History YMMV / MarioKart

22nd Dec '16 9:53:47 AM MegaMarioMan
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** "Snaking" is a technique where you constantly powerslide back and forth to gain mini-turbos on straightaways (normally you're only supposed to get mini-turbos when making a sharp turn). It's been essential for setting world records since at least ''Mario Kart Double Dash'', but was [[{{Nerf}} rendered almost impossible]] from ''Wii'' onwards by making the mini-turbo dependant on how hard you turn during your powerslide.
** Bikes in ''Wii'', they massively overshadowed karts. More so with characters like Baby Luigi, Funky Kong or Daisy. ''Especially'' Funky Kong. They eventually lost the ability to gain additional speed by performing wheelies in ''8''.
** The series have tracks that can cut down on your laps greatly due to abusing exploits of the checkpoint system (this determines where Lakitu drops you off if you fall from the track). A notable one is the glitch in the Grumble Volcano track in Mario Kart Wii; if done correctly, the player can finish the race in 30 seconds or less. Naturally, nearly everyone abused the exploit online and it was more obvious when people started to spam vote for the track. Mario Kart 7 also has a similar one with the Maka Wuhu track that allows people to skip huge sections of the track. Not only people began to abuse this online as always, but the exploit was found almost days after the game was released.

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** "Snaking" is a technique where you constantly powerslide back and forth to gain mini-turbos on straightaways (normally you're only supposed to get mini-turbos when making a sharp turn). It's been essential for setting world records since at least ''Mario Kart Double Dash'', but was [[{{Nerf}} rendered almost impossible]] from ''Wii'' onwards by making the mini-turbo dependant dependent on how hard you turn during your powerslide.
** Bikes in ''Wii'', they ''Wii'' massively overshadowed karts. More so with characters like Baby Luigi, Funky Kong or Daisy. ''Especially'' Funky Kong. They eventually lost the ability to gain additional speed by performing wheelies in ''8''.
** The series have has tracks that can cut down on your laps greatly due to abusing if you abuse exploits of the checkpoint system (this determines where Lakitu drops you off if you fall from the track). A notable one is the glitch in the Grumble Volcano track in Mario Kart Wii; if done correctly, the player can finish the race in 30 seconds or less. Naturally, nearly everyone abused the exploit online and it was more obvious when people started to spam vote for the track. Mario Kart 7 also has a similar one with the Maka Wuhu track that allows people to skip huge sections of the track. Not only people began to abuse this online as always, but the exploit was found almost days after the game was released.



*** The multi-banana peel in ''Mario Kart 64'' gave you a trail of 5 peels, which meant up to 5 protections from shell attacks[[note]]Though if one object strikes the trail of bananas following your driver without you laying them down, the entire trail erupts, leaving you with nothing[[/note]] and also 5 peels to spray the tracks with. Later games reduced the item to 3 peels[[note]]but allowed each banana to block one attack each[[/note]].

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*** The multi-banana peel in ''Mario Kart 64'' gave you a trail of 5 peels, which meant up to 5 protections shields from shell attacks[[note]]Though if one object strikes the trail of bananas following your driver without you laying them down, the entire trail erupts, leaving you with nothing[[/note]] and also 5 peels to spray the tracks with. Later games reduced the item to 3 peels[[note]]but allowed each banana to block one attack each[[/note]].



** Nearly every special item in ''Mario Kart Double Dash!!'' is a game breaker; Mario and Luigi's fireballs are a spreadshot that can hit multiple people, Bowser and Bowser Jr.'s giant shell is basically a faster and bigger version of the green shell that's difficult to avoid, Donkey Kong and Diddy Kong's giant banana peel is also difficult to avoid and it splits into 3 smaller peels when struck, Yoshi and Birdo's egg attack released several items when it broke and one of them could be a star, and Peach and Daisy's hearts allows you to absorb up to two items, including most special items, for your own use later, Baby Mario and Baby Luigi have the Chain Chomp which not only boosts their speed while it's out, it also wrecks any obstacle on its path (including other racers), Koopa and Paratroopa got exclusive control over the Triple Red/Green Shells, Toad and Toadette could spam the Golden Mushroom anywhere and jump to the front of the pack, and Wario and Waluigi could blow anyone off the road with the Bob-omb. [[UpToEleven And then there are Petey Piranha and King Boo who can use]] ''[[UpToEleven all]]'' [[UpToEleven of the special items available in the game...]]
** The Boo item turned the player invisible, which made them immune to all forms of attack, and it stole another player's item. Players could also drive off road in the DS version without loss of speed with the Boo item as well.

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** Nearly every special item in ''Mario Kart Double Dash!!'' is a game breaker; breaker: Mario and Luigi's fireballs are a spreadshot fast-moving SpreadShot that can hit multiple people, people. Bowser and Bowser Jr.'s giant shell is basically a faster and bigger version of the green shell that's difficult to avoid, avoid. Donkey Kong and Diddy Kong's giant banana peel is also difficult to avoid and it splits into 3 smaller peels when struck, struck. Yoshi and Birdo's egg attack released homes in on players and releases several items when it broke and one of them could be a star, and breaks, Stars being among them. Peach and Daisy's hearts allows you allow them to absorb up to two items, including most special items, for your their own use later, later. Baby Mario and Baby Luigi have the Chain Chomp which not only boosts their speed while it's out, it but also wrecks any obstacle on its path (including other racers), racers). Koopa and Paratroopa got have exclusive control over the Triple Red/Green Shells, Shells. Toad and Toadette could can spam the Golden Mushroom anywhere for an absurdly long time and jump to the front of the pack, and Wario and Waluigi could can use the Bob-Omb to blow anyone the other racers off of the road with the Bob-omb. road. [[UpToEleven And then there are Petey Piranha and King Boo who can use]] ''[[UpToEleven all]]'' [[UpToEleven use ALL of the special items available in the game...we just listed.]]
** The Boo item turned turns the player invisible, which made makes them immune to all forms of attack, and it stole steals another player's item. Players could can also drive off road in the DS version without loss of speed with the Boo item as well.



** Opponents of Mario Kart Wii like to refer to it as "Funky Bike Wii" due to rampant usage of Funky Kong on bikes being a GameBreaker.

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** Opponents of Mario One nickname for ''Mario Kart Wii like to refer to it as Wii'' is "Funky Bike Wii" due to rampant usage the {{Game Break|er}}ing [[ComplacentGamingSyndrome combo of Funky Kong on bikes being a GameBreaker.bike]].



** Honey Queen in ''7'', as she is an extremely minor character who had just appeared in a small handful of missions in the ''SuperMarioGalaxy'' games before and is widely considered as being undeserving of a spot in the roster. Her [[MostAnnoyingSound horrendous voice acting]] doesn't help matters, either.

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** Honey Queen in ''7'', as she is an extremely minor character who had just appeared in a small handful of missions in the ''SuperMarioGalaxy'' ''Super Mario Galaxy'' games before and is widely considered as being undeserving of a spot in the roster. Her [[MostAnnoyingSound horrendous voice acting]] doesn't help matters, either.



** The Spiny Shell, if the examples floating around didn't make it clear enough. Sure it's annoying when you're in first and then you get hit by the Spiny Shell allowing every other racer a chance to pass or catch up to you, but it also doubles as a PowerUpLetDown for the Spiny Shell user. Even if the user can stop the 1st place guy, they still have several other racers ahead to contend with. Thankfully the Spiny Shell received a nerf in the DS and 3DS installments, since you can see items racers collect in both installments and act accordingly, but also the shell was stripped of its wings from Mario Kart 7 onward.

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** The Spiny Shell, if the examples floating around didn't make it clear enough. Sure Sure, it's annoying when you're in first and then you get hit by the Spiny Shell allowing every other racer a chance to pass or catch up to you, but it also doubles as a PowerUpLetDown for the Spiny Shell user. Even if the user can stop the 1st place guy, they still have several other racers ahead to contend with. Thankfully the Spiny Shell received a nerf in the DS and 3DS installments, since you can see items racers collect in both installments and act accordingly, but also the shell was stripped of its wings from Mario Kart 7 onward.



** The Lightning Bolt as well, which it really shouldn't be considering it affects everyone else with it, with characters closer to the lead being affected for longer periods. The problem comes from it being rigged to happen too often and making you often lose your defensive item just as a red shell is coming. And of course [[TheComputerIsACheatingBastard the AI will coordinate its racers so that they'll use a Spiny Shell just before they use the Lightning]][[note]](If it used the lightning first, like two human players might do, it would destroy the Spiny Shell)[[/note]], [[HumiliationConga setting first place up for a distressingly common one-two punch.]] To make matters worse, if the lightning bolt strikes you while your hang glider is deployed, it disappears as you fall into the abyss below.

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** The Lightning Bolt as well, which it really shouldn't be considering it affects everyone else with it, with characters closer to the lead being affected for longer periods. The problem comes from it being rigged to happen too often and making you often lose your defensive item just as a red shell is coming. And of course course, [[TheComputerIsACheatingBastard the AI will coordinate its racers so that they'll use a Spiny Shell just before they use the Lightning]][[note]](If it used the lightning first, like two human players might do, it would destroy the Spiny Shell)[[/note]], [[HumiliationConga setting first place up for a distressingly common one-two punch.]] To make matters worse, if the lightning bolt strikes you while your hang glider is deployed, it disappears as you fall into the abyss below.



** Beating staff ghost times in ''Mario Kart Wii''. Now, beating a staff ghost in this game is not as simple as "overcome this record to win". For your record to be actually counted as "staff ghost beaten", you don't just beat the staff ghost, '''you have to be about 7 seconds ahead of the staff''', and considering the records most of them have set, and a lot of tracks already being ThatOneLevel, you really need to be damn near ''perfect''.

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** Beating staff ghost times in ''Mario Kart Wii''. Now, beating a staff ghost in this game is not as simple as "overcome this record to win". For your record to be actually counted as "staff ghost beaten", you don't just beat the staff ghost, '''you ''you have to be about 7 seconds ahead of the staff''', staff'', and considering the records most of them have set, and a lot of tracks already being ThatOneLevel, you really need to be damn near ''perfect''.



** Toad's Turnpike. Extra Cup. Now, Extra Cup normally just mirrors the tracks. For this track, the course is mirrored...and the [[DemonicSpiders traffic cars]] are '''oncoming.''' Welcome to Hell.
** [[TheVeryDefinitelyFinalDungeon Rainbow Road]] ends up being this for a majority [[OncePerEpisode of every game]] except its really long and safe version in [=MK64=] (which averted the difficulty after the first Mario Kart), thanks to the general lack of railings and the abundance of sharp turns and narrow pathways. That's disregarding everyone trying to throw explosive flying shells at you.

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** Toad's Turnpike. Extra Cup. Now, Extra Cup normally just mirrors the tracks. For this track, the course is mirrored...and the [[DemonicSpiders traffic cars]] are '''oncoming.''' ''oncoming.'' Welcome to Hell.
** [[TheVeryDefinitelyFinalDungeon Rainbow Road]] ends up being this for a majority [[OncePerEpisode of every game]] except its the really long and safe version in [=MK64=] (which averted the difficulty after the first Mario Kart), thanks to the general lack of railings and the abundance of sharp turns and narrow pathways. That's disregarding everyone trying to throw explosive flying shells at you.



** 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.

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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 aforementioned 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 Wiggler-esque vehicles barreling down the track are especially nasty due to the massive stun of the former and extreme length of the latter.



** Bikes in ''Wii'' due to their wheelie ability and generally higher stats leading to them being undeniably better than karts, so much so "Funky Bike Wii" became a nickname for the game.

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** Bikes in ''Wii'' due to their wheelie ability and generally higher stats leading to them being undeniably better than karts, so much so that "Funky Bike Wii" became a nickname for the game.
2nd Nov '16 1:33:52 PM MarioAndSpongeBobFan
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* GermansLoveDavidHasselhoff: Metal Mario is a BaseBreakingCharacter 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 BaseBreakingCharacter overseas, as he is seen as a "lazy Mario clone", but Japanese players absolutely ''worship'' him. Zigzagged, however, in that Metal Mario technically ''was'' created in Japan.



** When ''Wii'' was first released, many players felt that Koopa Cape's SharkTunnel felt like [[VideoGame/FZero Big Blue]]. Several years later, the real deal Big Blue was included as a DLC track.

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** When ''Wii'' was first released, many players felt that Koopa Cape's SharkTunnel felt like [[VideoGame/FZero Big Blue]]. Several years later, the real deal Big Blue was included as a DLC track.track for ''8''.



** Rosalina in ''8'' has a much [[CuteButCacophonic higher]] voice than normal, and considering her massive presence in online races, you'll probably be hearing it quite often. Then there's ''Baby Rosalina''!



** Tanooki Mario and Cat Peach are especially hated due to them being literal clones of Mario and Peach in power-up outfits, and thus having no purpose as playable characters. Even worse is the fact that they created new animations for them instead of just reusing Mario and Peach's animations.



** 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.

to:

** 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 ''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.



** The Fire Flower can take your coin meter down in a matter of seconds, and often pummels you endlessly. One can only imagine why they brought it back in ''Mario Kart 8''.



** Heavyweights have been at both ends of the spectrum. In earlier games, heavy characters took a ''long'' time to get going, thus limiting their usefulness. In later games however, the customization feature and stat boosts have rendered it possible for players to go at insane speeds with them, particularly with Bowser, Wario, Morton, and heavy Miis in ''8''.

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** Heavyweights have been at both ends of the spectrum. In earlier games, heavy characters took a ''long'' time to get going, thus limiting their usefulness. In later games however, the customization feature and stat boosts have rendered it possible for players to go at insane speeds with them, particularly with Bowser, Wario, Morton, Rosalina, and heavy Miis in ''8''.
20th Oct '16 8:04:21 AM MegaMarioMan
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** The DLC characters in ''8''. While there are fans who love the crossover aspect and don't mind Cat Peach and Tanooki Mario, others see them as a waste of money, or feel that ''Zelda'' and ''Animal Crossing'' don't gel well with ''Mario'' universe.

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** The DLC characters in ''8''. While there are fans who love the crossover aspect and don't mind Cat Peach and Tanooki Mario, others see them as a waste of money, or feel that ''Zelda'' and ''Animal Crossing'' don't gel well with the ''Mario'' universe.



** Baby Park 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...

to:

** Baby Park un 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...
16th Oct '16 5:51:29 PM MarioAndSpongeBobFan
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** Nearly every special item in ''Mario Kart Double Dash!!'' is a game breaker; Mario and Luigi's fireballs are a spreadshot that can hit multiple people, Bowser and Bowser Jr.'s giant shell is basically a faster and bigger version of the green shell that's difficult to avoid, Donkey Kong and Diddy Kong's giant banana peel is also difficult to avoid and it splits into 3 smaller peels when struck, Yoshi and Birdo's egg attack released several items when it broke and one of them could be a star, and Peach and Daisy's hearts allows you to absorb up to two items, including most special items, for your own use later, Baby Mario and Baby Luigi have the Chain Chomp which not only boosts their speed while it's out, it also wrecks any obstacle on its path (including other racers), Koopa and Paratroopa got exclusive control over the Triple Red/Green Shells, Toad and Toadette could spam the Golden Mushroom anywhere and jump to the front of the pack, and Wario and Waluigi could blow anyone off the road with the Bob-omb. [[SerialEscalation And then there are Petey Piranha and King Boo who can use]] ''[[SerialEscalation all]]'' [[SerialEscalation of the special items available in the game...]]

to:

** Nearly every special item in ''Mario Kart Double Dash!!'' is a game breaker; Mario and Luigi's fireballs are a spreadshot that can hit multiple people, Bowser and Bowser Jr.'s giant shell is basically a faster and bigger version of the green shell that's difficult to avoid, Donkey Kong and Diddy Kong's giant banana peel is also difficult to avoid and it splits into 3 smaller peels when struck, Yoshi and Birdo's egg attack released several items when it broke and one of them could be a star, and Peach and Daisy's hearts allows you to absorb up to two items, including most special items, for your own use later, Baby Mario and Baby Luigi have the Chain Chomp which not only boosts their speed while it's out, it also wrecks any obstacle on its path (including other racers), Koopa and Paratroopa got exclusive control over the Triple Red/Green Shells, Toad and Toadette could spam the Golden Mushroom anywhere and jump to the front of the pack, and Wario and Waluigi could blow anyone off the road with the Bob-omb. [[SerialEscalation [[UpToEleven And then there are Petey Piranha and King Boo who can use]] ''[[SerialEscalation ''[[UpToEleven all]]'' [[SerialEscalation [[UpToEleven of the special items available in the game...]]
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''.

to:

** 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.

to:

** 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...

to:

** 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.

to:

** 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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Added DiffLines:

* 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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Added DiffLines:

* 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.

to:

* 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:
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