History YMMV / MarioKart

19th Sep '16 8:41:33 AM dmcreif
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** Almost a standard in the Wii version, where most people will only use a bike and certain characters just for the sake of being slightly faster than others. So bad was this that the game was given the nickname ''Funky Bike Wii''.

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** Almost a standard in the Wii version, ''Wii'', where most people will only use a bike and certain characters just for the sake of being slightly faster than others. So bad was this that the game was given the nickname ''Funky Bike Wii''.



** ''64'''s manual mentions Wario built Wario Stadium as a motocross track instead of a traditional speedway. 11 years later bikes were introduced. Bonus points for bikes being more popular.
** ''7'' features an [[SlippySlideyIceWorld icy course]] apparently created by a blonde "princess" in a blue dress. [[{{Disney/Frozen}} Two years later...]]

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** ''64'''s manual mentions Wario built Wario Stadium as a motocross track instead of a traditional speedway. 11 years later bikes were introduced.introduced in ''Wii''. Bonus points for bikes being more popular.
** ''7'' features Rosalina's Ice World, an [[SlippySlideyIceWorld icy course]] apparently created by a blonde "princess" in a blue dress. [[{{Disney/Frozen}} Two years later...]]



** Coins in Super Mario Kart and Mario Kart: Super Circuit. You need to hold coins to increase your speed (the boost caps at 10 coins) and getting hit by items, crashing into course hazards, or falling off the track made you lose coins. Even bumping into another racer made you lose a coin! The games also made the coins an item to give you 2 coins instantly, but it could also screw you over if someone behind you has a red shell or the like. Mario Kart 7 changes the coins mechanic slightly where not having a lot of coins won't totally screw you over and bumping into people won't make you lose coins, but you can't hold more than 10 coins and you will lose 3 coins (or two if your coin count is low) every time you get attacked or fall off the track, which makes holding onto your coins a pain in the ass. Luckily, coins regenerate. Unluckily, you need to collect coins to unlock parts for your kart and you will be playing for a long time since you will need to collect several ''thousand'' coins and even beyond 10,000 coins just to get everything. This is made worse due to only being able to hold up to 10 coins per race.

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** Coins in Super Mario Kart and Mario Kart: Super Circuit. You need to hold coins to increase your speed (the boost caps at 10 coins) and getting hit by items, crashing into course hazards, or falling off the track made you lose coins. Even bumping into another racer made you lose a coin! The games also made the coins an item to give you 2 coins instantly, but it could also screw you over if someone behind you has a red shell or the like. Mario Kart 7 ''7'' changes the coins mechanic slightly where not having a lot of coins won't totally screw you over and bumping into people won't make you lose coins, but you can't hold more than 10 coins and you will lose 3 coins (or two if your coin count is low) every time you get attacked or fall off the track, which makes holding onto your coins a pain in the ass. Luckily, coins regenerate. Unluckily, you need to collect coins to unlock parts for your kart and you will be playing for a long time since you will need to collect several ''thousand'' coins and even beyond 10,000 coins just to get everything. This is made worse due to only being able to hold up to 10 coins per race.



** Baby Park In ''Double Dash'' is also just the third track in the game, is named after the baby Mario Bros, is just an oval with two turns, has no hazards, and is so small that racers must do seven laps instead of three. So what makes it so hard? Basically, the track is so small and item boxes so plentiful that what would be a simple back-and-forth battle in other tracks becomes a chaotic maelstrom in Baby Park's tight spaces. It's also not very hard to drop behind most of the racers, grab a powerful Special Item, then launch it and blast to first in a matter of seconds, only for that to happen to you because of all the people you knocked behind you. And so on and so forth...

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** Baby Park In un ''Double Dash'' is also just the third track in the game, is named after the baby Mario Bros, is just an oval with two turns, has no hazards, and is so small that racers must do seven laps instead of three. So what makes it so hard? Basically, the track is so small and item boxes so plentiful that what would be a simple back-and-forth battle in other tracks becomes a chaotic maelstrom in Baby Park's tight spaces. It's also not very hard to drop behind most of the racers, grab a powerful Special Item, then launch it and blast to first in a matter of seconds, only for that to happen to you because of all the people you knocked behind you. And so on and so forth...
16th Sep '16 3:55:11 PM Heartlesswithaheart
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** Toad is ''by far'' the fastest character in ''64'' and ''Super Circuit'' due to the way the weight classes' stats were distributed. Normally lighter characters would have better acceleration and handling, while heavier characters had better weight and top speeds. In these two games, the acceleration and top speed bonuses were swapped between the lightweights and heavyweights.

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** Toad is Toad, Yoshi, and Peach are ''by far'' the fastest character characters in ''64'' and ''Super Circuit'' due to the way the weight classes' stats were distributed. Normally lighter characters would have better acceleration and handling, while heavier characters had better weight and top speeds. In these two games, the acceleration and top speed bonuses were swapped between the lightweights and heavyweights.
21st Aug '16 6:26:15 AM Peridonyx
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* VisualEffectsOfAwesome: Pretty much any version of Rainbow Road. They're outer-space roads made of solid, rainbow light -- enough said.
14th Aug '16 7:28:33 PM InsertCleverNameHere
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* YMMV/MarioKartWii
24th Jul '16 2:40:50 AM Anddrix
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* GermansLoveDavidHasselhoff: Metal Mario is a BaseBreaker overseas, as he is seen as a "lazy Mario clone", but Japanese players absolutely ''worship'' him.

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* GermansLoveDavidHasselhoff: Metal Mario is a BaseBreaker BaseBreakingCharacter overseas, as he is seen as a "lazy Mario clone", but Japanese players absolutely ''worship'' him.
21st Jul '16 2:30:47 PM Silverblade2
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* BaseBreaker:

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* BaseBreaker: BaseBreakingCharacter:
18th Jul '16 4:21:52 PM Peridonyx
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** Item-wise, there's the Bullet Bill, which many fans actually wish would outright replace the ScrappyMechanic Spiny Shell once and for all.
10th Jun '16 10:27:12 PM MasterSkodwarde
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** Mushroom City from ''Double Dash'' (at least on 150cc) deserves a mention. Basically think Mirror Mode Toad's Turnpike, only far more chaotic. It is wider than the aformentioned course, but the vehicles coming through are relentless, and at times, they seem to home in on you. The Bob-Omb car and long Caterpillar-esque vehicles barreling down the track are especially nasty due to the massive stun of the former and extreme length of the latter.
30th May '16 8:27:02 PM JRads47
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** Also from ''8'' are the Koopalings. Is their inclusion well-deserved, or does it fill up the roster with lazy choices?
30th May '16 8:24:50 PM JRads47
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** Also from ''Double Dash'' is Dino Dino Jungle. Extremely sharp curves (especially in [=150cc/=]Mirror and horribly placed dinosaur obstacles (including one that takes up half the space on an already narrow bridge, which means that driving into it guarantees you'll fly off the course) makes it an extremely difficult level, even by Special Cup standards.

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** Also from ''Double Dash'' is Dino Dino Jungle. Extremely sharp curves (especially in [=150cc/=]Mirror on [=150cc/=]Mirror) and horribly placed dinosaur obstacles (including one that takes up half the space on an already narrow bridge, which means that driving into it guarantees you'll fly off the course) makes it an extremely difficult level, even by Special Cup standards.
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