Mario Kart combat racing game Archives

Mario Kart combat racing game Archives

Mario Kart combat racing game Archives

Mario Kart combat racing game Archives

GRIP: Combat Racing Review

Gripping stuff.

Disclaimer: Prior to its release, I scored GRIP: Combat Racing 2.5 out of 5. At the behest of the publisher, I have since altered the score to account for the game’s day one patch, which addressed one of the main issues I had with the experience. As such, the final score below reflects the experience that players will get after installing the day one patch. 

After eighteen months on the market, the Switch still feels a bit starved of great racing titles. Since the early release of both Fast RMX and Mario Kart 8 Deluxe, there have been a few new releases, but none of particularly notable quality (and Rocket League doesn’t count!). GRIP: Combat Racing hopes to rectify this, boasting a unique premise containing a wealth of content to play around with. But does it succeed? Well, yes and no. It’s undoubtedly a fun racing title, but it does have a few issues that hold it back from being a must-have title.

Taking influence from 1999’s Rollcage, GRIP: Combat Racing features compact vehicles sporting huge wheels, which means they can ‘grip’ any surface, regardless of their orientation. To put this into better context, if you happen to suffer a particularly nasty crash, it doesn’t matter if you flip over a number of times, you’ll be able to carry on racing pretty much straight away, provided you’re facing in the right direction. This also means the tracks themselves are a bit more outrageous than what you’d be used to in your standard racing titles. They’ll loop around in all sorts of directions, and gravity becomes a thing of the past as you speed across walls, ceilings and around cylindrical tunnels. It’s a novel concept, and when you’re racing across the track at top speed, it’s genuinely quite exhilarating.

Of course, it wouldn’t be combat racing without a few weapons either. As you race along, you’ll encounter green pickups which grant you a weapon or ability. Offensive weapons include mini-guns, homing missiles and more, whilst other abilities include a rear shield to protect from other racers’ weapons, and boosts to your vehicle’s speed. You can carry two abilities at once, each of which is assigned to L and R respectively, so you can choose which one to use according to particular situations.

Prior to a day one patch, the game ran really quite poorly, and wasn’t an experience I’d heartily recommend. The frame rate was patchy at the best of times, and thanks to the gameplay’s fast, twitchy nature, this made moment to moment experiences more frustrating than they had any right to be. To exacerbate this issue, the game’s camera will also occasionally glitch, flipping around or jutting from one side to another, meaning you’re completely thrown off balance, inevitably leading to being thrown off the track.

The patch has thankfully alleviated the frame rate issue somewhat, leading to a smoother experience for gamers looking to pick up this game, but the camera problem is still present (though not quite as much). If this gets patched at a later date, then GRIP could genuinely become one of the Switch’s top tier racing games. Right now, though, it’s simply ‘good enough’ (which really isn’t good enough, when you think about it).

I have to give it credit, however, for the sheer amount of content on offer. It really is quite astonishing. First up, there’s a campaign mode, which contains multiple tiers to make your way through. Each tier contains three tournaments, and each of those contain three races. There’s a lot to work your way through, and some of the challenges can become a bit repetitive. It does, however, provide decent challenge from the off, and with certain races you’re limited as to what kind of abilities you can acquire, meaning you’re forced to focus on pure speed and skill.

Next up, there’s a basic single-player mode. Here, you can choose from a number of different variations to take part in. Classic Race contains weaponry and abilities, but your speed is what counts the most. Ultimate Race, however, favours your ability to use offensive weapons effectively. Elimination Race is an interesting one – a countdown timer will constantly threaten whomever happens to be in last place. Remain in last place when the timer reaches zero, and you’re out. This continues until there’s only one remaining racer. There’s also a basic Time Trial mode which needs no explanation, and the Speed Demon mode, which removes weaponry entirely.

That’s not all, though; in Arena mode, the game pits you against competitors in a sort of ‘battle mode’, similar to Mario Kart. There’s a basic Deathmatch in which you must destroy other racers with weapons until you come out on top. Steal the Stash sees you and your team stealing the enemy team’s loot. And finally, Time Bomb requires you to avoid the player carrying the bomb, which will explode and destroy any nearby racers at the same time.

The final part of the single-player experience is a quirky little mode called Carkour. Basically, it’s ‘car parkour’, and you’ll need to tackle a number of levels which require you to accurately navigate increasingly difficult tracks, requiring you to jump and use your boost with near-perfect timing. This is a frustrating mode at the best of times – one wrong move will throw you off the track, forcing you to start over from scratch.

There is also an extensive Garage option to play around with if you don’t particularly feel like racing. Here, you can pimp up your ride however you see fit. You can change the vehicle’s basic chassis, upgrade to better (read: cooler) wheels, and apply various colours and decals to really make it your own. Racing in the campaign and single-player modes will also allow you to level up, and the more you level up, the more customisation options become available to you.

If the devs hadn’t patched out the issues I had with GRIP prior to its release, I’d encourage you to actively avoid it. Thankfully though, the experience has been improved quite substantially, and whilst it certainly isn’t a must-buy, it’s at the very least a competent, often fun, racing game.


GRIP: Combat Racing boasts exciting gameplay that is sadly held back by technical issues. It’s worth a look into for fans of racers, but other folk may want to wait until a price drop.

 Reviews Caged Element, GRIP: Combat Racing, Racer, Wired ProductionsИсточник: []
, Mario Kart combat racing game Archives

Mario Kart 8

This article is about the original Wii U version of Mario Kart 8. For the Nintendo Switch version of this game, see Mario Kart 8 Deluxe.

Mario Kart 8 is a racing game developed primarily by Nintendo EAD, with Namco Bandai Holdings assisting, for the Wii U. It is the eighth installment in the main Mario Kart series (hence the game's name) and, including the arcade games, the thirteenth overall. This installment is the follow-up game of the Nintendo 3DS title Mario Kart 7. Like other Nintendo 3DS and Wii U games, this game can be purchased both physically at retail and digitally through the Nintendo eShop, with the digital version requiring 4949.8 MB (approx. 4.83 GB) of memory to be installed. The game was released on the last three days of May 2014 worldwide.

A prominent new addition is anti-gravity, allowing players to drive on almost any surface. Elements from Mario Kart Wii and Mario Kart 7 are reused, such as 12-racer fields, Bikes and 2-Player online from Mario Kart Wii; and gliding, underwater driving, and kart customizing from Mario Kart 7. In addition, ATVs join the returning karts and bikes as a new class of vehicle. The game also features more detail in courses, specifically retro tracks, which appear more redesigned than their original appearances. The game is also the best-selling title for the Wii U, selling 8 million copies as of September 30, 2016, surpassing sales of both Mario Kart: Super Circuit and Mario Kart: Double Dash!!

On November 7, 2017, Nintendo terminated the Miiverse service, which made it impossible for players to use this game's Miiverse stamps, upload highlight reels onto YouTube, and create new online tournaments (though it is still possible to attend the pre-existing ones).

A Nintendo Switch port titled Mario Kart 8 Deluxe was released in 2017, which retains much of this game's base and downloadable content while adding other new content.


The gameplay maintains the traditional elements of previous Mario Kart games, mostly from the two recent installments on the Wii and Nintendo 3DS respectively. Players pick a character of three weight classes and drive vehicles of varying stats, strengths, and weaknesses around an obstacle course-like racetrack, in an attempt to finish first of the twelve racers, the number of racers used in Mario Kart Wii.[6] During the race, racers can pick up items from Item Boxes, where the probability of receiving items is dependent on the racers' distance from the frontrunner[7]; for example, first place typically receives defense items such as Bananas and Green Shells, while racers at intermediate distance from the lead receive more powerful offense items such as Triple Red Shells and Fire Flowers and racers far from the lead receive items that lead to an increase in speed or the possibility of going off-road without losing speed, such as the Super Star or Bullet Bill, to help compensate their distance. Players receive an amount of points depending on the position they end up with. Whichever player has the most amount of points wins the entire race.

Karts, which feature similar designs from Mario Kart 7, can be customized once again, alongside the returning bikes, which handle similar to the karts now and can only perform a wheelie via a boost, and the newly introduced ATVs. The hang-glider and underwater mechanics also return from Mario Kart 7, as well as Coins, with the player being able to collect up to ten in one race, and automatic drifting activated by steering in a direction for a certain amount of time, with a turning capability that, unless a Wii Remote without motion controls is used, matches the one while drifting (and even surpasses that in the case of sport bikes)[8] and the ability to slowly charge Mini-Turbo and Super Mini-Turbo boosts, added in this game.[9] . Tricks and the ability to look behind also return in this game.

The newest feature for the series is anti-gravitational segments that not only allow for more dynamic track design, but also for racers to drive across walls, ceilings, and other seemingly unusual places. When in anti-gravity, if a racer bumps into another racer, the kart spins rather than just bumping and both racers receive a speed boost. This is called a "Spin Boost".

Two types of bikes return: standard bikes, that perform regular drifts, and sport bikes, that lean toward the inside of the turn instead of drifting.[10] While leaning instead of drifting, sport bikes lose less speed,[11] but have a lower turning capability with respect to outside drifting vehicles, this being a feature seen in Mario Kart Wii as well.[8][12]

The game also features Wii U GamePad integration. In addition to the standard Off-TV Play, players also have the option of displaying the course map, and when neither the television gameplay nor the map are being displayed, the GamePad can be used as a horn button. Players have the option to toggle between these features at will.[13] The GamePad can also be used to toggle on and off the gyroscopic steering, and in its default display and when displaying the map the GamePad also displays the current rankings.

There is also Miiverse integration, which allows players to share their replay videos and comment on others' videos, in a feature called Mario Kart TV.[14] Another change is that in 2-player mode, the screen splits vertically instead of the horizontally in the other console Mario Kart games, a feature that was originally intended to be inMario Kart 64 but was removed from the final game. Additionally, if the player falls off the edge of the track, Lakitu will pick them up and drop them back on to the track more quickly when compared to how he did this in past installments. This makes glitches involving falling into areas impossible.

Point management works similar to Mario Kart Wii, except that racers below 3rd place get an extra point. Below is a chart of the point spread comparison between these eight games:

Point Spread Comparisons (GP)
Super Mario Kart
Mario Kart 64
Mario Kart: Super Circuit
Mario Kart: Double Dash!!
Mario Kart DS
Mario Kart Wii151210876543210
Mario Kart 7108654321
Mario Kart 8151210987654321
Grove-green bg signifies victory results (great clapping, character(s) cheering), unique finish music, and best after-race music
Yellow-limegreen bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)
Normal bg signifies losing results, losing music (no clapping, character(s) showing sad expression); - means not available
In Super Mario Kart, Mario Kart 64, and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly four times, the Grand Prix must be started over (except in Mario Kart 64, where the player gets infinite retries). Starting with Mario Kart: Double Dash!!, to recent installments including this one, the Grand Prix goes forth normally.


Navigating menus


Game modes

There are various game modes for Mario Kart 8. All modes available on single player (some also on local and online multiplayer) are listed here.

Grand Prix

Mario Kart 8's Grand Prix works similar to past installments. Like past games the 50cc, 100cc, and 150cc engine classes are available by default, and completing 150cc unlocks Mirror; for the former three, however, Grand Prix rankings carry over to the lower engine classes after being completed on a higher engine class. In addition, and for the first time in the series, a 200cc engine class has been added as of the version 4.0 update, which is available by default alongside Mirror as of version 4.1. Players choose a cup, which takes them through four consecutive races of set order in that cup. Only the Mushroom and Shell Cups (and the DLC cups) are available at the start of the game, with the others being unlocked after completing the cup before, and are available in every engine class after being unlocked. Players now have the option to do a multiplayer Grand Prix up to four players, unlike in most previous home console Mario Kart games, where only up to two players can race in Grand Prix.

Time Trials

Mario begins his Time Trial run at Twisted Mansion.

Time Trial mode lets the player complete a selected course in the fastest time possible. Among the other features, in addition to viewing ghost data, players can upload their own ghost data onto Miiverse, which other players can download and comment on. In addition, beating one of Nintendo's Staff Ghosts in a race earns the player a stamp based on the course they raced on which they can use in Miiverse posts. Leaderboards as seen in Mario Kart Wii also return.

VS Race

VS mode can be played locally with up to four players. Players can set rules such as which items appear, the difficulty level of the CPUs, how many races to play, and whether to race on a Team or race Solo. Players can also set how the courses appear, choose a course after one is finished, or play all tracks randomly or in order. In this game, Mirror Mode appears as a default engine class, even if it isn't unlocked in Grand Prix. The point system is the same as the Grand Prix.


Battle mode now features race tracks remixed to fit battle mode rather than containing all-new separate arenas. Balloon Battle can be played in teams or in free-for-all mode. It combines survival battle mode from Mario Kart DS and earlier installments and the timed points battle mode introduced in Mario Kart Wii; all players start with three points and three balloons each. Successfully making an opponent lose a balloon awards the player a point, and losing a balloon through any method will cause the player to lose a point. Balloons can never be regained (unless one is stolen from another player with a Mushroom or a Super Star), and if all balloons are lost, points can no longer be lost or gained. Defeated players can still drive and attack players as a Ghost, although they cannot receive points. Players can also now adjust the time limit from one to five minutes, and they can set up to 32 rounds in set intervals.


Main menu for the Online mode.

As with Mario Kart Wii, one or two local players can play over the Internet against other remote players. Players can race and battle with up to eleven other players from around the world or in their region, and can join and race with friends from the Friends menu. Finally, players are able to join a worldwide room using custom rules. Players can also set up their own rooms for friends and can race with custom rules, such as engine class, whether items are on or off, vehicle types available, control method, whether to play with computer players or not. As of version 3.0, players can also toggle whether they want to play on just the original 32 courses, the original courses and one of the two sets of DLC courses, or every available course by pressing after selecting Worldwide or Regional,[15] as well as when setting up a room for friends. When playing online worldwide or regional, players once again earn VR points based upon their ranking at the end of a race or battle like in Mario Kart Wii and Mario Kart 7; like in Mario Kart 7 a player's VR starts at 1000, though like Mario Kart Wii players have different VR rankings for races and battles. Between 1000 and over 4000 VR when playing Worldwide or Regional VS. Race, players race at 100cc, and starting at over 5000 VR, players race at 150cc.

Players can also create their own tournaments, similar to the communities from Mario Kart 7. When creating a tournament, players can choose an icon and a name for their tournament as well as set the rules, including engine class, whether to play in teams or not, whether to have items or not, vehicle types, whether there are computer players or not, and, as of version 3.0, available courses (the original 32 courses, every course including DLC courses, just the DLC courses, or, as of version 4.0, the original courses and one of the DLC packs). Players can also set times in which the tournament is available (weekly, daily, or between a fixed period and at what day and time the tournament begins and ends), the number of races before scores are totaled, and whether the groups shuffle after every four matches or not. Finally, the availability can be set, including whether a code is required, or if it is open to anybody worldwide or regional, and whether only players of certain ratings can play. When looking for a tournament, players can enter a code, search by type, or look at active tournaments. In addition, playing in a tournament that allows the DLC tracks to be selected requires purchasing the DLC before the player can enter.

After entering a room, players can choose one of three predetermined tracks or "Random", which chooses one of any of the game's tracks at random if the player's option is ultimately chosen (this is to prevent people from selecting the same course repeatedly). When playing with friends, however, players can select from any of the tracks available depending on the settings. Once every player has selected a track, a roulette selects one of these options as the track to be raced on.

Point Spread
2 players31
3 players421
4 players5321
5 players64321
6 players754321
7 players9754321
8 players108654321
9 players1197654321
10 players121087654321
11 players1311987654321
12 players151210987654321

Mario Kart TV

Main article: Mario Kart TV

Mario Kart TV is an Internet-based feature in which players can view and share highlights of their and others' race and battle highlights. In the Mario Kart TV menu, the game automatically saves the twelve most recent race and battle replays, and the player can favorite up to six at one time. Players can view and edit theirs and others' replays by changing the duration of the replay and the focus characters and actions and can slow down, speed up, and rewind the replay while watching. Players could also share their highlights on Miiverse and YouTube; only up to 60 seconds of video could be uploaded at one time, however.



The full character select screen, including the downloadable characters.

There are 36 total playable characters in Mario Kart 8, consisting of 16 default characters, 14 unlockable characters, and 6 characters obtainable by purchasing the DLC packages.[16] Including the add-on characters, there are 14 new playable characters, being the seven Koopalings (indicated by an * in the gallery), Baby Rosalina, Pink Gold Peach (indicated by an **), Tanooki Mario, Cat Peach, Link, Villager, and Isabelle. Even though there are a total of nine groups of characters sharing the same statistics, the official site divides the initial 30 characters in three weight classes dependent on the weight of the character: light, medium, and heavy.[17] Unlike other Mario Kart games (barring the use of glitches), multiple players can use the same characters, both in local and online play.

The add-on packs contain three new characters each (see here for more info), but if both are purchased, the player will gain access to eight new colors for Yoshi and Shy Guy as well. Updates have been released that allowed suits to be unlocked by using amiibo, which allow Miis to resemble characters such as Samus Aran and Sonic the Hedgehog.

Starting drivers

Unlockable drivers

* - debut as playable character
** - Mario franchise debut
*** - Mii's weight is determined by the height and weight of the Mii the player chooses to race as.

Downloadable drivers

Included in the game's two downloadable content packs (The Legend of Zelda × Mario Kart 8 and Animal Crossing × Mario Kart 8) are three additional racers, making six total. In addition, by purchasing both packs the player immediately obtains eight new colors for both Yoshi and Shy Guy. The Villager, included with the Animal Crossing pack, also has both a male and female variant.

Источник: []
Mario Kart combat racing game Archives

Super Mario Kart

Super Mario Kart[a] is a 1992 kart racing video game developed and published by Nintendo for the Super Nintendo Entertainment System video game console. The first game of the Mario Kart series, it was released in Japan and North America in 1992, and in Europe the following year.[1] Selling 8.76 million copies worldwide, the game went on to become the fourth best selling SNES game of all time.[2]Super Mario Kart was re-released on the Wii's Virtual Console in 2009,[3][4][5] and on the Wii U's Virtual Console in 2013. Nintendo re-released Super Mario Kart in the United States in September 2017 as part of the company's Super NES Classic Edition.[6]

In Super Mario Kart, the player takes control of one of eight Mario series characters, each with differing capabilities.[7] In single player mode players can race against computer-controlled characters in multi-race cups over three difficulty levels. During the races, offensive and speed boosting power-ups can be used to gain an advantage. Alternatively players can race against the clock in a Time Trial mode.[8] In multiplayer mode two players can simultaneously take part in the cups or can race against each other one-on-one in Match Race mode.[9] In a third multiplayer mode – Battle Mode – the aim is to defeat the other players by attacking them with power-ups, destroying balloons which surround each kart.[8]

Super Mario Kart received positive reviews and was praised for its presentation, innovation and use of Mode 7 graphics.[10] It has been ranked among the greatest video games of all time by several organizations including Edge, IGN, The Age and GameSpot, while Guinness World Records has named it as the top console game ever.[2][11][12][13][14][15] It is often credited with creating the kart-racing subgenre of video games, leading other developers to try to duplicate its success. The game is also seen as having been key to expanding the Mario series into non-platforming games. This diversity has led to it becoming the best-selling game franchise of all time.[13][16] Several sequels to Super Mario Kart have been released, for consoles, handhelds and in arcades, each enjoying critical and commercial success. While some elements have developed throughout the series, the core experience from Super Mario Kart has remained intact.[17]


Super Mario Kart is a kart racing game featuring several single and multiplayer modes. During the game, players take control of one of eight Mario franchise characters and drive karts around tracks with a Mario franchise theme. In order for them to begin driving, Lakitu will appear with a traffic light hanging on his fishing pole at the starting line, which starts the countdown. When the light turns green, the race or battle officially begins. During a race, the player's viewpoint is from behind his or her kart.[18][19] The goal of the game is to either finish a race ahead of other racers, who are controlled by the computer and other players, or complete a circuit in the fastest time.[8] There is also a battle mode in which the aim is to attack the karts of the other human players.

Tiles marked with question marks are arrayed on the race tracks; they give special abilities (power-ups) to a player's kart if the vehicle passes over them. Power-ups, such as the ability to throw shells and bananas, allow racers to hit others with the objects, causing them to spin and lose control. A kart that obtains the star power-up is temporarily invulnerable to attack.[7] Computer players have specific special powers associated with each character, that they are able to use throughout the race. Lines of coins are found on the tracks in competitive race modes. By running over these coins, a kart collects them and increases its top speed. Having coins also helps players when their kart is hit by another: instead of spinning and losing control, they lose a coin.[19] Coins are also lost when karts are struck by power-ups or fall off the tracks.[20]

The game features advanced maneuvers such as power sliding and hopping. Power sliding allows a kart to maintain its speed while turning, although executing the maneuver for too long causes the kart to spin. Hopping helps a kart execute tighter turns: the kart makes a short hop and turns in the air, speeding off in the new direction when it lands.[20] Reviewers praised Super Mario Kart's gameplay, describing the battle mode as "addictive" and the single player gameplay as "incredible".[21]IGN stated that the gameplay mechanics defined the genre.[2]


Single-player Mario Kart GP mode. The top half of the screen displays the player racing and a map of the course is displayed on the bottom half of the screen. The player can opt to have their rear-view mirror displayed on the bottom half instead of the course map.[19]

Super Mario Kart has two single-player modes: Mario Kart GP (which stands for Grand Prix) and Time Trial. In Mario Kart GP, one player is required to race against seven computer-controlled characters in a series of five races which are called cups. Initially, there are three cups available – the Mushroom Cup, Flower Cup, and Star Cup – at two difficulty levels, 50cc and 100cc. By winning all three of the cups at the 100cc level, a fourth cup – the Special Cup – is unlocked. Winning all four cups at 100cc unlocks a new difficulty level, 150cc.[22][23] Each cup consists of five five-lap races, each taking place on a distinct track.[19] In order to continue through a cup, a position of fourth or higher must be achieved in each race. If a player finishes in the fifth to eighth position, they are "ranked out" and the race must be replayed – at the cost of one of a limited number of lives – until a placing of fourth or above is achieved. If the player has no lives when they rank out, the game is over.[19] Points are accrued by finishing in the top four positions in a race; first to fourth place receive nine, six, three and one points.[8] If a player finished in the same position three times in a row, then an extra life is awarded. The finishing order for that race will then become the starting grid for the next race; for example, if a player finished in first place, then that player will start the next race in the same position. The racer with the highest number of points after all five races have been completed wins the cup. In time trial mode, players race against the clock through the same tracks that are present in Mario Kart GP mode, attempting to set the fastest time possible.[8]

Super Mario Kart also has three multiplayer modes; Mario Kart GP, Match Race, and Battle Mode. The multiplayer modes support two players and the second player uses the bottom half of the screen which is used as a map in the single-player modes. Mario Kart GP is the same as in single-player, the only difference being that there are now two human-controlled and six computer-controlled drivers.[9] Match Race involves the two players going head to head on a track of their choice without any opponents.[9] In Battle Mode, the two players again go head to head, but this time in one of four dedicated Battle Mode courses.[9] Each player starts with three balloons around their kart which can be popped by power-ups fired by the other player. The first player to have all three of their balloons popped loses.


Super Mario Kart features eight playable characters from the Mario series – Mario, Luigi, Princess Peach, Yoshi, Bowser, Donkey Kong Jr., Koopa Troopa and Toad.[7] Each character's kart has different capabilities with differing levels of top speed, acceleration and handling.[7] Mario, Luigi, Peach, Yoshi, Bowser and Toad returned in all of the subsequent Mario Kart games starting with Mario Kart 64. During races, computer-controlled characters have special items, or superpowers, which they are able to use.[19] These powers are specific to each character; for example, Yoshi drops eggs which cause players who hit them to lose coins and spin, while Donkey Kong Jr. throws bananas.[7]

The characters are rendered as sprites portrayed from sixteen different angles.[8] More recently, Nintendojo called the sprites "not-so-pretty" when they are rendered at a distance, and IGN has commented on the dated look of the game.[8][20]Super Mario Kart was the first game to feature playable characters from the Mario series other than Mario or Luigi in a non-platforming game and the selection and different attributes of the characters is regarded as one of the game's strengths, IGN describing a well-balanced "all-star cast".[13][24] All of the characters present in Super Mario Kart have gone on to appear in later games in the series, except for Koopa Troopa, who has only appeared intermittently after being replaced by Wario in Mario Kart 64.[25] Donkey Kong Jr. was replaced by Donkey Kong, who has appeared in every Mario Kart game since. This was Donkey Kong Jr.'s last appearance as a playable character, except for the Mario Tennis sub-series, including installments on the Nintendo 64 and Virtual Boy.


The tracks in Super Mario Kart are based on locations in Super Mario World such as Donut Plains.[13] Each of the four cups contains five different tracks for a total of twenty unique tracks, additionally there are four unique Battle Mode courses.[7][26] The course outlines are marked out by impassable barriers and feature a variety of bends ranging from sharp hairpins to wide curves which players can power slide around.[20] Numerous obstacles themed from the Mario series appear, such as Thwomps in the Bowser's Castle tracks, the Cheep-Cheeps from Super Mario World in Koopa Beach and pipe barriers which are found in the Mario Circuit tracks.[7] Other features include off-road sections which slow down the karts such as the mud bogs in the Choco Island tracks.[7] Each single-player track is littered with coins and power-up tiles, as well as turbo tiles which give the karts a boost of speed and jumps which launch the karts into the air.[7]

The tracks have received positive commentary with GameSpy describing them as wonderfully designed and IGN calling them perfect.[21][24] When naming its top five Mario Kart tracks of all time in 2008, named Battle Mode Course 4 at number three and Rainbow Road – along with its subsequent versions in the series – at number one.[27] The track themes in Super Mario Kart influenced later games in the series; recurring themes that first appeared in Super Mario Kart include haunted tracks, Bowser's castle and Rainbow Road.[25] Some of the tracks from Super Mario Kart have been duplicated in later games. All twenty of the original tracks are unlockable as an extra feature in the Game Boy Advance sequel Mario Kart: Super Circuit.[28] Remakes of Mario Circuit 1, Donut Plains 1, Koopa Beach 2 and Choco Island 2 appear as part of the Retro Grand Prix series in Mario Kart DS, remakes of Ghost Valley 2, Mario Circuit 3, and Battle Course 4 appear as part of the Retro Grand Prix and battles in Mario Kart Wii, remakes of Mario Circuit 2 and Rainbow Road appear as part of the Retro Grand Prix in Mario Kart 7, a remake of Donut Plains 3 appears as part of the Retro Grand Prix and battles in Mario Kart 8, a second remake of Rainbow Road appears in Mario Kart 8's first downloadable content pack, and a remake of Battle Course 1 appears as a Retro Battle Course in Mario Kart 8 Deluxe.[29][30][31][32]


Shigeru Miyamoto, the producer for Super Mario Kart, has been involved in the development of every Mario Kart console game.

Super Mario Kart was produced by Mario creator Shigeru Miyamoto and directed by Tadashi Sugiyama and Hideki Konno.[33] The development team set out to produce a racing game capable of displaying two players on the same game screen simultaneously,[34] in contrast to the single-player gameplay F-Zero.[34] This led to simpler tracks than those of F-Zero.[35]Computer and Video Games suggest that this initial emphasis on creating a two player experience is the reason for the game's horizontal split-screen during single-player.[19] Battle Mode was developed from the desire to create a one-on-one mode where victory was not determined simply by competing for rank.[34]

The game did not start out as a Mario series game and the first prototype featured a generic kart racer character; the team decided that characters three heads tall would best suit the design of the karts.[34] They did not decide to incorporate Mario characters until a few months into development.[34] The choice was made after the development team when observing how one kart looked to another driving past it, decided to see what it would look like with Mario in the kart.[34] Thinking that having Mario in the kart looked better than previous designs, the idea of a Mario themed racing game was born.[34]

Notable in the development of Super Mario Kart was its use of Mode 7 graphics.[36] First seen in F-Zero, Mode 7 is a form of texture mapping available on the SNES which allows a plane to be rotated and scaled freely, achieving a pseudo-three-dimensional appearance.[10][36] have credited the use of Mode 7 with giving the game graphics which at the time of release were considered to be "breathtaking".[10] Retrospective reflection on the Mode 7 visuals was mixed, with IGN stating that the once revolutionary technology now looks "crude and flickery".[20]Super Mario Kart featured a DSP (Digital Signal Processor) chip; DSPs were used in SNES games as they provided a better handling of floating point calculations to assist with three-dimensional maths.[36] The DSP-1 chip that was used in Super Mario Kart went on to be the most popular DSP chip to be used in SNES games.[36] The music for the title was created by composer Soyo Oka.[37]


Super Mario Kart received critical acclaim and proved to be a commercial success; it received a Player's Choice release after selling one million copies and went on to sell 8.76 million copies, becoming the fourth best selling game ever for the SNES.[7][43][44] Aggregate scoring sites GameRankings and MobyGames both give an average of more than 90 percent.[38][45] Critics praised the game's Mode 7 graphics.[2] Another aspect of the game to have been praised is its gameplay, which Thunderbolt has described as the "deepest [and] most addictive... to be found on the SNES console".[42] Retrospective reviews of the game have been positive with perfect scores given by review sites including Thunderbolt and HonestGamers. The use of the style and characters from the Mario franchise was also praised as well as the individual characteristics of each racer.[9][42][46]Mean Machines described the game as having "struck gold" in a way that no other – not even its sequels – has matched and GameSpot named the game as one of the greatest games of all time for its innovation, gameplay and visual style.[13][47]Entertainment Weekly wrote that although the game might appear to be a "cynical attempt by Nintendo to cash in on its Super Mario franchise" the review concluded that "plunking the familiar characters down in souped-up go-carts actually makes for a delightful racing game."[48]GamePro said the game "does an excellent job of capturing the thrill of Go-card racing, and wraps it up in the familiar, fun, Mario-land atmosphere." The reviewer also praised the use of Mode 7 and challenging CPU-controlled opponents.[49]

Super Mario Kart has been listed among the best games ever made several times. In 1996, Next Generation listed it as number 37 on their "Top 100 Games of All Time", commenting that the controls are elegantly designed to offer "supreme fun."[14] In 1999, Next Generation listed Super Mario Kart as number 7 on their "Top 50 Games of All Time", commenting that, "Imitated a thousand times, but never, ever, equalled, Mario Kart changed the rules for the driving game and gave the world one of the most engrossing and addictive two-player experiences ever."[50]Electronic Gaming Monthly ranked it as the 15th best console video game of all time, attributing its higher ranking than Mario Kart 64 (which came in 49th) to its superior track design and powerups.[51] IGN ranked it as the 15th best game ever in 2005, describing it as "the original karting masterpiece" and as the 23rd best game ever in 2007, discussing its originality at time of release.[2][52]The Age placed it at number 19 on their list of the 50 best games in 2005 and in 2007 Edge ranked Super Mario Kart at number 14 on a list of their 100 best games, noting its continued influence on video game design.[11][12] The game is also included in Yahoo! Games UK's list of the hundred greatest games of all time which praises the appealing characters and power ups and's "Essential 50", a list of the fifty most important games ever made.[10][53] The game placed 13th in Official Nintendo Magazine's 100 greatest Nintendo games of all time.[54]Guinness World Records ranked it at number 1 on a list of the top 50 console games of all time based on initial impact and lasting legacy.[15]


Super Mario Kart has been credited with inventing the "kart racing" subgenre of video gaming and soon after its release several other developers attempted to duplicate its success.[13][21][55][56] In 1994, less than two years after the release of Super Mario Kart, Sega released Sonic Drift; a kart racing game featuring characters from the Sonic the Hedgehog series.[10] Also in 1994 Ubisoft released Street Racer, a kart racing game for the SNES and Mega Drive/Genesis which included a four player mode not present in Super Mario Kart.[10]Apogee Software released Wacky Wheels for PC and Atari Corporation released Atari Karts for the Atari Jaguar in 1995. Future games that followed in the mould of Super Mario Kart include South Park Rally, Konami Krazy Racers, Diddy Kong Racing, Sonic & Sega All-Stars Racing and several racing games in the Crash Bandicoot series.[10][57] Response to the karting games released since Super Mario Kart has been mixed, with GameSpot describing them as tending to be bad while notes that countless developers have tried to improve upon the Mario Kart formula without success.[10][58]

Super Mario Kart is also credited as being the first non-platforming game to feature multiple playable characters from the Mario franchise.[13] As well as several sequels Nintendo has released numerous other sporting and non-sporting Mario spin-offs since Super Mario Kart; a trend in part accredited to the commercial and critical success of the game.[58] The Mario characters have appeared in many sports games including those relating to basketball, baseball, golf, tennis, and soccer.[58] Non-sporting franchises using the Mario characters have also been created, including the Super Smash Bros. series of fighting games and the Mario Party series of board game based, party games. Mario series characters have also made cameos in games from other series such as SSX on Tour and NBA Street V3, both published by EA Sports.[58] The genre-spanning nature of the Mario series that was sparked off by the success of Super Mario Kart has been described as key to the success and longevity of the franchise; keeping fans interested despite the infrequency of traditional Mario platforming games.[10] Following this model the Mario series has gone on to become the best selling video game franchise of all time with 193 million units sold as of January 2007, almost 40 million units ahead of second-ranked franchise (Pokémon, also by Nintendo).[16]

Super Mario Kart was re-released on the Japanese Virtual Console on June 9, 2009, and later in North America on November 23, 2009.[3] Previously, when naming it as one of the most wanted games for the platform in November 2008, Eurogamer stated that problems emulating the Mode 7 graphics were responsible for its absence.[59]

The game was also released for the Wii U Virtual Console in Japan during June 2013, and in Europe on March 27, 2014.[60] In addition, North America users was able to get the game starting from August 6, 2014 to celebrate the 22nd anniversary of the game, which also includes the new game update of Mario Kart 8 on August 27, 2014.

Super Mario 3D World has a stage with a look based on the Mario Circuit racetracks from Super Mario Kart. A remixed version of the music can also be heard. Super Mario Odyssey also has a remix, when racing an RC car around a track in New Donk City in the Metro Kingdom.


Several sequels to Super Mario Kart have been brought out for successive generations of Nintendo consoles, each receiving commercial success and critical acclaim.[61] The first of these, Mario Kart 64 was released in 1996 for the Nintendo 64 and was the first Mario Kart game to feature fully 3D graphics.[62] Although reviewers including IGN and GameSpot felt that the single player gameplay was lacking compared to its predecessor, the simultaneous four-person multiplayer modes – a first for the Nintendo 64 – were praised.[20][62] The second sequel, Mario Kart: Super Circuit, was released for the Game Boy Advance in 2001. It was described by GameSpot as more of a remake of Super Mario Kart than a sequel to Mario Kart 64 and featured a return to the graphical style of the original.[28][57] As well as featuring all new tracks, players are able to unlock the original SNES tracks if certain achievements are completed.[28]Mario Kart: Double Dash was released for the GameCube in 2003. Unlike any other Mario Kart game before or since, it features two riders in each kart, allowing for a new form of cooperative multiplayer where one player controls the kart's movement and the other fires weapons.[63]Mario Kart DS, released for the Nintendo DS in 2005, was the first Mario Kart game to include online play via the Nintendo Wi-Fi Connection.[20] It went on to become the best selling hand-held racing game of all time, selling 7.83 million units.[64] The game also marks the debut of tracks appearing in previous games. Mario Kart Wii was released for the Wii in 2008 and incorporates motion controls and 12-player racing. Like Mario Kart DS, it includes on-line play; it also allows racers to play as user-created Miis (after unlocking the Mii character)[65] as well as Mario series characters and comes packaged with the Wii Wheel peripheral, which can act as the game's primary control mechanism when coupled with a Wii Remote.[55][66]Mario Kart Wii went on to be the worldwide best-selling game of 2008 ahead of another Nintendo game – Wii Fit – and the critically acclaimed Grand Theft Auto IV.[67][68]Mario Kart 7 for the Nintendo 3DS was released in 2011, which features racing on land, sea, and air. Also in Mario Kart 7 is the ability to customize your kart and to race in first-person mode. Three Mario Kart arcade games have also been released, Mario Kart Arcade GP in 2005, Mario Kart Arcade GP 2 in 2007, and Mario Kart Arcade GP DX in 2013. All of them were developed jointly by Nintendo and Namco and feature classic Namco characters including Pac-Man and Blinky.[69] The most recent entry in the series is Mario Kart 8 for the Wii U, which was released at the end of May 2014, which brings back gliders and propellers from Mario Kart 7 as well as 12-player racing in Mario Kart Wii. Mario Kart 8 also includes a new feature called Mario Kart TV, where players can watch highlights of previous races and uploading them to YouTube. Another new feature is anti-gravity racing, where players can race on walls and ceilings. An enhanced port titled “Mario Kart 8 Deluxe” was released on the Nintendo Switch on April 28, 2017. The game keeps most elements from the Wii U version, while adding more characters, kart parts, battle modes, and battle stages. The port received universal critical acclaim, and has sold over 20 million copies as of August 2020, becoming the best selling game for the console. List of bestselling games for Nintendo Switch

As the series has progressed, many aspects included in Super Mario Kart have been developed and altered. The power-up boxes which are flat against the track in Super Mario Kart due to the technical limitations of the SNES became floating boxes in later games.[19] The roster of racers has expanded in recent games to include a greater selection of Nintendo characters including some which had not been created at the time of Super Mario Kart's release – such as Petey Piranha from Super Mario Sunshine who appeared in Mario Kart: Double Dash!!. Multiplayer has remained a key feature of the series and has expanded from the two-player modes available in Super Mario Kart; first to allow up to four simultaneous players in Mario Kart 64 and eventually up to twelve simultaneous online players in Mario Kart Wii.[62][66] Many of the track themes have been retained throughout the series, including Rainbow Road – the final track of the Special Cup – which has appeared in every Mario Kart console game.[25][27] Other features present in Super Mario Kart have disappeared from the series. These include the "super-powers" of the computer characters, the feather power-up which allows players to jump high into the air and having a restricted number of lives.[19] The only other Mario Kart games to feature the coin collecting of the original are Mario Kart: Super Circuit, Mario Kart 7, and Mario Kart 8.[70] The aspects of style and gameplay from Super Mario Kart that have been retained throughout the series have led Nintendo to face criticism for a lack of originality but the franchise is still considered to be a beloved household name by many, known for its familiar core gameplay.[2][17][55][63]


  1. ^In Japanese: Sūpā Mario Kāto (スーパーマリオカート)


  1. ^ abcdO'Neill, Jamie (2014-03-28). "Review: Super Mario Kart (Wii U eShop / Super NES)". Nintendo Life. Archived from the original on 2014-10-12. Retrieved 2014-07-03.
  2. ^ abcdef"IGN's 100 top games Of All Time 2007". IGN. 2007. Archived from the original on 2012-04-14. Retrieved 2008-12-28.
  3. ^ ab"Virtual Console バーチャルコンソール" (in Japanese). Nintendo. Archived from the original on 2009-06-09. Retrieved 2008-07-14.
  4. ^"Download New BIT.TRIP Kicks, Speeding Karts, Magic Castles and More". Nintendo. 23 November 2009. Archived from the original on 26 November 2009. Retrieved 23 November 2009.
  5. ^East, Thomas (29 March 2010). "Super Mario Kart coming to Virtual Console this Friday". Official Nintendo Magazine. Archived from the original on 2012-04-26. Retrieved 29 March 2010.
  6. ^"Super NES Classic Edition". Nintendo of America, Inc. September 29, 2017. Archived from the original on September 28, 2017. Retrieved September 29, 2017.
  7. ^ abcdefghij"Super Mario Kart". Nintendo Power. Nintendo. 41: 83–91. October 1992.
  8. ^ abcdefghHeckel, Nathan. "Reviews - Super Mario Kart". Nintendojo. Archived from the original on 2006-11-14. Retrieved 2008-12-28.
  9. ^ abcdefVenter, Jason. "Super Mario Kart : Staff Review". Honest Gamers. Archived from the original on 2011-05-05. Retrieved 2008-12-28.
  10. ^ abcdefghiHirandand, Ravi. "The Essential 50 #29". Archived from the original on 2006-05-13. Retrieved 2008-12-28.
  11. ^ ab"Edges's Top 100 Games of All Time". Edge. 2007-07-02. Archived from the original on 2008-08-22. Retrieved 2008-12-28.
  12. ^ abHill, Jason (2005-06-10). "The 50 best games". The Age. Archived from the original on 2008-02-09. Retrieved 2008-12-28.
  13. ^ abcdefgNavarro, Alex. "The Greatest Games of All Time: Super Mario Kart". GameSpot. Archived from the original on 2012-01-08. Retrieved 2008-12-28.
  14. ^ ab"Top 100 Games of All Time". Next Generation. No. 21. Imagine Media. September 1996. p. 56.
  15. ^ abIvan, Tom (2009-02-28). "Guinness ranks top 50 games of all time". Computer and Video Games. Archived from the original on 2013-05-15. Retrieved 2009-03-14.
  16. ^ abJenkins, David (2007-01-10). "Mario Tops Best Selling Game Franchise List". Gamasutra. Archived from the original on 2008-06-17. Retrieved 2009-01-01.
  17. ^ abParish, Jeremy; Bob Mackey (2008-04-10). "Retronauts Crashes Into Mario Kart". Archived from the original on 2011-05-23. Retrieved 2008-12-28.
  18. ^ abWeiss, Brett Alan. "Super Mario Kart". Allgame. Archived from the original on December 6, 2014. Retrieved 2008-01-07.
  19. ^ abcdefghiHicks, Chris (2008-04-10). "10 forgotten features of Super Mario Kart". Computer and Video Games. Archived from the original on 2008-06-04. Retrieved 2008-12-28.
  20. ^ abcdefgThomsen, Michael (2008-04-25). "Generation Gap: Mario Kart". IGN. Archived from the original(Subscription needed) on 2008-05-02. Retrieved 2008-12-28.
  21. ^ abc"Super Mario Kart (SNES)". GameSpy. Archived from the original on 2009-02-04. Retrieved 2008-12-28.
  22. ^Bramwell, Tom (2001-09-27). "Mario Kart Super Circuit". Eurogamer. Archived from the original on 2009-02-26. Retrieved 2008-12-29.
Источник: []

What’s New in the Mario Kart combat racing game Archives?

Screen Shot

System Requirements for Mario Kart combat racing game Archives

Add a Comment

Your email address will not be published. Required fields are marked *