, making them mirrored to Speed vehicles. Examples would be the Baby Booster (Booster Seat) or the Bon Bon (Sugarscoot).
  • Cruiser: These control similarly to Control types, but have more speed, acceleration, and drifting. However, they have less off-road and handling, and are also lighter. Examples would be the Quacker or the Nostalgia 1 (Classic Dragster).
  • Rally: These vehicles are almost perfectly well rounded, but have top notch off-road in return for very poor drifting. Examples would be the Rally Romper (Tiny Titan) or the Rapide (Zip Zip).
  • Jet: Normally unlocked later in the game, these vehicles are incredibly fast and relatively heavy, but are poor in all other stats. Examples would be the B Dasher Mk. 2 (Sprinter) or the Torpedo (Spear). Oddly enough, these vehicles have a slightly better acceleration rating than the Speed type vehicles, but they have lower handling and drifting.

Template:Endspoiler

Tracks

File:Wgm.PNG
Wario races towards a steep downhill portion of Wario's Gold Mine.

Including both retro tracks, from all five previous games, and new tracks.

Race courses are divided into various Cups again: Mushroom Cup, Flower Cup, Star Cup and Special Cup for new courses and Shell Cup, Banana Cup, Leaf Cup and Lightning Cup for old courses. Notably, these are the same as Mario Kart DS.

All tracks have three laps, regardless of length and difficulty.

New Courses

There are sixteen new courses in Mario Kart Wii.

Mushroom Cup Flower Cup Star Cup Special Cup
Luigi Circuit Mario Circuit Daisy Circuit Dry Dry Ruins
Moo Moo Meadows Coconut Mall Koopa Cape Moonview Highway
Mushroom Gorge DK's Snowboard Cross (Europe)/DK Summit (USA) Maple Treeway Bowser's Castle
Toad's Factory Wario's Gold Mine Grumble Volcano Rainbow Road

Retro Courses

These courses appeared in previous Mario Kart installments, much like in Mario Kart DS. This includes 2 courses from the SNES installment, 4 from the N64 installment, 2 from the GBA installment, 4 from the GCN installment, and 4 from the DS installment. All of these have been graphically updated and have some new details such as extra trees and ramps, new features such as jumps, pipe tricks, and even added shortcuts. These retro courses appear in the Shell, Banana, Leaf or Lightning cups.

Shell Cup Banana Cup Leaf Cup Lightning Cup
GCN Peach Beach N64 Sherbet Land DS Desert Hills SNES Mario Circuit 3
DS Yoshi Falls GBA Shy Guy Beach GBA Bowser Castle 3 DS Peach Gardens
SNES Ghost Valley 2 DS Delfino Square N64 DK's Jungle Parkway GCN DK Mountain
N64 Mario Raceway GCN Waluigi Stadium GCN Mario Circuit N64 Bowser's Castle

Battle Stages

Wii Stages Retro Stages
Block Plaza SNES Battle Course 4
Delfino Pier GBA Battle Course 3
Funky Stadium N64 Skyscraper
Chain Chomp Roulette GCN Cookie Land
Thwomp Desert DS Twilight House

Other Stages

These are only found in the Competitions.

Ghosts

In Mario Kart Wii, there are Normal Staff ghosts and Expert Staff ghosts. Beating the normal staff ghosts by a certain amount of time unlocks the Expert Staff ghosts. Unlocking Expert Staff ghosts can help unlock certain characters and vehicles in the game. Below are two tables: the first shows the Normal Staff ghosts, while the second shows the Expert Staff ghosts.

Template:Spoiler

Normal Staff Ghosts

Course Staff Name Time Character Vehicle Wheel Drift
Luigi Circuit Nin*sato 01:29.670 Luigi B Dasher Mk. 2 Yes Auto
Moo Moo Meadows Nin*YuNya 01:37.856 Baby Daisy Baby Booster Yes Auto
Mushroom Gorge Nin*Murak 02:16.110 Toadette Quacker Yes Manual
Toad's Factory Nin*Misa 02:22.480 Toad Bubble Bike Yes Manual
Mario Circuit Nin*==Kony 01:44.777 Mario Rapide Yes Manual
Coconut Mall Nin*♪SiMO 02:30.764 Daisy Bon Bon No Manual
DK Summit Nin*mokke 02:34.693 Donkey Kong Standard Bike L Yes Manual
Wario's Gold Mine Nin*morimo 02:19.585 Wario Wario Bike Yes Manual
Daisy Circuit Nin*Toki 01:56.822 Daisy Royal Racer No Manual
Koopa Cape Nin*Rose 03:03.022 Koopa Troopa Cheep Charger No Manual
Maple Treeway Nin*pico 02:58.633 Diddy Kong Nostalgia 1 Yes Manual
Grumble Volcano Nin*Gorin 02:28.237 Dry Bowser Offroader Yes Manual
Dry Dry Ruins Nin*Kei 02:30.949 Yoshi Nostalgia 1 Yes Manual
Moonview Highway Nin*KOZ* 02:16.802 Peach Standard Kart M Yes Manual
Bowser's Castle Nin*YABUKI 03:04.836 Bowser Piranha Prowler No Manual
Rainbow Road Nin*Konno 03:05.895 Rosalina Twinkle Star No Manual
Peach Beach GCN Nin*HIRO 01:34.233 Peach Royal Racer No Manual
Yoshi Falls DS Nin*DoTak 01:16.461 Yoshi Rapide No Manual
Ghost Valley 2 SNES Nin*YOKO 01:06.595 King Boo Standard Kart L Yes Manual
Mario Raceway N64 Nin*Ichiro 02:14.799 Baby Mario Nano Bike Yes Manual
Sherbet Land N64 Nin*Sakat 02:48.651 Baby Luigi Quacker Yes Auto
Shy Guy Beach GBA Nin*Kato 01:45.568 Koopa Troopa Cheep Charger Yes Manual
Delfino Square DS Nin*iwaco 02:41.807 Wario Wario Bike Yes Manual
Waluigi Stadium GCN Nin*NARI* 02:32.882 Waluigi Standard Bike L No Manual
Desert Hills DS Nin*Sako 02:10.233 Dry Bones Standard Bike S No Manual
Bowser Castle 3 GBA Nin*Fukuda 02:58.304 Dry Bowser Standard Kart L Yes Manual
D.K.'s Jungle Parkway N64 Nin*Matt 02:58.264 Donkey Kong Phantom Yes Auto
Mario Circuit GCN Nin*♪Miz 01:59.771 Mario Standard Bike M Yes Manual
Mario Circuit 3 SNES Nin*iwaco 01:38.880 Baby Mario Standard Kart S Yes Manual
Peach Gardens DS Nin*Ito.y 02:34.894 Baby Peach Magikruiser Yes Manual
DK Mountain GCN Nin*♪msk 02:57.744 Funky Kong Wario Bike Yes Manual
Bowser's Castle N64 Nin*GASK2 03:19.323 Bowser Jr. Standard Kart M Yes Manual

Expert Staff Ghosts

Fast Ghosts
Course Staff Name Unlock Time Time Character Vehicle Wheel Drift
Luigi Circuit Nin*Uta♪ 01:26.394 01:19.419 Luigi Mach Bike Yes Manual
Moo Moo Meadows Nin*Tkym 01:34.160 01:25.909 Baby Daisy Bullet Bike No Auto
Mushroom Gorge Nin*Miki 02:10.875 02:01.011 Toadette Concerto No Manual
Toad's Factory Nin*GQO 02:17.653 02:05.593 Toad Blue Falcon No Manual
Mario Circuit Nin*fuyu 01:40.528 01:33.702 Mario B Dasher Mk. 2 No Manual
Coconut Mall Nin*MUGI* 02:25.620 02:13.333 Daisy Wild Wing Yes Manual
DK Summit Nin*KOZ* 02:29.076 02:17.546 Donkey Kong Flame Flyer Yes Manual
Wario's Gold Mine Nin*♪Ryo 02:15.323 02:04.800 Wario Flame Flyer No Manual
Daisy Circuit Nin*Taeko 01:51.786 01:41.362 Daisy Mach Bike No Manual
Koopa Cape Nin*morimo 02:56.867 02:41.370 Koopa Troopa Bubble Bike No Manual
Maple Treeway Nin*MUGI* 02:51.684 02:37.812 Diddy Kong Nitrocycle No Manual
Grumble Volcano Nin*aki 02:22.856 02:11.852 Dry Bowser Torpedo No Manual
Dry Dry Ruins Nin*Akito 02:26.064 02:14.286 Yoshi Nitrocycle Yes Manual
Moonview Highway Nin*Koh 02:10.509 02:04.163 Peach Mach Bike Yes Manual
Bowser's Castle Nin*Masa 02:57.382 02:42.098 Bowser Bowser Bike No Manual
Rainbow Road Nin*Syun1 03:00.007 02:44.734 Rosalina Aero Glider No Manual
Peach Beach GCN Nin*Taeko 01:30.909 01:23.140 Peach Dolphin Dasher Yes Manual
Yoshi Falls DS Nin*FJ 01:14.072 01:09.175 Yoshi Turbo Blooper Yes Manual
Ghost Valley 2 SNES Nin*sira〉 01:04.261 00:58.907 King Boo Torpedo No Manual
Mario Raceway N64 Nin*Yuuki 02:10.069 01:59.053 Baby Mario Concerto No Manual
Sherbet Land N64 Nin*FJ 02:42.536 02:28.356 Baby Luigi Blue Falcon No Manual
Shy Guy Beach GBA Nin*Matt 01:41.174 01:32.867 Koopa Troopa Magikruiser No Manual
Delfino Square DS Nin*TARO 02:36.630 02:24.169 Wario Dragonetti No Manual
Waluigi Stadium GCN Nin*♪Ryo 02:26.335 02:12.367 Waluigi Piranha Prowler No Manual
Desert Hills DS Nin*solami 02:02.358 01:52.686 Dry Bones Rally Romper Yes Manual
Bowser Castle 3 GBA Nin*A24 02:53.651 02:39.391 Dry Bowser Bowser Bike No Manual
D.K.'s Jungle Parkway N64 Nin*Syun1 02:51.693 02:37.782 Donkey Kong Flame Flyer Yes Manual
Mario Circuit GCN Nin*Dai8 01:55.907 01:49.939 Mario Wild Wing No Manual
Mario Circuit 3 SNES Nin*Shige 01:35.213 01:26.659 Baby Mario Bullet Bike No Manual
Peach Gardens DS Nin*==Kony 02:29.793 02:16.777 Baby Peach Concerto Yes Manual
DK Mountain GCN Nin*Miyam 02:52.100 02:38.130 Funky Kong Flame Flyer Yes Manual
Bowser's Castle N64 Nin*Kentan 03:09.228 02:55.933 Bowser Jr. Nitrocycle Yes Manual

Template:Endspoiler

Game Artworks

Drivers

Miscellaneous

Quotes

For a full list of quotes, see here.

References to other games

Beta Elements

Main article: Mario Kart Wii/Beta elements

Glitches

Main article: Mario Kart Wii/Glitches

Staff

Main article: Mario Kart Wii/Staff

Trivia

  • Part of the title screen music is a remix from Mario Kart DS. This same part originally came from Mario Kart 64. Also, part of the second half of the credits is a remix of the main theme of Mario Kart DS.
  • It should also be noted that the majority of this game's overall operations borrowed elements seen in Mario Kart: Double Dash!!, the Mario Kart home console installment that was developed prior to it. Some elements include, but are not limited to, the animations seen for the driver selection process (for the returning drivers from Mario Kart: Double Dash!!), as well as menu operations, and the replays after races in Grand Prix and Time Trial modes.
  • Since Mario Kart 64, four avatars of the leading characters (or all eight in Mario Kart DS) are shown on the left side of the screen. In Mario Kart Wii, they are removed.
  • For the marketing of Mario Kart Wii in the United States, Nintendo of America did a series of commercials starring Cowboy Jed; primarily to promote their slogan for this game: "Get Behind The Wheel!". The slogan focuses on the Wii Wheel, Nintendo's targeted gameplay control, as stated earlier in this article.

References

External links


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