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On a track, various actions can be performed to change the flow of a race. Items can be acquired by hitting an item box, a spinning rainbow-colored box with a question mark on it. The items' uses include acting as projectiles to impede the opponent, speed up the user, or stop opponents through other means. However, AI-controlled racers do not use any kind of shell (''[[Mario Kart: Double Dash!!]]'' changed this). One can earn a small turbo boost through obtained items, and also by [[Drifting (motorsport)|drifting]], which one can perform by hopping and tilting the control stick in the direction of the turn, allowing for speedier turns. There is also an "advanced drift technique" that allows players to turn against the direction of their drift for a speed boost.<ref>{{cite web|url=http://ign64.ign.com/articles/060/060464p1.html|title=Mario Kart 64 Translated|publisher=[[IGN]]}}</ref>
On a track, various actions can be performed to change the flow of a race. Items can be acquired by hitting an item box, a spinning rainbow-colored box with a question mark on it. The items' uses include acting as projectiles to impede the opponent, speed up the user, or stop opponents through other means. However, AI-controlled racers do not use any kind of shell (''[[Mario Kart: Double Dash!!]]'' changed this). One can earn a small turbo boost through obtained items, and also by [[Drifting (motorsport)|drifting]], which one can perform by hopping and tilting the control stick in the direction of the turn, allowing for speedier turns. There is also an "advanced drift technique" that allows players to turn against the direction of their drift for a speed boost.<ref>{{cite web|url=http://ign64.ign.com/articles/060/060464p1.html|title=Mario Kart 64 Translated|publisher=[[IGN]]}}</ref>


There are four modes of play; Grand Prix, Time Trial, Versus, and Battle. In Grand Prix mode, one or two human players compete against computer players in a tournament comprised of races on four individual courses (arranged in 4-course 'cups'). For each race, points are awarded based on placement, and at the end, the 'winner' is decided based on the number of points accumulated. Difficulty level in this mode (and all other racing modes) is measured by [[engine displacement|engine size]] (50, 100 or 150 [[cubic centimeter|cc]]). There is also an 'EXTRA' difficulty, allowing players to race each track in 150cc in a mirrored condition. Time trial allows a player to race around any track in the game, either by themselves, or racing a 'ghost' of a previous run, attempting to improve their time. If the player is racing with a ghost, this phantom player mimics the motions and time of the last personal record run. Versus entails two to four players racing head-to-head in a single all-human race, on any course. This mode is identical to Grand Prix, without AI players. Battle mode pits two to four players against one another in one of four available battle courses. These courses are separate from the race courses available in other modes, and are suited for more combat-oriented gameplay. Each player begins with three balloons attached to their kart. When damaged, a player will lose one of his balloons. When all of the balloons on a kart are gone, the player is eliminated, in the case of a one-on-one match, or turned into a bomb on wheels, able to crash into any living player and cause damage, a single time until the match ends. The winner is the last kart to survive the battle.
There are four modes of play; Grand Prix, Time Trial, Versus, and Battle. In Grand Prix mode, one or two human players compete against computer players in a tournament comprised of races on four individual courses (arranged in 4-course 'cups'). For each race, points are awarded based on placement, and at the end, the 'winner' is decided based on the number of points accumulated. Difficulty level in this mode (and all other racing modes) is measured by [[engine displacement|engine size]] (50, 100 or 150 [[cubic centimeter|cc]]). There is also an 'EXTRA' difficulty, allowing players to race each track in 150cc in a mirrored condition. Time trial allows a player to race around any track in the game, either by themselves, or racing a 'ghost' of a previous run, attempting to improve their time. If the player is racing with a ghost, this phantom player mimics the motions and time of the last personal record run. Versus entails two to four players racing head-to-head in a single all-human race, on any course. This mode is identical to Grand Prix, without AI players. Battle mode pits two to four players against one another in one of four available battle courses. These courses are separate from the race courses available in other modes, and are suited for more combat-oriented gameplay. Each player begins with three balloons attached to their kart. When damaged, a player will lose one of their balloons. When all of the balloons on a kart are gone, the player is eliminated, in the case of a one-on-one match, or turned into a bomb on wheels, able to crash into any living player and cause damage, a single time until the match ends. The winner is the last kart to survive the battle.


==Characters==
==Characters==

Revision as of 10:48, 28 March 2008

Mario Kart 64
File:Mario Kart 64box.jpg
North American box art
Developer(s)Nintendo EAD
Publisher(s)Nintendo
SeriesMario Kart
Platform(s)Nintendo 64, Nintendo iQue, Virtual Console
ReleaseVirtual Console
Genre(s)Racing game
Mode(s)Single-player, multiplayer

Mario Kart 64 (マリオカート64, Mario Kāto Rokujūyon) is a racing video game developed and published by Nintendo for the Nintendo 64 video game console. It was released on December 14, 1996 in Japan, February 10, 1997 in North America, and June 24, 1997 in Europe. On January 26, 2007 Mario Kart 64 was released on Nintendo's European Virtual Console service for the Wii. It was also released on the American service on January 29, 2007. In production, its original name was Mario Kart R. Reason why the name was change was due to copyright claims of Sega's Sonic R; saying that Nintendo was stealing their game title.

Mario Kart 64 is the sequel to Super Mario Kart for the SNES. Changes from the original include the move to 3D computer graphics and the inclusion of four player support. Players take control of characters from the Mario universe, who race around a variety of tracks with items that can either harm an opponent or aid the user. It is also the first Mario game to feature Donkey Kong from the Donkey Kong universe, who hasn't appeared in a game with Mario since Donkey Kong '94.

The move to three dimensional graphics allowed for track features not possible with the original game's Mode 7 graphics, such as changes in elevation, bridges, walls and pits. However, the characters and items remained 2D pre-rendered sprites. Music for the game was composed by Kenta Nagata[1]. The introduction music for Mario Kart 64, which is loosely based on the original Super Mario Kart theme tune, was remixed and used in the music video game Dance Dance Revolution: Mario Mix for the Nintendo GameCube.

The game is compatible with the N64 Controller Pak, but only to save track ghosts in the Time Trial mode (which require 121 pages, almost the entire standard controller pak). All other data are stored in-cartridge.

Gameplay

Mario Kart 64 was the first in the series to use 3D computer graphics

Players choose from a roster of eight characters that vary in weight, speed, and acceleration. Available are Mario, Luigi, Bowser, Princess Peach, Wario, Yoshi, Toad, and Donkey Kong. These characters race in a variety of tracks based upon different locations in the Mario world. Each track has a unique shape, and can contain various obstacles, hazards, and short cuts. Eight characters participate in each race. Up to four of them can be human characters, while the rest are computer controlled for one to two player only. Three and four player races have no computer controlled racers.

On a track, various actions can be performed to change the flow of a race. Items can be acquired by hitting an item box, a spinning rainbow-colored box with a question mark on it. The items' uses include acting as projectiles to impede the opponent, speed up the user, or stop opponents through other means. However, AI-controlled racers do not use any kind of shell (Mario Kart: Double Dash!! changed this). One can earn a small turbo boost through obtained items, and also by drifting, which one can perform by hopping and tilting the control stick in the direction of the turn, allowing for speedier turns. There is also an "advanced drift technique" that allows players to turn against the direction of their drift for a speed boost.[2]

There are four modes of play; Grand Prix, Time Trial, Versus, and Battle. In Grand Prix mode, one or two human players compete against computer players in a tournament comprised of races on four individual courses (arranged in 4-course 'cups'). For each race, points are awarded based on placement, and at the end, the 'winner' is decided based on the number of points accumulated. Difficulty level in this mode (and all other racing modes) is measured by engine size (50, 100 or 150 cc). There is also an 'EXTRA' difficulty, allowing players to race each track in 150cc in a mirrored condition. Time trial allows a player to race around any track in the game, either by themselves, or racing a 'ghost' of a previous run, attempting to improve their time. If the player is racing with a ghost, this phantom player mimics the motions and time of the last personal record run. Versus entails two to four players racing head-to-head in a single all-human race, on any course. This mode is identical to Grand Prix, without AI players. Battle mode pits two to four players against one another in one of four available battle courses. These courses are separate from the race courses available in other modes, and are suited for more combat-oriented gameplay. Each player begins with three balloons attached to their kart. When damaged, a player will lose one of their balloons. When all of the balloons on a kart are gone, the player is eliminated, in the case of a one-on-one match, or turned into a bomb on wheels, able to crash into any living player and cause damage, a single time until the match ends. The winner is the last kart to survive the battle.

Characters

File:Mk64 magikoopa.jpg
A pre-release screenshot of Mario Kart 64 from Nintendo Power Magazine.

In Mario Kart 64, the player(s) can choose any one of eight unique characters to operate their kart. Koopa Troopa and Donkey Kong Junior, both of whom appeared in Super Mario Kart, did not return for Mario Kart 64, and were replaced by Donkey Kong and Wario. In pre-release screenshots, a Magikoopa (possibly Kamek) was playable, but before the game's final release the Magikoopa was replaced by Donkey Kong.

Each character has unique abilities, making them more suited to certain playing styles, and less suited to others. Bowser, for example, is the 'bully' character; he cannot be run over by other characters, and can easily cause other characters to spin out in a collision (especially with his spiked back-end). His power is balanced by his slow acceleration, and he is often outstripped in the beginning of a race by other characters. This system brings the characters into close balance, so that the true deciding factor in a match between players will be overall skill.

Development

Reception

Mario Kart 64 has an average review ratio of 85% on Game Rankings, including reviews from IGN (8.1/10) and GamePro (5/5), and magazines such as Electronic Gaming Monthly (9.25/10).[3] IGN stated, "Though the single-player mode is a bit of a step back from the SNES original, Mario Kart 64 still offers one of the best multiplayer experiences to be had on Nintendo 64."[4] It has also received relatively low scores, such as from GameSpot (6.4/10). GameSpot insisted that though the graphics and sound of the game are impressive, the gameplay is too easy and lacks depth. Nevertheless, Mario Kart 64 is accepted as the most commercially successful Mario Kart game of the series, selling about nine million copies around the world.

Re-releases

Mario Kart 64 was re-released on the Wii's Virtual Console in North America on January 29, 2007 and in Europe on January 26th, 2007 for 1000 Wii Points. Due to the lack of a Controller Pak, it is impossible to save ghost data, as was used in the Nintendo 64 version. Nintendo has placed messages advising users about this before they download the game both when the Wii Shop Channel is first accessed and in the More Details tab on the individual game page. Like Super Mario 64 on the Virtual Console, this version of the game is presented in 480i and can also be run in 480p mode with a suitable television setup (with the exception of the PAL release which is presented in 576i at 50Hz only, regardless of TV or console setup). Most 2D graphical elements were not enhanced for the higher resolution, however, and thus look blurrier. The emulation of this title on Wii Virtual Console has a speed variance from the original title.

References

  1. ^ Mobygames: Mario Kart 64 Game Credits
  2. ^ "Mario Kart 64 Translated". IGN.
  3. ^ Game Rankings: Mario Kart 64
  4. ^ IGN: Mario Kart 64