Mario Kart 8 Deluxe in-game statistics: Difference between revisions

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This table is the same as the one found in ''Mario Kart 8''. There are three in-game statistics related to weight, that are known in ''Mario Kart 7'' as ''KartBound_MassL'', ''KartBound_MassH'' and ''KartBound_MassD''. ''KartBound_MassL'' is used when the vehicle on a standstill is bumped by other vehicles using a boost given by a [[Dash Mushroom]],<ref>yamaninmk1, [https://cdn.discordapp.com/attachments/188430490254966784/188439849320185858/weights.zip investigation on weight while being bumped by an opponent] using [https://www.youtube.com/watch?v=1NGBZNU_4qg an experiment to compare weights]. Retrieved June 5, 2016.</ref> ''KartBound_MassH'' is used when bumping other vehicles using a boost given by a Dash Mushroom,<ref>yamaninmk1, [https://cdn.discordapp.com/attachments/158582146469068801/169228932250468353/2.50vs1.003.jpg first result], [https://cdn.discordapp.com/attachments/158582146469068801/169228944472670210/2.25vs1.003.jpg second result], [https://cdn.discordapp.com/attachments/158582146469068801/169228957013508096/2.50vs1.002.jpg third result] and [https://cdn.discordapp.com/attachments/158582146469068801/169229067525029890/2.75vs1.002.jpg fourth result] of an investigation on weight while bumping an opponent, using a variant of [https://www.youtube.com/watch?v=1NGBZNU_4qg an experiment to compare weights]. Retrieved June 5, 2016.</ref> while it's not known in which conditions ''KartBound_MassD'' is used.
This table is the same as the one found in ''Mario Kart 8''. There are three in-game statistics related to weight, that are known in ''Mario Kart 7'' as ''KartBound_MassL'', ''KartBound_MassH'' and ''KartBound_MassD''. ''KartBound_MassL'' is used when the vehicle on a standstill is bumped by other vehicles using a boost given by a [[Dash Mushroom]],<ref>yamaninmk1, [https://cdn.discordapp.com/attachments/188430490254966784/188439849320185858/weights.zip investigation on weight while being bumped by an opponent] using [https://www.youtube.com/watch?v=1NGBZNU_4qg an experiment to compare weights]. Retrieved June 5, 2016.</ref> ''KartBound_MassH'' is used when bumping other vehicles using a boost given by a Dash Mushroom,<ref>yamaninmk1, [https://cdn.discordapp.com/attachments/158582146469068801/169228932250468353/2.50vs1.003.jpg first result], [https://cdn.discordapp.com/attachments/158582146469068801/169228944472670210/2.25vs1.003.jpg second result], [https://cdn.discordapp.com/attachments/158582146469068801/169228957013508096/2.50vs1.002.jpg third result] and [https://cdn.discordapp.com/attachments/158582146469068801/169229067525029890/2.75vs1.002.jpg fourth result] of an investigation on weight while bumping an opponent, using a variant of [https://www.youtube.com/watch?v=1NGBZNU_4qg an experiment to compare weights]. Retrieved June 5, 2016.</ref> while it's not known in which conditions ''KartBound_MassD'' is used.


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<big><big>'''In-game weight statistics (WG)'''</big></big>
<big><big>'''In-game weight statistics (WG)'''</big></big>
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While the in-game statistics are the same as the ones found in ''Mario Kart 8'', their values have been changed so that now acceleration always increase when increasing the Acceleration statistics. Acceleration is determined by two factors, whose names in ''Mario Kart 7'' are ''Drive_AccLmtFwd'' and ''Drive_SpdKfFwd''. ''Drive_SpdKfFwd'' actually determines how fast the vehicles accelerates, while ''Drive_AccLmtFwd'' works as a limiter, fixing the maximum amount of speed increase per frame. It is important to note that, while ''Drive_SpdKfFwd'' determines relative acceleration, i.e. how much the fraction of current speed to maximum speed increases over time, ''Drive_AccLmtFwd'' determines the maximum increase in absolute speed per frame, i.e. the maximum amount of distance units/frame that can be added to the current speed in each frame.
While the in-game statistics are the same as the ones found in ''Mario Kart 8'', their values have been changed so that now acceleration always increase when increasing the Acceleration statistics. Acceleration is determined by two factors, whose names in ''Mario Kart 7'' are ''Drive_AccLmtFwd'' and ''Drive_SpdKfFwd''. ''Drive_SpdKfFwd'' actually determines how fast the vehicles accelerates, while ''Drive_AccLmtFwd'' works as a limiter, fixing the maximum amount of speed increase per frame. It is important to note that, while ''Drive_SpdKfFwd'' determines relative acceleration, i.e. how much the fraction of current speed to maximum speed increases over time, ''Drive_AccLmtFwd'' determines the maximum increase in absolute speed per frame, i.e. the maximum amount of distance units/frame that can be added to the current speed in each frame.


{|class="wikitable sortable"
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<big><big>'''In-game acceleration statistics (AC)'''</big></big>
<big><big>'''In-game acceleration statistics (AC)'''</big></big>
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This table is the same as the one found in ''Mario Kart 8'' and, as a result, like in that game this statistics is unaffected by the Level. The related in-game statistics in ''Mario Kart 7'' have ''SlipRt'' in their names. It controls how much the vehicle slips in normal (not off-road) sections of the tracks, but is set to the same value of 0.75 regardless of the level.
This table is the same as the one found in ''Mario Kart 8'' and, as a result, like in that game this statistics is unaffected by the Level. The related in-game statistics in ''Mario Kart 7'' have ''SlipRt'' in their names. It controls how much the vehicle slips in normal (not off-road) sections of the tracks, but is set to the same value of 0.75 regardless of the level.


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<big><big>'''In-game on-road traction statistics (ON)'''</big></big>
<big><big>'''In-game on-road traction statistics (ON)'''</big></big>
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This table is the same as the one found in ''Mario Kart 8''. There are 2 in-game statistics related to Traction, named ''BrakeRt'' and ''SlipRt'' in ''Mario Kart 7'', that are applied to three types of off-road terrains (named ''DIRT'', ''SAND'' and ''ICE'' in ''Mario Kart 7''), each one of which has three degree (indicated with ''L'', ''M'', ''H'' in ''Mario Kart 7''). ''BrakeRt'' is the relative maximum speed while in off-road terrains, while ''SlipRt'' determines how much the vehicle slips in said terrains.
This table is the same as the one found in ''Mario Kart 8''. There are 2 in-game statistics related to Traction, named ''BrakeRt'' and ''SlipRt'' in ''Mario Kart 7'', that are applied to three types of off-road terrains (named ''DIRT'', ''SAND'' and ''ICE'' in ''Mario Kart 7''), each one of which has three degree (indicated with ''L'', ''M'', ''H'' in ''Mario Kart 7''). ''BrakeRt'' is the relative maximum speed while in off-road terrains, while ''SlipRt'' determines how much the vehicle slips in said terrains.


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<big><big>'''In-game off-road traction statistics (OF)'''</big></big>
<big><big>'''In-game off-road traction statistics (OF)'''</big></big>
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===Mini-Turbo (MT)===
===Mini-Turbo (MT)===
This table is significantly different from the one seen in ''Mario kart 8''. There are now 12 in-game statstics related to Mini-Turbo, due to lack of specific testing their purpose is not confirmed, but only guessed from the results of tests performed on various aspects of Mini-Turbo boosts.<ref name="LF2">Luigi_Fan2. [https://docs.google.com/spreadsheets/d/1g7A-38tn9UAIbB2B3sZI-MpILsS3ZS870UTVMRRxh4Q/edit#gid=0 Luigi_Fan2's Mario Kart 8 Deluxe Stat Chart]. The measurement on the Mini-Turbo statistics can be found below the statistics tables.</ref> There are two in-game statistics related to Mini-Turbo that were already present in ''Mario Kart 8'', called ''Dash_FrmMiniT_Lv1'' and ''Dash_FrmMiniT_Lv2'' in ''Mario Kart 7''. The first is the length of the Mini-Turbo boost in frames, the second is the length of the Super Mini-Turbo boost in frames. '''The other statistics don't have their own name reported in the tables, therefore their names provided in the following table are not the official ones'''. There is now an additional in-game statistics, ''Dash_Frm''JumpB, that determines the duration of the Jump Boost in frames. Three statistics, here called '''MT Threshold''', '''SMT Threshold''' and '''UMT Threshold''', indicate how many units of Boost Counter are needed to charge a Mini-Turbo boost, Super Mini-Turbo boost and Ultra Mini-Turbo boost respectively. The boost counter increase per frame range from 1 unit to 5 units when drifting.<ref name="LF2"/> Three values, here called ''MT Speed'', ''SMT Speed'' and ''JB Speed'', determine the relative max speed during a Mini-Turbo boost, a Super Mini-Turbo boost and a Jump Boost, respectively, coded as fraction of the maximum speed during the boost over the maximum speed when not boosting. Finally, the purpose of three values related to Mini-Turbo is still unknown, although it is possible that they determine the minimum lateral component of the directional input at which the charging rate of the boost counter starts to increase from the base value.
This table is significantly different from the one seen in ''Mario kart 8''. There are now 12 in-game statstics related to Mini-Turbo, due to lack of specific testing their purpose is not confirmed, but only guessed from the results of tests performed on various aspects of Mini-Turbo boosts.<ref name="LF2">Luigi_Fan2. [https://docs.google.com/spreadsheets/d/1g7A-38tn9UAIbB2B3sZI-MpILsS3ZS870UTVMRRxh4Q/edit#gid=0 Luigi_Fan2's Mario Kart 8 Deluxe Stat Chart]. The measurement on the Mini-Turbo statistics can be found below the statistics tables.</ref> There are two in-game statistics related to Mini-Turbo that were already present in ''Mario Kart 8'', called ''Dash_FrmMiniT_Lv1'' and ''Dash_FrmMiniT_Lv2'' in ''Mario Kart 7''. The first is the length of the Mini-Turbo boost in frames, the second is the length of the Super Mini-Turbo boost in frames. '''The other statistics don't have their own name reported in the tables, therefore their names provided in the following table are not the official ones'''. There is now an additional in-game statistics, ''Dash_Frm''JumpB, that determines the duration of the Jump Boost in frames. Three statistics, here called '''MT Threshold''', '''SMT Threshold''' and '''UMT Threshold''', indicate how many units of Boost Counter are needed to charge a Mini-Turbo boost, Super Mini-Turbo boost and Ultra Mini-Turbo boost respectively. The boost counter increase per frame range from 1 unit to 5 units when drifting.<ref name="LF2"/> Three values, here called ''MT Speed'', ''SMT Speed'' and ''JB Speed'', determine the relative max speed during a Mini-Turbo boost, a Super Mini-Turbo boost and a Jump Boost, respectively, coded as fraction of the maximum speed during the boost over the maximum speed when not boosting. Finally, the purpose of three values related to Mini-Turbo is still unknown, although it is possible that they determine the minimum lateral component of the directional input at which the charging rate of the boost counter starts to increase from the base value.
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<big><big>'''In-game Mini-Turbo statistics (MT)'''</big></big>
<big><big>'''In-game Mini-Turbo statistics (MT)'''</big></big>
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The values found in the table are those of the 150cc engine class.
The values found in the table are those of the 150cc engine class.


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<big><big>'''In-game speed statistics (SL, SW, SA and SG)'''</big></big>
<big><big>'''In-game speed statistics (SL, SW, SA and SG)'''</big></big>
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This table is the same as the one found in ''Mario Kart 8''. There are three in-game statistics related to handling, known as ''Drive_DirRotH'', ''Drift_DirRotH'' and ''AutoDrift_ChargeRt'' in ''Mario Kart 7''. The first is proprotional to the angular velocity while steering and to the angular velocity during the automatic drift, the second determines how much the drift can be widened or made sharper, while the third is how fast is the automatic drift charged while steering in a direction. When at full charge, the automatic drift begins. Drifting and automatic drifting can begin only if the speed of the vehicle is greater than a specific percentage of its top speed, when such treshold is passed, the smoke coming out of the exhaust pipes suddenly disappear. Air handling has only two in-game statistics, named ''Wing_StickLR_Roll'' and ''Wing_StickLR_Move'' in ''Mario Kart 7'', that are respectively proprotional to how much the vehicle rolls (tilts sideways) and actually changes direction over time while steering during a glide.
This table is the same as the one found in ''Mario Kart 8''. There are three in-game statistics related to handling, known as ''Drive_DirRotH'', ''Drift_DirRotH'' and ''AutoDrift_ChargeRt'' in ''Mario Kart 7''. The first is proprotional to the angular velocity while steering and to the angular velocity during the automatic drift, the second determines how much the drift can be widened or made sharper, while the third is how fast is the automatic drift charged while steering in a direction. When at full charge, the automatic drift begins. Drifting and automatic drifting can begin only if the speed of the vehicle is greater than a specific percentage of its top speed, when such treshold is passed, the smoke coming out of the exhaust pipes suddenly disappear. Air handling has only two in-game statistics, named ''Wing_StickLR_Roll'' and ''Wing_StickLR_Move'' in ''Mario Kart 7'', that are respectively proprotional to how much the vehicle rolls (tilts sideways) and actually changes direction over time while steering during a glide.


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<big><big>'''In-game handling statistics (TL, TW, TA and TG)'''</big></big>
<big><big>'''In-game handling statistics (TL, TW, TA and TG)'''</big></big>

Revision as of 23:17, December 7, 2019

The following tables include all statistics for the both the drivers and vehicles part of Mario Kart 8 Deluxe in the format used internally by the game, as well as the tables used to convert those statistics in in-game statistics.

Statistics in in-game format

Just like Mario Kart 7 and Mario Kart 8, the game stores statistics for drivers and parts in points.[1] In each statistics, the sum of the points for the driver, body, tires and glider is a number potentially ranging from 0 to 20, called Level (Lv) in Mario Kart 7, that then determines the values of the related in-game statistics. To obtain the value shown in the bars of the menu, three points are added to the Level and the result is divided by four. The following statistics are used by the game:

  • WG: Weight
  • AC: Acceleration
  • ON: On-Road traction
  • OF: (Off-Road) Traction
  • MT: Mini-Turbo
  • SL: Ground Speed
  • SW: Water Speed
  • SA: Anti-Gravity Speed
  • SG: Air Speed
  • TL: Ground Handling
  • TW: Water Handling
  • TA: Anti-Gravity Handling
  • TG: Air Handling

Bodies' Statistics (BD)

Bodies (BD)

Body WG AC ON OF MT SL SW SA SG TL TW TA TG
Mario, Baby Mario, and red Mii's Standard Kart body from Mario Kart 8
Standard Kart
2 4 3 3 4 3 3 3 3 3 2 3 3
Pipe Frame body from Mario Kart 8
Pipe Frame
1 6 3 4 6 1 3 1 1 5 4 4 2
Mach 8 body from Mario Kart 8
Mach 8
3 3 2 4 4 3 3 5 4 2 2 4 2
Steel Driver from Mario Kart 8
Steel Driver
4 1 1 3 2 4 5 2 0 1 5 1 1
Cat Cruiser body from Mario Kart 8
Cat Cruiser
2 5 4 3 5 2 2 3 4 4 2 3 4
Circuit Special body from Mario Kart 8
Circuit Special
3 1 3 1 1 5 1 4 2 1 1 2 0
Tri-Speeder body from Mario Kart 8
Tri-Speeder
4 1 1 3 2 4 5 2 0 1 5 1 1
Badwagon body from Mario Kart 8
Badwagon
4 0 2 5 0 5 2 3 1 0 1 1 0
Prancer body from Mario Kart 8
Prancer
1 2 1 2 3 4 3 3 3 3 3 2 3
Biddybuggy body from Mario Kart 8
Biddybuggy
Buggybud
0 7 1 4 7 0 1 2 1 5 4 5 4
Landship
Landship
0 6 0 6 6 1 5 0 2 4 5 2 3
Sneeker body, from Mario Kart 8.
Sneeker
Bounder
2 2 1 0 3 4 2 3 3 3 2 3 2
Sports Coupe body from Mario Kart 8
Sports Coupe
Sports Coupé
3 3 2 4 4 3 3 5 4 2 2 4 2
Gold Standard from Mario Kart 8
Gold Standard
Gold Kart
2 2 1 0 3 4 2 3 3 3 2 3 2
Standard Bike body from Mario Kart 8
Standard Bike
1 5 3 5 5 2 2 4 3 4 3 4 3
Comet body from Mario Kart 8
Comet
2 5 4 3 5 2 2 3 4 4 2 3 4
Sport Bike body from Mario Kart 8
Sport Bike
1 2 1 2 3 4 3 3 3 3 3 2 3
The Duke body from Mario Kart 8
The Duke
2 4 3 3 4 3 3 3 3 3 2 3 3
Flame Rider body from Mario Kart 8
Flame Rider
1 5 3 5 5 2 2 4 3 4 3 4 3
Varmint body from Mario Kart 8
Varmint
1 6 3 4 6 1 3 1 1 5 4 4 2
Mr. Scooty body from Mario Kart 8
Mr. Scooty
Mr Scooty
0 7 1 4 7 0 1 2 1 5 4 5 4
Jet Bike body from Mario Kart 8
Jet Bike
1 2 1 2 3 4 3 3 3 3 3 2 3
Yoshi Bike body from Mario Kart 8
Yoshi Bike
2 5 4 3 5 2 2 3 4 4 2 3 4
Standard ATV body from Mario Kart 8
Standard ATV
Standard Quad
4 0 2 5 0 5 2 3 1 0 1 1 0
Wild Wiggler body from Mario Kart 8
Wild Wiggler
1 5 3 5 5 2 2 4 3 4 3 4 3
Bear Rider body from Mario Kart 8
Teddy Buggy
2 5 4 3 5 2 2 3 4 4 2 3 4
GLA icon from Mario Kart 8
GLA
4 0 2 5 0 5 2 3 1 0 1 1 0
W 25 Silver Arrow icon.
W 25 Silver Arrow
1 5 3 5 5 2 2 4 3 4 3 4 3
300 SL Roadster icon.
300 SL Roadster
2 4 3 3 4 3 3 3 3 3 2 3 3
Blue Falcon from Mario Kart 8
Blue Falcon
0 3 1 3 3 4 2 4 3 2 3 5 1
Tanooki Kart, from Mario Kart 8.
Tanooki Kart
3 2 4 7 3 2 4 3 3 4 4 3 3
B Dasher from Mario Kart 8
B Dasher
3 1 3 1 1 5 1 4 2 1 1 2 0
Master Cycle, from Mario Kart 8.
Master Cycle
2 2 1 0 3 4 2 3 3 3 2 3 2
Streetle from Mario Kart 8
Streetle
0 6 0 6 6 1 5 0 2 4 5 2 3
P-Wing from Mario Kart 8
P-Wing
3 1 3 1 1 5 1 4 2 1 1 2 0
City Tripper from Mario Kart 8
City Tripper
1 6 3 4 6 1 3 1 1 5 4 4 2
Bone Rattler from Mario Kart 8
Bone Rattler
4 1 1 3 2 4 5 2 0 1 5 1 1
Koopa Clown from Mario Kart 8 Deluxe.
Koopa Clown
3 2 4 7 3 2 4 3 3 4 4 3 3
Splat Buggy, from Mario Kart 8 Deluxe.
Splat Buggy
0 3 1 3 3 4 2 4 3 2 3 5 1
Inkstriker, from Mario Kart 8 Deluxe.
Inkstriker
3 3 2 4 4 3 3 5 4 2 2 4 2

Drivers' Statistics (DV)

Drivers (DV)

Driver WG AC ON OF MT SL SW SA SG TL TW TA TG
Mario's head icon in Mario Kart 8
Mario
Mro
6 2 4 2 2 6 6 6 6 4 4 4 4
Luigi's head icon in Mario Kart 8
Luigi
Lig
6 2 5 1 2 6 6 6 6 5 5 5 5
Peach's head icon in Mario Kart 8
Peach
Pch
4 3 3 3 3 5 5 5 5 5 5 5 5
Daisy's head icon in Mario Kart 8
Daisy
Dsy
4 3 3 3 3 5 5 5 5 5 5 5 5
Yoshi's head icon in Mario Kart 8
Yoshi
Ysi1
4 3 3 3 3 5 5 5 5 5 5 5 5
Toad's head icon in Mario Kart 8
Toad
Kno
3 4 3 4 3 3 3 3 3 7 7 7 7
Toadette's head icon in Mario Kart 8
Toadette
Knc
2 5 4 2 4 2 2 2 2 7 7 7 7
Koopa Troopa's head icon in Mario Kart 8
Koopa Troopa
Nok
2 4 1 5 4 2 2 2 2 8 8 8 8
Bowser's head icon in Mario Kart 8
Bowser
Kop
10 0 6 0 0 10 10 10 10 0 0 0 0
Donkey Kong's head icon in Mario Kart 8
Donkey Kong
Dkg
8 1 10 0 1 9 9 9 9 2 2 2 2
Wario's head icon in Mario Kart 8
Wario
Wro
9 0 5 1 0 10 10 10 10 1 1 1 1
Waluigi's head icon in Mario Kart 8
Waluigi
Wlg
8 1 10 0 1 9 9 9 9 2 2 2 2
Rosalina's head icon in Mario Kart 8
Rosalina
Rst
7 1 9 3 2 7 7 7 7 3 3 3 3
Metal Mario's head icon in Mario Kart 8
Metal Mario
MroM
10 1 8 1 1 8 8 8 8 3 3 3 3
Pink Gold Peach's head icon in Mario Kart 8
Pink Gold Peach
PchG
10 1 8 1 1 8 8 8 8 3 3 3 3
Lakitu's head icon in Mario Kart 8
Lakitu
Jgm
2 4 1 5 4 2 2 2 2 8 8 8 8
Shy Guy's head icon in Mario Kart 8
Shy Guy
Hyh1
3 4 3 4 3 3 3 3 3 7 7 7 7
Baby Mario's head icon in Mario Kart 8
Baby Mario
MroB
1 5 2 4 4 1 1 1 1 8 8 8 8
Baby Luigi's head icon in Mario Kart 8
Baby Luigi
LigB
1 5 2 4 4 1 1 1 1 8 8 8 8
Baby Peach's head icon in Mario Kart 8
Baby Peach
PchB
0 4 3 5 5 0 0 0 0 10 10 10 10
Baby Daisy's head icon in Mario Kart 8
Baby Daisy
DsyB
0 4 3 5 5 0 0 0 0 10 10 10 10
Baby Rosalina's head icon in Mario Kart 8
Baby Rosalina
RstB
0 5 4 3 5 0 0 0 0 9 9 9 9
Larry's head icon in Mario Kart 8
Larry
Lry
3 4 3 4 3 3 3 3 3 7 7 7 7
Lemmy's head icon in Mario Kart 8
Lemmy
Lmy
0 5 4 3 5 0 0 0 0 9 9 9 9
Wendy's head icon in Mario Kart 8
Wendy
Wdy
2 5 4 2 4 2 2 2 2 7 7 7 7
Ludwig's head icon in Mario Kart 8
Ludwig
Ldw
6 2 4 2 2 6 6 6 6 4 4 4 4
Iggy's head icon in Mario Kart 8
Iggy
Igy
6 2 5 1 2 6 6 6 6 5 5 5 5
Roy's head icon in Mario Kart 8
Roy
Roy
8 1 10 0 1 9 9 9 9 2 2 2 2
Morton's head icon in Mario Kart 8
Morton
Mtn
10 0 6 0 0 10 10 10 10 0 0 0 0
Mii icon, from Mario Kart 8.
Mii (medium)
MiiM
6 2 4 2 2 6 6 6 6 4 4 4 4
Tanooki Mario's icon from Mario Kart 8
Tanooki Mario
MroT
5 3 7 1 3 5 5 5 5 5 5 5 5
Link's icon from Mario Kart 8
Link
Lnk
7 1 9 3 2 7 7 7 7 3 3 3 3
Male Villager's icon.
Villager (male)
Mrb
5 3 7 1 3 5 5 5 5 5 5 5 5
Isabelle's icon, from Mario Kart 8.
Isabelle
Shz
2 5 4 2 4 2 2 2 2 7 7 7 7
Cat Peach's icon from Mario Kart 8
Cat Peach
PchC
3 4 2 3 3 4 4 4 4 6 6 6 6
Dry Bowser's icon, from Mario Kart 8.
Dry Bowser
KopB
9 0 5 1 0 10 10 10 10 1 1 1 1
Female Villager's icon.
Villager (female)
Mrg
3 4 2 3 3 4 4 4 4 6 6 6 6
Gold Mario's icon from Mario Kart 8 Deluxe
Gold Mario
MroG
10 1 8 1 1 8 8 8 8 3 3 3 3
Dry Bones's head icon in Mario Kart 8 Deluxe.
Dry Bones
Krn
1 5 2 4 4 1 1 1 1 8 8 8 8
Bowser Jr.'s head icon in Mario Kart 8 Deluxe.
Bowser Jr.
KopJ
2 4 1 5 4 2 2 2 2 8 8 8 8
King Boo's head icon in Mario Kart 8 Deluxe.
King Boo
Ktr
7 1 9 3 2 7 7 7 7 3 3 3 3
Female Inkling's head icon in Mario Kart 8 Deluxe.
Inkling Girl
Spg1
3 4 2 3 3 4 4 4 4 6 6 6 6
Male Inkling's head icon in Mario Kart 8 Deluxe.
Inkling Boy
Spb1
5 3 7 1 3 5 5 5 5 5 5 5 5
1: Even though there are multiple versions of the characters having different colors, only one set of statistics is defined for them.

Tires' Statistics (TR)

Tires (TR)

Tire WG AC ON OF MT SL SW SA SG TL TW TA TG
Standard Tires from Mario Kart 8
Standard
Normal
2 4 2 5 3 2 3 2 3 3 3 3 3
Monster from Mario Kart 8
Monster
4 2 3 7 2 2 2 2 1 0 1 0 1
Roller tires from Mario Kart 8
Roller
0 6 0 4 6 0 3 0 3 4 4 4 4
Slim Tires from Mario Kart 8
Slim
2 2 4 1 2 3 2 4 2 4 4 3 4
Slick tires from Mario Kart 8
Slick
3 1 4 0 0 4 0 4 0 2 0 2 1
Metal tires from Mario Kart 8
Metal
4 0 1 2 0 4 3 1 2 2 2 1 0
Button tires from Mario Kart 8
Button
0 5 1 3 5 1 2 2 2 3 3 4 2
Picture of the kart part Off-Road in Mario Kart 8.
Off-Road
3 3 3 6 1 3 4 2 1 1 1 2 2
Sponge tires from Mario Kart 8
Sponge
1 4 2 6 4 1 1 1 4 2 1 2 3
Wood tires from Mario Kart 8
Wood
Wooden
2 2 4 1 2 3 2 4 2 4 4 3 4
Cushion tires from Mario Kart 8
Cushion
1 4 2 6 4 1 1 1 4 2 1 2 3
Blue Standard tires from Mario Kart 8
Blue Standard
Normal Blue
2 4 2 5 3 2 3 2 3 3 3 3 3
Hot Monster tires from Mario Kart 8
Hot Monster
Funky Monster
4 2 3 7 2 2 2 2 1 0 1 0 1
Azure Roller tires from Mario Kart 8
Azure Roller
0 6 0 4 6 0 3 0 3 4 4 4 4
Crimson Slim tires from Mario Kart 8
Crimson Slim
2 2 4 1 2 3 2 4 2 4 4 3 4
Cyber Slick tires from Mario Kart 8
Cyber Slick
3 1 4 0 0 4 0 4 0 2 0 2 1
Retro Off-Road tires from Mario Kart 8
Retro Off-Road
3 3 3 6 1 3 4 2 1 1 1 2 2
Gold Tires from Mario Kart 8
Gold Tires
Gold Wheels
4 0 1 2 0 4 3 1 2 2 2 1 0
GLA Tires icon.
GLA Tires
GLA Wheels
2 4 2 5 3 2 3 2 3 3 3 3 3
Triforce Tires
Triforce Tires
Triforce Tyres
3 3 3 6 1 3 4 2 1 1 1 2 2
Leaf Tires
Leaf Tires
Leaf Tyres
0 5 1 3 5 1 2 2 2 3 3 4 2

Gliders' statistics (WG)

Gliders (WG)

Glider WG AC ON OF MT SL SW SA SG TL TW TA TG
Super Glider from Mario Kart 8
Super Glider
1 1 1 1 1 1 1 0 2 1 0 1 1
Cloud Glider from Mario Kart 8
Cloud Glider
0 2 1 1 2 0 1 1 1 1 0 1 2
Wario Wing from Mario Kart 8
Wario Wing
2 1 2 0 1 1 0 1 2 1 1 0 1
Waddle Wing glider from Mario Kart 8
Waddle Wing
1 1 1 1 1 1 1 0 2 1 0 1 1
Peach Parasol glider, from Mario Kart 8.
Peach Parasol
1 2 2 0 2 0 0 1 1 1 1 0 2
Parachute glider from Mario Kart 8
Parachute
0 2 1 1 2 0 1 1 1 1 0 1 2
Parafoil glider from Mario Kart 8
Parafoil
1 2 2 0 2 0 0 1 1 1 1 0 2
A Flower Glider from Mario Kart 8
Flower Glider
0 2 1 1 2 0 1 1 1 1 0 1 2
Bowser Kite glider from Mario Kart 8
Bowser Kite
1 2 2 0 2 0 0 1 1 1 1 0 2
Plane Glider from Mario Kart 8
Plane Glider
2 1 2 0 1 1 0 1 2 1 1 0 1
MKTV Parafoil glider from Mario Kart 8
MKTV Parafoil
1 2 2 0 2 0 0 1 1 1 1 0 2
Gold Glider, in Mario Kart 8.
Gold Glider
2 1 2 0 1 1 0 1 2 1 1 0 1
Hylian Kite
Hylian Kite
1 1 1 1 1 1 1 0 2 1 0 1 1
Paper Glider
Paper Glider
0 2 1 1 2 0 1 1 1 1 0 1 2

Statistics Translation Tables

The following tables are used by the game to convert the points of each statistics into actual in-game stats.[1]. Even though potentially 21 levels can be obtained per each stats, only 20 levels and the Default level are found in the statistics translation tables. Due to this, it is not possible to know at the moment if the first Level found in the tables is Level 0 or Level 1, and as such the values in menu units are missing.

Important notice: since Mario Kart 8 Deluxe in-game statistics, just like the ones of Mario Kart 8, are directly derived from Mario Kart 7 and since in that game the statistics' tables included headers for columns and rows, that have not been included in the tables of Mario Kart 8 Deluxe, the names of such headers will be used here as well, denoted in italics. In the case of statistics that are still directly derived from preexisitng Mario Kart 7 statistics, only the common part of the headers will be used, still denoted in italics.

Weight (WG)

This table is the same as the one found in Mario Kart 8. There are three in-game statistics related to weight, that are known in Mario Kart 7 as KartBound_MassL, KartBound_MassH and KartBound_MassD. KartBound_MassL is used when the vehicle on a standstill is bumped by other vehicles using a boost given by a Dash Mushroom,[2] KartBound_MassH is used when bumping other vehicles using a boost given by a Dash Mushroom,[3] while it's not known in which conditions KartBound_MassD is used.

In-game weight statistics (WG)

Level KartBound_MassL KartBound_MassH KartBound_MassD
1 5 5 20
2 5 5.5 20
3 6 6 20
4 6 6.5 20
5 8 10 40
6 8 11 40
7 9 12 40
8 9 13 40
9 12 22 60
10 13 23 60
11 14 24 60
12 16 25 60
13 22 44 80
14 23 46 80
15 24 48 80
16 25 50 80
17 44 88 100
18 46 92 100
19 48 96 100
20 50 100 100
Default 8 11 40

Acceleration (AC)

While the in-game statistics are the same as the ones found in Mario Kart 8, their values have been changed so that now acceleration always increase when increasing the Acceleration statistics. Acceleration is determined by two factors, whose names in Mario Kart 7 are Drive_AccLmtFwd and Drive_SpdKfFwd. Drive_SpdKfFwd actually determines how fast the vehicles accelerates, while Drive_AccLmtFwd works as a limiter, fixing the maximum amount of speed increase per frame. It is important to note that, while Drive_SpdKfFwd determines relative acceleration, i.e. how much the fraction of current speed to maximum speed increases over time, Drive_AccLmtFwd determines the maximum increase in absolute speed per frame, i.e. the maximum amount of distance units/frame that can be added to the current speed in each frame.

In-game acceleration statistics (AC)

Level Drive_AccLmtFwd Drive_SpdKfFwd
1 0.035 0.0055
2 0.04 0.006
3 0.045 0.0065
4 0.05 0.007
5 0.055 0.0075
6 0.06 0.008
7 0.065 0.0085
8 0.07 0.009
9 0.075 0.0095
10 0.08 0.01
11 0.085 0.0105
12 0.09 0.011
13 0.095 0.0115
14 0.1 0.012
15 0.105 0.0125
16 0.11 0.013
17 0.115 0.0135
18 0.12 0.014
19 0.125 0.015
20 0.13 0.016
Default 0.08 0.01

On-Road Traction (ON)

This table is the same as the one found in Mario Kart 8 and, as a result, like in that game this statistics is unaffected by the Level. The related in-game statistics in Mario Kart 7 have SlipRt in their names. It controls how much the vehicle slips in normal (not off-road) sections of the tracks, but is set to the same value of 0.75 regardless of the level.

In-game on-road traction statistics (ON)

Level SlipRt
1 0.75
2 0.75
3 0.75
4 0.75
5 0.75
6 0.75
7 0.75
8 0.75
9 0.75
10 0.75
11 0.75
12 0.75
13 0.75
14 0.75
15 0.75
16 0.75
17 0.75
18 0.75
19 0.75
20 0.75
Default 0.75

(Off-Road) Traction (OF)

This table is the same as the one found in Mario Kart 8. There are 2 in-game statistics related to Traction, named BrakeRt and SlipRt in Mario Kart 7, that are applied to three types of off-road terrains (named DIRT, SAND and ICE in Mario Kart 7), each one of which has three degree (indicated with L, M, H in Mario Kart 7). BrakeRt is the relative maximum speed while in off-road terrains, while SlipRt determines how much the vehicle slips in said terrains.

In-game off-road traction statistics (OF)

Level BrakeRt_DIRT_L BrakeRt_DIRT_M BrakeRt_DIRT_H BrakeRt_SAND_L BrakeRt_SAND_M BrakeRt_SAND_H BrakeRt_ICE_L BrakeRt_ICE_M BrakeRt_ICE_H
1 0.7 0.5 0.3 0.981 0.981 0.981 0.971 0.971 0.971
2 0.7 0.5 0.3 0.982 0.982 0.982 0.972 0.972 0.972
3 0.7 0.5 0.3 0.983 0.983 0.983 0.973 0.973 0.973
4 0.7 0.5 0.3 0.984 0.984 0.984 0.974 0.974 0.974
5 0.7 0.5 0.3 0.985 0.985 0.985 0.975 0.975 0.975
6 0.7 0.5 0.3 0.986 0.986 0.986 0.976 0.976 0.976
7 0.7 0.5 0.3 0.987 0.987 0.987 0.977 0.977 0.977
8 0.7 0.5 0.3 0.988 0.988 0.988 0.978 0.978 0.978
9 0.7 0.5 0.3 0.989 0.989 0.989 0.979 0.979 0.979
10 0.7 0.5 0.3 0.99 0.99 0.99 0.98 0.98 0.98
11 0.7 0.5 0.3 0.991 0.991 0.991 0.981 0.981 0.981
12 0.7 0.5 0.3 0.992 0.992 0.992 0.982 0.982 0.982
13 0.7 0.5 0.3 0.993 0.993 0.993 0.983 0.983 0.983
14 0.7 0.5 0.3 0.994 0.994 0.994 0.984 0.984 0.984
15 0.7 0.5 0.3 0.995 0.995 0.995 0.985 0.985 0.985
16 0.7 0.5 0.3 0.996 0.996 0.996 0.986 0.986 0.986
17 0.7 0.5 0.3 0.997 0.997 0.997 0.987 0.987 0.987
18 0.7 0.5 0.3 0.998 0.998 0.998 0.988 0.988 0.988
19 0.7 0.5 0.3 0.999 0.999 0.999 0.989 0.989 0.989
20 0.7 0.5 0.3 1 1 1 0.99 0.99 0.99
Default 0.7 0.5 0.3 0.981 0.981 0.981 0.981 0.981 0.981
Level SlipRt_DIRT_L SlipRt_DIRT_M SlipRt_DIRT_H SlipRt_SAND_L SlipRt_SAND_M SlipRt_SAND_H SlipRt_ICE_L SlipRt_ICE_M SlipRt_ICE_H
1 0.95 0.95 0.95 0.915 0.925 0.935 0.915 0.925 0.935
2 0.95 0.95 0.95 0.914 0.924 0.934 0.914 0.924 0.934
3 0.95 0.95 0.95 0.913 0.923 0.933 0.913 0.923 0.933
4 0.95 0.95 0.95 0.912 0.922 0.932 0.912 0.922 0.932
5 0.95 0.95 0.95 0.911 0.921 0.931 0.911 0.921 0.931
6 0.95 0.95 0.95 0.91 0.92 0.93 0.91 0.92 0.93
7 0.95 0.95 0.95 0.909 0.919 0.929 0.909 0.919 0.929
8 0.95 0.95 0.95 0.908 0.918 0.928 0.908 0.918 0.928
9 0.95 0.95 0.95 0.907 0.917 0.927 0.907 0.917 0.927
10 0.95 0.95 0.95 0.906 0.916 0.926 0.906 0.916 0.926
11 0.95 0.95 0.95 0.905 0.915 0.925 0.905 0.915 0.925
12 0.95 0.95 0.95 0.903 0.913 0.923 0.903 0.913 0.923
13 0.95 0.95 0.95 0.901 0.911 0.921 0.901 0.911 0.921
14 0.95 0.95 0.95 0.899 0.909 0.919 0.899 0.909 0.919
15 0.95 0.95 0.95 0.897 0.907 0.917 0.897 0.907 0.917
16 0.95 0.95 0.95 0.895 0.905 0.915 0.895 0.905 0.915
17 0.95 0.95 0.95 0.885 0.895 0.905 0.885 0.895 0.905
18 0.95 0.95 0.95 0.875 0.885 0.895 0.875 0.885 0.895
19 0.95 0.95 0.95 0.865 0.875 0.885 0.865 0.875 0.885
20 0.95 0.95 0.95 0.855 0.865 0.875 0.855 0.865 0.875
Default 0.75 0.75 0.75 0.75 0.75 0.75 0.75 0.75 0.75

Mini-Turbo (MT)

This table is significantly different from the one seen in Mario kart 8. There are now 12 in-game statstics related to Mini-Turbo, due to lack of specific testing their purpose is not confirmed, but only guessed from the results of tests performed on various aspects of Mini-Turbo boosts.[4] There are two in-game statistics related to Mini-Turbo that were already present in Mario Kart 8, called Dash_FrmMiniT_Lv1 and Dash_FrmMiniT_Lv2 in Mario Kart 7. The first is the length of the Mini-Turbo boost in frames, the second is the length of the Super Mini-Turbo boost in frames. The other statistics don't have their own name reported in the tables, therefore their names provided in the following table are not the official ones. There is now an additional in-game statistics, Dash_FrmJumpB, that determines the duration of the Jump Boost in frames. Three statistics, here called MT Threshold, SMT Threshold and UMT Threshold, indicate how many units of Boost Counter are needed to charge a Mini-Turbo boost, Super Mini-Turbo boost and Ultra Mini-Turbo boost respectively. The boost counter increase per frame range from 1 unit to 5 units when drifting.[4] Three values, here called MT Speed, SMT Speed and JB Speed, determine the relative max speed during a Mini-Turbo boost, a Super Mini-Turbo boost and a Jump Boost, respectively, coded as fraction of the maximum speed during the boost over the maximum speed when not boosting. Finally, the purpose of three values related to Mini-Turbo is still unknown, although it is possible that they determine the minimum lateral component of the directional input at which the charging rate of the boost counter starts to increase from the base value.

In-game Mini-Turbo statistics (MT)

Level Dash_FrmMiniT_Lv1 MT Speed Unknown Dash_FrmMiniT_Lv2 SMT Speed Unknown Dash_FrmJumpB JB Speed Unknown MT Threshold SMT Threshold UMT Threshold
1 21 1.055 0.1395 72 1.055 0.1295 16 1.305 0.219 280 590 900
2 22 1.06 0.139 74 1.06 0.129 17 1.31 0.218 278 586 894
3 23 1.065 0.1385 76 1.065 0.1285 18 1.315 0.217 276 582 888
4 24 1.07 0.138 78 1.07 0.128 19 1.32 0.216 274 578 882
5 25 1.075 0.1375 80 1.075 0.1275 20 1.325 0.215 272 574 876
6 26 1.08 0.137 82 1.08 0.127 21 1.33 0.214 269 568 867
7 27 1.085 0.1365 84 1.085 0.1265 22 1.335 0.213 266 562 858
8 28 1.09 0.136 86 1.09 0.126 23 1.34 0.212 263 556 849
9 29 1.095 0.1355 88 1.095 0.1255 24 1.345 0.211 260 550 840
10 30 1.1 0.135 90 1.1 0.125 25 1.35 0.21 256 542 828
11 31 1.105 0.1345 92 1.105 0.1245 26 1.355 0.209 252 534 816
12 32 1.11 0.134 94 1.11 0.124 27 1.36 0.208 248 526 804
13 33 1.115 0.1335 96 1.115 0.1235 28 1.365 0.207 244 518 792
14 34 1.12 0.133 98 1.12 0.123 29 1.37 0.206 240 510 780
15 35 1.125 0.1325 100 1.125 0.1225 30 1.375 0.205 235 500 765
16 36 1.13 0.132 102 1.13 0.122 31 1.38 0.204 230 490 750
17 37 1.135 0.1315 104 1.135 0.1215 32 1.385 0.203 223 476 729
18 38 1.14 0.131 106 1.14 0.121 33 1.39 0.202 216 462 708
19 39 1.145 0.1305 108 1.145 0.1205 34 1.395 0.201 208 446 684
20 40 1.15 0.13 110 1.15 0.12 35 1.4 0.2 200 430 660
Default 30 1.1 0.135 90 1.1 0.125 25 1.35 0.21 250 660 1100

Speed (SL, SW, SA and SG)

The in-game statistics are the same as the found in Mario Kart 8, but their values have been changed. There are two in-game statistics related to speed, named SpdMaxFwd_L and SpdMaxFwd_H in Mario Kart 7: the first is the maximum speed without coins, expressed in distance units/frame, the second is the maximum speed with 10 coins, expressed in distance units/frame. Air Speed has only one in-game statistics, called Wing_SpdMaxFwd_N in Mario Kart 7 and expressed in distance units/frame as well, suggesting that the maximum speed while gliding is unaffected by coins.
The values found in the table are those of the 150cc engine class.

In-game speed statistics (SL, SW, SA and SG)

Level Ground (SL) Water (SW) Anti-Gravity (SA) Air (SG)
Drive_SpdMaxFwd_L Drive_SpdMaxFwd_H Float_SpdMaxFwd_L Float_SpdMaxFwd_H SpdMaxFwd_L SpdMaxFwd_H Wing_SpdMaxFwd_N
1 7.475 7.975 7.475 7.975 7.475 7.975 7.595
2 7.5 8 7.5 8 7.5 8 7.64
3 7.525 8.025 7.525 8.025 7.525 8.025 7.685
4 7.55 8.05 7.55 8.05 7.55 8.05 7.73
5 7.575 8.075 7.575 8.075 7.575 8.075 7.775
6 7.6 8.1 7.6 8.1 7.6 8.1 7.82
7 7.625 8.125 7.625 8.125 7.625 8.125 7.865
8 7.65 8.15 7.65 8.15 7.65 8.15 7.91
9 7.675 8.175 7.675 8.175 7.675 8.175 7.955
10 7.7 8.2 7.7 8.2 7.7 8.2 8
11 7.725 8.225 7.725 8.225 7.725 8.225 8.045
12 7.75 8.25 7.75 8.25 7.75 8.25 8.09
13 7.775 8.275 7.775 8.275 7.775 8.275 8.135
14 7.8 8.3 7.8 8.3 7.8 8.3 8.18
15 7.825 8.325 7.825 8.325 7.825 8.325 8.225
16 7.85 8.35 7.85 8.35 7.85 8.35 8.27
17 7.875 8.375 7.875 8.375 7.875 8.375 8.315
18 7.9 8.4 7.9 8.4 7.9 8.4 8.36
19 7.925 8.425 7.925 8.425 7.925 8.425 8.405
20 7.95 8.45 7.95 8.45 7.95 8.45 8.45
Default 7.6 8.1 7.6 8.1 7.6 8.1 7.82

Handling (TL, TW, TA and TG)

This table is the same as the one found in Mario Kart 8. There are three in-game statistics related to handling, known as Drive_DirRotH, Drift_DirRotH and AutoDrift_ChargeRt in Mario Kart 7. The first is proprotional to the angular velocity while steering and to the angular velocity during the automatic drift, the second determines how much the drift can be widened or made sharper, while the third is how fast is the automatic drift charged while steering in a direction. When at full charge, the automatic drift begins. Drifting and automatic drifting can begin only if the speed of the vehicle is greater than a specific percentage of its top speed, when such treshold is passed, the smoke coming out of the exhaust pipes suddenly disappear. Air handling has only two in-game statistics, named Wing_StickLR_Roll and Wing_StickLR_Move in Mario Kart 7, that are respectively proprotional to how much the vehicle rolls (tilts sideways) and actually changes direction over time while steering during a glide.

In-game handling statistics (TL, TW, TA and TG)

Level Ground (TL) Water (TW) Anti-Gravity (TA) Air (TG)
Drive_DirRotH Drift_DirRotH AutoDrift_ChargeRt Float_Drive_DirRotH Float_Drift_DirRotH Float_AutoDrift_ChargeRt Drive_DirRotH Drift_DirRotH AutoDrift_ChargeRt Wing_StickLR_Roll Wing_StickLR_Move
1 0.0065 0.0145 1.5 0.0085 0.0125 1.5 0.0065 0.0145 1.5 0.15 0.4
2 0.007 0.015 1.5 0.009 0.013 1.5 0.007 0.015 1.5 0.155 0.41
3 0.0075 0.0155 1.5 0.0095 0.0135 1.5 0.0075 0.0155 1.5 0.16 0.42
4 0.008 0.016 1.5 0.01 0.014 1.5 0.008 0.016 1.5 0.165 0.43
5 0.0085 0.0165 1.5 0.0105 0.0145 1.5 0.0085 0.0165 1.5 0.17 0.44
6 0.009 0.017 1.2 0.011 0.015 1.2 0.009 0.017 1.2 0.175 0.45
7 0.0095 0.0175 1.2 0.0115 0.0155 1.2 0.0095 0.0175 1.2 0.18 0.46
8 0.01 0.018 1.2 0.012 0.016 1.2 0.01 0.018 1.2 0.185 0.47
9 0.0105 0.0185 1.2 0.0125 0.0165 1.2 0.0105 0.0185 1.2 0.19 0.48
10 0.011 0.019 1.2 0.013 0.017 1.2 0.011 0.019 1.2 0.195 0.49
11 0.0114 0.0193 0.9 0.0134 0.0173 0.9 0.0114 0.0193 0.9 0.2 0.5
12 0.0118 0.0196 0.9 0.0138 0.0176 0.9 0.0118 0.0196 0.9 0.205 0.51
13 0.0122 0.0199 0.9 0.0142 0.0179 0.9 0.0122 0.0199 0.9 0.21 0.52
14 0.0126 0.0202 0.9 0.0146 0.0182 0.9 0.0126 0.0202 0.9 0.215 0.53
15 0.013 0.0205 0.9 0.015 0.0185 0.9 0.013 0.0205 0.9 0.22 0.54
16 0.0132 0.0208 0.6 0.0152 0.0188 0.6 0.0132 0.0208 0.6 0.225 0.55
17 0.0134 0.0211 0.6 0.0154 0.0191 0.6 0.0134 0.0211 0.6 0.23 0.56
18 0.0136 0.0214 0.6 0.0156 0.0194 0.6 0.0136 0.0214 0.6 0.235 0.57
19 0.0138 0.0217 0.6 0.0158 0.0197 0.6 0.0138 0.0217 0.6 0.24 0.58
20 0.014 0.022 0.6 0.016 0.02 0.6 0.014 0.022 0.6 0.245 0.59
Default 0.01 0.018 1 0.012 0.016 1 0.012 0.016 1 0.2 0.5

References

  1. ^ a b A transcription of Mario Kart 8 Deluxe in-game statistics.
  2. ^ yamaninmk1, investigation on weight while being bumped by an opponent using an experiment to compare weights. Retrieved June 5, 2016.
  3. ^ yamaninmk1, first result, second result, third result and fourth result of an investigation on weight while bumping an opponent, using a variant of an experiment to compare weights. Retrieved June 5, 2016.
  4. ^ a b Luigi_Fan2. Luigi_Fan2's Mario Kart 8 Deluxe Stat Chart. The measurement on the Mini-Turbo statistics can be found below the statistics tables.