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* EarlyInstallmentWeirdness: While this is the point where the series largely evolved to its final format, Nintendo were still working out some of the gameplay mechanics.
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* EarlyInstallmentWeirdness: While this is the point where the series largely evolved to its final format, Nintendo were was still working out some of the gameplay mechanics.
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* AlwaysNight: Banshee Boardwalk, Rainbow Road[[note]]This has been justified in ''Mario Kart 8''.[[/note]], and it's always sunset at Toad's Turnpike.
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* AlwaysNight: Banshee Boardwalk, Rainbow Road[[note]]This has been justified Road[[note]]Justified in this game, since it's in space, but not in ''Mario Kart 8''.[[/note]], and it's always sunset at Toad's Turnpike.
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* AlwaysNight: Banshee Boardwalk, Rainbow Road, and it's always sunset at Toad's Turnpike.
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* AlwaysNight: Banshee Boardwalk, Rainbow Road, Road[[note]]This has been justified in ''Mario Kart 8''.[[/note]], and it's always sunset at Toad's Turnpike.
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** Yoshi Valley has so many paths that the game doesn't keep track of the positions and replaces it on the HeadsUpDisplay with ?s. You never know the positions ''until you reach the finish line on the last lap''.
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** Yoshi Valley has so many paths that the game doesn't keep track of the positions and replaces it on the HeadsUpDisplay with ?s. You never know the positions ''until you reach the finish line on the last lap''. [[note]]This has also been downplayed when the track reappeared in ''Mario Kart 8'', so now it keeps track of the positions.[[/note]]
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** Yoshi Valley has so many paths that the game doesn't keep track of the positions and replaces it on the HeadsUpDisplay with ?s. You never know the positions ''until you reach the finish line on the last lap''.
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* ComebackMechanic: The Spiny Shell (a.k.a. the blue shell) makes its introduction here, a powerful item reserved for stragglers that screams through the track to hit the racer in first place and anyone unfortunate enough in between, becoming the bane of veteran Mario Kart fans everywhere.
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New items were introduced to shake things up such as triple shells, triple mushrooms, and the five bananas. The game also added several new modes and mechanics to existing modes.
to:
New items were introduced to shake things up such as triple shells, triple mushrooms, banana bunches, and the five bananas.infamous [[ComebackMechanic Spiny]] [[ScrappyMechanic Shell]]. The game also added several new modes and mechanics to existing modes.
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Clarification - the computer can catch up with someone who uses the Rainbow Road shortcut. That\'s Mario Kart for you.
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* ShortcutsMakeLongDelays: The shortest route through Yoshi's Valley is a narrow, windy path with no railing, falling off will cost you several seconds of recovery time. The [[LeapOfFaith Rainbow Road]] shortcut, capable of giving you an irreversible lead if executed properly, will also take forever to recover from if you failed.
to:
* ShortcutsMakeLongDelays: The shortest route through Yoshi's Valley is a narrow, windy path with no railing, falling off will cost you several seconds of recovery time. The [[LeapOfFaith Rainbow Road]] shortcut, capable of giving you an irreversible lead ([[TheComputerIsACheatingBastard against humans]]) if executed properly, will also take forever to recover from if you failed.
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* ParodyNames: The Japanese version had billboards with parodies of real life companies like Marlboro or Mobil1.
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Mario Kart 64 (1996) was a racing game for the Nintendo 64 and the sequel to VideoGame/SuperMarioKart, that managed to turn [[VideoGame/MarioKart the series]] 3D and add two extra players into Battle Mode.
to:
Mario Kart 64 (1996) was (released in 1996) is a racing game for the Nintendo 64 and the sequel to VideoGame/SuperMarioKart, that managed to turn ''VideoGame/SuperMarioKart''. The game is the first game in [[VideoGame/MarioKart the series]] 3D to be in 3D, and add two extra allows up to four players into Battle Mode.
to play.
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Spelling, grammar, formatting, and namespacing fix.
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* EarlyInstallmentWeirdness: While this is the point where the series largely evolved to its final format, Nintendo were still working out some of the gameplay mechanics. Most notable is the blue shell; in this game if someone fires it at you, it's possible to dodge it by quickly dropping down into second place and allowing it to hit whoever gets in front of you. This was dropped from the following incarnations, where there's no way to avoid being hit (unless you're invincible or finish the race first).
** More subtle, but the lightweight characters (high acceleration/low speed) are actually ''faster'' than the heavyweights (high speed/low acceleration). Using the lightweights (Peach, Toad, and Yoshi) properly can make them potential game breakers, as not only are they faster and can pick up quickly after crashing, they can also drive over terrain better than the other drivers. The only advantage that the heavyweights in this game (Bowser, Wario, and Donkey Kong) have are that they can bash the lightweights and the middleweights off the road or make them spin out. The original advantages and disadvantages that were present in ''SuperMarioKart'' for each weight class were reverted back in later games, starting from ''MarioKartDoubleDash Double Dash]]''.
** More subtle, but the lightweight characters (high acceleration/low speed) are actually ''faster'' than the heavyweights (high speed/low acceleration). Using the lightweights (Peach, Toad, and Yoshi) properly can make them potential game breakers, as not only are they faster and can pick up quickly after crashing, they can also drive over terrain better than the other drivers. The only advantage that the heavyweights in this game (Bowser, Wario, and Donkey Kong) have are that they can bash the lightweights and the middleweights off the road or make them spin out. The original advantages and disadvantages that were present in ''SuperMarioKart'' for each weight class were reverted back in later games, starting from ''MarioKartDoubleDash Double Dash]]''.
to:
* EarlyInstallmentWeirdness: While this is the point where the series largely evolved to its final format, Nintendo were still working out some of the gameplay mechanics. mechanics.
** Most notable is the blue shell; in this game if someone fires it at you, it's possible to dodge it by quickly dropping down into second place and allowing it to hit whoever gets in front of you. This was dropped from the following incarnations, where there's no way to avoid being hit (unless you're invincible or finish the race first).
** More subtle, but the lightweight characters (high acceleration/low speed) are actually ''faster'' than the heavyweights (high speed/low acceleration). Using the lightweights (Peach, Toad, and Yoshi) properly can make them potential game breakers, as not only are they faster and can pick up quickly after crashing, they can also drive over terrain better than the other drivers. The only advantage that the heavyweights in this game (Bowser, Wario, and Donkey Kong) have are that they can bash the lightweights and the middleweights off the road or make them spin out. The original advantages and disadvantages that were present in''SuperMarioKart'' ''VideoGame/SuperMarioKart'' for each weight class were reverted back in later games, starting from ''MarioKartDoubleDash Double Dash]]''.''VideoGame/MarioKartDoubleDash''.
** Most notable is the blue shell; in this game if someone fires it at you, it's possible to dodge it by quickly dropping down into second place and allowing it to hit whoever gets in front of you. This was dropped from the following incarnations, where there's no way to avoid being hit (unless you're invincible or finish the race first).
** More subtle, but the lightweight characters (high acceleration/low speed) are actually ''faster'' than the heavyweights (high speed/low acceleration). Using the lightweights (Peach, Toad, and Yoshi) properly can make them potential game breakers, as not only are they faster and can pick up quickly after crashing, they can also drive over terrain better than the other drivers. The only advantage that the heavyweights in this game (Bowser, Wario, and Donkey Kong) have are that they can bash the lightweights and the middleweights off the road or make them spin out. The original advantages and disadvantages that were present in
* TheRival: In each Grand Prix, you are given at least two of these, and they will be the main abusers of RubberBandAI of that GP.
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* ShoutOut: Sherbet Land is named after a world in the original WarioLand.
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* ShoutOut: Sherbet Land is named after a world in the original WarioLand.''VideoGame/WarioLand''.
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* SuddenlyVoiced: Luigi, Toad and Wario are voiced for the first time. The other characters stick with the same voices or vocal effects they had in the SNES era or ''VideoGame/SuperMario64'', and for Yoshi it was the final time he used his original vocal effects, which were ditched in favor of his own voice in the following year's ''VideoGame/YoshisStory''.(Though the MarioParty series would continue to use Yoshi's old voice up until it's 4th installment on the GameCube)
* TheRival: In each Grand Prix, you are given at least two of these, and they will be the main abusers of RubberBandAI of that GP.
* TheRival: In each Grand Prix, you are given at least two of these, and they will be the main abusers of RubberBandAI of that GP.
to:
* SuddenlyVoiced: Luigi, Toad and Wario are voiced for the first time. The other characters stick with the same voices or vocal effects they had in the SNES era or ''VideoGame/SuperMario64'', and for Yoshi it was the final time he used his original vocal effects, which were ditched in favor of his own voice in the following year's ''VideoGame/YoshisStory''. (Though the MarioParty ''VideoGame/MarioParty'' series would continue to use Yoshi's old voice up until it's 4th its fourth installment on the GameCube)
* TheRival: In each Grand Prix, you are given at least two of these, and they will be the main abusers of RubberBandAI of that GP.GameCube.)
* TheRival: In each Grand Prix, you are given at least two of these, and they will be the main abusers of RubberBandAI of that GP.
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** More subtle, but the lightweight characters (high acceleration/low speed) are actually ''faster'' than the heavyweights (high speed/low acceleration). Using the lightweights (Peach, Toad, and Yoshi) properly can make them potential game breakers, as not only are they faster and can pick up quickly after crashing, they can also drive over terrain better than the other drivers. The only advantage that the heavyweights in this game (Bowser, Wario, and Donkey Kong) have are that they can bash the lightweights and the middleweights off the road or make them spin out. The original advantages and disadvantages that were present in ''SuperMarioKart'' for each weight class were reverted back in later games.
to:
** More subtle, but the lightweight characters (high acceleration/low speed) are actually ''faster'' than the heavyweights (high speed/low acceleration). Using the lightweights (Peach, Toad, and Yoshi) properly can make them potential game breakers, as not only are they faster and can pick up quickly after crashing, they can also drive over terrain better than the other drivers. The only advantage that the heavyweights in this game (Bowser, Wario, and Donkey Kong) have are that they can bash the lightweights and the middleweights off the road or make them spin out. The original advantages and disadvantages that were present in ''SuperMarioKart'' for each weight class were reverted back in later games.games, starting from ''MarioKartDoubleDash Double Dash]]''.
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* LettingTheAirOutOfTheBand: The 4th-place ending again.
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* LettingTheAirOutOfTheBand: The 4th-place ending again.Placing lower than the top 3 at the end of each grand prix.
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* NintendoHard: 150 cc and especially Extra.
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* NintendoHard: 150 cc and especially Extra.Extra, mostly for the [[TheComputerIsACheatingBastard computer]] [[RubberBandAI drivers]].
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* TheRival: Each racer you pick has a driver that will almost always place 2nd place. For example, playing as Toad will have Peach be super persistant, but while playing a different driver, she may be in near last place.
to:
* TheRival: Each racer In each Grand Prix, you pick has a driver are given at least two of these, and they will be the main abusers of RubberBandAI of that will almost always place 2nd place. For example, playing as Toad will have Peach be super persistant, but while playing a different driver, she may be in near last place.GP.
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* SuddenlyVoiced: Luigi, Toad and Wario are voiced for the first time. The other characters stick with the same voices or vocal effects they had in the SNES era or ''VideoGame/SuperMario64'', and for Yoshi it was the final time he used his original vocal effects, which were ditched in favor of his own voice in the following year's ''VideoGame/YoshisStory''.
to:
* SuddenlyVoiced: Luigi, Toad and Wario are voiced for the first time. The other characters stick with the same voices or vocal effects they had in the SNES era or ''VideoGame/SuperMario64'', and for Yoshi it was the final time he used his original vocal effects, which were ditched in favor of his own voice in the following year's ''VideoGame/YoshisStory''.(Though the MarioParty series would continue to use Yoshi's old voice up until it's 4th installment on the GameCube)
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** More subtle, but the lightweight characters (high acceleration/low speed) are actually ''faster'' than the heavyweights (high speed/low acceleration). Using the lightweights (Peach, Toad, and Yoshi) properly can make them potential game breakers, as not only are they faster, they can also drive over terrain better than the other drivers. The only advantage that the heavyweights in this game (Bowser, Wario, and Donkey Kong) have are that they can bash the lightweights and the middleweights off the road or make them spin out. The original advantages and disadvantages that were present in ''SuperMarioKart'' for each weight class were reverted back in later games.
to:
** More subtle, but the lightweight characters (high acceleration/low speed) are actually ''faster'' than the heavyweights (high speed/low acceleration). Using the lightweights (Peach, Toad, and Yoshi) properly can make them potential game breakers, as not only are they faster, faster and can pick up quickly after crashing, they can also drive over terrain better than the other drivers. The only advantage that the heavyweights in this game (Bowser, Wario, and Donkey Kong) have are that they can bash the lightweights and the middleweights off the road or make them spin out. The original advantages and disadvantages that were present in ''SuperMarioKart'' for each weight class were reverted back in later games.
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** More subtle, but the lightweight characters (high acceleration/low speed) are actually ''faster'' than the heavyweights (high speed/low acceleration). Using the lightweights (Peach, Toad, and Yoshi) properly can make them potential game breakers, as not only are they faster, they can also drive over terrain better than the other drivers. The only advantage that the heavyweights in this game (Bowser, Wario, and Donkey Kong) have are that they can bash the lightweights and the middleweights off the road or make them spin out. The original advantages and disadvantages that were present in ''SuperMarioKart'' for each weight class were reverted back in later games.
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* ShortcutsMakeLongDelays: The shortest route through Yoshi's Valley is a narrow, windy path with no railing, falling off will cost you several seconds of recovery time. The [[LeapOfFaith Rainbow Road]] shortcut, capable of giving you an irreversible lead if executed properly, will also take forever to recover from if you failed.
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* EarlyInstallmentWeirdness: While this is the point where the series largely evolved to its final format, Nintendo were still working out some of the gameplay mechanics. Most notable is the blue shell; in this game if someone fires it at you, it's possible to dodge it by quickly dropping down into second place and allowing it to hit whoever gets in front of you. This was dropped from the following incarnations, where there's no way to avoid being hit (unless you're invincible or finish the race first).
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Move Urban Legend Of Zelda to Trivia/.
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* UrbanLegendOfZelda: It was a fairly common belief that the Green Thwomp in Bowser's Castle was a secret racer.
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* TheComputerIsACheatingBastard: On 150cc, you'd better not let the 2nd place driver get too far ahead, or else they speed up so quickly that you'll never have a chance of catching up, short of repeated Lightning bolts in a row.
* ConvectionSchmonvection: Bowser's Castle.
* ConvectionSchmonvection: Bowser's Castle.
to:
* TheComputerIsACheatingBastard: On 150cc, you'd better not let the 2nd place driver get too far ahead, or else they speed up so quickly that you'll never have a chance of catching up, short of repeated Lightning bolts in a row.
row. Fortunately, the RubberBandAI isn't as bad here as it is in other installments.
* ContinuityNod: Royal Raceway is home to Peach's Castle, which looks nearly identical to its appearance in ''VideoGame/SuperMario64.''
* ConvectionSchmonvection: Bowser'sCastle.Castle and the Big Donut battle stage.
* DamnYouMuscleMemory: Extra mode mirrors all the courses, which will screw you up at least once.
* ContinuityNod: Royal Raceway is home to Peach's Castle, which looks nearly identical to its appearance in ''VideoGame/SuperMario64.''
* ConvectionSchmonvection: Bowser's
* DamnYouMuscleMemory: Extra mode mirrors all the courses, which will screw you up at least once.
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* GoddamnedBats: Midway through Banshee Boardwalk
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* SpritePolygonMix: The backgrounds are 3D, the rest... not so much.
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* SpritePolygonMix: The backgrounds and some objects are 3D, while the rest... not so much.racers and most of the hazards are DigitizedSprites.
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[[quoteright:240:http://static.tvtropes.org/pmwiki/pub/images/MarioKart64Title_3128.jpg]]
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* SuddenlyVoiced: Luigi, Toad and Wario are voiced for the first time. The other characters stick with the same voices or vocal effects they had in the SNES era or ''VideoGame/SuperMario64'', and for Yoshi it was the final time he used his original vocal effects, which were ditched in favor of his own voice in the following year's ''VideoGame/YoshisStory''.
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* GoddamnedBats: Midway through Banshee Boardwalk
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A racing game for the Nintendo 64 and the sequel to VideoGame/SuperMarioKart, that managed to turn [[VideoGame/MarioKart the series]] 3D and add two extra players into Battle Mode.
to:
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A racing game for the Nintendo 64 and the popular sequel to VideoGame/SuperMarioKart, that managed to turn the series 3D and add two extra players into Battle Mode.
''Mario Kart 64'' did away the old gamebreakers of the original (yes, Feather, we're looking at you) and added some new ones present in just about every game since (Blue Shell). Fortunately new items were also introduced to shake things up such as triple shells, triple mushrooms, and the five bananas. The game also added several new modes and mechanics to existing modes.
''Mario Kart 64'' did away the old gamebreakers of the original (yes, Feather, we're looking at you) and added some new ones present in just about every game since (Blue Shell). Fortunately new items were also introduced to shake things up such as triple shells, triple mushrooms, and the five bananas. The game also added several new modes and mechanics to existing modes.
to:
A racing game for the Nintendo 64 and the popular sequel to VideoGame/SuperMarioKart, that managed to turn [[VideoGame/MarioKart the series series]] 3D and add two extra players into Battle Mode.
''Mario Kart 64'' did away the old gamebreakers of the original (yes, Feather, we're looking at you) and added some new ones present in just about every game since (Blue Shell). Fortunately new New items were also introduced to shake things up such as triple shells, triple mushrooms, and the five bananas. The game also added several new modes and mechanics to existing modes.
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A racing game for the Nintendo 64 and the popular sequel to VideoGame/SuperMarioKart, that managed to turn the series 3D and add two extra players into Battle Mode
to:
A racing game for the Nintendo 64 and the popular sequel to VideoGame/SuperMarioKart, that managed to turn the series 3D and add two extra players into Battle Mode
Mode.
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Examples Are Not Arguable. Also adding some examples.
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* GreenHillZone: Luigi Raceway, although Moo Moo Farm is literally a bunch of green hills.
to:
* GreenHillZone: Luigi Raceway, although GreenHillZone:
** All of the "Raceway" tracks.
** Moo Moo Farm is literally a bunch of green hills.
** All of the "Raceway" tracks.
** Moo Moo Farm is literally a bunch of green hills.
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* LevelAte: Choco Mountain, though that's debatable.
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* LevelAte: Choco Mountain, though that's debatable.MarathonLevel: Rainbow Road. It takes about 2 minutes to complete one lap, and is the longest track in the series.
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* ShiftingSandLand: Kalimari Desert
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* PalmtreePanic: Koopa Troopa Beach.
* ShiftingSandLand: KalimariDesertDesert.
* ShiftingSandLand: Kalimari
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* SlippySlideyIceWorld: Sherbet Land.
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* SlippySlideyIceWorld: Frappe Snowland and Sherbet Land.
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* DeathMountain: Choco Mountain and Yoshi Valley.
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* JungleJapes: DK's Jungle Parkway.
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* LevelAte: Choco Mountain, though that's debatable.
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* TheComputerIsACheatingBastard: On 150cc, you'd better not let the 2nd place driver get too far ahead, or else they speed up so quickly that you'll never have a chance of catching up, short of repeated Lightning bolts in a row.
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* TheRival: Each racer you pick has a driver that will almost always place 2nd place. For example, playing as Toad will have Peach be super persistant, but while playing a different driver, she may be in near last place.
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* LettingTheAirOutOfTheBand: The 4th-place ending again.
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* ShoutOut: Sherbet Land is named after a world in the original WarioLand.