Mario Kart (series)

The Mario Kart racing games are a large franchise series in Mario games; one Mario Kart game has appeared on almost every Nintendo system since the Super Nintendo Entertainment System. With a total of nine titles in the series, Nintendo has inspired many later cartoon-styled racing games amongst many gaming companies.

Cancelled games
The German magazine Big N claimed that a Virtual Boy installment of the Mario Kart series, tentatively named VB Mario Kart, was in development. The only known media report of it is Big N's August 2000 issue, which listed it among various other cancelled Virtual Boy projects.

Playable Characters
 *  - Is an unlockable character''.

- characters yet to be announced to confirm or deny in the future Mario Kart games.

- playable character

- non-playable character

Weight/Size and Effects
Throughout the Mario Kart series, a common element in almost each game is the weight of different characters. Characters have been classified by their weight. Up until Mario Kart Wii, the three weights were "Light", "Medium", and "Heavy". In Mario Kart Wii, however, the main element was the size of the character, split in three categories: "Small", "Medium", and "Large". Different weights and sizes have different effects on racing.

Please note:
 * In Super Mario Kart, characters are classified in 4 classes with no official name.
 * In Mario Kart DS, weights of characters are not classified in categories, but more exact weights are given to characters.
 * In Mario Kart Wii, bikes are usually lighter than karts, due to their smaller size. However, some bikes are heavier than Karts, especially when size classes are taken into account.
 * Also, in Mario Kart Wii, Miis can be small, medium, or large depending on their height and weight.
 * In Mario Kart 7, there are two extra classes known as Feather, before the Light class, and Cruiser, between Medium and Heavy.

Feather/Light/Small
Characters in this classification are easily knocked aside by their heavier opponents. Feather/Light/Small characters have high acceleration, but low top speeds. When off-road, they lose a very minimal amount of speed. In some games, however, a lightweight can own a kart that has a high top speed, but low acceleration.

Medium
Medium characters have a equal balance of weight, top speed, and acceleration. When they go off-road, they lose a moderate amount of speed, contrary to that of its corresponding weight classes. In some games, however, middleweights can own a kart that has low speed and high acceleration, or a kart that has high speed and low acceleration.

Cruiser/Heavy/Large
Cruiser/Heavy/Large characters can easily knock most opposing racers aside. They have high top speeds, but very poor acceleration. When they go off-road, their speed greatly decreases. In some games, however, a heavyweight can own a kart that has a low top speed, but high acceleration.

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 (and 150cc Karts were unlockable). Starting with Mario Kart 64, 150cc Karts were available at the start of the game. As larger engines increase speed, Karts are more difficult to control. In Grand Prix mode, an increase in engine class also increases the computer player difficulty. 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
Appears In: Mario Kart 64; Mario Kart: Double Dash!!; Mario Kart DS; Mario Kart Wii; Mario Kart 7

The Mirror class (EXTRA in Mario Kart 64; 150cc Mirror in Mario Kart DS and commonly refered as Mirror Mode) is a bonus engine class in which all tracks are 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, in which the cars on the road are traveling towards the kart racers instead of along with them, making them harder to dodge.

Items
 *  - Special Item in Mario Kart: Double Dash!!.

 **  - Only in the Competition Game from Mario Kart Wii.

 ***  - Only in the Mario Kart DS Mission Mode.

 ****  - Only in the Coin Runner battle game from Mario Kart Wii.

- Item yet to be announced to confirm or deny in the future Mario Kart Series

- Present item in the game

- Item not present in game

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. Tapping the item button decreases the amount of time it takes for the Item Roulette to select an item. 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, racers closest to last place receive better items, and vice versa. 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 after falling off of the course makes players drop their item on to the road (for others to use/get hit by), or lose it all together.

Rocket Start
Appears in: All

The Rocket Start allows the driver to give them an early lead when a race starts. In Super Mario Kart, players must press between the first and second light on the start signal. Then from Mario Kart 64 to Mario Kart: Double Dash!!, the acceleration button must be pressed((N64)/(GBA)/(GCN)) when the light turns green. Starting with Mario Kart DS, there is a new way to use it by pressing and holding the button((DS)/ or (Wii)/ or (3DS)). This happens when the timer shows "2". When the final beep is heard and when the starting message appears on the screen (START in Mario Kart: Double Dash!! and Mario Kart DS, later changed to GO! since Mario Kart Arcade GP), the kart or bike will give an extra burst of speed out of the starting line. However, if a driver is too early on timing and holds down the button for too long, the kart or bike's engine will burst on the final beep and they will get a dud start, requiring a few seconds to get back up to normal speed.

Wheelie
Appears in: Mario Kart Wii;  Mario Kart 8

The Wheelie is a technique unique to bikes in Mario Kart Wii and Mario Kart 8. 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. It is also featured in Mario Kart 8, where it does not provide a speed boost and is purely aesthetic.

Trick
Appears in: Mario Kart Wii; Mario Kart 7; Mario Kart 8

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!!
Appears in: Mario Kart: Double Dash!! (Co-Op Only)

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 effect. 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, blue causing a mini-turbo and orange/red causing a super mini-turbo boost. In Mario Kart Wii and 7, only karts perform super mini-turbo boosts, but in Mario Kart 8, bikes can also perform these techniques.

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; Mario Kart 8

Slipstreaming is a type of speed boost. To perform it, the racer must trail behind another racer for a moment. If done correctly, the racer will suddenly go faster with blue lines surrounding them.

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 and Mario Kart 8) 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, Mario Kart Wii and Mario Kart 7, 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. Starting with Mario Kart DS, the cups were seperated into two categories: Nitro, which featured new courses, and Retro, which used courses from previous titles.

Nitro Grand Prix
Appears in: Mario Kart DS; Mario Kart Wii; Mario Kart 7; Mario Kart 8

In Mario Kart DS, Mario Kart Wii, Mario Kart 7, and Mario Kart 8 (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.

For Mario Kart 7, in order to play the three remaining cups, the player must claim first place in the Mushroom Cup. Also, once the cup is unlocked, it is available for all engine class.

Retro Grand Prix
Appears in: Mario Kart DS; Mario Kart Wii; Mario Kart 7; Mario Kart 8.

A new feature in Mario Kart DS that appears in all subsequent games is 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.

To match the new additions each game introduces, retro tracks often receive changes in layout and detail when they reappear. In Mario Kart Wii, ramps and pipe tricks were added in many tracks to allow the racers to perform tricks, many of which were placed on newly created shortcuts. Mario Kart 7 added gliding and underwater sections to many returning tracks to make use of the game's new features. Retro tracks in Mario Kart 8 will make use of the anti-gravity feature as well as the returning gliding and underwater driving.

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. In Mario Kart 7 however, the player must place first in the Shell Cup first to unlock the next retro cup and once unlocked, it was available for all engine class.

A similar feature appears in Mario Kart: Super Circuit, where all of the racecourses from Super Mario Kart reappear 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 features a Time Trial mode. In this mode, players race through the set amount of laps for each course in the fastest time that they can. In Super Mario Kart and Mario Kart 64, every course is playable; in other games, only unlocked courses can be raced on, with more courses being unlocked as the player races on them in Grand Prix. Also, players start out with a certain amount of Mushrooms, depending on what their item status is. In games without item statuses, the player starts 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. Until Mario Kart Wii, Battle Mode did not have a Time Limit, unless one excludes the Shine Thief mode of Mario Kart: Double Dash!! and Shine Runners from Mario Kart DS.

Balloon Battle
Appears in: All 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 off the course before Lakitu picks up the player.

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, by holding down the Select Button or by stealing them from players by bumping into them with a mushroom. 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. This also marks the first time Battle Mode is playable in single player.

In Mario Kart Wii, the mode was permanently changed, with the battles now timed by three minutes. Also, the score was based on how many balloons popped, and was not a survival game, unlike others. 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 is similar to Mario Kart Wii but it can be played without teams, and the battles are now timed by two minutes, resulting in a larger variety of balloon colors.

Up to five balloons can be obtained in Mario Kart Wii and Mario Kart 7 by using a Mushroom to steal other's balloons.

Bob-omb Blast
Appears in: Mario Kart: Double Dash!!; Mario Kart 7 (Community Online Only) 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 they have 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).

Although this mode does not appear in Mario Kart 7, Nintendo has a community of the same name that allows players to play online. This is similar to Balloon Battle except Bob-ombs only appear as items. The code for this community is 05-2097-9533-2225. Players offline, however, can set items so that only Bob-ombs appear.

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 has returned to Mario Kart 7 with some minor changes, this time players can only collect a maximum of 10 coins within a two-minute time limit, and it can be played without teams.

Shine Runners
Appears in: Mario Kart DS

Shine Runners replaces Shine Thief from 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, players with the least Shine Sprites are 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!! 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 that holds the Shine Sprite when time runs out wins. Other players can steal the Shine Sprite by hitting the player holding it with any item and then colleting the Sprite themselves. The timer is reset after this, but it starts at a lower level each time. The number of players in the battle determines how long the Sprite must be held; a team must possess it for sixty seconds in a two-player game, fifty-five for three players, and fifty for four players.

VS.
Appears in: All

Versus (commonly shortened to VS.) is a mode much like Grand Prix, in which players race on courses that are selected by them.

In Super Mario Kart, the mode is called Match Race. In this mode, two players can play against each other in a single five-lap race. 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, the VS mode can include up to four players. If only one Game Card is being used, 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. The game also features a Quick Run mode, which shares similarities with VS. mode.

In Mario Kart: Double Dash!!, the mode is mostly the same, except for some additions: all players can choose their racers and Karts, and in the options menu, they can set the number of laps on every course and item variety. Additionally, by connecting multiple Nintendo GameCubes (up to eight) over a local area network using the Nintendo GameCube Broadband Adapter, up to sixteen players (two per kart) can play a Versus match at one time. In the Select Mode menu on the LAN mode title screen, players can change the number of laps, course selection, and engine class.

Mario Kart DS and Mario Kart Wii feature a single-player VS mode, 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 selects whether to play in teams or not, their racer and vehicle; if playing multiplayer, then both players select which team to be on. Team members are randomly chosen in both installments. Points are distributed based on standings at the end of the race, and the team with the most combined points wins. In the Download Play version in Mario Kart DS, up to eight players may play; however, if all players are only using one game cartridge, the racers are limited to course selection, and those who don't own the game cartridge must only play as varying colored Shy Guys.

For Mario Kart 7, players can customize the rules to their liking but this time, VS is only playable in multiplayer mode. Like with Mario Kart DS, when playing with others via Download Play, anyone playing that does not have a game cartridge must play as a Shy Guy and cannot edit their karts.

Mission Mode
Appears in: Mario Kart DS

The Mission Mode consists 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. There are seven levels which have eight missions in each. Completing all the missions on a level results in the player unlocking the last mission of that level, which is a battle against a boss. Mission completion is commonly ranked by how fast the player completes the mission, with C being the lowest and three stars being the highest; after clearing an entire level, a rank will be given based on the average of the grades given in the individual missions. The missions that appear vary from collecting objects, defeating enemies using the items, versus races, passing through numbered gates, and more.

Trivia

 * The Mario Kart series is referenced 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.
 * Mario, Luigi, Princess Peach, Bowser, Yoshi and Toad are the only characters to have been playable in all titles. Also, Mario, Luigi, Toad, and Bowser are the only characters to be classified as the same weight class in every Mario Kart title.
 * Of all these characters, Toad is the only one to be both a default and unlockable driver.
 * Wario and Donkey Kong have been playable in every title since Mario Kart 64.
 * Waluigi is the only playable character in the series to have been classified in all three weight classes (he was a middleweight in Double Dash!! and DS, a heavyweight in Wii, and a lightweight in Arcade GP DX).
 * In the main games (excluding the Arcade GP series), there has been at least one Mario Circuit, one Bowser's Castle, one Rainbow Road, one ice-themed course, one beach-themed course, and one desert-themed course.
 * However, Mario Kart Wii did not introduce any new beach-themed courses.
 * Since Mario Kart: Double Dash!!, there has been at least one reference to Shine Sprites. In both Mario Kart: Double Dash!! and Mario Kart DS, there is a minigame named Shine Runners (called Shine Thief in Mario Kart: Double Dash!!). In Mario Kart Wii and Mario Kart 7, various advertisements contain Shine Sprites as the background image. Mario Kart 8 also features a course with a Shine Sprite in the middle.

Awards

 * Longest Running Kart Game Franchise - Guinness Book of World Records Gamer's Edition 2009 - 2013