Mario Kart Wii

Mario Kart Wii is a racing game for the Wii console. It is the sixth installment in the main Mario Kart series, and the eighth overall. Similar to every Mario Kart game, Mario Kart Wii includes new features such as new race courses along with other courses that appeared in past Mario Kart games, 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 most Mario Kart Wii packages. Mario Kart Wii however, is still compatible with other controllers such as a regular Wii Remote held sideways, the Wii Remote and Nunchuk, the Nintendo GameCube controller, and also the Classic Controller and Classic Controller PRO.

This game requires twenty-three 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 game also includes its own Wii Channel called the Mario Kart Channel which allow players to play in special tournaments and trade their racing profile with other players around the world. This channel uses seventy-four to eighty-eight blocks (depending on from which region the game is from), but unlike the game data, players can copy the channel onto their SD cards.

Mario Kart Wii, unlike the preceding Mario Kart games, has twelve players present in normal races instead of eight. All twelve racers head to the finish in a multi-lap race around a given circuit. Along the way, players may employ items, utilize techniques, and take shortcuts to earn first place.

With over 34 million copies of the game sold, Mario Kart Wii is the second best-selling game and the best-selling Mario game for the Wii console.

Changes
While every previous Mario Kart game allowed for a maximum of eight racers on each course, up to twelve are on the course at a 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. Vehicle selection varies depending on the character's size class, and color schemes for available vehicles also vary with regard to character selected.

A major departure from prior games is the change of the drifting system. Performing a Mini-Turbo depends on how long players can hold the button for drifting and the angle at which they drift. Drifting can be used strategically and involves managing the drifts to avoid losing speed. It is also unique that there are two drift modes (Automatic and Manual).

A new feature named "Tricks" is now also a part of the gameplay. When drivers perform a trick and land successfully, they are able to gain a momentary boost of speed. 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, pressing the on the Classic Controller, or pressing the  on the GameCube controller.

Motorbikes are introduced in this game. Peach, Daisy, and Rosalina are in an alternate outfit while driving motorbikes, as opposed to their traditional dresses while riding karts. Although Wario does have a biker outfit of his own from the WarioWare series, he does not wear it when driving motorbikes.

Special Items which were introduced in Mario Kart: Double Dash!!, are not featured in the game. Overall, Mario Kart Wii is based heavily on Mario Kart DS and has some influence from Mario Kart: 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. Also, the text chat is only available when racing or battling against Friends.

Another new change is the point system used for Grand Prix races. With twelve racers competing in each race, the point value has increased. Below is the following chart shows the difference of the point spreads from previous games to this installment.

Controlling
The main feature is the use of the Wii Remote's motion-sensing ability. 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 (it is not an independent controller), players can also play without the Wheel if they choose to. Mario Kart Wii can also be played by connecting the Nunchuk Controller or the Classic Controller, or using the GameCube Controller. Controlling the vehicle is divided up into two sections: Basic and Advanced.

Basic controls

 * Accelerate: When drivers hold down the corresponding button, the vehicle goes forward.
 * 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 a vehicle reaches maximum top speed, the vehicle will drift instead.
 * 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 more easily, with the benefit of getting mini-turbos. The feature can be set to happen automatically or when a button is held.

Advanced controls

 * Rocket Start: Drivers can perform a speed boost when a race begins. If drivers hold down the corresponding acceleration button right after the countdown timer displays the number 2, then they will receive an extra speed boost when the word GO! appears on the screen. However, if drivers hold down the acceleration button for too long, when the final beep is heard, their engine bursts and they get an even worse start than a regular one and take a few seconds to recover.
 * 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. Drivers can also perform a "standing mini-turbo" by holding the brake/drift and acceleration buttons at the same time. A mini-turbo can't be performed when drifting is set to automatic, but the standing mini-turbo can.
 * Jumps: If players are jumping over ramps or mushrooms, the length of the jump can be controlled by up (shorter jump) and down (longer jump).
 * 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, pressing the on Classic Controller, or  on the GameCube Controller in any direction when going off a ramp or hill. They obtain a speed boost when landing.
 * Wheelie: Wheelies can be performed only when drivers are riding Bikes. Drivers are able to 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, hopping, waiting for the wheelie to end, or simply setting the Wii Wheel or Wii Remote back down or pressing . If drivers are bumped into while they are performing a Wheelie, they lose most of their speed.
 * Bullet Bill: If flying as Bullet Bill, its route can be controlled a little bit with left and right. The range may differ for every part of a track.

Modes of play

 * Grand Prix (1 player) In this mode, the player races against eleven other CPU players in a quest to finish in first. There are eight cups to choose from, ranging from the most to the least difficult. Drivers earn points by placing within twelve positions (see chart above). A driver with the most points at the end of the four races wins the cup. The driver will be awarded a grade for their racing performance at the end of 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, or Regional Records/Champions and World Records/Champions (Wi-Fi must be used) and Friend Records (Friend must be registered, friend must send the ghost for Ghost Races, and Wi-Fi also must be used.)
 * VS Race (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. The driver may choose a Solo Race, where they try to win for themselves, or Team Race, where two teams, red and blue, try to win for the team in order to gather the most points and beat the other.
 * 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 opposite team, and have no effect on the team that use them. The player can only select the Standard Kart or Bike. There are two ways to battle:
 * Balloon Battle: All drivers get three balloons and must use the items to hit the opponents to pop their balloons and get one point for every hit. If drivers lose all of their balloons, one point is deducted and remain out for a while to be brought back to the battle with three balloons once more.
 * Coin Runners: The goal for drivers is to obtain more coins with their team than the other. In the top right corner of the screen, the score shows, which are the coins obtained altogether for each team. If drivers hit opponents, opponents drop their Coins. The certain amount of Coins dropped depends on the item that hits the player, and the amount of coins that the player has already gathered.
 * 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.
 * Tournament (also known as Competition) (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. Even the WiiConnect24 services were discontinued on June 28, 2013, the tournaments are still available.

Grand Prix Mode initially allows only Karts in 50cc and only Bikes in 100cc; if all the Grand Prix's are won in a single engine class, the other vehicle type will become available for it. Mirror Mode is unlocked by scoring first place on all 150cc Grand Prix.

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, the third to support online play and the first to allow for online battles. Races and Battles will now cater up to 12 players via Wi-Fi connection.
 * Just like Mario Kart DS, it is not possible to play Grand Prix with multiple players. Players can now only win cup trophies by 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.

Tournaments
''A list of Tournaments up to the last one can be found here.

Mario Kart Wii introduced a new mode for the Mario Kart series, entitled "Tournament Mode" (also known as Competition mode in the European version). Tournament Mode was somewhat similar to Mission Mode from Mario Kart DS. Tournaments could be played on the Mario Kart Channel, so as long as the Mario Kart Wii disc was in the Wii. Tournaments required an Internet connection, and WiiConnect24 to be turned on before they can be played. After a while, a tournament was retired to make room for a new one. However, the rankings of older tournaments could still be viewed on the rankings table. The tournaments began in May 2008, and continued even after all WiiConnect24 services were discontinued on June 28, 2013.

Types of tournaments

 * VS. Race - A standard VS. race; however, race courses were somewhat altered.
 * Time Trial - A standard Time Trial; however, race courses were somewhat altered.
 * Numbered Gates - The player had to drive through ordered gates as fast as possible.
 * Coin Collecting - The player had to collect the coins on the stage as fast as possible.
 * Boss Battle - The player had to fight against a special boss.

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

Each license contains each player's 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
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. 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, Balloon Battle, and Coin Runners.

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.

Items
Mario Kart Wii includes two new items: the Mega Mushroom and the POW Block, and brings back the Thunder Cloud (from the Mario Kart Arcade GP installments). 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 a lower place, they obtain a slightly more 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 they get. Stars, Mega Mushrooms, and Bullet Bills are examples of powerful items as they provide speed boosts and invincibility.

Drivers
Twelve Mario characters are available from the start, while fourteen (if both Mii outfits are counted) more can be unlocked for a total of twenty-six. They are separated into these three categories:


 * Small: Small drivers are able to drive small vehicles. They usually have a good acceleration handling and off-road stat, but low top speed and weight.
 * Medium: Medium drivers are able to drive medium-sized vehicles. Most of the karts show average weight, and off-road.
 * Large: Large drivers are able to drive large vehicles. They mostly feature high top speed and weight, but low acceleration, handling, and off-road.

Unlockable drivers

 * Miis are also featured as the secret twenty-fifth character with two different costumes to unlock – a racing suit and an outfit that varies depending on the gender. The color of the outfit and the Mii's accent depends on the Mii's favorite color. The weight class that the Mii will be classified changes depending on what the Mii's weight and height.

Bonuses
All of the characters in the game have their own set of bonuses that boost certain stats for their vehicles. Units are out of 80, so a stat bonus of 3 would make a stat three points better than normal.

Vehicles
There are thirty-six total vehicles in the Wii installment (all of them can be seen here: ). 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 usually lighter than karts, but there are some exceptions, especially when size classes are applied.
 * 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 an orange spark mini-turbo.

The following table includes vehicles in order of class primarily. The last half of each of these six sub-sections is 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. The stats are displayed with number values, with the units being out of 80.

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 thirty-two tracks have three laps, regardless of length and difficulty. At first, only two Wii and two Retro Cups are available, but clearing the former two in first place unlocks the Star Cup, while clearing the later two in first place unlocks the Leaf Cup; likewise, clearing the Star and Leaf Cups in first place unlocks the Special and Lightning Cups, respectively. This process only applies for the difficulty level the player is in, so it must be repeated for all others to have the secret Cups available in each of them.

New courses
There are sixteen new courses in Mario Kart Wii.

Retro courses
These courses appeared in previous Mario Kart installments, much like in Mario Kart DS. This includes two courses from the SNES installment, four from the N64 installment, two from the GBA installment, four from the GCN installment, and four 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 and Lightning cups.

Other stages
These are only found in the Tournaments.
 * Galaxy Colosseum (Galaxy Arena in the PAL Version)

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, and also shows the character and vehicle the ghost used.

Differences in multiplayer modes
As in the previous games in the Mario Kart series, there are several small changes made to the courses in split-screen mode, most likely to preserve the frame-rate.


 * The question marks in the Item Boxes spin around. They are static in single player mode.
 * There are no tourists on the Sunshine cruise ship in GCN Peach Beach
 * Boos do not animate in SNES Ghost Valley 2.
 * Computer players do not animate.
 * The metal Piranha Plants in GCN Waluigi Stadium do not move their jaws.
 * The moving arrow signs in GCN Waluigi Stadium are absent.
 * The Jumbotron in GCN Waluigi Stadium is absent.
 * There are no Miis in the stores in Coconut Mall.
 * The crowd in Mario Circuit, Toad's Factory, Daisy Circuit, and DS Delfino Square do not animate.
 * Computer players do not have voices (this happens only in Battle Mode).
 * No tourists are on the ship in N64 DK's Jungle Parkway.
 * The Jumbotron at Funky Stadium doesn't show the human player, just a picture of Funky Kong's face with the words Funky Stadium.
 * Frame-rate slows to 30 FPS if the screen is split 4 ways.

References to other games

 * All past Mario Kart games: Half of the stages are taken from those games in the Retro Grand Prix, while half of the Battle courses are taken from those games under Retro Battle Course.
 * Mario Bros.: The Pow Block's logo appears in some of the cars in Moonview Highway. It also returns as an item.
 * Super Mario Bros.: Various items from said game appear in the background of the Battle course Block Plaza, Super Mario Bros.-style. Additionally, the first seconds of the course Bowser's Castle theme resemble the music played in that game by its instruments. Also, the tune that plays in the award ceremony is a remix of the tune that plays when Mario/Luigi beats a castle. When it gets bumped into, the kart makes several beeping noises, one of them is the first few notes from the main tune of the game, the other the power-up sound effect.
 * Super Mario Bros. 3: The license plates on some of the trucks read SMB3, the abbreviation of Super Mario Bros. 3.
 * Super Mario Kart: Ghost Valley 2 and Mario Circuit 3 return as retro courses, and Battle Course 4 returns as a playable battle course.
 * Super Mario 64: Unagis appear in the background of Koopa Cape.
 * Mario Kart 64: Mario Raceway, Sherbet Land, D.K.'s Jungle Parkway, and Bowser's Castle return as retro courses, and Skyscraper returns as a playable battle course. Also, the course Moo Moo Meadows is based on Moo Moo Farm, and Block Plaza has parts of Block Fort. Also, part of the music that plays during the Award Ceremony (if drivers win a Trophy) is the same as in the same scenario in Mario Kart 64.
 * Yoshi's Story: An Egyptian-style remix of the main theme plays on the course Dry Dry Ruins.
 * Paper Mario: Parts of Dry Dry Ruins are based off the area of the same name from this game.
 * Mario Kart: Super Circuit: Shy Guy Beach and Bowser Castle 3 return as retro courses, and Battle Course 3 returns as a playable battle course. Also, the Yoshi Sphinx from the background of Yoshi Desert returns as a part of the race course Dry Dry Ruins.
 * Super Mario Sunshine: The battle stage Delfino Pier is based on Delfino Plaza. Also, the course Coconut Mall is seemingly located on Isle Delfino.
 * Mario Kart: Double Dash!!: Peach Beach, Waluigi Stadium, Mario Circuit, and DK Mountain return as retro courses, and Cookie Land returns as a playable battle course. Also, Daisy Cruiser cameos in the background of Daisy Circuit, Block Plaza has parts of Block City, the course Dry Dry Ruins has the same starting point as Dry Dry Desert, and finally, the Grand Prix race start jingle was also recycled from that game for the Grand Prix and VS races in this game, along with the character sprites. Some of the animations seen for the driver selection process (excluding the new drivers introduced for this game) are ported character models from Mario Kart: Double Dash!!, with only a few characters receiving noticeable changes.
 * Mario Kart DS: Yoshi Falls, Delfino Square, Desert Hills, and Peach Gardens return as retro courses, and Twilight House returns as a playable battle course. Also, the course DK Summit has derived many elements from DK Pass, and the course Dry Dry Ruins has similar music to that of Desert Hills.
 * New Super Mario Bros.: Various features in the game are derived from their New Super Mario Bros.-look. The Mega Mushroom is an item in the game. The mushroom platforms in Mushroom Gorge is based on the mushroom platforms in said game, with the red ones being "bouncy", and the green ones more like solid platforms. Grumble Volcano is similar to World 8 of New Super Mario Bros.
 * Super Mario Galaxy: Rainbow Road has several elements from said game, such as Star Bits or a section based on Launch Stars, and portions of the Good Egg Galaxy's music is heard for the course's music. Maple Treeway resembles the Gold Leaf Galaxy. The battle course Galaxy Coliseum is also heavily based on Super Mario Galaxy. Additionally, Spiked Topmen are the enemies in the June 2008 1st Competition. Also, Rosalina, who first appears in Super Mario Galaxy, returns to Mario Kart Wii as her second appearance.

References in later games

 * New Super Mario Bros. Wii: The character icons were reused in the Character Selection. Also, some of the voices from this game were reused as well.
 * Mario Sports Mix: In Toad Park, the Standard Kart design is used from this game.
 * Mario Kart 7: This game's retro selection reuses some courses (Mushroom Gorge, Coconut Mall, Maple Treeway and Koopa Cape). Tricks, which are first introduced here, are reused in this game as well as the countdown timer for starting races and battles.
 * Mario Party 9: When players play as a specific character, like Daisy, the voices that he or she makes returns to this game as well.
 * Mario Kart 8: Tricks return from this game. Bikes and twelve-player races were confirmed to return as well.

Reception
Mario Kart Wii has received positive reviews from critics. It has an average score of 82.07% from 74 reviews in GameRankings and an average of 82 based on 73 reviews on Metacritic.

Bozon of IGN gave the game an 8.5 out of 10, praising the online play, the presentation, and the gameplay but criticizing the cheap AI in 150cc, the lack of voice chat, reliance on friend codes, and the random items. He finished off with, "Every player is going to have their own love/hate relationship with Mario Kart Wii, but in the end the game does so many things right that it'd be foolish not to give credit where due. Online seriously raises the bar for Nintendo, trumping even Smash in a big, big way. The sense of community you can get even with random racers online and ghost-supported leader boards is impressive, and the fact that you can head on to Nintendo Wi-Fi Connection solo, with a friend via split screen, or hook up with buddies across the world without worry of lag and never-ending disconnect notices makes Mario Kart Wii a pure joy to play online. It isn't the best Mario Kart in the series, but it's a must-play experience on Wii, and standard-setting offering as far as online, channel support, and connectivity are concerned. Now if you'll excuse us, we've got some online stats to obsess over." Sammy Barker of Nintendo Life praised the game for its polished gameplay and being well-thought and brilliant. Though he criticized the presentation, he wrote, "Poor presentation should not be an issue in this generation of gaming, particularly with the other consoles doing it so well, but, thankfully for us (as Wii owners), this game is a living, breathing example of gameplay over graphics." He gave the game 9/10 stars. Oli Welsh of Eurogamer gave the game a score of 8/10. He praised the presentation of the game, the use of the Wii Wheel and the smooth gameplay, while criticizing the Battle Mode and the single player exclusive Grand Prix mode (though this was revised after being informed by Nintendo that four sequences of races with friends is still possible). He wrote, "Ultimately, the sheer sensory pleasure of playing Mario Kart Wii - from the charming animations, to the bopping tunes, to the sugar-rush boosting, to the exquisite steering - far overcomes the few concerns we have about it. It still has to be docked a mark for the awkward structure and compromised battle modes - but it's still unreservedly recommended to anyone for whom Mario Kart is a gaming cornerstone. And really, that should be everyone."

Ryan Davis of Giant Bomb criticized the game for being safe. He wrote, "Mario Kart Wii is a good game stunted by its audience's apparently insatiable appetite for the exact same thing, over and over again. The addition of online play and motion controls are good, but they're also the most predictable choices possible. Personally, I'm completely tired of getting exactly what I expect." He gave the game a 3 out of 5 stars. . Edge gave the game 6/10, criticizing the game's compromising local, splitscreen multiplayer for online play. They ended with "Undercutting local multiplayer to benefit the online movement is a grievous error. Of all the multiplayer franchises, we struggle to think of a title in which four friends sat side by side seemed more natural. Having sacrificed racing integrity in Double Dash to side with social silliness, Nintendo has turned 180 degrees into an awkward halfway house. It’s a residence from where it has attempted to regain time-trial credentials with the loosest racing yet, and sees the company finally find its online feet by betraying one of its great pastimes. Perhaps first place in Mario Kart Wii isn’t the least enjoyable location in gaming after all."

Awards

 * Favorite Video Game - Kids' Choice Awards - 2010
 * Fastest Selling Kart Game - Guinness Book of World Records Gamer's Edition 2009 - 2013
 * Best Selling Racing Game - Guinness Book of World Records Gamer's Edition 2009 - 2013

Beta elements
Sprites have been found depicting icons for a Hammer Bro., a Koopa Paratroopa and Petey Piranha. This shows that they were originally planned to be in the game but were removed in the final version for unknown reasons.

Rarely, when a player finishes a race and leaves the results screen, the top left corner will say, "The next match might have 13 players", although it should say 12. It is also possible, although unlikely, to say more than 13 players (i.e. "The next match might have 14 players"). The next match will never have more than 12 players, though.

If the player manages to get on top of the large rock to the left of the starting line in Grumble Volcano, each time he or she drives around it, the game will act as if the player completed a lap, and will count a lap for the driver.

General Producer

 * Shigeru Miyamoto

Producer

 * Hideki Konno

Director

 * Yasuyuki Oyagi

Planning

 * Minoru Narita
 * Taku Matoba
 * Kentaro Tominaga
 * Yugo Hayashi
 * Kosuke Yabuki

Trading cards
Mario Kart Wii Trading Cards were released to celebrate the release of Mario Kart Wii. Trading Card packs additionally included tattoos called FunTats.

Soundtrack
An official soundtrack was released in 2011 by Club Nintendo as a Platinum reward featuring 43 songs from the game itself.

Trivia

 * For the marketing of Mario Kart Wii in the United States only, Nintendo of America did a series of three 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.
 * Peach wears her hair tied into a ponytail for most of the game; however, in her profile artwork and on the Congratulations screens after the ending credits, she wears her hair loose.
 * Both of Nin★==Kony's staff ghosts have '777' milliseconds on the end. (02:16.777 in DS Peach Gardens and 01:44.777 in Mario Circuit).
 * Mario Kart Wii is the only game in the Mario Kart series where the weight classes have equal characters, if one does include the download play exclusive Shy Guy in Mario Kart DS.