Mario Kart 64
It has been requested that this article be rewritten and expanded to include more information. Reason: 20:29, 19 October 2015 (EDT)
Template:Infobox Mario Kart 64 is the second installment of the Mario Kart series. It is the first game in the series to use three-dimensional graphics. However, the drivers themselves were not in 3D. It was released for the Nintendo 64, and later became available for the Wii and Wii U's Virtual Console.
Gameplay
The gameplay expands on that of its predecessor, Super Mario Kart. Players must steer with the Nintendo 64 controller's control stick, holding down to accelerate. is used for braking, and also allows the players to reverse by pointing the control stick down. Items can be used by simply pressing the trigger. When players press the trigger, they jump, allowing the kart to turn around tight corners. While drifting, the control stick can be used to make the turn wider or tighter, but keeping the control stick in the opposite direction of the turn to widen it for a long enough time results in the kart skidding and losing the Mini-Turbo charge. If a Banana is hit while the player is driving straight, the character will skid for a while before spinning out. If the player presses the button, a music note will appear over the character's head, nullifying the effect of the item (this effect is also included in Mario Kart: Super Circuit). This does not work all the time, however, because sometimes, the player can skid out immediately after driving into a banana if the banana is hit while turning. Similarly, in 150cc and Mirror mode steering in one direction and then immediately in the opposite results in the kart skidding and then spinning after a short time, and even in this case braking results in the spinning being avoided with the musical note appearing. As opposed to the previous game, a standard race now has three laps rather than five due to the much-longer raceways compared to those found in Super Mario Kart. Additionally, the race tracks have elevation and feature different forms of terrain. To get items, the character must get an Item Box. Once the character gets an Item Box, an item-roulette will appear with medium sound, and when it stops, "dings". Players can press the item button during the roulette to stop the roulette early. Also unlike Super Mario Kart, players can now try again as many times as they wish after they finish in 5th or below (this was removed in later games for unknown reasons, though likely as a means of making the game more challenging for the player).
There are four cups, designated as Mushroom Cup, Flower Cup, Star Cup, and Special Cup. These cups are further divided into three different difficulty settings of 50cc, 100cc, or 150cc. An unlockable Extra, known as Mirror Mode, allows players to race courses flipped vertically, which sometimes increases difficulty. In order to unlock this feature, players must win the Gold Cup on all the cups in 150cc. When the title screen changes, it means that the player has unlocked Extra. A Time Trial mode and a Battle Mode are also available, which pit players in different Kart scenarios that do not necessarily require racing.
In the Time Trial mode, players must race against their own previous times, represented by a Ghost of their player-of-choice.
In Battle Mode, each player starts with three balloons and loses a balloon when hit by any item. It is also possible to lose a Balloon if a heavier player such as Bowser hits a lighter player like Toad or Yoshi with great enough speed (more details here). When a player has lost all Balloons, the player loses and becomes a Bomb Kart. The last surviving player wins the round.
The rival system in this game is the more common 2 Rival system seen in most similar games, whereupon two randomly selected rivals will fight with the player, and will use the "Handicap" feature to situate themselves on level with the player. They will always stay on the same, no matter what the championship standings are.
On a side note, when the player plays the 150cc and Extra mode, two random CPU racers may receive a huge handicap, and even when hit with an item such as a Red Shell, they will recover rapidly. Sometimes there is also one player that receives an even larger handicap and when ahead, it becomes very challenging for the player to stop.
Button controls
Nintendo 64
- - Accelerate/Rocket Start
- - Brake
- - Zoom In/Out
- / - Switch screen positions
- - Use items, stop Item Roulette
- - Select option during the Menus/Pause or resume during gameplay
- - Use items, stop Item Roulette
- - Drift
- - Lower music volume
- - Steer
- - change option during the Menus
Wii Virtual Console
Classic controller
- - Accelerate/Rocket Start
- - Brake
- - Use items, stop Item Roulette
- - Use items, stop Item Roulette
- - change options during the Menus
- - Steer
- up - Zoom In/Out
- left/right - switch screen positions
- down - Use items, stop Item Roulette
- - Use items, stop Item Roulette
- - Drift
- - Select option during the Menus/Pause/Resume during gameplay
- / - Lower music volume
GameCube controller
- - Accelerate/Rocket Start
- - Brake
- up - Zoom In/Out
- left/right - Switch screen positions
- down - Use items, stop Item Roulette
- - Select option during the Menus/Pause/Resume during game play
- - Use items, stop Item Roulette
- - Use items, stop Item Roulette
- - Lower music volume
- - Drift
- - Use items, stop Item Roulette
- - Steer
- - Change options during the Menus.
Technical
The original release of this game on the Nintendo 64 used 123 pages of the Controller Pak to record Ghost Data, which would occupy all the space in the Controller Pak. However, later versions of the game used 121 pages on the Controller Pak, leaving only 2 pages free.
Because none of the available controllers have a Controller Pak Slot, it is impossible to record Ghost Data on the Wii or Wii U Virtual Console versions of the game.
Drivers
Characters are divided into three classes depending on their weight: Light, Medium, and Heavy.
* indicates that the character is a New Driver for the Mario Kart installments overall.
- MK64Mario.PNG
- MK64Luigi.PNG
- MK64Peach.PNG
- MK64Yoshi.PNG
- MK64D.K..png
red*
- MK64Wario.png
red*
- MK64Bowser.png
Lightweight drivers have the highest acceleration and highest top speed. Additionally, only Lightweights (and the heavyweight character Bowser) can use the triple-gas acceleration recovery technique (tapping the gas button three times and then holding to accelerate more quickly). The single downside to lightweight characters is that they can spin out from contact with heavier characters. They have the advantage in Grand Prix Mode however.
Middleweight drivers actually have the slowest acceleration of all the weight classes and have the same top speed as the heavyweights, which is suitable for beginners.
Heavyweight drivers have a slower acceleration than the lightweights, but faster acceleration than the middleweights and share the same top speed as the middleweights. With the ability to make Lightweights spin by ramming into them, they are considered to be the best drivers in Battle Mode.
Analysis and Tiering of the above weight categories is demonstrated in the this video.
- Additionally, players can drive a Mini Bomb Kart when all their balloons disappear in battle mode. The Mini Bomb Kart can drive around and explode on other players, but it only has one use for exploding before completely disappearing.
Enemies
- Bat
- Boo
- Chomp
- Crab
- Mini Bomb Kart (VS mode only)
- Chubby
- Penguin
- Piranha Plant
- Snowman
- Spiny
- Thwomp
- Yoshi Egg
Non-Playable
Obstacles
- Train (Kalimari Desert)
- Lava (Bowser's Castle)
- Water
- Icy Water (Sherbet Land)
- Grass
- Sand
- Mud
- Cactus (Kalimari Desert)
- Boulders (Choco Mountain)
- Cars/Trucks (Toad's Turnpike)
Courses
Race courses
- LuigiRaceway.png
Luigi Raceway
717 m - MooMooFarm.png
Moo Moo Farm
527 m - KoopaTroopaBeach.png
Koopa Troopa Beach
691 m - KalimariDesert.png
Kalimari Desert
753 m
- ToadsTurnpike.png
Toad's Turnpike
1036 m - FrappeSnowland.png
Frappe Snowland
734 m - ChocoMountain.png
Choco Mountain
687 m - MarioRaceway.png
Mario Raceway
567 m
- WarioStadium.png
Wario Stadium
1591 m - SherbetLand.png
Sherbet Land
756 m - RoyalRaceway.png
Royal Raceway
1025 m - Bowser'sCastle.png
Bowser's Castle
777 m
- DK'sJungleParkway.png
DK's Jungle Parkway
893 m - YoshiValley.png
Yoshi Valley
772 m - BansheeBoardwalk.png
Banshee Boardwalk
747 m - RainbowRoadMK64.png
Rainbow Road
2000 m
Battle stages
- BigDonut.png
- BlockFort.png
- DoubleDecker.png
- SkyScraper.png
Items
★ - Can be used multiple times.
× - Do not appear in the Battle Mode.
Item Chart
The following chart is reported in the Nintendo Player's Guide of Mario Kart 64[1] and indicates the probability of obtaining a certain item with letter codes that range from A (frequently obtained item) to D (rarely obtained item).
References to other games
- Super Mario Kart - The introduction music in Mario Kart 64 is an elongated remix of the theme from this game. In the music of the track Banshee Boardwalk, a part of Ghost Valley's music can be heard.
- Super Mario World 2: Yoshi's Island - Yoshi's sound effects were taken from this game.
- Super Mario 64 - In the track Royal Raceway, there is a part where the racer can turn off the road and arrive at Princess Peach's Castle exactly as it appeared in this game. It is also where the awards ceremony is held.
- Donkey Kong Country - This is the first appearance of the Donkey Kong Country version of Donkey Kong in the main Mario franchise. In fact, the sprite resembles the one Donkey Kong had in that game.
References in later games
- Mario Party and Mario Party 2: Luigi, Peach, Wario and Toad's voice clips from the Japanese version were reused in these games.
- Mario Kart: Super Circuit: Many graphics from this game were reused, such as characters, karts, and character screen portraits as well as Luigi, Peach, Wario and Toad's voice clips from the Japanese version. A similar thing that while losing characters turn into a Mini Bomb Kart in Mario Kart 64, losing characters turn into Bob-ombs in Mario Kart: Super Circuit.
- Mario Kart: Double Dash!!: The name Sherbet Land is reused in this game. Also, Rainbow Road's music has a part from the Mario Kart 64 Rainbow Road.
- Mario Kart DS: The name Wario Stadium is reused in this game. Also, the courses Moo Moo Farm, Frappe Snowland, Choco Mountain, Banshee Boardwalk, and the battle stage Block Fort reappear in this game.
- Mario Kart Wii: The course Moo Moo Meadows is based off of Moo Moo Farm. Also, the courses Mario Raceway, Sherbet Land, DK's Jungle Parkway, Bowser's Castle, and the battle stage Skyscraper reappear in this game.
- New Super Mario Bros. Wii: A section of Rainbow Road is covered in World 9's music.
- Mario Kart 7: Some of the music tracks are covers or rearranged versions of themes from Mario Kart 64, like Rainbow Road. Also, the courses Luigi Raceway, Koopa Troopa Beach, Kalimari Desert, and the battle stage Big Donut reappear in this game. The Pipe Frame is similar to the karts in this game. A part of Neo Bowser City's music contains segments from the course background music of Toad's Turnpike. Finally. Mario Kart 64's winning results receives a cover version in Mario Kart 7.
- Mario Kart 8: Toad's Turnpike, Royal Raceway, Yoshi Valley, and Rainbow Road reappear in this game. The unused split screen for multiplayer in this game is also used here.
- Yoshi's Woolly World: Moo Moos, the cows that first appeared in this game is an unlockable Yoshi Skin in this game.
- Super Smash Bros. Melee: A Mario Kart 64 style kart is an unlockable trophy.
Awards
- Longest Track in the Mario Kart Series - Rainbow Road - Guinness Book of World Records Gamers Edition 2009 - 2013
Media
Staff
- Main article: List of Mario Kart 64 staff
Executive Producer
Producer
Director
- Hideki Konno
Music Composer
Pre-release and unused content
- Main article: List of Mario Kart 64 pre-release and unused content
Kamek was originally intended to be one of the playable characters, but ended up being replaced by Donkey Kong. The Character Select screen was also different, the characters faced the player, and Kamek can be seen in Donkey Kong's space. The working title of this game was Super Mario Kart R. Boos from Banshee Boardwalk also had a different look, the HUD was different from the final version, and item boxes were also completely black with colored question marks on them. The Cape Feather, which was in Super Mario Kart, was also intended to be included, as seen in a certain screenshot of Super Mario Kart R. This particular screenshot can been seen on the back of the packaging of the Nintendo 64 system.
Glitches
- Main article: List of Mario Kart 64 glitches
Template:Conjecturaltext
This glitch works in any mode with any player on Wario Stadium. On the first hill after the start of the race, the player should drive into the wall, they should be able to bounce over it. Next, they should do a 180 degree turn and aim for the starting pole. The player then should hop over the wall again and make sure to land to the right of the starting line. Once the player crosses the starting line after they regain control of their kart, Lakitu should hold the second or Final lap sign, depending on which lap the player was on previously, or he will wave the checkered flag, if the race is finished.
Template:Conjecturaltext
To perform this glitch start a battle on Double Deck. The player must then park one of the characters over an Item Box and make sure that the character doesn't receive a Boo or Star. Then have the other character(s) lose their balloons. On the Battle Ranking screen, keep pressing on the controller for the character that is on the item box. Eventually the game will freeze with the music still playing.
Regional differences
In the Japanese version, Luigi, Toad, Princess Peach, and Wario have different voice overs than their American counterparts, while other characters do not. The Japanese voice overs were eventually used overseas in the first two Mario Party games and Mario Kart: Super Circuit. Also, Toad, Donkey Kong, and Bowser are referred to as Kinopio, D. Kong, and Koopa, respectively. Additionally, the system voice is a generic narrator, while the Western versions used Mario as the system voice.
Gallery
Name in other languages
Trivia
- If more than two players are playing in VS. and Battle Modes, the background music will not play on any course. This is due to the limitations at the time.
- The lightning effect was changed in release on the Virtual Console to a less intense flash, most likely to prevent seizures.
- This is the only Mario Kart game in which the Special Cup is available right from the start.
- In the American and European versions of Mario Kart 64, "Circuits" were renamed "Raceways". The exception is "Royal Raceway" which was shown in Japan as "Peach Circuit" (and not "Royal Circuit").
References
- ^ Mario Kart 64 Nintendo Player's Guide, page 94
Nintendo 64 games | ||
---|---|---|
Super Mario franchise | Super Mario 64 (1996) • Mario Kart 64 (1996) • Mario no Photopi (1998) • Mario Party (1998) • Mario Golf (1999) • Mario Artist: Paint Studio* (1999) • Mario Party 2 (1999) • Mario Artist: Talent Studio* (2000) • Mario Artist: Communication Kit* (2000) • Mario Tennis (2000) • Paper Mario (2000) • Mario Artist: Polygon Studio* (2000) • Mario Party 3 (2000) • Dr. Mario 64 (2001) | |
Donkey Kong franchise | Diddy Kong Racing (1997) • Donkey Kong 64 (1999) | |
Yoshi franchise | Yoshi's Story (1997) | |
Crossovers | Super Smash Bros. (1999) | |