Mario Kart 64
Mario Kart 64 is the second installment of the Mario Kart series, as well as the first in the series to use three-dimensional graphics. It was released for the Nintendo 64, and later became available for the Wii's Virtual Console. It featured changes in playable characters, new courses, and was placed 4th in the 100th issue of Nintendo Power's "100 best Nintendo games of all time" in 1997. Mario Kart 64 has set many trends which have continued on in the Mario Kart series and introduced courses such as Sherbet Land and Wario Stadium that were used again in future Mario Kart installments.
Players must steer with the Nintendo 64's controller's control stick, holding the -button down to accelerate. The button is used for braking, and also allows the player to reverse by pointing the control stick downward. Items can be used by simply pressing the trigger. When the player presses the trigger, they will jump, allowing the kart to turn around tight corners. Turning too much or quickly, or turning side to side, will result in the player sliding and spinning around, making their Kart stop for several seconds. 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 and they will not spin out but continue going straight, nullifying the effect of the item (this effect is also included in Mario Kart: Super Circuit).
As opposed to the previous game in the series, Super Mario Kart, 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 are not flat in this game 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 stopping, will sound four "dings".
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 the player to race courses in the opposite direction usually raced, which sometimes increases difficulty. In order to unlock this feature, the player 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 the player in different Kart scenarios that don't necessarily require racing.
In the Time Trial mode, the players must race against their own previous times, represented by a ghostly form 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 of their Balloons, they will lose, while the other player simply "wins" that 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 is almost impossible to stop them without cheating.
 Button Controls
 Nintendo 64
 Wii Virtual Console
 Classic Controller
 GameCube Controller
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 of the available controllers without a Controller Pak Slot, it is impossible to record Ghost Data on the Virtual Console version of the game.
The Lightweight drivers have the highest Top Speed and the best acceleration, but tend to slide out more than most of the drivers. If a Heavyweight player rams into a Lightweight player, the Lightweight player will lose a small amount of speed and acceleration and sometimes slip out, giving Heavyweights an advantage over them in Battle Mode. Lightweights, with their faster speed and acceleration, have the advantage in Grand Prix mode, however.
Middleweight drivers are about even with everything, making them suitable for beginners. They feature moderate Acceleration and Top Speed. They can make lighter drivers spin out by ramming into them, but if they attempt to ram into heavier drivers, they may spin out.
The Heavyweights are rather clunky, and they have the lowest speed of all the racers in the game. Heavyweights also show low steering and Acceleration. They can make lighter drivers spin out by ramming into them.
 Race Courses
 Battle Courses
 References to Other Games
 References in Later Games
 Executive Producer
 Music Composer
 Beta Elements
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 had also 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.
This glitch can be performed in any mode with any character on Rainbow Road. Players must use a Mushroom speed boost just as they cross the finish line. Just before the elevation of the road goes down, they should rocket off the edge of the course and land again on the opposite side of the course, more than halfway through.
 Names in Other Languages