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YMMV: Mario Kart

  • 8.8:
  • Author's Saving Throw: Mario Kart Wii got released in Europe first. This is most likely in order to make up for Nintendo's earlier announcement they would release Super Smash Bros. Brawl in June 27, 2008, that is, three and a half months after North America's March 9, 2008.
  • Awesome Music: Plenty in every game. This page has more information.
  • Base Breaker: Waluigi. His exclusion from Mario Kart 7 has really divided the fans over whether or not that was a good idea. But he returns in Mario Kart 8, to the joy of many fans.
  • Best Level Ever:
    • 7 introduces courses that forgo the usual roundabout design, instead using checkpoints rather than one finish line. Most people regard these as the best tracks in the game, especially Rainbow Road.
    • Waluigi Pinball and Koopa Cape are regarded as some of the better courses.
  • Breather Level: Mario Kart 64's Rainbow Road, unlike the tracks before it and its Super Mario Kart counterpart, is merely extremely long, and, unlike later incarnations, has rails on the entire track instead of just the curves.
  • Broken Base:
    • Maka Wuhu had one for the online players due to the infamous cliff-falling glitch that puts the user of it ahead of others by several seconds. One portion considered it unfair for those who don't know about it or just want a simple race while the other portion said it's fair game for anyone since it's in there. Nintendo's response to the outcry by keeping said glitch did not help ease the fire, so to speak. In May 2012, they released a patch that would fix the exploit. After the patch's release, it became mandatory to have installed to be able to play online.
    • Mario Kart 8 bringing back some of the controversial features from Mario Kart Wii, like having twelve characters per race instead of eight and the bikes, have caused some people to feel uneasy. However, the concern with the bikes has been relieved somewhat when it's been revealed that they'll control more like how the karts work.
  • Character Tiers: In every single game, but most notably in the 3-D games. Mario Kart Wii had each character give invisible bonuses, with the more favorable quickly reaching Tier-Induced Scrappy levels. 7 seems to have averted this with the customization system and lack of significant character bonuses, however.
  • Complacent Gaming Syndrome: 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.
  • Ensemble Darkhorse
    • Waluigi. Many were sad when he was omitted in 7. But he was one of the first characters announced to be returning in 8, making his fans very happy.
    • The Koopalings. They've been popular with fans since their introduction, and now they are all finally playable.
  • Game Breaker:
    • Snaking since Mario Kart Double Dash. Removed in Wii.
    • Bikes in Wii, they massively overshadowed karts. More so with characters like Funky Kong or Daisy.
    • 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 literally 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.
    • Several items are game breakers depending on the game they are used in:
      • Super Mario Kart had the mushroom give a huge boost and the star gave players insane speed boosts for several seconds which allowed them to cut across tracks with dirt/water/sand, etc. These items were nerfed and adjusted to be less game breaking but still useful.
      • The multi-banana peel in Mario Kart 64 gave you a trail of 5 peels, which meant up to 5 protections from shell attacks and also 5 peels to spray the tracks with. Later games reduced the item to 3 peels.
      • Mario Kart Super Circuit gave red shells a secondary function by allowing players to drop it behind them and the next player that passes it gets attacked by it. This made it too easy to place it by gaps or jumps in order to make people fall off the track, so the function got removed in future games.
    • Yoshi and Birdo's egg attack in Mario Kart Double Dash!! released several items when it broke and one of them could be a star.
      • Nearly every special item in the game is a game breaker; the fireballs are a spreadshot that can hit multiple people, the giant shell is basically a faster and bigger version of the green shell that's difficult to avoid, the giant banana peel is also difficult to avoid and it splits into 3 smaller peels when struck, and the hearts allows you to absorb up to two items, including most special items, for your own use later.
    • 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.
  • Germans Love David Hasselhoff: Japanese players sure love Metal Mario.
  • Goddamned Bats: Some levels have hazards which can pop out at bad times to slow you down, including sliding walls, falling presses, and, yes, bats. Sometimes, the goddamned bats can be the other racers themselves as they can get in your way when you are trying to pass them or crash into them while performing a power slide and losing your momentum. This is much more noticeable with the AI since they don't deviate from their preferred path too much.
  • Hell Is That Noise: You will panic every time you hear the alert of a homing item. Especially the Spiny Shell.
  • Hilarious in Hindsight: According to Wii Sports Resort, only electric cars are permitted on Wuhu Island. That's apparently not the case anymore, according to 7.
  • It's the Same, Now It Sucks: Wii got some of this reaction from people.
  • Memetic Molester: The Spiny Shell will fuck everything up for you.
  • Most Annoying Sound:
    • In Mario Kart Wii, characters scream things like "YEAH!" or "WOOHOOOOOO!" at the top of their lungs for almost everything they do, even for little things like mini-turbos and wheelies. Although certain characters get more attention for it than others, when it comes down to it, every character could be considered equally annoying due to the cartoony ear-piercing voices.
    • When playing with a Mii, get ready for "YEP YO! YEP YO! YO! YEP YEP! YEP YO!"
    • HI I'M DAISY HI I'M DAISY HI I'M DAISY from Double Dash.
    • Toad from Mario Kart 64. "HERE WE GO! I'M THE BEST! AHHHHHHHH!"
    • Crashing into penguins, plants, moles, etc in that game played this horrible squealing noise.
    • "Eh-eh-eh-eh-eh-eh-eh-eh-eh-eh-eh-eh-eh...BOOM!!!"note 
      • "Wee-wee-wee-wee-wee-wee-wee...BAM!"
      • "CRACKOOM!!, bzz, bzz, bzz, bzz, bzz..."
      • "KERSPLASH!.....Eee-Eee-Eee... KAPOW! KERSPLASH!.....Eee-Eee-Eee... SMACK! KERSPLASH!....]]
  • Most Wonderful Sound: the Double Item Box. Polyphony at its finest.
  • Replacement Scrappy: Queen Bee got this for being chosen over fan-favorite veterans like Waluigi in Mario Kart 7.
  • The Scrappy:
    • Daisy, who is mentioned as a possible scrappy across the franchise, is in some of the later games, (her classic "Hi, I'm Daisy!" line comes from Double Dash). The four babies in Mario Kart Wii are often called out for being insignificant to the point that makes Waluigi look like the main character. And one of those babies is Baby Daisy, who was made up just for the game.
    • Honey Queen in 7, as she is a extremely minor character who had just appeared for a small handful of missions in SMG and SMG2 before and is widely considered as being undeserving of a spot in the roster, getting in over beloved veterans such as Waluigi or Dry Bones. Her horrendous voice acting doesn't help matters, either.
    • Metal Mario is even considered a Scrappy to some people, because he is only a Metal version of Mario with slightly heavier stats. Some people even hate his voice.
  • Scrappy Mechanic:
    • The Spiny Shell, if the examples floating around didn't make it clear enough. It's less of a bother in the DS and 3DS games, since you can see what items your opponents get, allowing you to take measures such as dropping back and letting someone else get hit, or just driving off the course out of pure spite. That said, it's still very annoying.
    • The Thunder Cloud from Wii is even more reviled. The idea is that you get a big increase to your speed as long as you have the cloud above you, but it zaps you after a few seconds. The result is that the player has to choose whether to pass it on to an opponent and lose the speed buff, or keep it and risk getting shrunken. All in all, not too bad, yet for some reason the game designers made it so that it triggers as soon as you get the powerup, regardless of where you are on the track. The final nail that makes it such a hated item is that it can be picked up in any position, even in last place. Needless to say, many fans are glad that it hasn't reappeared in any other game.
    • The Lightning Bolt as well, which it really shouldn't be considering it affects everyone ahead of the player with it. The problem comes from it literally being rigged to happen too often and making you often lose your defensive item just as a red shell is coming.
    • 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.
  • That One Attack:
    • THUNDER.
  • That One Level: There's bound to be at least one in each game.
    • Toad's Turnpike. Extra Cup. Now, Extra Cup normally just mirrors the tracks. For this track, the course is mirrored...and the traffic cars are oncoming. Welcome to Hell.
    • Rainbow Road ends up being this for a majority 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.
    • Mushroom Gorge in the Wii version. At least 1/4th of the track is over an abyss with only bouncy mushrooms to launch yourself across to another mushroom until you hit the other side. Hitting the mushrooms at a wrong angle will most likely throw you into the pit. Using a Bullet Bill while over the mushroom pit can also be disastrous if the power up runs out when you're over the pit instead of a mushroom or the ground. Even simply going too fast with a mushroom item or a star can throw you into the abyss. To make matters worse, you also have to hope people don't try to target you with a red shell, spiny shell, or a thunderbolt as you cross the gap.
    • Maka Wuhu in 7 Online, due to the infamous glitch. This has been fixed, as of May 2012.
  • Visual Effects of Awesome: Mario Kart 8 is shaping up to have the most gorgeous visuals of the franchise thanks to the Wii U's improved graphics. Even racetracks from past games are almost unrecognizable from their original appearances.

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