Mario Kart 64
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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 characters and items in this game are still two-dimensional, pre-rendered sprites. It was released for the Nintendo 64, and later became available for the Wii and Wii U's Virtual Console.
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 hop, 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, therefore nullifying the effect of the item (this effect is also included in Mario Kart: Super Circuit). This does not work all the time, however, because sometimes, the player can skid out immediately after driving into a banana if the banana is hit while turning. Similarly, in 150cc and 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 in 150cc but flipped vertically, which sometimes increases difficulty. In order to unlock this feature, players must win the Gold Cup on all the cups in 150cc. When the title screen changes, it means that the player has unlocked Extra. 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 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 or Mirror mode, two random CPU racers may receive a huge handicap, and even when hit with an item such as a Red Shell, they will recover rapidly. Sometimes there is also one player that receives an even larger handicap and when ahead, it becomes very challenging for the player to stop.
Wii Virtual Console
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.
The game uses rubberbanding AI, meaning that no matter what weight class, the AI drivers can recover and return to speed faster than the human player.
Characters are divided into three classes depending on their weight: Light, Medium, and Heavy.
* indicates that the character is a New Driver for the Mario Kart installments overall.
Lightweight drivers have the highest acceleration and highest top speed. They receive the most speed from Mini-Turbos and lose the least amount of speed when turning or drifting. 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.
Middleweight drivers actually have the slowest acceleration of all the weight classes and have the same top speed as the heavyweights. They do have better handling than heavyweights and are faster off-road, however. While they lose more speed when turning than the other weight classes, they can corner better if they aren't drifting, which is more useful in Battle Mode.
Heavyweight drivers have a slower acceleration than the lightweights, but faster acceleration than the middleweights and share the same top speed as the middleweights. Their initial acceleration is the worst of all weight classes but as they approach their top speed, they experience a burst in speed that lets them reach that speed more quickly than middleweights. They lose the most speed off-road and their cornering capabilities without drifting are the same as lightweights.
Analysis and Tiering of the above weight categories is demonstrated in the this video.
★ - Can be used multiple times.
The following chart is reported in the Nintendo Player's Guide of Mario Kart 64 and indicates the probability of obtaining a certain item with letter codes that range from A (frequently obtained item) to D (unobtainable item).
References to other games
References in later games
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.
Bounce Over the Wall
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.
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.
In the Japanese version, Luigi, Toad, Princess Peach, and Wario have different voiceovers than in the Western localization; the Japanese voiceovers 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 in Japan, while the North American and European releases used Mario as the system voice.
"Raceways" are known as "Circuits" in the Japanese version ("Mario Circuit", etc.); however, "Royal Raceway" is known in Japan as "Peach Circuit" instead of "Royal Circuit." Also, the billboards in the Japanese version use parodies of real-life companies, which were changed during localization for legal clearing reasons. These include Marioro (a play on Marlboro), which was changed to "Mario Star"; Luigip (a play on Agip), which became "Luigi's"; Yoshi 1 (a pun on Mobil 1), which became "Yoshi" with a pawprint replacing the "1"; Koopa Air (which parodied Goodyear, including the blue-and-yellow color scheme, which was changed in international versions); and an orange 64 ball (which was a reference to the 76 gas station chain, though the ball's color was changed to blue in the Western versions).
The Japanese version has collision on the grass above the tunnel on Luigi Raceway, which can be reached by bouncing off another racer and flying over the wall; this was removed in international versions. Also, whereas English-language credits sequences exist in both the Japanese and Western ROMs, for some reason, the Japanese ROM also contains a Japanese-language version of the sequence that is seen when a player clears the Special Cup in 150cc.
Name in other languages