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Mario Kart 64 (Video Game)

 Mario Kart 64 (Video Game)
type
TVTItem
 Mario Kart 64 (Video Game)
label
Mario Kart 64 (Video Game)
 Mario Kart 64 (Video Game)
page
MarioKart64
 Mario Kart 64 (Video Game)
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Mario Kart 64 (released in 1996) is a racing game for the Nintendo 64 and the sequel to Super Mario Kart. The game is the first game in the series to be in 3D, and allows up to four players to play.While the formula is largely unchanged from the original, many refinements that would stick with the series going forward were introduced in this installment. For one, the game is split into four cups of four tracks each (for a total of sixteen tracks) rather than four cups of five tracks each, as in the original. Each track is unique, rather than repeating themes, and features variations in height as opposed to the all-flat courses of the original. Courses are longer, and as a result there are only three laps per race rather than five.New items were introduced to shake things up, such as triple shells, triple mushrooms, banana bunches, and the infamous Spiny Shell. The CPU racers no longer have exclusive items in Grand Prix mode; in fact, the Spiny Shell cannot be used by CPU racers at all, giving human players an advantage. Lastly, the game would be the first to introduce Mirror Mode (here called "Extra"), a variant on 150cc where tracks are flipped horizontally.Every track from this game with the exception of Wario Stadium has shown up in one incarnation of this game from Mario Kart DS onwards.This game would be re-released on the Wii Virtual Console in 2007, and later on the Wii U in 2016. It was also one of the launch titles for Nintendo Switch Online's library of Nintendo 64 games.
 Mario Kart 64 (Video Game)
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Bowdlerize
 Mario Kart 64 (Video Game)
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 Mario Kart 64 (Video Game) / int_132e865c
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Earn Your Bad Ending
 Mario Kart 64 (Video Game) / int_132e865c
comment
Earn Your Bad Ending: Finishing off the podium at the end of a Grand Prix is actually more difficult than finishing on it, as you have to actively try and finish in 4th as much as possible.
 Mario Kart 64 (Video Game) / int_132e865c
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Home Stage
 Mario Kart 64 (Video Game) / int_15bd911a
comment
Home Stage: Every one of the playable racers have a course named after them. The exception goes to Peach, who doesn't have a track specifically named after her (not in this game) but still has a home track with Royal Raceway. Princess Peach's Castle can even be reached off of the road.
 Mario Kart 64 (Video Game) / int_15bd911a
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Gravity Barrier
 Mario Kart 64 (Video Game) / int_19c852ae
comment
Gravity Barrier: Plenty, but Rainbow Road has a nice steep drop at the beginning.
 Mario Kart 64 (Video Game) / int_19c852ae
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Violation of Common Sense
 Mario Kart 64 (Video Game) / int_1b2b1d2c
comment
One skip, possible in Grand Prix or Versus mode, involves using the Spiny Shell in first place. At the beginning of the second lap, a hot air balloon appears with an item box that always contains a Spiny Shell. Grab the Spiny Shell, and if you're in first at the end of the second lap, shoot it and turn left as you cross the finish line. The blast will send the player over the wall and into the tunnel.
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The Rival
 Mario Kart 64 (Video Game) / int_1c3d047e
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The Rival: In each Grand Prix, you are given at least two of these, and they will be the main abusers of Rubber-Band A.I. of that GP.
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Palmtree Panic
 Mario Kart 64 (Video Game) / int_1e0878c2
comment
Palmtree Panic: Koopa Troopa Beach, which is part of the Mushroom Cup. It's a sandy racetrack where the characters drive through the coastal perimeter of a rocky island. There's a cave that can be entered through a ramp, providing a handy shortcut to a later part of the track.
 Mario Kart 64 (Video Game) / int_1e0878c2
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Digitized Sprites
 Mario Kart 64 (Video Game) / int_1f69db36
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Digitized Sprites: The race tracks are in 3D, but the items and racers are sprites.
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Astral Finale
 Mario Kart 64 (Video Game) / int_2379224f
comment
Astral Finale: Rainbow Road, the last track of the game, takes place in space — complete with character-themed constellations.
 Mario Kart 64 (Video Game) / int_2379224f
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 Mario Kart 64 (Video Game) / int_2536f695
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Game-Breaker
 Mario Kart 64 (Video Game) / int_2536f695
comment
While this is the point where the series largely evolved to its final format, Nintendo was still working out some of the gameplay mechanics. 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 invokedGame Breakers, as not only are they faster and can pick up quickly after crashing, they can also drive off-road better than the other drivers. The only advantage that the heavyweights in this game (Bowser, Wario, and Donkey Kong) have is 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 Super Mario Kart for each weight class were reverted back in later games, starting from Mario Kart: Double Dash!!. And on another note, like Super Mario Kart, you still can't advance to the next race if you place 5th or lower (though at least there's no lives system anymore, so you can't Game Over per se). Visually, it's the only Mario Kart game to run at 30 FPS, and that's with the Sprite/Polygon Mix that has not been seen in subsequent proper-3D Mario Kart games.
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Ascended Glitch
 Mario Kart 64 (Video Game) / int_26ba32a3
comment
Ascended Glitch: The official Player's Guide shows off a number of "glitch" shortcuts that involve jumping over walls or tricking the game into thinking you've gone through more of the course than you really have.
 Mario Kart 64 (Video Game) / int_26ba32a3
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Short Cuts Make Long Delays
 Mario Kart 64 (Video Game) / int_27c9e042
comment
Shortcuts Make Long Delays: 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 Rainbow Road shortcut, capable of giving you an irreversible lead (against humans) if executed properly, will also take forever to recover from if you failed. Same goes for a similar shortcut in Royal Raceway, which will make you fall into the water; the hard part is getting the game to register your landing in a way that Lakitu deposits you ahead of the section following the ramp and near the finish line, rather than back on the ramp.
 Mario Kart 64 (Video Game) / int_27c9e042
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Master of None
 Mario Kart 64 (Video Game) / int_2804d516
comment
Master of None: While Mario and Luigi were intended to be the Jack of All Stats, their stats aren't middle of the road enough for them to qualify as jacks, and they even have the worst acceleration, losing even to the heavyweights. This is even mentioned in the Player's Guide, amusingly immediately after saying that they are "fairly well rounded".
 Mario Kart 64 (Video Game) / int_2804d516
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Death as Game Mechanic
 Mario Kart 64 (Video Game) / int_2b1b2877
comment
Death as Game Mechanic: Losing all your balloons has you transform into a mobile bomb, allowing you to get revenge on the player who eliminated you or blowing up someone else out of spite. Players who are bombs can interact with item boxes, but they cannot use them.
 Mario Kart 64 (Video Game) / int_2b1b2877
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Bland-Name Product
 Mario Kart 64 (Video Game) / int_2b5ea43c
comment
Bland-Name Product: The Japanese version contains parodies of real life products, such as Mobil 1 oil, Union 76 gas, and Goodyear tires. These were all changed to be more generic outside of Japan, likely due to legal reasons.
 Mario Kart 64 (Video Game) / int_2b5ea43c
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Rubber-Band A.I.
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comment
Rubber-Band A.I.: If you're good at hitting shortcuts, expect the computer to be able to suddenly hit a top speed well beyond what any human could do. The most blatant instance is Rainbow Road in Mario Kart 64, which has a shortcut that can literally skip 40% of the course (and N64 Rainbow Road, as of the Deluxe edition of Mario Kart 8's release, is still the longest course in the series' history). Even if you hit said shortcut on all three laps and use perfectly timed drifting boosts throughout the rest of the course, the computer is still able to catch up to you by the last lap. By turning on the map-view, it's possible to watch opponents suddenly accelerate to unrealistic speed whenever they are outside of the game's draw distance for the player. Allow a single CPU driver to get too far ahead in 150cc or Extra and they'll reach the finish line in times no human player, even drifting experts, can finish in- especially in hectic courses like Toad's Turnpike and Bowser's Castle. Because the AI racers aren't rendered if they're out of your view, this also means that course obstacles won't affect them, thus allowing their speed breaking rubber band to go unimpeded.
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Mook-Themed Level
 Mario Kart 64 (Video Game) / int_38374e26
comment
Mook-Themed Level: Banshee Boardwalk, which features many Boos lingering in the background of the track. Averted with Koopa Troopa Beach, because it's named after the Koopa-shaped rock formation that is located in a side of the coast (there are no actual Koopa Troopas).
 Mario Kart 64 (Video Game) / int_38374e26
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Uncommon Time
 Mario Kart 64 (Video Game) / int_38da8916
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Uncommon Time: The results screen music is played in 11/8 time signature.
 Mario Kart 64 (Video Game) / int_38da8916
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Video Game 3D Leap
 Mario Kart 64 (Video Game) / int_396be241
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Video Game 3D Leap: Since it's part of a racing series, the leap is only aesthetic.
 Mario Kart 64 (Video Game) / int_396be241
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Wacky Racing
 Mario Kart 64 (Video Game) / int_3ec10530
comment
Wacky Racing: Par for the course. The only rule in the competition is: Reach first place. The means are irrelevant. Many weapons can be used to attack other racers and get past them. And if they fall into water or a pitfall, Lakitu will bring them back to the course with no punishment (there are no Coins in this game) other than wasting precious time.
 Mario Kart 64 (Video Game) / int_3ec10530
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No Smoking
 Mario Kart 64 (Video Game) / int_3f238526
comment
No Smoking: The Japanese version features Mario-based Bland Name Products parodying real life brands, including "Marioro", a parody of Marlboro. The international version changes these out of concerns over both trademarks and promotion of smoking in children's media.
 Mario Kart 64 (Video Game) / int_3f238526
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Bleak Level
 Mario Kart 64 (Video Game) / int_3f8ef764
comment
Bleak Level: Bowser's Castle and Banshee Boardwalk are quite Darker and Edgier compared to the others.
 Mario Kart 64 (Video Game) / int_3f8ef764
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Title Scream
 Mario Kart 64 (Video Game) / int_42a62962
comment
Title Scream: Done in two different ways depending on the version. In the Japanese version, a group of Japanese children is heard yelling "Mario Kart!", while in the overseas releases, Mario yells "Welcome to Mario Kart!".
 Mario Kart 64 (Video Game) / int_42a62962
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It's a Wonderful Failure
 Mario Kart 64 (Video Game) / int_45e41b66
comment
It's a Wonderful Failure: The player who ends up in 4th place or lower at the end of a Grand Prix gets to watch the top 3 take the winner's podium and gets chased by a bomb.
 Mario Kart 64 (Video Game) / int_45e41b66
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Butt-Monkey
 Mario Kart 64 (Video Game) / int_47fea76b
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Butt-Monkey: Toad is◊ often◊ seen◊ as one in promotional renders for the game.
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Snowy Sleigh Bells
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comment
Snowy Sleigh Bells: Sleigh bells ring though the theme playing in the frigid Frappe Snowland and Sherbet Land.
 Mario Kart 64 (Video Game) / int_4a39aac1
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Long Song, Short Scene
 Mario Kart 64 (Video Game) / int_4cefd8a6
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Long Song, Short Scene: The results screen music. It turns out that it has a hidden song that you get to hear after letting the music loop 64 times, just under 53 minutes in total. Here's the song.
 Mario Kart 64 (Video Game) / int_4cefd8a6
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Early-Installment Weirdness
 Mario Kart 64 (Video Game) / int_4f4372e9
comment
Early-Installment Weirdness: While this is the point where the series largely evolved to its final format, Nintendo was still working out some of the gameplay mechanics. 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 invokedGame Breakers, as not only are they faster and can pick up quickly after crashing, they can also drive off-road better than the other drivers. The only advantage that the heavyweights in this game (Bowser, Wario, and Donkey Kong) have is 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 Super Mario Kart for each weight class were reverted back in later games, starting from Mario Kart: Double Dash!!. And on another note, like Super Mario Kart, you still can't advance to the next race if you place 5th or lower (though at least there's no lives system anymore, so you can't Game Over per se). Visually, it's the only Mario Kart game to run at 30 FPS, and that's with the Sprite/Polygon Mix that has not been seen in subsequent proper-3D Mario Kart games. Rainbow Road in this game is not the infamous contorting final obstacle course that Mario Kart players are accustomed to, but instead a long, flat, leisurely breather course which is fully guide railed and only has the occasional incoming Chomps as obstacles. Tracks that jump over themselves, such as Wario Stadium, are favorites of players who enjoy sabotaging jumps with banana peels and fake item boxes so the computer falls down and has to repeat a chunk of the course. Later installments with such jumps, including Retro Track versions of the courses in this game, instead have Lakitu swoop in and help the racer over the jump. Tracks in this game are generally a lot bigger than later examples. Rainbow Road is the obvious example as an intentional Marathon Level, but then you also have the likes of Toad's Turnpike and Wario Stadium, both of which are deceptively long in terms of race length. In this case, it's largely because the tracks are quite oversized in comparison to your karts, and later games that bring back these tracks as retro courses often shrink them down to better match the scale of the players. This is the only game in the series to make use of Written Sound Effects that would appear from your kart in response to certain things. This is an oddity even within the wider Mario series, and it's never seen in Mario Kart again. You can adjust the volume of the music mid race, something that no other Mario Kart game does. The music is also muted in a 3 or 4 player game and cannot be turned back on, which is likely due to the limitations of the N64's audio chip in regards to multiplayer. The camera can be adjusted to either be close to the character (the default setting) or be pulled back farther. This was never used in any other game. Mirror mode was called "Extra" here and the traffic in Toad's Turnpike would go in the opposite direction. Future games that used heavy traffic as an obstacle would keep the traffic flow in the proper direction in Mirror mode. Swerving side to side too much could cause your character to lose control and spin out. This mechanic was never used again. Red Shells would always attempt to cut across the track to reach the opponent ahead of you if they were pretty far ahead, which caused the shell to hit a wall or fall into a Bottomless Pit. Future games would have Red Shells travel along the track and only swerve when they were close to their target.
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Cave Behind the Falls
 Mario Kart 64 (Video Game) / int_50c23153
comment
Cave Behind the Falls: Koopa Troopa Beach's shortcut, which requires either a lightweight racer with good jumping skills or a Mushroom to reach.
 Mario Kart 64 (Video Game) / int_50c23153
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Exit, Pursued by a Bear
 Mario Kart 64 (Video Game) / int_50c58a13
comment
Exit, Pursued by a Bear: If you fail to make the podium, a bomb goes after your character as they drive away.
 Mario Kart 64 (Video Game) / int_50c58a13
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 Mario Kart 64 (Video Game) / int_55e5b37c
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Bragging Rights Reward
 Mario Kart 64 (Video Game) / int_55e5b37c
comment
Bragging Rights Reward: Get first place in all tracks in Grand Prix mode to get Mirror Mode, which also comes with a nice new title screen.
 Mario Kart 64 (Video Game) / int_55e5b37c
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Sand Bridge at Low Tide
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comment
Sand Bridge at Low Tide: Koopa Troopa Beach uses this trope as a shortcut.
 Mario Kart 64 (Video Game) / int_57bfb2c5
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Letting the Air out of the Band
 Mario Kart 64 (Video Game) / int_58db779e
comment
Letting the Air out of the Band: Placing lower than the top 3 at the end of each Grand Prix nets one in the award ceremony, where it airs out a bit when it shows your character driving away from the courtyard of Peach's Castle, then finally stops when the Bomb Kart arrives to further humiliate your character.
 Mario Kart 64 (Video Game) / int_58db779e
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_58db779e
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_58db779e
 Mario Kart 64 (Video Game) / int_58f20f50
type
Minsky Pickup
 Mario Kart 64 (Video Game) / int_58f20f50
comment
Minsky Pickup: At the start of the Moo Moo Farm theme (which is also used for Yoshi Valley). Koopa Troopa Beach has a different version.
 Mario Kart 64 (Video Game) / int_58f20f50
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_58f20f50
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_58f20f50
 Mario Kart 64 (Video Game) / int_5914d5dd
type
Slippy-Slidey Ice World
 Mario Kart 64 (Video Game) / int_5914d5dd
comment
Slippy-Slidey Ice World: Frappe Snowland (in Flower Cup) focuses on snow while Sherbet Land looks like an iceberg track. The biggest threat in the former is snowmen, as collision against them is explosive and makes the driver waste too much time in recovering; in the latter, the driver has to watch out for penguins instead.
 Mario Kart 64 (Video Game) / int_5914d5dd
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_5914d5dd
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_5914d5dd
 Mario Kart 64 (Video Game) / int_5979acea
type
Fragile Speedster
 Mario Kart 64 (Video Game) / int_5979acea
comment
Fragile Speedster: Peach, Toad, and Yoshi are the fastest, but can be easily knocked around.
 Mario Kart 64 (Video Game) / int_5979acea
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_5979acea
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_5979acea
 Mario Kart 64 (Video Game) / int_5b607875
type
Inconsistent Dub
 Mario Kart 64 (Video Game) / int_5b607875
comment
Inconsistent Dub: For this game only, Dry Dry Desert was renamed Kalamari Desert and the Circuit courses are called Raceways. Retro versions of this game's tracks in later games still retain the Dub Name Change.
 Mario Kart 64 (Video Game) / int_5b607875
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_5b607875
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_5b607875
 Mario Kart 64 (Video Game) / int_5d753b19
type
The Smurfette Principle
 Mario Kart 64 (Video Game) / int_5d753b19
comment
The Smurfette Principle: Once again, Peach is the only female racer.
 Mario Kart 64 (Video Game) / int_5d753b19
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_5d753b19
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_5d753b19
 Mario Kart 64 (Video Game) / int_6041e4f4
type
The Computer Is a Cheating Bastard
 Mario Kart 64 (Video Game) / int_6041e4f4
comment
The Computer Is a Cheating Bastard: When a player is in 1st, drifting or not, there will usually be one or two CPU drivers that trail behind the player, ready to take the lead once they wipe out. It becomes jarring when the player plays as a lightweight and has a heavyweight in either the first or second CPU positions who are able to reach speeds they otherwise can't achieve without drifting. If you have a cheat enabled that allows a human player to be controlled by a CPU, you can see that the computers get almost permanent drafting bonuses while they drive, and the ability to use Bananas, Fake Item boxes, Boos, Stars, and Thunder without driving over an Item box (in fact, players must manually trigger a CPU-controlled human's item box if they obtain an item). On 100cc and 150cc, you'd better not let the first CPU driver get too far ahead, or else they speed up so quickly that you'll never have a chance of catching up, short of very fast corner-cutting or Lightning. If off-screen, the CPU-drivers appears to recover from falls, obstacles and weapons faster than any human player can.
 Mario Kart 64 (Video Game) / int_6041e4f4
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_6041e4f4
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_6041e4f4
 Mario Kart 64 (Video Game) / int_66a4e100
type
Parody Names
 Mario Kart 64 (Video Game) / int_66a4e100
comment
Parody Names: The Japanese version had billboards with parodies of real life companies like Marlboro (Marioro) or the Mobil 1 motor oil (Yoshi 1).
 Mario Kart 64 (Video Game) / int_66a4e100
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_66a4e100
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_66a4e100
 Mario Kart 64 (Video Game) / int_687c78ff
type
Railroad Tracks of Doom
 Mario Kart 64 (Video Game) / int_687c78ff
comment
Railroad Tracks of Doom: Kalimari Desert has a train which spins you out of control if you try to cross the tracks at the wrong time. However, if you time it correctly and very carefully, you can also drive on the tracks through the tunnel in a valuable shortcut.
 Mario Kart 64 (Video Game) / int_687c78ff
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_687c78ff
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_687c78ff
 Mario Kart 64 (Video Game) / int_6a6c7ce6
type
Unending End Card
 Mario Kart 64 (Video Game) / int_6a6c7ce6
comment
Unending End Card: At the end of the credits, the game leaves you hanging on a shot of Peach's Castle from Royal Raceway. You'll need to reset the game to continue playing.
 Mario Kart 64 (Video Game) / int_6a6c7ce6
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_6a6c7ce6
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_6a6c7ce6
 Mario Kart 64 (Video Game) / int_6ca52003
type
Master of All
 Mario Kart 64 (Video Game) / int_6ca52003
comment
Master of All: Lightweights, who are the fastest, quickest to accelerate alongside Bowser thanks to the triple tap A, have no handling issues, and can even use their light weight to jump over the other cast members because there’s nobody lighter than them. Though the weight thing is more Difficult, but Awesome compared to the easier to utilize heavyweights ramming people aside, it’s far more abusable once you learn how.
 Mario Kart 64 (Video Game) / int_6ca52003
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_6ca52003
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_6ca52003
 Mario Kart 64 (Video Game) / int_6d7026fa
type
Punny Name
 Mario Kart 64 (Video Game) / int_6d7026fa
comment
Punny Name: "Kalimari Desert" (the infamous track with the train) is a pun on both "calamari"note Squid that you eat. and on the real life "Kalahari Desert" in Africa.
 Mario Kart 64 (Video Game) / int_6d7026fa
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_6d7026fa
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_6d7026fa
 Mario Kart 64 (Video Game) / int_6dc206c9
type
Marathon Level
 Mario Kart 64 (Video Game) / int_6dc206c9
comment
Marathon Level: Rainbow Road is the longest track in the series. Long enough that a controller pack usually doesn't have enough memory to save a track ghost. It can take up to two minutes to complete a lap. And you have to do three laps. When the track was brought back in Mario Kart 8, it was formatted as one lap divided into three segments. Wario Stadium is a close second, with the manual itself stating that its length will make it tough for players to stay concentrated in the race. It has a near-labyrinthine layout that keeps the laps dragging on, taking roughly four minutes (five in the lower difficulties) to race through without using glitches.
 Mario Kart 64 (Video Game) / int_6dc206c9
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_6dc206c9
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_6dc206c9
 Mario Kart 64 (Video Game) / int_754df088
type
Put on a Bus
 Mario Kart 64 (Video Game) / int_754df088
comment
Put on a Bus: Koopa Troopa was left out and replaced with Wario, and would remain unplayable until Mario Kart: Double Dash!!. The most common joke at the time was that Wario had stolen Koopa Troopa's kart. Nintendo Power published a piece of fan art that had Koopa Troopa on the phone with the police, confirming that "a fat man with purple overalls" stole his kart. Donkey Kong Jr. was replaced with the Rare version of DK himself, and would not be playable in another Mario Kart until Tour, nearly three decades after Super.
 Mario Kart 64 (Video Game) / int_754df088
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_754df088
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_754df088
 Mario Kart 64 (Video Game) / int_7bf35700
type
Shave and a Haircut
 Mario Kart 64 (Video Game) / int_7bf35700
comment
Shave And A Haircut: One of the car horns does this in Toad's Turnpike.
 Mario Kart 64 (Video Game) / int_7bf35700
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_7bf35700
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_7bf35700
 Mario Kart 64 (Video Game) / int_834427cd
type
Cap
 Mario Kart 64 (Video Game) / int_834427cd
comment
Cap: It might seem counterintuitive for a racing game, but going slowly in a Time Trial will result in you hitting the time cap. The game's engine will not count any higher than ninety-nine minutes, fifty-nine-point-ninety-nine seconds (although subsequent lap times are still counted).
 Mario Kart 64 (Video Game) / int_834427cd
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_834427cd
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_834427cd
 Mario Kart 64 (Video Game) / int_8bb6d274
type
Comeback Mechanic
 Mario Kart 64 (Video Game) / int_8bb6d274
comment
Comeback Mechanic: 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. Thankfully it's only seen in human vs human races and is not programed to be used by computers.
 Mario Kart 64 (Video Game) / int_8bb6d274
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_8bb6d274
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_8bb6d274
 Mario Kart 64 (Video Game) / int_8d4e3278
type
Kingmaker Scenario
 Mario Kart 64 (Video Game) / int_8d4e3278
comment
Kingmaker Scenario: In Battle Mode, anyone who runs out of Balloons when there are still 2 or more players left becomes a Mini Bomb Kart. They've officially lost that match, but can drive right up to any remaining players and explode in their faces.
 Mario Kart 64 (Video Game) / int_8d4e3278
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_8d4e3278
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_8d4e3278
 Mario Kart 64 (Video Game) / int_8dd3f1da
type
Gimmick Level
 Mario Kart 64 (Video Game) / int_8dd3f1da
comment
Gimmick Level: "Toad Turnpike" features live traffic that racers must avoid, along with said traffic having several different configurations that are randomly chosen each time you load up the track. "Yoshi Valley" hides both your mini-map and the positions of racers. The track features multiple splintering and winding routes, which makes it difficult to judge who is ahead until you're approaching the finish line.
 Mario Kart 64 (Video Game) / int_8dd3f1da
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_8dd3f1da
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_8dd3f1da
 Mario Kart 64 (Video Game) / int_8e13875c
type
Death Mountain
 Mario Kart 64 (Video Game) / int_8e13875c
comment
Death Mountain: Choco Mountain (a brown canyon based on Chocolate Island from Super Mario World) and Yoshi Valley (a maze-like track set within a canyon whose pits are several meters deep). Yoshi Valley returns in Mario Kart 8 and its Updated Re-release 8 Deluxe, while Choco Mountain returns in the latter as part of the Booster Course Pass, as well as previously in Mario Kart DS and Mario Kart Tour.
 Mario Kart 64 (Video Game) / int_8e13875c
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_8e13875c
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_8e13875c
 Mario Kart 64 (Video Game) / int_9046c282
type
Athletic Arena Level
 Mario Kart 64 (Video Game) / int_9046c282
comment
Athletic Arena Level: This is the first game in its series to feature a race course inspired by extreme sports, in this case Wario Stadium. It's a muddy, maze-like monster truck circuit that takes a long time to traverse (usually 5 minutes in lower speed tiers). It uses the same background music as the Luigi, Mario and Royal (Peach) Raceways, which in turn are more traditional circuit tracks.
 Mario Kart 64 (Video Game) / int_9046c282
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_9046c282
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_9046c282
 Mario Kart 64 (Video Game) / int_91262aaa
type
Racing the Train
 Mario Kart 64 (Video Game) / int_91262aaa
comment
Racing the Train: Kalimari Desert can have you do this, especially given how being forced to wait for the train to pass totally wastes a lot of time. So it means a lot of karts racing towards the level crossing as the train races by, and the odd too slow racer smashing right into it. You can also literally try and outrun the train round the track by racing ahead through the tunnel.
 Mario Kart 64 (Video Game) / int_91262aaa
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_91262aaa
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_91262aaa
 Mario Kart 64 (Video Game) / int_92bd6627
type
Invincible Minor Minion
 Mario Kart 64 (Video Game) / int_92bd6627
comment
Invincible Minor Minion: It's impossible to kill the Chain Chomps, though they only appear on Rainbow Road anyway.
 Mario Kart 64 (Video Game) / int_92bd6627
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_92bd6627
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_92bd6627
 Mario Kart 64 (Video Game) / int_933576c8
type
Mighty Glacier
 Mario Kart 64 (Video Game) / int_933576c8
comment
Mighty Glacier: Bowser, Wario, and DK have bad acceleration and the worst off-road handling, but can shove lighter racers out of the way.
 Mario Kart 64 (Video Game) / int_933576c8
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_933576c8
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_933576c8
 Mario Kart 64 (Video Game) / int_940a5958
type
Artificial Stupidity
 Mario Kart 64 (Video Game) / int_940a5958
comment
Artificial Stupidity: Somehow, CPU characters in Grand Prix races sometimes find a way to spin out on their own banana peels before they even throw them. Example: Luigi at about the 0:55 mark in this playthrough video.
 Mario Kart 64 (Video Game) / int_940a5958
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_940a5958
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_940a5958
 Mario Kart 64 (Video Game) / int_9446f847
type
Death or Glory Attack
 Mario Kart 64 (Video Game) / int_9446f847
comment
Death or Glory Attack: The "Leap of Faith" shortcut Rainbow Road. Driving off the left side of the track just after the start at the right speed and angle will allow you to land on a lower tier and bypass 1/3rd of the track. Pulling this off will give you a near-insurmountable lead vs. AI racers. Miss the jump and you might as well restart.
 Mario Kart 64 (Video Game) / int_9446f847
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_9446f847
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_9446f847
 Mario Kart 64 (Video Game) / int_963086ce
type
Damn You, Muscle Memory!
 Mario Kart 64 (Video Game) / int_963086ce
comment
Damn You, Muscle Memory!: Extra Mode mirrors all the courses horizontally, which will screw you up at least once. Once you tackle Toad's Turnpike in Extra, now you have to face oncoming traffic rather than following it.
 Mario Kart 64 (Video Game) / int_963086ce
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_963086ce
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_963086ce
 Mario Kart 64 (Video Game) / int_96a33f11
type
Riddle for the Ages
 Mario Kart 64 (Video Game) / int_96a33f11
comment
Riddle for the Ages: What do you think that Thwomp in Bowser's Castle did to deserve the solitary confinement?
 Mario Kart 64 (Video Game) / int_96a33f11
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_96a33f11
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_96a33f11
 Mario Kart 64 (Video Game) / int_9dab0a6e
type
Continuity Nod
 Mario Kart 64 (Video Game) / int_9dab0a6e
comment
Continuity Nod: Royal Raceway is home to Peach's Castle, which looks nearly identical to its appearance in Super Mario 64. You can drive into the courtyard of the castle which is also a dead end; causing it to be barricaded off in the Mario Kart 8 version of the track.
 Mario Kart 64 (Video Game) / int_9dab0a6e
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_9dab0a6e
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_9dab0a6e
 Mario Kart 64 (Video Game) / int_a0b2a1a8
type
Amazing Technicolor Battlefield
 Mario Kart 64 (Video Game) / int_a0b2a1a8
comment
Amazing Technicolor Battlefield: Rainbow Road, complete with the neon characters in the background and of course the road.
 Mario Kart 64 (Video Game) / int_a0b2a1a8
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_a0b2a1a8
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_a0b2a1a8
 Mario Kart 64 (Video Game) / int_a4cb54b4
type
Shifting Sand Land
 Mario Kart 64 (Video Game) / int_a4cb54b4
comment
Shifting Sand Land: Kalimari Desert, which is always played during sunset. Its main feature is a train that is being driven through looping rails, making it a dangerous obstacle as the racers' track intersects with the train's rails in two points.
 Mario Kart 64 (Video Game) / int_a4cb54b4
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_a4cb54b4
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_a4cb54b4
 Mario Kart 64 (Video Game) / int_a7faec8e
type
Written Sound Effect
 Mario Kart 64 (Video Game) / int_a7faec8e
comment
This is the only game in the series to make use of Written Sound Effects that would appear from your kart in response to certain things. This is an oddity even within the wider Mario series, and it's never seen in Mario Kart again.
 Mario Kart 64 (Video Game) / int_a7faec8e
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_a7faec8e
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_a7faec8e
 Mario Kart 64 (Video Game) / int_a9cec1f1
type
Missing Secret
 Mario Kart 64 (Video Game) / int_a9cec1f1
comment
Missing Secret: There is a Thwomp stuck behind a cage in the Bowser's Castle stage. A yellow light shines on it, making it appear green. It is the only Thwomp in the game to not slam down on the floor as an attack, preferring to hover in place indefinitely. Naturally, rumors about this supposedly green Thwomp spread like wildfire, both about what it could do if set free and why it's caged in the first place. There is still no official explanation for that Thwomp. It even returned when the course was brought back for Mario Kart Wii.
 Mario Kart 64 (Video Game) / int_a9cec1f1
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_a9cec1f1
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_a9cec1f1
 Mario Kart 64 (Video Game) / int_b0155044
type
Always Night
 Mario Kart 64 (Video Game) / int_b0155044
comment
Always Night: Wario Stadium, Bowser's Castle, Banshee Boardwalk, Rainbow Roadnote Justified in this game, since it's in space, but not in Mario Kart 8., and it's always sunset at Toad's Turnpike.
 Mario Kart 64 (Video Game) / int_b0155044
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_b0155044
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_b0155044
 Mario Kart 64 (Video Game) / int_b0a91b69
type
Convection, Schmonvection
 Mario Kart 64 (Video Game) / int_b0a91b69
comment
Convection, Schmonvection: There's no problem driving around Bowser's Castle and the Big Donut battle stage despite featuring lava. The former of which is surrounded by the stuff.
 Mario Kart 64 (Video Game) / int_b0a91b69
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_b0a91b69
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_b0a91b69
 Mario Kart 64 (Video Game) / int_b3b1115f
type
My Rules Are Not Your Rules
 Mario Kart 64 (Video Game) / int_b3b1115f
comment
My Rules Are Not Your Rules: The computer does not need to go over an item block to get an item. This is most evident on Toad's Turnpike, where the item blocks are all in the pit area that the computer never enters, but that doesn't stop them from leaving bananas all over the place. In addition, the computer does not get certain items: they never seem to get banana chains or any of the shells, including blue ones. Every game after Mario Kart 64 has the AI only use items if they actually picked one up from an item box.
 Mario Kart 64 (Video Game) / int_b3b1115f
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_b3b1115f
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_b3b1115f
 Mario Kart 64 (Video Game) / int_bab7fceb
type
Incredible Shrinking Man
 Mario Kart 64 (Video Game) / int_bab7fceb
comment
Incredible Shrinking Man: The Lightning is an item that is often received by players who are lagging behind. When used, it zaps everyone but the user with a bolt from the skies, making them spin out and drop any items they have. When shrunken, drivers' top speeds are reduced, and they're vulnerable to being Squashed Flat if a normal-sized driver runs over them, cutting their speed as well.
 Mario Kart 64 (Video Game) / int_bab7fceb
featureApplicability
1.0
 Mario Kart 64 (Video Game) / int_bab7fceb
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Mario Kart 64 (Video Game) / int_bab7fceb
 Mario Kart 64 (Video Game) / int_bda2d236
type
Big Boo's Haunt
 Mario Kart 64 (Video Game) / int_bda2d236
comment
Big Boo's Haunt: Banshee Boardwalk, although there are just bats and giant Cheep Cheeps as hazards
 Mario Kart 64 (Video Game) / int_bda2d236
featureApplicability
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Death-Activated Superpower
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Death Activated Super Power: In battle mode, defeated players turn into bombs (if there are more than two players) and can proceed to drive into an opponent to remove one of their balloons.
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Jump Scare
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Jump Scare: During the portion of the credits pertaining the Banshee Boardwalk (fittingly one of the two tracks with a spooky theme), the camera pans up to the front of the abandoned house, then quickly zooms in on the right-pointing arrow, filling the screen with bright (bloody?) red; it can be a bit jarring if it's unexpected, especially since up to that point it was just the camera slowly panning around views of the game's prior tracks.
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Car Fu
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Car Fu: Battle Mode. Each racer starts with three balloons, and damage or falling off makes them lose one. Who ever loses all three balloons is "out" but still turns into a Mini Bomb Kart, which can be controlled as a hazard.
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Bonus Feature Failure
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Bonus Feature Failure: Time Trial ghosts. First, any major crash, enemy collision, course-out, or even pausing will disqualify your ghost from being recorded.note Taking too long will also ghost-DQ you, but that's a more understandable restriction for memory reasons. Second, a single save for ghost data (which nets you two ghosts) takes up 121 pages on the 123-page Controller Pak, meaning that the only other thing that will be able to fit on your Controller Pak afterwards is a single small-size file for another game. Third, in the Virtual Console re-release, the ability to save your ghost is disabled entirely since the Wii's N64 emulator doesn't save Controller Pak data. This remains true for the Wii U Virtual Console version and even the Nintendo Switch Online version.
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Helium Speech
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Helium Speech: All the racers on the receiving-end whenever Lightning is unleashed speak in high-pitched voices. It can be particularly hilarious to hear Mario screaming his tiny head off, or if crossing the finish line hearing him cry his victory dialogue.
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Shout-Out
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Shout-Out: Sherbet Land is named after a world in the original Wario Land.
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Company Cameo
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Company Cameo: Some tracks feature Nintendo's logo printed in advertising walls, indicating that the company sponsors the races in-universe.
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Unlockable Difficulty Levels
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Unlockable Difficulty Levels: All games from this one onwards, with the exception of Mario Kart: Super Circuit, have four difficulty levels: 50cc, 100cc, 150cc and Mirror Mode (the latter known as Extra Mode in 64 itself). The first three are available from the start, while Mirror/Extra is unlocked once you win all Gold Cups in 150cc.
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Poison Mushroom
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Poison Mushroom: This game marks the debut of Fake Item Boxes, which do about the same thing as Poison Mushrooms in other Mario games. Whereas the normal item boxes in this game spin and provide an item upon contact, a fake one will be static. Both blocks look exactly the same from a distance (the fake one changing when you get closer), but most players can avoid them by memorizing where real items boxes should appear.
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Bottomless Pits
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Red Shells would always attempt to cut across the track to reach the opponent ahead of you if they were pretty far ahead, which caused the shell to hit a wall or fall into a Bottomless Pit. Future games would have Red Shells travel along the track and only swerve when they were close to their target.
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Hoist by His Own Petard
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Hoist by His Own Petard: Happens any time a racer spins out on their own banana peel or gets clobbered by their own Koopa shell. Particularly funny when it happens to a CPU racer.
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Suddenly Voiced
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Suddenly Voiced: 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 Super Mario 64.
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Color-Coded Multiplayer
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Color-Coded Multiplayer: Player order goes from blue for player 1, red for 2, yellow for 3, and green for 4. Though it really only shows up on the character select screen. Among individual drivers, Mario is red, Luigi is green, Peach is pink, Toad is blue, Yoshi is light green, Donkey Kong is yellow, Wario is purple, and Bowser is orange. However for the Battle Mode, Donkey Kong gets brown balloons, Wario has yellow, and Bowser has purple.
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Anti-Frustration Features
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Anti-Frustration Features: If you get any place lower than 4th, the game will allow you to retry the course again with no penalty. This is extremely helpful in beating the 150cc races. The game is programmed to give better items to stragglers than to those in first place so that you can make a comeback if you're falling behind.
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Lethal Lava Land
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Lethal Lava Land: Bowser's Castle is surrounded in a sea of lava.
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Action Bomb
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Action Bomb: Players who have lost all of their balloons in battle mode turn into a Big, Bulky Bomb called the Mini Bomb Kart. Even though they officially already lost, they can still drive around run into one of the other remaining racers to make them lose a stock of their own.
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Egopolis
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Egopolis: Shockingly, Wario Stadium is like this. Not only is it one of the longest courses in the game, the walls of the racetrack are one long series of Wario's face. It also has a truly massive grandstand, probably to help Wario maximize the gate receipts.
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Green Hill Zone
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Green Hill Zone: All of the "Raceway" tracks (known as Circuits in Japan), as they feature no significant hazards besides some easy-to-avoid Piranha Plants (in Mario's) and a lake (in Peach's). Moo Moo Farm is another track in this setting, being literally a bunch of green hills in a rural field, though the Monty Moles from underground can give some trouble to unsuspecting players.
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Metropolis Level
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Metropolis Level: Toad's Turnpike is a crowded highway with real-sized vehicles driving across it. The characters, who are driving smaller go-karts, must keep an eye on them to avoid clashing, especially in Mirror Mode when all those vehicles are driven in the opposite direction. It makes a return in Mario Kart 8 as a Nostalgia Level.
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Sprite/Polygon Mix
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Sprite/Polygon Mix: The backgrounds and some objects are 3D, while the racers and most of the hazards are Digitized Sprites (which looks pretty weird when the camera pans around the parked characters in the award ceremonies). The reason they used this was because they wanted the game to maintain a consistent framerate while having all 8 racers on screen at once, which at the time would have much harder to pull off if they were all polygon models.
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Jungle Japes
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Jungle Japes: DK's Jungle Parkway takes place in a jungle, as the name implies. If a driver is off the road, they'll be hit by coconuts from unseen monkeys.
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Franchise Codifier
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Franchise Codifier: The Mario Kart series started in 1992 with Super Mario Kart, but its numerous traits of Early-Installment Weirdness make Mario Kart 64 the true architect of the series and the one which drew the blueprint for the elements, presentation and structure that came to define all subsequent elements (including Mario Kart: Super Circuit, which otherwise borrows many aspects of the SNES original).
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Level in Reverse
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Level in Reverse: Extra Cups are similar to 150cc mode but the tracks are mirrored (e.g. where you originally turned left you now turn right). Given a nasty spin when it comes to Toad's Turnpike, as not only is the track layout flipped so is the direction of traffic — you now have to drive against all the traffic on the turnpike!
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Sequence Breaking
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Sequence Breaking: There are many shortcuts in the game that can be exploited by the player to skip part of the course: Luigi Raceway has several: One skip, possible in Grand Prix or Versus mode, involves using the Spiny Shell in first place. At the beginning of the second lap, a hot air balloon appears with an item box that always contains a Spiny Shell. Grab the Spiny Shell, and if you're in first at the end of the second lap, shoot it and turn left as you cross the finish line. The blast will send the player over the wall and into the tunnel. Another Grand Prix/Versus-only skip involves firing red shells or a blue shell against the wall to the left of the start/finish line while driving towards it, to knock your character on top of the wall. Lakitu will place you back on the track, but you will have skipped an entire lap. It is possible to use a mushroom boost to jump over the brick wall just before the final corner of the course, saving several seconds over driving round normally. This can be done in Time Trials mode as well as Grand Prix/Versus. It is also possible to jump over the steep bank of sand, bouncing up twice to clear the grey wall coming out of the tunnel, just before where the above shortcut would be done, saving a few extra seconds. This does not require the use of a mushroom, but is much, much, much harder than the above shortcut. The most extreme shortcut is only possible on the Japanese version of the game, as the glitch was fixed in the versions released elsewhere in the world. Aiming a mushroom boost directly at the left-hand wall by the start-finish line, it is possible to bounce back behind the line and skip and entire lap. This is even faster than the "red shell" skip listed above. Kalimari Desert: There is a built in easter egg whereby, if you enter the train tunnel after the second crossing while using a star, the finish line will be extended outwards into the tunnel. Programmers have confirmed that this was intentional. However, it is possible to abuse this by driving in using a star after the ''first'' crossing instead, driving up to the extended finish line, then quickly changing direction. This cuts out almost the entire lap. It is possible to cut inside the train tracks before the second crossing, then use a mushroom to jump back over the fences surrounding tracks to rejoin the racetrack. This saves a small amount of time over driving round normally. If you have a red shell, you can drive into the train tunnel from the first crossing, through and out the other side, then fire the red shell against the inside fence; if done correctly, it will loop around and hit you, launching you over the train tracks and to almost the end of the lap, which is faster than driving around the course normally. It is possible to "clip through" the fence with a mushroom after driving through the tunnel after entering via the first crossing as described in the above "red shell" shortcut. This enables the shortcut to be performed on time trials, but it is very, very, very, very, very hard to do; there are only two documented cases of this shortcut being pulled off successfully, and it was made obsolete by the discovery of the shortcut below, which is both easier and faster... The quickest timesaving shortcut possible on this track is possible in both Grand Prix and Time Trials, though it requires you get a mushroom to perform in Grand Prix. It involves firing the mushroom boost against the wall to the left of the start/finish line, then jumping at just the right point to be launched up in the air, pass through the wall and land in a hidden underground lake below. Lakitu will you pick you up and place you back at the finish line, but you will ahve skipped an entire lap. Do this on all three laps and you can complete the course in around 39 seconds (NTSC) or 45 seconds (PAL). Toad's Turnpike has a shortcut which involves driving onto the barrier at the edge of the track shortly after the start of the lap, around the point where the track passes over a lower section of the track further along the lap (you can see this by having the map view selected). Then, when Lakitu places you back on the track, drive through the wall on the righrt hand side and, if you aimed correctly, you will land down on the later section of the track below, skipping a large chunk of the lap. If you miss and fall down in the hidden water by the side of the lower section of the track instead, Lakitu may put you down on that section anyway. Frappe Snowland has a shortcut that is easy to pull off if you know it exists, but its existence is not at all obvious to the uninitiated. Drive back from the finish line onto the bridge just before the end of the course, then drive from this bridge directly onto the snow to the side of the home straight (this can be either to the left or right of the track) without touching any part of the track between the bridge and the snow. Drive forward in the snow until you reach the finish line, then drive off to the side further into the snow until you're out of bounds. Lakitu will put you back on the bridge, but you will have skipped almost an entire lap! Doing this on all three laps allows you to complete the entire course under 30 seconds. Choco Mountain: It is fairly easy to jump to the top of the grey stone wall midway round the lap, onto a later section of the track which runs parallel to the early section. As a harder version of the above shortcut, you can jump over the brown chocolate wall just before the start of the grey wall, by using the small hill in the road. This saves a few extra seconds over the easier version. It is possible to jump up the wall to the left of the start/finish line and get "stuck", causing Lakitu to place you further along in the lap, saving a few seconds. As a quicker alternative to the above shortcut, it is also possible to completely jump over the wall and land directly on the later section of the track, avoiding the need to use Lakitu thereby saving a couple of extra seconds. The biggest skip of them all, dubbed the "Weathertenko", has the player use a mushroom to drive up the wall to the left of the start-finish line and tumble down right behind it, allowing them to finish a lap in less than ten seconds. 3-lap world records have fallen under 15 seconds due to this. It is harder than it sounds since the angle at which the player must drive up a wall is rather precise and making a mistake will have Lakitu carry you elsewhere. Only six people have ever managed to do it three laps in a row. Mario Raceway: It is possible to use a mushroom to jump over the wall separating the elevated portion of the course after the first few turns from the lower section of the course later in the lap. Doing this on all 3 laps can result in finishing the race in under 50 seconds (NTSC) or just over a minute (PAL). In Grand Prix mode, it is possible to use a red shell to launch yourself over the wall by the finish line, which allows you to cut out almost the entire lap after the first two corners by driving off to the right towards the wall after the second corner. Wario Stadium in the same game has a short hill at the beginning that, if used in the correct manner, allows you to skip about half the course from the very beginning. For added fun, this brings you to another area of the track which, with enough skill, can be skipped back to the very end of the course. This leads to a track that generally takes about four minutes to complete having world records of about 12 seconds (NTSC) or 14 seconds (PAL). Royal Raceway: If you jump across the river where it runs parallel to the track after the first three corners, and hit the bank on the other side on the right hand side of the dividing polygon, Lakitu will place you down on the ramp leading towards the big jump, skipping several corners and saving over 10 seconds. If you aim far to the left when being launched off the ramp for the big jump, you can land on the bank beside the final corner of the track and Lakitu will place you down just before the final corner. This saves around 2 seconds over driving round normally. It is fairly easy to pull off in 150cc, but a trickier (though still possible) in 100cc/Time Trials. DK's Jungle Parkway is yet another course where it is possible to skip almost an entire lap in a few seconds. By driving off to the left at the very end of the lap, down into the angle between the wall of the cave and the finish line. For a slower version, you can fall into a hidden underground lake and be put back in the cave by Lakitu, or for a faster version, land directly in the bottom of the cave (this requires driving in at precisely the right angle). Either way, if done correctly you will have passed the finish line while falling down into the gap, and therefore fool the game into thinking you're at the end of the lap when you're back in the bottom of the cave, therefore skipping an entire lap. It is possible to finish the entire course in 20 seconds (PAL) or 17 seconds (NTSC) by doing this on all three laps. On Yoshi Valley it is possible to complete a lap in under 10 seconds, and the entire course in under 30 seconds, by using a mushroom to jumping from the startline across to the left and hitting a specific spot on the canyon wall opposite. Lakitu will then place you back on the start line, but you will have skipped an entire lap. Rainbow Road has several: The easiest version is one of the most famous in the game. There's a steep hill at the very start, which allows you to jump over the rails by performing the hop that forms the first part of a drift... and if you make a leap of faith in the right spot, it's possible to land on a portion of track far below, cutting around one third of the course. A harder version, which saves around 10 more seconds per lap, involves turning more sharply, and leaving the high portion of the track sooner, to land at the top of the spiral, whereas the easier version lands a little before the bottom of the spiral. An even more difficult trick involves jumping over the fence at the start in the right spot, and fooling the game into thinking you fell off before the finish line, therefore getting get put back by Lakitu at the end of the lap, skipping the entire course. With this, the entire course can be completed in just 41 seconds.
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Go-Karting with Bowser
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Go-Karting with Bowser: Mario and the Princess don't seem to mind a friendly round of kart-racing with the jerk who just kidnapped her last week. They even let Wario join them.
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Mario Kart 64 (Video Game)

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 Mario Kart 64 (Video Game)
hasFeature
Death as Game Mechanic / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Death Mountain / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Death or Glory Attack / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Disappointing Last Level / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Embedded Precursor / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Ethereal Choir / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Expy Coexistence / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Game Mod / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Gimmick Level / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Guerrilla Boulders / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Home Stage / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Invincible Minor Minion / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
It's a Wonderful Failure / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Jack of All Stats / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Japanese Ranguage / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Japanese Video Games / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Jungle Japes / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Kingmaker Scenario / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Letting the Air out of the Band / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Marathon Level / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Marth Debuted in "Smash Bros." / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Mascot Racer / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Master of None / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Mathematician's Answer / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Metropolis Level / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Minsky Pickup / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Minus World / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Missing Secret / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Musical Nod / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
My Rules Are Not Your Rules / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Nitro Boost / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Once per Episode / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
One Stat to Rule Them All / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Pac-Man Fever / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Palmtree Panic / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Poison Mushroom / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Product Displacement / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Racing the Train / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Railroad Tracks of Doom / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Recurring Riff / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Rubber-Band A.I. / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Salvaged Gameplay Mechanic / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Same Language Dub / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Sand Bridge at Low Tide / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Sequence Breaking / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Shifting Sand Land / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Slippy-Slidey Ice World / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Sprite/Polygon Mix / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Suddenly Voiced / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Super Title 64 Advance / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
The Ace / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
The Maze / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
The Wild West / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Title by Number / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Title Scream / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Train Escape / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Unlockable Difficulty Levels / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Urban Legend of Zelda / int_52cac107
 Mario Kart 64 (Video Game)
hasFeature
Written Sound Effect / int_52cac107
 MarioKart64
sameAs
Mario Kart 64 (Video Game)