History VideoGame / MarioKart

21st Sep '16 12:18:47 PM dmcreif
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** While the first game lacks retro courses or the Mirror mode in Grand Prix, it has 20 tracks (4 cups with 5 tracks each) instead of the usual 16 (or 32 including the retro courses in games with them). ''Mario Kart 64'' has an "Extra" mode that's very similar to the current Mirror Mode, though also has a few other changes. The most significant change was in Toad's Turnpike, where you would now be racing ''against'' the flow of traffic rather than with it. ''Super Circuit'' didn't have an Extra or Mirror mode, but it had 5 cups of 4 tracks each, as well as all the courses from ''Super Mario Kart'' (giving ''Super Circuit'' the most tracks out of any Mario Kart game to date, with 40 courses spread over 10 cups). It wasn't until ''Mario Kart DS'' where both Mirror mode and retro courses started appearing together from then on, and previously used Retro Courses are never repeated (other than the SNES courses used in ''Super Circuit'', GCN Yoshi Circuit, and SNES Rainbow Road).

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** While the first game lacks retro courses or the Mirror mode in Grand Prix, it has 20 tracks (4 cups with 5 tracks each) instead of the usual 16 (or 32 including the retro courses in games with them). ''Mario Kart 64'' has an "Extra" mode that's very similar to the current Mirror Mode, though also has a few other changes. The most significant change was in Toad's Turnpike, where you would now be racing ''against'' the flow of traffic rather than with it. ''Super Circuit'' didn't have an Extra or Mirror mode, but it had 5 cups of 4 tracks each, as well as all the courses from ''Super Mario Kart'' (giving ''Super Circuit'' the most tracks out of any Mario Kart game to date, before the release of the DLC packages for ''8'', with 40 courses spread over 10 cups). It wasn't until ''Mario Kart DS'' where both Mirror mode and retro courses started appearing together from then on, and previously used Retro Courses are have never repeated (other than the SNES courses used in ''Super Circuit'', GCN Yoshi Circuit, Circuit in ''DS'' and ''8'', GCN Baby Park in ''DS'' and ''8'', and SNES Rainbow Road).Road in ''7''and ''8'').



%%* GravityBarrier: At the edge of some Rainbow Road courses.
* GravityScrew: A new mechanic in ''8''; specially marked areas of the course can be driven over to transform the kart into a hovercraft of sorts. Not only does this allow you to drive on walls and upside down, but bumping into certain objects (or even other racers) will reward you with a small speed boost.

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%%* * GravityBarrier: At the edge of some Rainbow Road courses.
* GravityScrew: A new mechanic in ''8''; ''8'' introduces anti-gravity, wherein specially marked areas of the course can be driven over to transform the kart into a hovercraft of sorts. Not only does this allow you to drive on walls and upside down, but bumping into certain objects (or even other racers) will reward you with a small speed boost.



** In ''Mario Kart 7'', [[NostalgiaLevel SNES Rainbow Road]] has Thwomps that cause the track to ripple when they slam down, which didn't occur in the track's original version.

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** In ''Mario Kart 7'', 7'' and ''Mario Kart 8'', [[NostalgiaLevel SNES Rainbow Road]] has Rainbow Thwomps that cause the track to ripple when they slam down, which didn't occur in the track's original version.



* HollywoodDrowning: Surprisingly averted in ''Mario Kart 7'' and ''8''. Although there are tracks which let you go underwater freely, there are tracks where you aren't allowed to go underwater. In these tracks, your character will fall and scream until they hit the water and their screaming is promptly cut off because you can't be heard underwater. This contrasts other ''Mario Kart'' games where their voices are heard even when they are submerged underwater.

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* HollywoodDrowning: Surprisingly averted in ''Mario Kart 7'' and ''8''. Although there are tracks which let you go underwater freely, there are tracks where you aren't allowed to go underwater.and segments with off limits water areas. In these tracks, your character will fall and scream until they hit the water and their screaming is promptly cut off because you can't be heard underwater. This contrasts other ''Mario Kart'' games where their voices are heard even when they are submerged underwater.



** ''Mario Kart Wii'' introduces an item called the Thunder Cloud, which gives a ten-second warning before it zaps you, shrinking you temporarily, but you can pass it to someone else by exchanging contact with them. It does, however, give you a slight speed boost (and the ability to drive off-road without losing speed), making it a double-edged sword.

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** ''Mario Kart Wii'' introduces an item called the Thunder Cloud, which gives a ten-second warning before it zaps you, shrinking you temporarily, but you can pass it to someone else by exchanging contact with them. It does, however, give you a slight speed boost (and the ability to drive off-road without losing speed), making it a double-edged sword.



* LevelInReverse: The Mirror Cups take the courses and mirror them horizontally, forcing you to then have to relearn your way around the track.

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* LevelInReverse: The Mirror Cups take the courses and mirror them horizontally, forcing you to then have to relearn your way around the track.track, with left hand turns becoming right turns.



* LimitedAnimation: ''DS'' and ''7'' has only your character with full animations while everyone else on your screen are stiff (and they're even rendered with less polygons to boot). This was most likely done to prevent the system from being taxed and keep things running smoothly.

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* LimitedAnimation: The portable ''DS'' and ''7'' has have only your character with full animations while everyone else on your screen are stiff (and they're even rendered with less polygons to boot). This was most likely done to prevent the system from being taxed and keep things running smoothly.



** In Mario Kart 64 the there were hidden special item blocks on Luigi Raceway and Koopa Beach that were always guaranteed to give you a spiny shell. When these retro courses reappeared on the 3DS, the block on Luigi Raceway was changed to a normal block and on Koopa Beach it was replaced with a coin.
** In Mario Kart DS there was also a special hidden item block on DK Pass that would usually give anyone who gets it a star or three mushrooms, and less often a single mushroom or even a red shell. In the 3DS where DK Pass reappears as a retro course, the item block's chances were changed to give single mushrooms more often than three mushrooms or a star.

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** In Mario ''Mario Kart 64 the 64'', there were hidden special item blocks on Luigi Raceway and Koopa Beach that were always guaranteed to give you a spiny shell. When these retro courses reappeared on the 3DS, the block on Luigi Raceway was changed to a normal block and on Koopa Beach it was replaced with a coin.
** In Mario ''Mario Kart DS DS'', there was also a special hidden item block on DK Pass that would usually give anyone who gets it a star or three triple mushrooms, and less often a single mushroom or even a red shell. In the 3DS where DK Pass reappears as a retro course, the item block's chances were changed to give single mushrooms more often than three mushrooms or a star.



** The thunderbolt item was changed slightly by ''Wii''; rather than having everyone stay shrunk for a fixed amount of time, the amount of time one stays small depends on what position they were in when they got hit. The further up you are in position, the longer you will stay small, while doing worse in a race will have you stay small for a short amount of time.

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** The thunderbolt item was changed slightly by ''Wii''; rather than having everyone stay shrunk for a fixed amount of time, the amount of time one stays small depends on what position they you were in when they got hit. The further up you are in position, the longer you will stay small, while doing worse in a race will have you stay small for a short amount of time.return to normal within seconds.



** In general, players can no longer hold two items at once in ''8'' unlike all of the previous games, weakening their protections against incoming projectiles. Said protection gets ''another'' nerf in the form of coins becoming common items for racers in 1st place, which now forces players to think whether they should risk using items to slow down opponents or get a Super Horn to destroy Spiny Shells, or keep the item for protection before it gets used away to grab another item box.

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** In general, players can no longer hold two items at once in ''8'' unlike all of the previous games, weakening their protections against incoming projectiles. Said protection gets ''another'' nerf in the form of coins becoming common items for racers in 1st place, leaders, which now forces players to think whether they should risk using items to slow down opponents or get a Super Horn to destroy Spiny Shells, or keep the item for protection before it gets used away to grab another item box.


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**The update of the N64 Rainbow Road for ''Mario Kart 8'' has you race alongside a magical train that drops off coins along the track.
18th Sep '16 11:57:37 AM Emreld3000
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Added DiffLines:

* WashtubThrow: The arcade games have Basins and Triple Basins as common items.
17th Sep '16 3:44:27 PM Heartlesswithaheart
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* SkillGateCharacters: The [[FragileSpeedster Light]] karts can easily recover from error, but they're the slowest karts in every entry.

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* SkillGateCharacters: The [[FragileSpeedster Light]] karts can easily recover from error, but they're the slowest karts in almost every entry.
16th Sep '16 11:07:13 AM pgj1997
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** If you play one of the GP games, prepare to get annoyed when you find out you can't trick or drift, something that was in previous Mario Kart games.

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** If you play one of the GP games, prepare to get annoyed when you find out you can't trick or drift, something that was in previous Mario Kart games. ''GP DX'' was later updated to have drifting, but tricks are still nowhere to be found.
12th Sep '16 6:56:20 PM dmcreif
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* AdventurousIrishViolins: Moo Moo Meadows
1st Aug '16 10:54:10 AM Sammettik
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** A billboard in ''8'' advertises Shy Guy Metals, claming they've been around since 1987. This is a reference to ''VideoGame/DokiDokiPanic'', which was Shy Guy's debut in 1987. Their technical ''Mario'' debut was in 1988.


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** A billboard in ''8'' advertises Shy Guy Metals, claming they've been around since 1987. This is a reference to ''VideoGame/DokiDokiPanic'', which was Shy Guy's debut in 1987. Their technical ''Mario'' debut was in 1988.
1st Aug '16 10:52:54 AM Sammettik
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** ''Super Circuit''[='s=] Rainbow Road has a nod to the [[VideoGame/PaperMario64 original]] ''VideoGame/PaperMario'' by having Bowser's Castle from that game in the background. This was likely because both ''Super Circuit'' and the ''Paper Mario'' games came from Nintendo's Intelligent Systems division instead of Nintendo EAD.
** The drivers from ''64'' make the Pipe Frame match the color they originally used in ''64''. Koopa Troopa's Pipe Frame matches the color in ''Super'', which is the only game before ''7'' that both have appeared in together.
** N64 Luigi Raceway and SNES Rainbow Road in ''7'' stick to the classic formula from their respective games, as they don't have gliding or underwater driving.
** The rival system in ''7'' pairs most of the drivers from ''Super Mario Kart'' with their old rival from said game.
** Piranha Plant Slide is one big ContinuityNod to the original ''VideoGame/SuperMarioBros.'' The cardboard Goombas are also one to ''Super Mario 3D Land''.
** A billboard in ''8'' advertises Shy Guy Metals, claming they've been around since 1987. This is a reference to ''VideoGame/DokiDokiPanic'', which was Shy Guy's debut in 1987. Their technical ''Mario'' debut was in 1988.
** The Pipe Frame's design in ''8'' is based on the artwork from ''Super Mario Kart''.
** Pink Gold Peach may say "Oh, did I win?" if she comes in first. Peach also may say this if she wins in ''VideoGame/SuperSmashBros''
** Some of the staff ghosts in ''8'' are references to what world the Koopalings appeared in ''VideoGame/SuperMarioBros3''. Wendy appears in Dolphin Shoals (Sea Side), Ludwig appears in Piranha Plant Slide (Pipe Maze), Lemmy appears in Sherbet Land (Iced Land), and Morton appears in Bone-Dry Dunes (Desert Hill).
** Sunshine Airport in ''8'' has several red and white feathers on the reception desks, which look exactly like the Feather item that debuted in ''Super Mario Kart''.



** When near the Aqua Cups ride in ''8''[='s=] Water Park, the haunted carousel theme from ''VideoGame/SuperMario64'' can be faintly heard.



** ''Super Circuit''[='s=] Rainbow Road has a nod to the [[VideoGame/PaperMario64 original]] ''VideoGame/PaperMario'' by having Bowser's Castle from that game in the background. This was likely because both ''Super Circuit'' and the ''Paper Mario'' games came from Nintendo's Intelligent Systems division instead of Nintendo EAD.
** The drivers from ''64'' make the Pipe Frame match the color they originally used in ''64''. Koopa Troopa's Pipe Frame matches the color in ''Super'', which is the only game before ''7'' that both have appeared in together.
** N64 Luigi Raceway and SNES Rainbow Road in ''7'' stick to the classic formula from their respective games, as they don't have gliding or underwater driving.
** The rival system in ''7'' pairs most of the drivers from ''Super Mario Kart'' with their old rival from said game.
** Piranha Plant Slide is one big mythology gag to the original ''VideoGame/SuperMarioBros.'' The cardboard Goombas are also one to ''Super Mario 3D Land''.
** A billboard in ''8'' advertises Shy Guy Metals, claming they've been around since 1987. This is a reference to ''VideoGame/DokiDokiPanic'', which was Shy Guy's debut in 1987. Their technical ''Mario'' debut was in 1988.
** The Pipe Frame's design in ''8'' is based on the artwork from ''Super Mario Kart''.
** Pink Gold Peach may say "Oh, did I win?" if she comes in first. Peach also may say this if she wins in ''VideoGame/SuperSmashBros''
** Some of the staff ghosts in ''8'' are references to what world the Koopalings appeared in ''VideoGame/SuperMarioBros3''. Wendy appears in Dolphin Shoals (Sea Side), Ludwig appears in Piranha Plant Slide (Pipe Maze), Lemmy appears in Sherbet Land (Iced Land), and Morton appears in Bone-Dry Dunes (Desert Hill).
** Sunshine Airport in ''8'' has several red and white feathers on the reception desks, which look exactly like the Feather item that debuted in ''Super Mario Kart''.
** When near the Aqua Cups ride in ''8''[='s=] Water Park, the haunted carousel theme from ''VideoGame/SuperMario64'' can be faintly heard.
26th Jun '16 2:42:25 PM Sleeping_Beauty
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** Petey Piranha in ''Double Dash!!'' He's a heavyweight character, but he's nowhere near as big as he was when he appeared in ''Super Mario Sunshine'' (or his guest appearance in ''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'', even).

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** Petey Piranha in ''Double Dash!!'' He's a heavyweight character, but he's nowhere near as big as he was when he appeared in ''Super Mario Sunshine'' (or his guest appearance in ''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'', even). He is however the largest playable character in ''Double Dash!!''.
15th Jun '16 1:21:40 AM erforce
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-->--'''The man in red himself''', ''VideoGame/MarioKart64''[[note]]The Japanese version has a crowd of children shouting "Mario Kart, Ho!"[[/note]]

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-->--'''The -->-- '''The man in red himself''', ''VideoGame/MarioKart64''[[note]]The Japanese version has a crowd of children shouting "Mario Kart, Ho!"[[/note]]



** DK Jungle's music in ''7'' rearranges the jungle theme from ''VideoGame/DonkeyKongCountry''.

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** DK Jungle's music in ''7'' rearranges the jungle theme from ''VideoGame/DonkeyKongCountry''.''VideoGame/DonkeyKongCountry1''.
14th Jun '16 5:00:31 PM Peridonyx
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Added DiffLines:

* SimpleYetAwesome: Red Shells are far more accurate and precise than Green Shells and much more instantly reliable than Spiny Shells.
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