Mario Kart DS

Mario Kart DS is a Nintendo DS game developed and published by Nintendo. It is the fifth installment of the Mario Kart series and the second game for a handheld console. It is the first Mario Kart title to include various standard features of future installments, such as the concept of Retro Cups and online play, as well as the revamped driving mechanics that become standard for subsequent games. It also includes unique modes and features, such as a mission mode and the ability to create custom icons for karts. It also features a map that displays the objects and characters present throughout the courses, making use of the DS's bottom screen.

Mario Kart DS has been generally well received by critics. As such, Mario Kart DS has earned various awards and acknowledgments.

On April 23rd, 2015, the game became available to purchase on the Virtual Console service for the Wii U, via the eShop, coinciding with the near 10th anniversary of the game's initial release, and the 2nd DLC pack for Mario Kart 8. However, the Virtual Console version of the game is only playable in single player mode.

Drivers
A total of 12 characters (13 including Shy Guy) take part in the fifth installment of the Mario Kart series. Only eight can be chosen at the beginning, but the player can win gold trophies in the Grand Prix mode to unlock the other four drivers. The eight playable characters were taken from Mario Kart 64 and Mario Kart: Super Circuit, while two playable characters return from Mario Kart: Double Dash!! and two playable characters make their first Mario Kart playable appearance.

Supporting characters
Other characters play supporting roles in Mario Kart DS. Lakitu makes his return and follows the same rules except for counting down to the start of the race. Piantas cheer for the racers during gameplay as well.

Menu controls

 * - Scroll
 * - Select
 * - Back
 * - Tap selection

Race controls

 * - Accelerate/Rocket Start (hold at 2 during the countdown before the race starts)
 * - Brake/reverse
 * / - Use current Item/Stop Item Roulette/Equip Item
 * - Steer
 * - Throw items backward or forward.
 * - Hop/Powerslide/Drift (Hold)/Mini-Turbo (Release)
 * / - Change map view (does not work in Mission Mode)
 * - Pause/resume game
 * - Blow Balloon (Balloon Battle), Toggle arrows/mushrooms on/off (Time Trial)
 * - Blow Balloon (Balloon Battle)

Wii U Menu controls

 * - Scroll
 * - Select
 * - Back
 * - Tap selection

Wii U Race controls

 * - Accelerate/Rocket Start (hold at 2 during the countdown before the race starts)
 * - Brake/reverse
 * / - Use current Item/Stop Item Roulette/Equip Item
 * - Steer
 * - Throw items backward or forward.
 * - Hop/Powerslide/Drift (Hold)/Mini-Turbo (Release)
 * / - Change map view (does not work in Mission Mode)
 * - Pause/resume game
 * - Blow Balloon (Balloon Battle), Toggle arrows/mushrooms on/off (Time Trial)
 * - Blow Balloon (Balloon Battle)

Game modes
As in Mario Kart 64 and Mario Kart: Double Dash!!, sixteen new courses were added in the game for the four main cups: Mushroom Cup, Flower Cup, Star Cup, and Special Cup. However, the game includes sixteen courses that appeared in former Mario Kart games, each of which had an acronym which referred to the game console where debuted. The Super Mario Kart tracks were represented by the acronym SNES; the Mario Kart 64 tracks by N64; the Mario Kart: Super Circuit tracks by GBA, and the Mario Kart: Double Dash!! tracks by GCN.

These classic courses make up four new cups called the Shell Cup, Banana Cup, Leaf Cup, and Lightning Cup. There are a total of thirty-two courses in eight cups. In addition, four new battle courses appeared, while N64 Block Fort and GCN Pipe Plaza appeared in this game as Retro Battle Courses.

Grand Prix
In Grand Prix mode (single-player only), a player competes in each cup in 50cc, 100cc, 150cc, and Mirror 150cc engine classes, with ascending speed and difficulty. The game takes the point system of Mario Kart: Double Dash!! by awarding 10/8/6/4/3/2/1/0 points for first to eighth place respectively. Also, a rating of how well a player performed is shown after the trophy presentation: ⭐⭐⭐, ⭐⭐, ⭐, A, B, C, D and E (E, being the lowest ranking and ⭐⭐⭐ as the highest). An overall "game ranking" of ⭐, ⭐⭐, or ⭐⭐⭐ is shown in the Records area if the player has earned the designated ratings in all cups and all classes.

Time Trial
In Time Trial mode (single player only), a player goes for the fastest time on a course. The item rating of a kart determines how many mushrooms a player can have when the race starts. Vehicles with low item rate can only use one Mushroom; the ones with average item rate use two and the ones with high item rate use three. Players can choose to race against their best time as a Ghost, the Staff Ghost (raced by a Japanese Nintendo staff player with a * game ranking), or no Ghost. The game is also able to download records from other players and let the player race against their Ghosts.

VS
In VS mode (single or multiplayer), player(s) choose their Karts and head out on the race track. The player can also choose what course they race on (only if they unlocked it). Up to eight players can play locally via wireless - simple mode only uses one game card but is limited. The essential requirement is that everyone has a game card. In single-player mode, the player can choose the engine class, the CPU's difficulty level, the way the courses will be chosen - by the player, in order or random; the rules to win races (either free - never-ending races; number of wins, which only the first racer earns points, or the number of races raced (going up to thirty-two creates the "All-Cup" mode); and team race mode.

It is possible to have up to eight players play using just one Mario Kart DS game card - using the DS Download Play locally. Here, the tracks are limited, the disabilities for the Wi-Fi connection apply, and everyone must play as a random color of Shy Guy, in which he becomes playable then. If everyone has a game card, all tracks are available and there are no disabilities. Battle Mode is also available. It is the same as the battle modes in Mario Kart: Double Dash!!, but Shine Thief is changed into Shine Runners. The rules are different for this mode, in which players gather the most Shine Sprites on a course.

Battle
In Battle mode, players play a different aspect of kart racing that was born from Super Mario Kart on one of six stages, two of them from past Mario Kart games. The stages are the following:

In single player mode, the user faces CPU controlled racers, whose difficulty can be set in the battle's setup menu. All racers drive their respective standard Kart only within this mode (note that all the standard carts have the same stats in battle mode and only the weight will differ, depending on the weight of the character you chose). Additionally, other players can join a battle locally. However, Battle Mode is unavailable on the wireless connection. Like in versus, battles can also be played in teams.

Mario Kart DS is the only Mario Kart game that have the name of the retro battle courses that do not state the abbreviation of the game console version of the Mario Kart game they were from. *Additionally, its retro battle courses do not have the same music as in their original appearances. Instead, they have the same music used for nitro battle courses.

Balloon Battle
The classic battle mode seen in all Mario Kart mainstream, gets a new twist in Mario Kart DS. From previous games, racers begin a match with three balloons. In this game, however, all players begin with a single balloon, though they can get more by blowing up their balloons using the microphone feature on the DS, or just holding the button. Each player has four balloons in stock (five in total) and racers can hold up to three balloons in battle. On the other hand, the less balloons a player has, the more powerful items will obtain from the Item Boxes. Racers may also take possession of a balloon from their opponents if the thief has used a mushroom and made contact to the opponent's kart. If the player loses all their balloons they are eliminated.

The following is what the game describes this mode as: "Burst your opponents' balloons with items! If all your inflated balloons burst, you lose! Blow into the mic or press to inflate your balloons!"

Shine Runners
Adopted from the Mario Kart: Double Dash!! version, nine Shine Sprites are scattered onto the course at the beginning. Players need to capture the Shine Sprites, and to avoid being hit, as it causes a player to lose one sprite. The sprite then moves to a random spot for someone else to grab. In the meantime, a clock ticks down to zero. Anyone with or tied with the lowest Shine total when the clock hits zero is eliminated. The clock resets itself to a lower time and the battle continues until at least one is left (there are nine sprites to avoid a tie, but it is possible to have two players with four sprites trying to get that last one on the course when time expires or have three players with three sprites each. In this case, no one is eliminated and the clock resets as usual. The less sprites a player has, the better an item is obtained (Spiny Shells and Bullet Bills remain out). Shine Runners is almost the same as Coin Runners in Mario Kart Wii and Mario Kart 7, but instead of Shine Sprites, they use coins.

"Collect more Shines than anyone else! Steal opponents' Shines to add to your total. Those with less Shines get booted over time."

Missions
Missions mode is a new single-player mode for Mario Kart DS which the player must complete some tasks and earn a ranking similarly to that in Grand Prix mode. It involves seven levels, each containing eight "missions" and a boss battle, most of which are taken from Super Mario 64 DS. Almost always the ranks depend on how much time is left or taken. There are varying mission types:

There are some one-time isolated missions that are self-explanatory. Each mission takes place on a course, often blocked off in some areas (sometimes even a battle course) and players are given a character in their own standard kart (CPU players are also in standard karts). None of the unlockable characters are playable, and Bowser and Donkey Kong do not fight a boss. Sometimes mushrooms are laid across the track to help the player to complete the mission. When at least a * ranking is achieved on all missions and bosses in the first six levels, Level 7 is unlocked. Boss battles are unique. They have their own battlefields and different strategies are used to beat them. All of the bosses come from Super Mario 64 DS.
 * Driving through gates - driving in between giant half wheels in the ground. Very often the player has to pass these gates in numerical order.
 * Collecting coins - Players must pick up all the coins set in the track. Players may lose these coins by some obstacle of such course.
 * Destroying item boxes - Players must run over Item Boxes. Usually the racer will obtain Mushrooms after taking a box. In some cases, Item Boxes will move, and the player will have to catch up with it. Other missions the player must take care not to pick up the Fake Item Boxes alongside real ones.
 * Using stars, Bob-ombs, or shells to destroy enemies.
 * Driving backwards - players must use the button to move, and directions on the  are reversed. It is sometimes combined with other mission types.
 * Performing power boosts within a certain lap - as said. More power boosts are often required to finish faster, meaning a higher ranking.
 * Racing a CPU player for one lap - item boxes contain mushrooms and stars that the CPU can't use - the key to win. CPU players will always perform a Rocket Start. This mission type also includes a race against a Red Car and a Chain Chomp.
 * Boss Battle - Unlocked after completion of the first eight courses in a level. Using items is usually a must in boss battles.

Missions table
The following table includes the mission number, in-game mission description, time limit for the mission (0:00 signifies it's a race, and the mission finishes at 2:00 if the race is not completed), course, and character the player plays as.


 * * Conjectural title based on surroundings.
 * ** Denotes that the player drives through the course in the opposite direction.
 * 1Using Green Shells (solo or triple) and Bob-ombs
 * 2The gates don't necessarily have to be driven through in order.
 * 3Players can use any means - normal or powersliding - to finish.

Nintendo Wi-Fi Connection mode
Mario Kart DS is the first Mario Kart game ever to support online play through the Nintendo Wi-Fi Connection mode; though it's worth noting that it's the second Mario Kart game to support online connectivity, with the Japanese version of Mario Kart: Super Circuit being the first. (The use of online connectivity for this game was made primarily to exchange ghost data with other players.) Being one of the first Nintendo DS games to feature wireless connection, the game mode required some technical changes in order to avoid connection malfunctions and long time loads during online play.

The following changes and restrictions have been applied to prevent excessive lags:
 * Only up to four players
 * Only 100cc engine is available
 * 12 of 32 courses are omitted
 * No triple Bananas or triple shells
 * No spilled Items onto course to be used or tripped on - items are just lost
 * No items can be held behind racer
 * Item roulette cannot be stopped manually
 * Course obstacles cannot be destroyed (e.g. boxes in Delfino Square or snowballs in DK Pass)

Connection
Players connect using a wireless connection or a Nintendo Wi-Fi USB Connector (preferably high-speed.) Racers choose to search for other players in "Friends" (more info below), "Rivals" (players with a similar record), "Regional" or "Continental" in Non-American versions of the game (players in same country or continent), and "Worldwide", the latter possible to cause long lags. Other racers searching in the same category are randomly grouped. The game tries to find four players, but will eventually settle for three or two if necessary. Characters choose their characters, karts, and the course they want for the first of four races.

In addition to the 20 courses listed in order of when it is encountered, there is also a random button. After everyone's selection is placed, a course is chosen based on the responses. (If 3 players each pick a different course, the system randomly picks one. If four players choose two courses, two each, the game randomly picks from those two. On the other hand, the most voted course by a group of four or three users is selected to race. It goes like so for four races, then the points are tallied up, and after the match, a player's wins and losses are totaled. (Each player receives one "win" for finishing ahead of a player and one "loss" for finishing behind of a player. For example, a player winning a 3-player match receives 2 wins and 0 losses. A player coming 2nd in a 4-player match receives 2 wins and 1 loss. A player tied for third in a 4-player match gets only 2 losses, as compared to 3. A player tied in a 2-player match is simply called a tie and does not affect either player's record.) Players can continue after the match to play the same racers again or quit to restart the process to find other players.

Issues
Problem: Trouble with friend codes
 * A) Friend Code System. Each copy of the game comes with a 12-digit code known as a "friend code". Players can enter codes into the each others "friend roster" to create a friend list, where Wi-Fi records between the players is stored. When a friend is online at the same time, a symbol will appear above the Wi-Fi strength symbol, whether trying to find racers or during racing. Yet, both (or more) players must have each (or all) of their friend codes registered and be looking in the friends section at the same time to hook up. If the player were to find a racer to compete against elsewhere online, there's no communication for a friend code swap; the only way to race again is to do it right away by selecting continue after a match.

Problem: Disconnecting racers change the outcome of the match; it is later reflected in the match records.


 * B) Disconnecting. Take this scenario into consideration:
 * Bob started in a four-player match, but two people have disconnected since, and he is now in a two-player match against a three-star player, and has come second and third in the first two races. It is 20-11. Bob wins the next match, bringing the totals to 25-21. But, in the fourth race, the three-star player is a full half-lap ahead with one lap to go. Bob realizes that he might not win this race; however, Bob has researched about Wi-Fi connections and has learned a trick. He leaves his DS untouched, bringing his kart to a stop, then finds his wireless router, and disconnects it. According to the record-book, Bob has won the match from which he has disconnected.

Causes:
 * The two players who disconnected earlier are experiencing certain effects. When a player is disconnected from Wi-Fi via turning off his or her DS, the player is charged with the same number of losses as there are other players. Players can disconnect at any time, but if they cancel before the first course is chosen, there is no effect on the win-loss record. Other players finishing the whole match gain one win per disconnected player.
 * Refer to the point spread chart for WFC. Mid-match, due to disconnected players, the point spread can change. For example, when it goes down from four to three players, the point conversion is not affected for the top three. Yet, from three to two, it is. In the first two races, Bob lost three and six points to the three-star player, under the 10-7-4(-1) point spread. But, if he had won the last two races, under the 10-5 point spread, he would have recovered ten points - and would have won, 31-30, even though he came in third once and only won two out of four races.
 * Players occasionally disconnect when losing. A glitch in the game affects the final results, and this is exactly what Bob does in the scenario. Instead of turning off the DS, he disconnects his actual connection. The three-star player would have gained three wins, but when everyone disconnects, it takes no effect on the winning player's records.
 * To restate and make clear: if Bob would have played it out and lost the fourth race, the result would have been 35-26, in favor of the three-star player.

Courses
In addition to the sixteen standard courses, Mario Kart DS is the first game in the series to include the Retro Grand Prix, which has been carried over into every future installment in the series to date. The Retro Grand Prix consists of sixteen courses from past Mario Kart games updated and compiled into four additional cups. Four courses are taken from each previous game, and are ordered according to the release dates of the previous games. The retro courses are ordered in the date that it was released.

Retro Grand Prix
* - Was playable on Nintendo Wi-Fi Connection

Items
Mario Kart DS includes the main element preserved in every Mario Kart created; power-ups that allow the racer to take certain advantage over their opponents, obtainable by running through an Item Box. Afterwards, the item Roulette in the top left of the screen will choose a random item. While most of the power-ups are the same since Super Mario Kart, the game also features some additional items to increase the challenge.

Normally, lead racers receive less powerful items than stragglers in the rear. The variety of items to receive is also determined by the Items stats ratio granted to a kart. While a kart has a higher items ratio, the player has more possibility to obtain rare items to use. In subsequent games, this stat was removed so the only factor influencing items is position.

The game gives the player an indication when they receive a more powerful Item. When the Item Roulette has chosen a normal Item, it will make a simple plong sound. However, if the player receives a more powerful item from the Item Roulette, it makes a more special sounding plong.

Some Items are not available in Battle Mode. Just as in Versus Mode, leaders who have the most Balloons or Shines will receive less powerful items accordingly.

Stars, Bullet Bills, and Boos are examples of powerful items, as they provide speed boosts and total invincibility.

NOTE: These artworks are reused from Mario Kart: Double Dash!!


 * 1 — The instruction booklet provides this description in page 10.

Rocket Start
Throughout the entire series, the Rocket Start allow drivers to give them an extra boost of speed and get a head start when a race begins. To use the technique for this installment, players should stay at the starting line and wait for the countdown to hit 2. When it does reach that number and when it starts to fade, players should hold the button to rev up the kart's engine. When START appears on the race screen, the kart receives a small boost of speed out of the starting line, which is a very helpful move to get first place early on in a race. But, there is a risk to this move. If players fail to succeed, and holds the same button after the final beep, it may make the player's kart falter, and takes a few seconds to get back up to normal speed. If the player holds the after the second "ding" sound is heard and end, the player can get a boost that is a little faster than the normal small boost.

Drifting and powersliding
In the entire Mario Kart series, players drift by holding the button on a turn. Gray wisps come out of their kart as they turn around corners, possibly tighter or better than normal turning.

The next step up is powersliding. While drifting, players can move the +Control Pad to the right, left, and vice versa to produce sparks behind the kart. If done correctly, the sparks change their colors and intensity from blue to orange on each alternated move. After the sparks turn orange, the player releases the button to stop drifting and release a brief Mini-Turbo after powersliding. This can be used to dodge Spiny Shell if combined with a hop during 100cc and 150cc races.

A player can perform a useful technique known as snaking by performing consecutive mini-turbos in a zigzagged direction, which offers a player the boost they need to get further ahead. This technique is much easier to perform with karts with higher handling, especially with Dry Bones.

Slipstreaming
Back from Mario Kart 64, slipstream is simply moving just behind another player. If racers can stay behind their opponent's vehicle for about four seconds, players get a momentary speed boost that is strong enough to pass the other player.

Multi card play
Eight people or less can play via the wireless connection of the Nintendo DS. There are little to no restrictions while activating this. Players can access any character and kart combination they want as long as they unlocked it.

Download Play
Download Play can allow up to eight people playing the Mario Kart DS game using one (or more) game card(s). In this mode, players can only choose tracks from the Mushroom and Shell Cups. Also, instead of six battle tracks, players are only able to race on Nintendo DS, Tart Top and Pipe Plaza (chosen randomly by the system). Only the people with the game can pick their character, while the others use Shy Guy only. Shy Guy is not playable in other modes. When the players that want to Download play begin to race, each player will have a different color of Shy Guy, randomly generated with each Download Play.

Karts
In Mario Kart DS, there are 36 different karts in total.

Every kart shows six ratings:
 * Speed: How high the top speed of the kart is; how fast the kart can go. Bowser and R.O.B. have the fastest karts.
 * Acceleration: The time the kart's top speed is achieved when accelerating (the higher the acceleration, the shorter players wait until they reach their kart's top speed, and the lower it is, the longer they wait). Dry Bones's karts can reach their top speed very quickly.
 * Weight: While a vehicle is heavy, the driver can knock a lighter kart. Unlike other stats, the character contributes to this stat, with Bowser's and R.O.B. being very heavy.
 * Handling: How tight the kart can normally turn without drifting. Dry Bones has the best turning curve.
 * Drift: How tight the kart turns while drifting or powersliding. Peach has the best drifting curve.
 * Items: The variety of items to use when touching an Item Box (a high Items rating signifies a higher chance of getting Triple Bananas in first place, Triple Mushrooms in third, fourth, etc).

Originally, only two karts are available for each character; an Exclusive Kart and a Standard Kart. As the player wins gold trophies in the 100cc Nitro Grand Prix, the player will unlock a second Exclusive Kart for each character. When the player wins gold trophies in the 150cc Nitro Grand Prix, four Exclusive Karts from different characters will become available, bringing the total to seven karts for each character. After winning gold trophies in the 150cc Retro Grand Prix (to unlock the Mirror) and the Nitro and Retro Grand Prixs in 150cc Mirror, each character can be paired in any of the 36 karts, making 432 combinations (excluding Shy Guy).

The following ratings are from zero to ten, as marked by the Nintendo DS Pocket Guide. The highest and lowest stats in every given category are indicated by green and red text, respectively. On a side note, it is worth noting that a kart with a high items rating will usually have lower overall stats than the standard karts. Likewise, karts with a low items rating will usually have higher overall stats than the standard karts. Karts with a high items rating tend to be heavier than the karts with a low items rating. Karts with high items rating also receive more Mushroom boosts in Time Trial mode. The player will get one Mushroom boost if the items rating is low, two if the items rating is normal, and three if the items rating is high.

Shy Guy's kart has identical stats to those of Yoshi's Standard YS.''

Options
The options menu lets the player make their own emblem and name for racing throughout the game. They also have an option to make the emblem show up on the kart they are driving. Additionally, this emblem will show up next to a player's name while driving in a multiplayer or Nintendo WFC race. Other options include audio options and deleting data.

Pre-release and unused content
There were two unused items: the Chain Chomp and Bowser's Shell, although the Chain Chomp was the only one found in the item roulette. The Chain Chomp would have likely functioned the same as in Mario Kart: Double Dash!! Professor Elvin Gadd was planned to be playable and would have had the Poltergust 4000 as his kart. Birdo may have also be planned as a playable character as there is a pink version of the Egg 1 found in the data.

Choco Mountain boulder glitch
In Choco Mountain, if the player goes to the lake and the water splashes before they fall, the boulder should hit them. If done correctly, they should start flying. The screen will then turn black as if they fell into the water. Lakitu will then pick them up. This glitch rarely works after the first time it's performed.

Delfino Square boardwalk glitch
When the player goes up to the boardwalk that has the one item box, they must press when they are on the wall. If timed correctly, the player can float on the side of the road. This will work in any mode.

Pipe Plaza Bob-omb glitch
In Pipe Plaza, if the player has a Bob-omb and drops it near one of the pipe holes, another player or a CPU should hit the Bob-omb. If done correctly, the player should go through the pipe hole and he/she will fall. Lakitu will pick the player up as usual. This can also be done with a Super Star, but is harder to pull off.

Luigi's Mansion Freeze glitch
To perform this glitch the player must pick the Luigi's Mansion track in any mode with any character and kart. Once the race starts, the player must then park their character on the stairs at the entrance of the mansion. After that, hold down both and  to drift in place. If the player tries to turn, the game will sometimes freeze. This glitch was fixed on the Wii U Virtual Console release.

Mini-Spin turn item glitch
To perform this glitch, the player must drive towards an item box in any mode (battle mode is preferred) and sit themselves right in the center where it spawns so that they continuously break it open when it spawns again. Then, the player should hold either left or right on. When the item box spawns again, it will break as usual, and the player will turn a very small amount in the direction pressed. Given time, so long as the player doesn't move, the player can turn all the way round in the direction pressed.

General Producer

 * Shigeru Miyamoto

Producer

 * Hideki Konno

Directors

 * Makoto Wada
 * Yasuyuki Oyagi

Mission-Run Mode Director

 * Kimiharu Hyodo

Wi-Fi Mode Director

 * Katsuhito Nishimura

Planning

 * Shinya Hiratake
 * Taku Matoba

Programming Director

 * Katsuhisa Sato

System Programming

 * Yusuke Shiraiwa

Reception
Mario Kart DS was well received by game critics. It currently maintains a 9.2 average at Gamestats, the highest score for a Nintendo DS game on the site (as of December 2006).

Gamespy reviewer Bryn Williams said that online, Nintendo "trimmed it back a little too much for my liking", but was certain that "Even with a few online flaws, this is the best Mario Kart ever." With a rank of 5 out of 5 and describing the multiplayer experience as "great".

GameSpot reviewer Justin Calvert had similar quips with the online feature: "Whether these opponents were leaving voluntarily or because of network problems is anybody's guess, but it's equally irritating either way." He finished up similarly by saying "Mario Kart DS is without a doubt one of the best games to hit the Nintendo DS to date." Mario Kart DS received a score of 9.2 out of 10 and was regarded as GameSpot's Editor's Choice and DS game of the year.

IGN has given an overall score of 9.5 out of 10, granting the game the IGN Editor's Choice Award and DS game of the year. Reviewer Craig Harris commented that "it's just hard to ignore just how limited the online presentation is.", but ended the review with this: "The only way to finish this review is just to say it: this is the greatest Mario Kart game ever developed, and is without a doubt the best DS game of 2005."

Mario Kart DS is the 3rd best selling game for the Nintendo DS, selling 23.56 million copies worldwide.

Notable mistakes and errors

 * The instruction booklet for earlier versions of this game makes an error in page 9. "Perform" is misspelled as "perfprm". This was fixed in later releases of the booklet.
 * On page 12, the text of Blooper states, "Sprays ink on the all of the karts in front of you,...", where there is an extra "the" in between "on" and "all". This was not fixed in later releases of the booklet, however.

References to other games

 * Super Mario World: The retro track, Donut Plains 1, which originally came from Super Mario Kart is based off the level area of the same name in this game.
 * Super Mario Kart: Mario Circuit 1, Donut Plains 1, Koopa Beach 2, and Choco Island 2 return as retro courses.
 * Super Mario 64: The track Tick-Tock Clock is based off of the level of the same name in this game.
 * Mario Kart 64: Moo Moo Farm, Frappe Snowland, Choco Mountain, and Banshee Boardwalk return as retro courses, and Block Fort returns as a playable battle course. Also, the name "Wario Stadium" is reused. Lastly, part of the credits theme from this game is used in the second part of the credits when Mirror Special Cup or Lightning Cup is beat in first place and the eight playable characters that are available from the start are taken from the eight playable characters, including the same eight colored karts.
 * Mario Kart: Super Circuit: Peach Circuit, Bowser Castle 2, Luigi Circuit, and Sky Garden return as retro courses. Also, the eight playable characters were reused as the starting characters. The Lightning Cup returns as the highest-tier retro cup.
 * Super Mario Sunshine: The track Delfino Square is based off the main area of this game, Delfino Plaza.
 * Mario Kart: Double Dash!!: Luigi Circuit, Baby Park, Mushroom Bridge, and Yoshi Circuit return as retro courses, and Pipe Plaza returns as a playable battle course. Also, Wario Stadium seems to use elements from Waluigi Stadium. Some sound effects and some of the playable characters' voice clips are also taken from this game, and the character icons from the character select menu are used at the end of a Grand Prix race and a VS. match. The 3-2-1 starting countdown is also taken from this game.
 * Super Mario Bros. 3: The track Airship Fortress is based of the many airship based levels in this game. Desert Hills is based on World 2 of this game, even featuring the Angry Sun, Podoboos, Fire Snakes, the pyramid, and two pipe formations taken from a level in this world. Water Arena and Sand Arena use various objects from this game. A sprite of Mario and Luigi's heads appear on the Single Player and VS. mode bars.
 * Mobile Golf: The Golden Mantis is based off Foreman Spike's digger from artwork for this game.
 * Luigi's Mansion: The Poltergust 4000 is based off the Poltergust 3000 from this game. Also a track of the same name as this course is based on this game.
 * Donkey Kong Country: The Rambi Rider is based off Rambi from this game.
 * Wario Land 4: The kart Brute is based off the Wario Car in this game.
 * Super Mario 64 DS: Most of the boss battles are taken from this game.

References in later games

 * Nintendo Monopoly - The kart design on the space Mario Kart, the ? Block card "Take a spin in the Kart", and on the Brick Block card "Renew kart license" is the same from this game.
 * Mario Kart Wii - Yoshi Falls, Delfino Square, Desert Hills, and Peach Gardens appear as retro courses. Twilight House is a Retro Battle Course. This is also Dry Bones' second Mario Kart appearance.
 * Mario Sports Mix - Waluigi owns a pinball-themed course in this game, Waluigi Pinball.
 * Mario Kart 7 - Luigi's Mansion, Waluigi Pinball, DK Pass, and Airship Fortress appear as retro courses. Palm Shore is a Retro Battle Course. Also the design of the standard kart is similar but has a rounder appearance. Also, part of the credits theme is similar to that in Mario Kart DS, the karts B Dasher and Egg 1 re-appear too.
 * Mario Kart Arcade GP DX - Many of the karts are based off of ones from this game.
 * Mario Kart 8 - Cheep Cheep Beach, Wario Stadium, and Tick-Tock Clock return as retro courses. The B Dasher returns as one of the four karts included in the November DLC Pack.

Trivia

 * This is the only Mario Kart game where Lakitu does not start the races off as a referee.
 * If the game is played on the original DS, Mario says, "Yahoo!" on the Nintendo logo screen but if it is played on the DS Lite, DSi, or 3DS, he says, "Here we go!"
 * This is the only Mario Kart game to have three Grand Prix introduction fanfares; one for Figure-8 Circuit, Waluigi Pinball, Mario Circuit and GCN Luigi Circuit, one for Wario Stadium, and one for the other courses.
 * This is the only Mario Kart game where there is no Mario Circuit in the Flower Cup, unlike other Mario Kart games.
 * This is the only game to be notable for having extremely indirect German translations in the retro tracks, e.g. Choco Mountain being called "Schoko-Sumpf" (Choco Swamp), or Sky Garden being called "Wolkenpiste" (Cloud Circuit).
 * This is the only handheld Mario Kart game to be developed entirely by the EAD (Super Circuit was developed by Intelligent Systems and 7 was developed by Retro Studios)
 * This is the first and only mainstream Mario Kart game to be released first in the United States.
 * The karts in this game has three different engine sounds, which is shared for specific karts.
 * The first sound is shared with all Standard Karts, and the secondary special kart for each character. The second sound is shared for the primary special kart for lightweights and middleweights, as well as R.O.B.. The third sound is shared for all primary special karts of heavyweight characters other than R.O.B.