Mario Kart 7 |
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Engine Class
The Engine Class (also referred to as Engine Size) is an important factor in the Mario Kart series, determining the speed of Karts. Super Mario Kart introduced 50 cubic centimeter (cc) and 100cc Karts. With Mario Kart 64, there were also 150cc Karts available. As larger engines increase speed, Karts are more difficult to control. In Grand Prix mode, Engine Classes makes computer also become become tougher competitors (like easy, medium, and then hard). In Vs. Mode of Mario Kart DS and Mario Kart Wii, the Engine Class doesn't control the difficulty of the computer drivers, but the option CPU Level does. Each Cup can be raced with different Engine Classes; completing a Cup with a certain Engine Classes sometimes unlocks other Cups, drivers, or battle stages.
Mirror Class
Appears In: Mario Kart 64; Mario Kart: Double Dash!!; Mario Kart DS; Mario Kart Wii
150cc Mirror Class (EXTRA in Mario Kart 64) is a bonus engine class in which all tracks are completely mirrored. As a result, left becomes right and vice versa. All vehicles use the 150cc engine size in this engine class (100cc in Mario Kart 64). Most environmental hazards remain untouched, but there are some exceptions, such as with Toad's Turnpike.
Items and Effects
Throughout the races of the Mario Kart games, racers can pick up items out of Item Boxes. These items differ from game to game, but this is a complete list of all the items from every game, excluding the Mario Kart Arcade GP series. Items randomly shuffle in the Item Roulette after characters run into an Item Box. Characters can then tap the item button rapidly to speed up the rate of stopping. If players do not select an item right away by pressing the item button, the computer automatically selects an item. The item chosen depends on the player's place in the race. Generally, the worse players are doing in the race, the better item players get. After the item is selected, players can press the item button to use it. In Mario Kart: Double Dash!! onwards, certain damages such as being flipped, squashed or being picked up by Lakitu makes players drop their item on to the road (for others to use/get hit by) or lose it all together.
* Indicates Special Item in Mario Kart: Double Dash!!.
Appears in: All
The banana is a staple in every Mario Kart game. They can be held behind players' karts, and anybody who hits it spins out on contact. When thrown forward, the players' current speed and altitude determines how far it will be thrown. In certain games, if players slow down just when they are about to drive over a banana, they do not slip; the indication of success is a musical note appearing above the racer's head.
Appears in: Mario Kart 64; Mario Kart DS; Mario Kart Wii; Mario Kart 7
This is essentially the same as the banana, but there are multiple of them. In Mario Kart 64, they come in fives, and in Mario Kart DS, Mario Kart Wii and Mario Kart 7, they come in threes. When first activated, the bananas trail players' karts, and can then be dropped or thrown one at a time. The Items stat available in some games increases players' odds of getting a triple instead of a single. Triple Bananas follow the same physics as single Bananas.
Appears in: Mario Kart DS; Mario Kart Wii; Mario Kart 7
Bloopers obscure the view of players by squirting ink on the screen. This item affects every racer that is currently ahead of the player. If the player is affected by a Blooper, the player's Items stat determines how long the ink stays on the player's screen. The lower the player's Item stat is, the faster the ink goes away. If players are affected by a Blooper, they can use a Mushroom or drive onto a Boost Pad to get rid of the obstructive goop.
Appears in: Mario Kart: Double Dash!!*; Mario Kart DS; Mario Kart Wii; Mario Kart 7
The Bob-omb stays on the track, and it explodes after a restricted period of time. If it is thrown forward, the Bob-omb waits until another racer passes near it to explode by then. Any driver who is in the blast radius and surroundings blows or spins. If a racer holds it behind them (ala Mario Kart Wii) and an item such as a red shell hits them, it immediately explodes like it usually does. In Mario Kart: Double Dash!!, the Bob-omb is the special item exclusive to Wario and Waluigi, and to King Boo and Petey Piranha; although it can be used for all characters during Battle Mode.
Bob-ombs also appear as unique items in the Battle Mode game, Bob-omb Blast. They are given colors that match the player numbers, and only affects opposing players when thrown.
Appears in: Super Mario Kart; Mario Kart 64; Mario Kart Super Circuit; Mario Kart DS.
Boos are ghosts from one of the many haunted houses in the Mushroom Kingdom. In Mario Kart Super Circuit, Boos slow down the race leader when the player uses it on him or her, compared to the other games, where he simply leaves the leader alone and takes his or her item. The target that is chosen is the one with the most powerful item, including Mushrooms. However, if no other racers have items, the Boo does not steal anything for the player. Another benefit to Boo is the fact that players become translucent upon using it, meaning that they can pass right through other drivers and certain obstacles, including items. In addition to being immune to attacks, the Boo item also allows players to increase their speed slightly, as well as driving through rough terrain without losing speed.
Notably, Boos are absent in Mario Kart: Double Dash!! and Mario Kart Wii, probably because of the inclusion of King Boo.
Appears in: Mario Kart: Double Dash!!*
The Bowser Shell is the item used exclusively by Bowser, Bowser Jr., and by King Boo and Petey Piranha. This monstrous shell goes in a straight line, just like a normal Green Shell, bumping on walls and obstacles, capable of knocking over random karts, or destroying other items that it collides with. Unlike a Green or Red Shell, the Bowser Shell does not disintegrate if it collides on a kart. It keeps spinning around after several bumps, where it breaks apart. When the Bowser Shell collides with another special item, it rebounds.
Appears in: Mario Kart DS; Mario Kart Wii; Mario Kart 7
Upon using a Bullet Bill, the player turns into a Bullet Bill, and follows the track automatically. The Bullet Bill is very fast, and boosts the player faster than any other item. The duration of the Bullet Bill depends on how high the player's current place is; the higher the place, the longer the duration. It is possible to steer the Bullet Bill, but only slightly. This feature allows players to "home in" on other racers as they are flying right past them.
Appears in: Mario Kart: Double Dash!!*
The Chain Chomp is a special Item used only by Baby Mario and Baby Luigi, and by King Boo and Petey Piranha as well. When used, a Chain Chomp appears on the front of the kart, pulling the vehicle ahead at a very fast speed, sweeping away any karts and most items in its path. After a limited period of time, the Chain Chomp breaks away from the kart and continue down the track until it eventually vanishes. It is very similar to the Bullet Bill item, except that players are not invulnerable when they use this item. Of course, if the player gets hit by any items, the Chain Chomp breaks free before the time limit has even ended. It was set to appear in Mario Kart DS, but the player can't receive it even in the Kiosk Beta!
Appears in: Super Mario Kart; Mario Kart Super Circuit; Mario Kart 7
The Coin item lets the player's character gain a pair of coins in order to prevent being spun around if the driver bumps with another kart while having zero coins. The coin also increases the player's speed slightly. In Mario Kart 7 a maximum of 10 coins can be collected in a race at one time.
Appears in: Super Mario Kart (CPU only), Mario Kart: Double Dash!!*
In Super Mario Kart, Eggs are used by CPU-controlled Yoshi. Yoshi either drops Eggs or throws them forward. Any karts that are hit by an Egg spin out.
Eggs are special items used by Yoshi and Birdo, known as Yoshi Egg and Birdo Egg, respectively in Mario Kart: Double Dash!!. King Boo and Petey Piranha can use this item as well, but they receive only the Yoshi Egg. These Eggs home on rival karts, much like a Red Shell. Unlike the Red Shell, though, Eggs stay on the track if there are no karts to home on. When an Egg hits an object, it breaks and lets out three items on the track. Eggs contain these items: Mushrooms, Stars, Bananas, Green Shells, or Bob-ombs. They break by themselves eventually if they do not hit any kart, but they still release 3 items.
Appears in: Mario Kart 64; Mario Kart: Double Dash!!; Mario Kart DS; Mario Kart Wii
Fake Item Boxes can be placed on the stage anywhere, similar to Bananas. They can also be dragged behind the kart. When hitting a Fake Item Box, the player rolls over, which is similar to the effect of a Green Shell. Like the Banana, the tilt of the control stick determines how far it is thrown. When a Fake Item Box is set on the track, the player can distinguish it by looking for the telltale question mark inside the box. In most games, the Box has an upside-down question mark. In Mario Kart: Double Dash!! and Mario Kart Wii, there is an occasional red flash added. In Mario Kart DS, there is simply no question mark, and they did not rotate either.
In Mario Kart 64, players cannot throw this item forward, but it can block items. However, it loses the ability to block items in the later Mario Kart titles.
Appears in: Super Mario Kart
The Feather gives the player a spin jump which is higher than a normal hop. It is useful for jumping over obstacles, and taking shortcuts over the barriers and voids during races. It was planed for Mario Kart 64 but was removed.
Appears in: Super Mario Kart (CPU only), Mario Kart Wii (CPU only); Mario Kart: Double Dash!!*
In Super Mario Kart, only CPU-controlled Bowser can receive this item. They act very similar to Banana Peels.
In Mario Kart: Double Dash!!, they are Mario and Luigi's special item, known as Red Fireballs and Green Fireballs, respectively. Petey Piranha and King Boo use Fireballs as well, but they only receive red ones. These items can be shot both forward or backwards. In Mario Kart: Double Dash!!, they at first appear as a single fireball, but they split into five smaller fireballs after thrown, which can hit multiple karts at once. The fire balls can bounce off walls.
Fireballs appeared lately in Mario Kart Wii, used by Dry Bowser as an ability which he spits out three fireballs against his opponents to make them to spin out of control. This item appeared only in a competition of the game.
Appears in: Mario Kart 7
When using the Fire Flower, players can throw fireballs backward and forward for an amount of time. When characters are hit by one of the fireballs, they will spin out and lose a coin.
Appears in: Mario Kart: Double Dash!!*
The Giant Banana is the signature item used by Donkey Kong and Diddy Kong, as well as King Boo and Petey Piranha in Mario Kart Double Dash!! The Giant Banana is much larger than a regular banana, making it harder to avoid. If a kart collides with one, it spins out much longer than a normal Banana would make. After someone hits the Giant Banana, the Giant Banana breaks up into three normal Bananas. Only certain items can destroy it.
Appears in: Mario Kart 64; Mario Kart: Double Dash!!*; Mario Kart DS; Mario Kart Wii; Mario Kart 7
The Golden Mushroom allows the player to perform indefinite boosts of speed for a limited amount of time until it disappears. In Mario Kart: Double Dash!!, the item appeared as a Special Item under the name Super Mushroom, and could only be received by Toad, Toadette, King Boo, and Petey Piranha. This item usually only appears when the racer is behind by a fair bit.
Appears in: All
One of the classic staples of the Mario Kart series, the Green Shell is a projectile that when thrown, goes in a straight line, knocking over any target that gets in its way. It ricochets when it bumps against walls or certain obstacles, eventually breaking after several bumps. In games before Mario Kart Double Dash!!, however, Green Shells, rather than breaking apart, flip over and fall off the screen. In Super Mario Kart, they slow down and eventually stop, only disappearing when a racer hits it. Green Shells can be held and thrown backwards, but they move slower when shot backwards.
Appears in: Mario Kart: Double Dash!!*
When the Heart item is used, a pair of Hearts surround the kart, protecting against any items dropped on the track. When the kart collides with an item, one of the Hearts absorb it, and gives it to one of the racers for them to use, unless both are already holding an item. After absorbing two hits, the effect of the Heart item disappears. If the driver falls off the course, or gets struck by a Thunderbolt, the hearts in use disappear. Also, this item cannot protect the user from Spiny Shells, Chain Chomps, and Bob-omb explosions (but it can absorb the Bob-omb itself). The Heart is not timed-based, meaning that it does not expire on its own. The Heart is the special item used by Princess Peach and Princess Daisy, and is also used by Petey Piranha and King Boo.
Appears in: Mario Kart Wii
The player's character becomes bigger and is able to crush other characters throughout the duration. The driver also becomes immune to most other items, except for powerful items such as Bullet Bills or players utilized with Stars that can still knock enlarged characters aside. Getting hit by Lightning shrinks the enlarged players back to their normal size, as opposed to making them tiny or even being immune to it.
Appears in: All
Mushrooms have appeared in every Mario Kart game so far. By using the item, users get a temporary boost of speed, allowing them to go through rough terrain at ease. Also, charging into another driver while using the boost results in knocking him or her aside, regardless of how light or heavy the player's kart is. Braking is very difficult while using a Mushroom. It can offer a slight increase in handling for the duration of the boost, but it does not slow the kart down. In Mario Kart: Double Dash!!, using a Mushroom allows the player to steal or drop an item directly from other driver. This technique can also be made in the Battle modes from recent games, although this is for stealing Balloons, Shine Sprites or Coins.
Appears in: Mario Kart 7
When the player uses this item, they gain 7 items that revolve around their kart until used.
Appears in: Super Mario Kart (CPU Only)
An item used only by Princess Peach and Toad when CPU Controlled in Super Mario Kart. It gets thrown onto the track and once anyone touches it, they shrink players, not unlike using a Thunderbolt.
Appears in: Mario Kart Wii
The POW Block works against the drivers who are ahead of the player that has the item. After used, a POW Block image appears over the drivers, which compresses itself gradually until it disappears. Then, all the drivers ahead of the player spin around, losing their items as well. The POW Block item does not show any effects for the airborne vehicles.
Appears in: All
This is one of the classic staples from the Mario Kart series. The Red Shell is a homing projectile which chases after the driver who is before it to knock the kart over. The Red Shell can also be thrown backwards, although it goes in a straight line when shot in that direction. In Mario Kart Super Circuit, the driver drops the shell instead of throwing backwards. However, the dropped red shell reacts when another driver passes near to it, and chases after the nearer kart. Homing Red Shells can be stopped using a Green Shell, a Banana, or another Red Shell as a shield. In Mario Kart: Double Dash!! they can also be dodged if the driver uses Powersliding. Upon hitting a wall or obstacle, the Red Shell breaks; however, in games prior to Mario Kart: Double Dash!!, it flips, and falls off the screen.
Red Shells are different Mario Kart 64, since they always follow a straight line, often hitting walls during the process. Starting with Mario Kart Double Dash!! though, the Red Shells began to follow the whole track until they reached their target.
Appears in: Mario Kart 64; Mario Kart Super Circuit; Mario Kart: Double Dash!!; Mario Kart DS; Mario Kart Wii; Mario Kart 7
When used, the Spiny Shell navigates along the track until it homes in on the player who is currently in first, flipping the player's kart into the air. In Mario Kart 64 and Mario Kart Super Circuit, the Spiny Shell flips any karts that are on its path, until it reaches and knocks out the leader of the group. This shell tends to break if it bumps against walls.
In Mario Kart: Double Dash!!, Mario Kart DS, and Mario Kart Wii, the Spiny Shell appears with wings. Unlike the past versions, where the Spiny Shell slides like a Red or Green Shell, the winged version flies at a very great speed, going directly to the player that is in first place. After hovering over the driver for a few seconds, it explodes immediately, sending the kart flying and destroying the items that the player is holding. Any other driver who is found near to the blast zone is sent flying, bowling over, or spinning out as well. The Spiny Shell is nearly impossible to avoid, but by using certain items like the Star, Boo, Bullet Bill, or even a Mushroom, it is possible to not be affected by the item when it explodes.
Appears in: All
The classic Star grants to the player invincibility against every item as well as a great speed and power to knock other karts over. It nullifies any off-road effect, which enables players to travel offroad without any speed loss.
Appears in: Mario Kart 7
The Super Leaf gives racers a Tanooki tail, so they can spin and whip others with it. It is unknown if the tail will also affect gliding and jumps.
Appears in: All
When a driver uses the Thunderbolt, a lightning strikes all opponent racers that are not invincible, in a Bullet Bill, or falling off the course, causing them to spin around, as well as shrinking and slowing them down during a certain amount of time. Shrunk drivers are vulnerable to be flattened or knocked apart by a driver that is not affected by the Thunderbolt. In Mario Kart 64, Boos, Stars, Mushrooms and Thunderbolts could not be used while the racers are tiny. In Mario Kart DS and Mario Kart Wii, the amount of time the players stay tiny depends on their rank; the lower the rank, the less time they stay shrunk. In recent games, any items in possession are lost when hit by the lightning.
Beginning with Mario Kart Double Dash!!, tiny players never get squished, but they do get pushed around easily by the normal sized racers.
Appears in: Mario Kart Wii
When drivers obtain this item, the Thunder Cloud forms over their heads. Then, they automatically receive a constant, minor boost of speed. They can also drive off-road without losing speed. However, the Thunder Cloud eventually strikes lightning at drivers, shrinking them similarly to the Thunderbolt. The cloud, however, can be passed onto another racer by bumping into his or her kart before the lightning strikes, giving the opponent the cloud. It can be passed as many times before the lightning strikes. It also gets destroyed if the driver goes into a cannon or uses an item such as the Star.
Appears in: Mario Kart 64; Mario Kart Super Circuit; Mario Kart: Double Dash!!*; Mario Kart DS; Mario Kart Wii; Mario Kart 7
A set of three Green Shells orbit the kart of the driver. These can be used either as an offensive tool or a protective shield against other certain items as incoming Red Shells. In Mario Kart 64, the shells could be only shot forwards, but in the recent games, the shells can be thrown backwards as well. In Mario Kart: Double Dash!!, these Triple Shells are the special item for Koopa Troopa and Paratroopa (as well as for Petey Piranha and King Boo). In the game, characters hold the Shells with their hands. If the kart gets hit with another item on the road, the character drops the shells, having one left.
Appears in: Mario Kart 64; Mario Kart Super Circuit; Mario Kart: Double Dash!!; Mario Kart DS; Mario Kart Wii; Mario Kart 7
This is basically the same as a Mushroom, but in triple form, meaning the player can use it three times. A higher Items stat, for the games that have it, means the player obtains this more often. In Mario Kart: Double Dash!!, characters hold the Mushrooms with their hands. However, if the kart gets hit with another item on the road, the character drops the mushrooms, having one left.
Appears in: Mario Kart 64; Mario Kart Super Circuit; Mario Kart: Double Dash!!*; Mario Kart DS; Mario Kart Wii; Mario Kart 7
A set of three Red Shells orbit the kart of the driver. They can be used as an offensive or defensive tool. In Mario Kart 64, the shells could be only shot forward, but in the recent games, the shells can be thrown backwards as well. In Mario Kart: Double Dash!!, these triple Shells are the special item for Koopa Troopa and Paratroopa (as well as for Petey Piranha and King Boo). In the game, characters hold the Shells with their hands. However, if the kart gets hit with another item on the road, the character drops the shells, having one left.
Techniques
Rocket Start
Appears in: All
The Rocket Start technique allows racers to give them an early lead when a race starts. Just press the acceleration button when the light on Lakitu's start signal turns green (press and hold while the timer shows "2" in Mario Kart DS, Mario Kart Wii and Mario Kart 7). When the timer has expired and when the word START appears on the screen in Mario Kart: Double Dash!! and Mario Kart DS (GO! in Mario Kart Wii and Mario Kart 7), the kart or bike will give an extra boost of speed out of the starting line, which is a very helpful move to get first place early on in a race. However, there is a risk to the move. If drivers hold down the acceleration button for too long and when the countdown ends, the kart or bike's engine will burst and they will get a bad start and it will take a few seconds to get back up to normal speed.
Wheelie
Appears in: Mario Kart Wii
The Wheelie is a technique unique to bikes in Mario Kart Wii. It gives them a small boost in speed. This technique can be useful if the bike is on a straightway or if the bike is going to get hit by a POW Block. When a wheelie is used at the beginning of a race, it is called a Wheelie Rocket Start.
Trick
Appears in: Mario Kart Wii; Mario Kart 7
Tricks allow racers to give themselves a speed boost when the kart or bike jumps off a ramp or a hill. To do a trick, just jump off on a ramp or a hill and when the player successfully does a trick, the kart or bike will receive a speed boost.
Double Dash!!
The Double Dash!! boost as seen in Mario Kart: Double Dash!!.
Appears in: Mario Kart: Double Dash!!
The Double Dash!! works the same way as the rocket start, but with two racers in a kart. The players must wait for the light to turn green, and hit the button to trigger the efffect. The kart gets a big speed boost out of the starting line when a race begins.
Drift
Appears in: All
Drifting allows the player to cut through sharp corners. Prolonged drifting induces sparks, which will turn into a mini-turbo.
Mini-Turbo
Appears in: All
Mini-Turbos allow racers to get a small boost after drifting for a long time. Mini-turbos save time and improve the acceleration.
Slipstream
Appears in: Mario Kart 64; Mario Kart DS; Mario Kart Wii; Mario Kart 7
Slipstreaming is a type of speed boost. To perform it, the racer must trail behind the racer for a moment. If done correctly, the racer will suddenly go faster with blue lines surrounding him/her.
Modes
Throughout the Mario Kart series, there have been several games that feature different modes of play. The standards featured in each game are 50cc, 100cc, and 150cc. Other modes of play are also available. Different types of Battle Modes allow players to battle against each other in different competitions. Grand Prix Mode features different types of tournament classes as well, such as the Nitro and Retro Grand Prix.
Grand Prix
Appears in: All
The Grand Prix (known as Mario Kart GP or simply Mario GP before Mario Kart: Double Dash!!) is a game mode in the Mario Kart series. In this mode, eight drivers (or twelve in Mario Kart Wii) race a series of courses from a certain Cup and get points depending on their position when reaching the finish line. In Mario Kart: Super Circuit, Mario Kart DS and Mario Kart Wii, there was an additional ranking system rating the quality of a player's race performance. After all of the tracks are finished, points are summed up and the three drivers with the most points get Gold, Silver, and Bronze Cups at the award ceremony. Finishing a Grand Prix race with a certain score sometimes unlocks other Cups, drivers, or karts and bikes.
Nitro Grand Prix
Appears in: Mario Kart DS; Mario Kart Wii; Mario Kart 7
In Mario Kart DS, Mario Kart Wii and Mario Kart 7 (and technically, all past Mario Kart games as well), there is a section of the Grand Prix mode called Nitro Grand Prix. It is one of two sections of the Grand Prix mode. In the Nitro Grand Prix, there are four different cups to choose from: The Mushroom Cup, the Flower Cup, the Star Cup, and the Special Cup. This section of the Grand Prix contains sixteen brand new courses.
In Mario Kart DS and Mario Kart Wii, in order to play the Star Cup, the player must place first in the Mushroom Cup and the Flower Cup (it does not matter which order). Then, in order to play the Special Cup, the player must place first in the Star Cup. By placing first in the Special Cup, the player will unlock something depending if it is played on 50cc, 100cc, 150cc, or 150cc Mirror.
Retro Grand Prix
Appears in: Mario Kart DS; Mario Kart Wii; Mario Kart 7.
A new feature in Mario Kart DS, Mario Kart Wii and Mario Kart 7, appears the Retro Grand Prix. It is a selectable section in Grand Prix mode. In Retro Grand Prix, all racecourses are from past Mario Kart games. Within the Grand Prix, there are four cups able to choose from: The Shell Cup, the Banana Cup, the Leaf Cup, and the Lightning Cup.
In order to play the Leaf Cup, the player must place first in the Shell Cup and the Banana Cup (it does not matter which order). And in order to play the Lightning Cup, the player must place first in the Leaf Cup. By placing first in the Lightning Cup, the player will earn an unlockable, depending on which level it is played on; 50cc, 100cc, 150cc, or Mirror.
A similar mode appeared in Mario Kart: Super Circuit, where all of the racecourses from Super Mario Kart reappeared in five cups of four courses, as opposed to the original which was four cups of five courses.
All-Cup Tour Grand Prix
Appears in: Mario Kart: Double Dash!!
The All-Cup Tour Grand Prix is a combination of all four cups that appeared only in Mario Kart: Double Dash!!. In this Grand Prix, players can race in all sixteen playable courses in a random order, though Luigi Circuit will always appear first, and Rainbow Road will always appear last. It is the fifth cup to compete in that game.
Time Trial
Appears in: All
Every mainstream Mario Kart game has featured a Time Trial mode. In this mode, players will race through the set amount of laps for each course. Every course is playable. Also, players start out with a certain amount of Mushrooms, depending on what their item status is. In games without item statuses, the player started out with three Mushrooms.
Battle Mode
Appears in: All
Battle Mode is a game play mode in the Mario Kart series. Some games have multiple battle modes. In Battle Mode, the objective is to defeat all the other players. All games feature Balloon Battle, and some of the more recent additions in the series have additional modes.
Balloon Battle
Appears in: All
A Balloon Battle as seen in Mario Kart Wii.
Each player has a certain number of Balloons. In Super Mario Kart, players' balloons pop when they are being hit by any item, such as Bananas or Koopa Shells. The last one standing wins. In Mario Kart 64 onwards, balloons were let go after being hit by any item, or after falling in the void or lava before Lakitu picks up the player. In Mario Kart DS, balloons must now be blown up by either blowing into the microphone, or holding down the Select button. In Mario Kart Wii, the score was based on how many balloons popped, and was not a survival game, unlike others. When the player's balloons are all popped in that game, the player loses a point and gets three new balloons. Up to five balloons can be obtained in Mario Kart Wii by using a Mushroom to steal other's balloons.
In Mario Kart DS, the system of the mode was slightly changed. Players now have five Balloons, but start out with only one - the rest had to be blown up via Microphone, or by holding down the Select Button. Only three could be out at a time, and the player would be eliminated if they had no balloons out, even if they had more in reserve.
In Mario Kart Wii, the mode received its biggest change, with the battles now timed by three minutes. With each balloon lost, the player will give the opposite team a point. If the player loses their three balloons, they will not be eliminated, rather they will receive another three balloons and continue on with the battle, though with one less point. When the three minutes are up, the team with the most points wins.
Balloon Battle in Mario Kart 7 will be similar to Mario Kart Wii but it can be played without teams.
Bob-omb Blast
Appears in: Mario Kart: Double Dash!!
A Bob-omb Blast battle, as seen in Mario Kart: Double Dash!!
In this mode, all items are Bob-ombs, and players can stack up to five Bob-ombs per character on their kart. When another player is hit by a Bob-omb explosion, that player loses a point (if he has one) and the other player gains it. The player who reaches three points first wins the match (four points in three and four player mode).
Coin Runners
Appears in: Mario Kart Wii; Mario Kart 7
This game mode is similar to Shine Runners; the teams must collect as many coins as they can within the three-minute time limit. There are coins set on the stage from the beginning, and some that drop as the battle goes on. If a player with coins is hit by an item or falls off the stage, they will lose half of their total. The team with the most coins at the end of the time limit wins.
This battle mode is returning to Mario Kart 7.
Shine Runners
Appears in: Mario Kart DS
Shine Runners replaces Shine Thief in Mario Kart: Double Dash!!. Instead of one Shine Sprite, there are nine Sprites that fall onto the stage. Shines can be obtained by running into them. If hit by an item, the player will lose one shine, which will then drop at a random spot on the stage. After sixty seconds, the player(s) with the least Shine Sprites is out for the rest of the battle and another thirty seconds is added to the game's time limit. This continues until only one player is left and that person will be declared the winner.
Shine Thief
Appears in: Mario Kart: Double Dash!!
A Shine Thief battle in Mario Kart: Double Dash!!.
In this mode, there is a Shine Sprite on the arena which can be collected. As soon as a player has collected the Shine Sprite, a timer starts. The team who held on to the Shine Sprite at the end wins.
Other players can steal the Shine Sprite, by hitting the player with the Sprite with any item, and then colleting the Sprite themselves. The timer is reset after this, but it starts at a lower level each time.
Depending on the number of players in the battle determines the starting time to hold the Shine Sprite. For a 2-player match, they must hold on to it for sixty seconds, fifty-five for three players, and fifty for four.
VS
Appears in: All
Versus is a mode much like Grand Prix, in which players race on courses that are selected by them.
In Super Mario Kart, it is called a Match Race. Here, two players race against each other in a five-lap race.
File:2player-MK64.jpg A two player VS. Mode race in Mario Kart 64. Note how the screen is split into half to accomodate the second player.
Mario Kart 64 also has VS. Mode but this time, up to four players can compete in a three-lap race.
In Mario Kart: Super Circuit, VS mode can be played up to four players. If the players use only one Game Card, all players race as Yoshis (not by choice) numerous times, gaining points depending on how many times the player wins. Only four courses can be played: Mario Circuit 1, Donut Plains 1, Ghost Valley 1, and Bowser Castle 1, four of the Super Mario Kart courses. If all players have their own game cartridge, then all tracks are available and all the playable characters are available. It also becomes possible to to turn Item Boxes on or off, set the amount of laps (3 or 5) and also if all players start the race with a Triple Mushroom. Vs. mode is, like previous installments, not available in single player mode. However Quick Run mode shares similarities with VS. mode.
In Mario Kart: Double Dash!!, the mode is mostly the same, except for some additions: Players can choose their Racers and Karts, and in the options menu, they can change the number of laps on every course and item variety.
File:4-player-mario-kart.jpg A 4 player VS. Mode race in Mario Kart Wii. The screen is split into four sections to accomodate all four players in this instance.
Mario Kart DS and Mario Kart Wii have a single-player version, unlike previous installments. Also, unlike previous installments, Vs. mode acts more like Grand Prix mode with custom rules. In Mario Kart DS, the player will select their racer and kart, and then they can change CPU difficulty, course selection (randomly chosen or chosen by the player), engine cc, the winning requirements, and whether to play on teams or not. In Mario Kart Wii, the player will select whether to play in teams or not, their racer and vehicle, and the teams will be randomly be selected from there. Points are distributed based on standings at the end of the race, and the team with the most combined points wins.
Mission Mode
Appears in: Mario Kart DS
The Mission Mode consist of a series of tasks that appear only in Mario Kart DS. The player must complete each mission in a restricted time, in a determined course with the character that plays in the mission. In Mario Kart DS there are seven levels which have eight missons in each. Completing all the missions on a level, the player unlocks the last mission of the level which is a battle against a boss. How the player accomplished the mission is rated by the following grades C, B, A, ★, ★★, and ★★★, being the triple stars the highest rate. The missions that appear can be on collecting objects, defeat enemies using the items, versus races, pass through numbered gates, among other varieties.
Trivia
- The Mario Kart series is referenced to in Paper Mario: The Thousand-Year Door by Luigi, who, while telling Mario about the races on Circuit Break Island, briefly mentions racing in karts previously.
- In the main games (not including the GP series), there has been at least one Mario Circuit, one Bowser's Castle, one Rainbow Road, one ice-themed course, one desert-themed course, and one beach-themed course.
- Only one of these games has its release dates all in the same week (Mario Kart 7 on December 1, 2, 3, and 4).
- Despite the fact that the Mario Kart logo was changed for Mario Kart DS and Mario Kart Wii, the banners at the start/finish lines in these titles retain the original logo design, but for Mario Kart 7 onwards, it will have the current logo.
- Mario, Luigi, Toad, and Bowser are the only characters to be classified as the same weight class in every Mario Kart title. Also, Peach and Yoshi, along with those four, are the only ones to have been playable in all titles.
- Whenever a Mario Circuit and Luigi Circuit appear in the same game, the music for both tracks is the same (including Peach's circuits from Mario Kart 64 and Mario Kart: Super Circuit, Yoshi Circuit, which only appeared in Mario Kart: Double Dash!!, and Toad Circuit, which only appeared in Mario Kart 7).
- The instruction manual for Super Mario Kart states that the Chocolate Island courses are in the desert.
- Baby Park, Wario Colosseum, Wuhu Loop, Maka Wuhu, and 3DS Rainbow Road are the only courses in the series that do not, by default, have three laps.
- The Lightning Cup is the only cup that has contained both new courses and retro courses.
References
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