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* ContinuityNod: Quite a few. Nintendo EAD and RetroStudios really went all out to fill this ''Mario Kart'' with references to the ''Mario'' series's past.
** Shy Guy's Bazaar takes place in a desert a la [[SuperMarioBros2 World 2 of Subcon]], bringing back a Middle Eastern motif of ''DokiDokiPanic'' as well as the vases from that game.
** Piranha Plant Slide has the look and feel of the ''SuperMarioBros'' overworld in 3D, with structures resembling that game's tiles and their bright, iconic colors. In an especially subtle reference, its bushes and clouds have the same polygonal geometry with different textures applied to each - a reference to the bushes and clouds in ''Super Mario Bros.'' being the same sprite with different palettes.
** Wario's Shipyard brings back a [[RecurringRiff musical motif]] from the first two ''WarioLand'' games.
** DK Jungle is one big reference to ''DonkeyKongCountryReturns'', also developed by Retro. It features the return of the Frogoons and Tiki Goons from that game.
** Rosalina's Ice World has some references to ''SuperMarioGalaxy'', such as a downed Toad Brigade mothership. Rainbow Road (making its annual appearance) is also filled with references to ''Galaxy'', for example incorporating Launch Stars into its layout.

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* {{Egopolis}}: Neo Bowser City. Moreso in its upgrade for ''Mario Kart 8''.

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* {{Egopolis}}: Neo Bowser City. Moreso City is one. And moreso in its upgrade for ''Mario Kart 8''.


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** Neo Bowser City's music is a blend of N64 Toad's Turnpike and the Circuit themes from ''Mario Kart Wii'' and ''7''.

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%%* {{Egopolis}}: Neo Bowser City.

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%%* * {{Egopolis}}: Neo Bowser City.City. Moreso in its upgrade for ''Mario Kart 8''.


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* {{Foreshadowing}}: If, when starting the race, Lakitu is wearing a snorkel mask and his cloud is wearing goggles, that's a way of telling you that you will have a significant amount of underwater driving. He does this on Piranha Plant Slide, Wario Shipyard, Rosalina's Ice World, N64 Koopa Beach, GCN Daisy Cruiser, and Wii Koopa Cape. Interestingly, he does not do this on Bowser's Castle even though that track has an underwater segment.
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* MusicalNod:
** New Rainbow Road uses the chorus from N64 Rainbow Road.
** The results music is that from ''Mario Kart 64'', raised up a full step.
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* {{Determinator}}: The red shell. Even if you take to the air with a glider launchpad, it ''will'' hunt you down.
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%%* NewNeoCity: Neo Bowser City

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%%* * NewNeoCity: Neo Bowser City



** This is the first game in the series where Lakitu is playable. The playable Lakitu has a red shell to distinguish him from the one who starts the race, rescues racers who fall into pits, etc.

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** This is the first game in the series where Lakitu is playable. The playable Lakitu has a red shell to distinguish him from the one who starts the race, rescues racers who you when you fall into pits, etc.



* {{Retraux}}: The music for the retro courses was remastered less thoroughly than in the previous two games, so the music tends to sound very similar to how it originally sounded, aside from possibly having clearer audio depending on the original system, and of course the bass percussion added if you build up a large lead. This means that, for example, the SNES version of Rainbow Road sounds incredibly close to the original, just with cleaner synths and a better mix.

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* {{Retraux}}: The music for the retro courses was remastered less thoroughly than in the previous two games, so the music tends to sound very similar to how it originally sounded, aside from possibly having clearer audio depending on the original system, and of course the bass percussion added if you build up a large lead.lead, and the TruckDriversGearChange for the last lap/segment. This means that, for example, the SNES version of Rainbow Road sounds incredibly close to the original, just with cleaner synths and a better mix.

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* {{Antepiece}}: Rainbow Road features one. Partway through the track, a glider launchpad leads directly into a large star ring that gives the racers a small speed boost. In the final third of the race, the track opens into an open gliding section where racers have to avoid floating asteroids and fly through a series of smaller, spread-out star rings to stay in flight.

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* {{Antepiece}}: {{Antepiece}}:
**
Rainbow Road features one. Partway through the track, a glider launchpad leads directly into a large star ring that gives the racers a small speed boost. In the final third of the race, the track opens into an open gliding section where racers have to avoid floating asteroids and fly through a series of smaller, spread-out star rings to stay in flight.
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** Toad Circuit has an optional ramp with a glider launchpad, usually only used after the first lap. Using it doesn't take your kart very far (it's actually better to ignore it), but it lets the player get used to the gliding controls. Then the next level, Daisy Hills, has a larger gliding section at the end, with more obstacles to avoid (and the lake below acting as a BottomlessPit) and its launchpads are mandatory to progress.
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Removing YMMV


* MostAnnoyingSound: The various whoops and wails of the characters happen with such regularity it can grate if playing for longer periods.
* MostWonderfulSound: The fanfare that plays when achieving first place. Especially satisfying if the player hears it after clawing their way back from last place in the space of a single lap.



* ScrappyMechanic: The much debated Blue Shell returns again, and upgraded from the DS version - in addition to being able to unblockably hit whoever in first place at the time it is fired, it can also [[UpToEleven knock over other unfortunate characters who happen to be in the middle of the track as it speeds by to home in on it's target]].
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* LuckBasedMission: Getting three stars on any Grand Prix Mode requires you to -- at the ''very least'' -- win every race, finish every race with ten coins, and lead for more than half of the second and third laps. Anyone who knows anything about the 150cc and Mirror modes in this series is probably going to immediately realize just how difficult this is going to be; a perfect race with the player in 1st can easily end in tears before the finish line if an NPC fires a blue shell, and/or several of them get red shells and barrage you. [[RageQuit Especially frustrating if this happens on the last lap of the fourth and final race]].

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* LuckBasedMission: Getting three stars on any Grand Prix Mode requires you to -- at the ''very least'' -- win every race, finish every race with ten coins, and lead for more than half of the second and third laps. Anyone who knows anything about the 150cc and Mirror modes in this series is probably going to immediately realize just how difficult this is going to be; a perfect race with the player in 1st can easily end in tears before the finish line if an NPC fires a blue shell, and/or several of them get red shells and barrage you. [[RageQuit Especially frustrating is if this happens on the last lap of the fourth and final race]].race.
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The comments explicitly state to only use NA track names.


* BandLand: Music Park/Melody Motorway, a track where racers drive atop piano keys, drums, and other assorted musical instruments.

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* BandLand: Music Park/Melody Motorway, Park, a track where racers drive atop piano keys, drums, and other assorted musical instruments.
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* MostAnnoyingSound: The various whoops and wails of the characters happen with such regularity it can grate if playing for longer periods.
* MostWonderfulSound: The fanfare that plays when achieving first place. Especially satisfying if the player hears it after clawing their way back from last place in the space of a single lap.


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* NintendoHard: Most players of reasonable ability will be able to breeze through the 50cc and 100cc classes and achieve three stars regardless of player/kart selections. Then there is a noticeable difficulty spike on 150cc and 150cc Mirror where the enemies become much more ruthless, have a better spread of items and track specific hazards become much harder to dodge because of the speeds involved. Achieving a three star rating on every cup takes a LOT of perseverance.


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* ScrappyMechanic: The much debated Blue Shell returns again, and upgraded from the DS version - in addition to being able to unblockably hit whoever in first place at the time it is fired, it can also [[UpToEleven knock over other unfortunate characters who happen to be in the middle of the track as it speeds by to home in on it's target]].

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* AbsurdlySpaciousSewer: Piranha Plant Slide makes you drive through one.

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* AbsurdlySpaciousSewer: Piranha Plant Slide makes you drive through one.one, albeit a colourful Nintendo version.



* AstralFinale: Rainbow Road, as usual. However, this one is unique in that the racers drive on more than just rainbow. The rings of Saturn and the moon are also part of the track.

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* AstralFinale: Rainbow Road, as usual. However, this one is unique in that the racers drive on more than just rainbow. The rings of Saturn (with sections cut out for difficulty) and the moon are also part of the track.



* BandLand: Music Park, a track where racers drive atop piano keys, drums, and other assorted musical instruments.

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* BandLand: Music Park, Park/Melody Motorway, a track where racers drive atop piano keys, drums, and other assorted musical instruments.



* LuckBasedMission: Getting three stars on any Grand Prix Mode requires you to -- at the ''very least'' -- win every race, finish every race with ten coins, and lead for more than half of the second and third laps. Anyone who knows anything about the 150cc and Mirror modes in this series is probably going to immediately realize just how difficult this is going to be.

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* InterfaceSpoiler: A subtle one, but when the player completes the final race required to achieve a star ranking in every cup of every class, the star(s) will be added to the player's league table position before the trophy reveal. [[GoodBadBugs In a way this is a good thing, as immediately upon completion the player will be able to see if, for example, they have managed to achieve one, two or three stars overall]].
* LuckBasedMission: Getting three stars on any Grand Prix Mode requires you to -- at the ''very least'' -- win every race, finish every race with ten coins, and lead for more than half of the second and third laps. Anyone who knows anything about the 150cc and Mirror modes in this series is probably going to immediately realize just how difficult this is going to be.be; a perfect race with the player in 1st can easily end in tears before the finish line if an NPC fires a blue shell, and/or several of them get red shells and barrage you. [[RageQuit Especially frustrating if this happens on the last lap of the fourth and final race]].



* NitroBoost: Features many ways - a variety of different dash pads, stored nitro charges in the form of mushrooms, and a self-regenerating boost achievable by holding the right trigger and steering heavily into corners (or on certain straights by zig-zagging, if they're wide enough).



* {{Retraux}}: The music for the retro courses was remastered less thoroughly than in the previous two games, so the music tends to sound very similar to how it originally sounded, aside from possibly having clearer audio depending on the original system, and of course the bass percussion added if you build up a large lead.

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* {{Retraux}}: The music for the retro courses was remastered less thoroughly than in the previous two games, so the music tends to sound very similar to how it originally sounded, aside from possibly having clearer audio depending on the original system, and of course the bass percussion added if you build up a large lead. This means that, for example, the SNES version of Rainbow Road sounds incredibly close to the original, just with cleaner synths and a better mix.
* SceneryPorn: In classic Nintendo fashion, the new levels are all bright and colourful with the power of the 3DS utilised to make the backgrounds eye-popping. Even the retro courses receive a significant facelift as compared to the originals.


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* UpdatedRerelease: The retro courses improve the graphics/sound of the ones they're based upon, and in some cases (most noticeably the SNES tracks Mario Circuit 2 and Rainbow Road) makes the tracks wider to accommodate the differing game physics used, making them easier.

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* InconsistentDub:
** Queen Bee from ''VideoGame/SuperMarioGalaxy'' is a playable racer in this game, but she was renamed "Honey Queen" for some reason.

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* InconsistentDub:
**
InconsistentDub: Queen Bee from ''VideoGame/SuperMarioGalaxy'' is a playable racer in this game, but she was renamed "Honey Queen" for some reason.



** This is the first time, and so far the last, that Honey Queen from ''Videogame/SuperMarioGalaxy'' is playable.

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** This is the first time, and so far the last, that Honey Queen from ''Videogame/SuperMarioGalaxy'' is and Wiggler are playable.

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* PromotedToPlayable: This is the first game in the series where Lakitu is playable. The playable Lakitu has a red shell to distinguish him from the one who starts the race, rescues racers who fall into pits, etc.

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* PromotedToPlayable: PromotedToPlayable:
**
This is the first game in the series where Lakitu is playable. The playable Lakitu has a red shell to distinguish him from the one who starts the race, rescues racers who fall into pits, etc.etc.
** This is the first time, and so far the last, that Honey Queen from ''Videogame/SuperMarioGalaxy'' is playable.

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%%
%% This article uses the North American names for karts and tracks, not the European ones.
%% For the purposes of this rule, the retro N64 track is Koopa Troopa Beach, not Koopa Beach.
%%



This installment features many assets from ''VideoGame/MarioKartWii'' but adds in several new additions to the series. Karts are now capable of driving underwater and are fitted with gliders, allowing them to travel through the air after driving off of a gliding ramp. Many of the [[NostalgiaLevel returning tracks from previous games]] have been altered to incorporate these new mechanics. The game also introduces kart customization beyond simply choosing which character and which kart. Karts now have three separate parts: chassis, wheels, and gliders.

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This installment features many assets from ''VideoGame/MarioKartWii'' ''VideoGame/MarioKartWii'', but adds in several new additions to the series. Karts are now capable of driving underwater and are fitted with gliders, allowing them to travel through the air after driving off of a gliding ramp. Many of the [[NostalgiaLevel returning tracks from previous games]] have been altered to incorporate these new mechanics. The game also introduces kart customization beyond simply choosing which character and which kart. Karts now have three separate parts: chassis, wheels, and gliders.



** In addition, for [[CharacterNameLimits space limitations]], the retro track N64 Koopa Troopa Beach is displayed as N64 Koopa Beach in the North American version.



* FirstPersonPerspective: A new feature in this game. It's actually required to use this feature 80% of the time to unlock the gold steering wheel.

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* FirstPersonPerspective: A new feature in this game. It's actually required to use this feature 80% of the time to unlock the gold steering wheel.



** The ''VideoGame/MarioKart64'' retro track Koopa Troopa Beach was shortened to "Koopa Beach" in the North American version of the game. This is the only retro track in the series to do this. PAL versions kept it as "Koopa Troopa Beach."
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[[caption-width-right:320:All new ways to drive. All new ways to customize. Same old Mario Kart skills on the go.]]
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* BigCreepyCrawlies: ''7'' includes the first and only appearances of Wiggler and Honey Queen/Queen bee as playable drivers.
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This installment features several new additions to the series. Karts are now capable of driving underwater and are fitted with gliders, allowing them to travel through the air after driving off of a gliding ramp. Many of the [[NostalgiaLevel returning tracks from previous games]] have been altered to incorporate these new mechanics. The game also introduces kart customization beyond simply choosing which character and which kart. Karts now have three separate parts: chassis, wheels, and gliders.

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This installment features many assets from ''VideoGame/MarioKartWii'' but adds in several new additions to the series. Karts are now capable of driving underwater and are fitted with gliders, allowing them to travel through the air after driving off of a gliding ramp. Many of the [[NostalgiaLevel returning tracks from previous games]] have been altered to incorporate these new mechanics. The game also introduces kart customization beyond simply choosing which character and which kart. Karts now have three separate parts: chassis, wheels, and gliders.
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** The music for the Wuhu Island tracks is a medley of the themes of ''WiiSportsResort'' and ''WiiSports''.

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** The music for the Wuhu Island tracks is a medley of the themes of ''WiiSportsResort'' ''VideoGame/WiiSportsResort'' and ''WiiSports''.''VideoGame/WiiSports''.
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* {{Medley}}:
** The music for the Wuhu Island tracks is a medley of the themes of ''WiiSportsResort'' and ''WiiSports''.
** Neo Bowser City is a medley of the circuit theme from this game, Toad's Turnpike from ''64'', and the circuit theme from ''Wii''.
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* LuckBasedMission: Getting three stars on any Grand Prix Mode requires you to -- at the ''very least'' -- win every race, finish every race with ten coins, and lead for more than half of the second and third laps. Anyone who knows anything about the 150cc and Mirror modes in this series is probably going to immediately realize just how difficult this is going to be.

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* DubNameChange: Quite a few course names differ between the North American and European/Australian localizations. Here's a list of them, with the NA names on the left and the EU names on the right.
** Cheep Cheep Lagoon/Cheep Cheep Cape
** Wuhu Loop/Wuhu Island Loop
** Music Park/Melody Motorway
** Rock Rock Mountain/Alpine Pass
** Piranha Plant Slide/Piranha Plant Pipeway
** Wario Shipyard/Wario's Galleon
** Neo Bowser City/Koopa City
** Maka Wuhu/Wuhu Mountain Loop
** Honeybee Hive/Honeybee House



* InconsistentDub: Queen Bee from ''VideoGame/SuperMarioGalaxy'' is a playable racer in this game, but she was renamed "Honey Queen" for some reason.

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* InconsistentDub: InconsistentDub:
**
Queen Bee from ''VideoGame/SuperMarioGalaxy'' is a playable racer in this game, but she was renamed "Honey Queen" for some reason.reason.
** The ''VideoGame/MarioKart64'' retro track Koopa Troopa Beach was shortened to "Koopa Beach" in the North American version of the game. This is the only retro track in the series to do this. PAL versions kept it as "Koopa Troopa Beach."
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* {{Antepiece}}: Rainbow Road features one: partway through the track, a glider launchpad leads directly into a large star ring that gives the racers a small speed boost. In the final third of the race, the track opens into an open gliding section where racers have to avoid floating asteroids and fly through a series of smaller, spread-out star rings to stay in flight.

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* {{Antepiece}}: Rainbow Road features one: partway one. Partway through the track, a glider launchpad leads directly into a large star ring that gives the racers a small speed boost. In the final third of the race, the track opens into an open gliding section where racers have to avoid floating asteroids and fly through a series of smaller, spread-out star rings to stay in flight.
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moving to trivia


* InternationalCoProduction: This game was developed jointly by Nintendo EAD and Texas-based Creator/RetroStudios. The built-in staff ghosts include a mix of records of both divisions of Nintendo.
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* InconsistentDub: Queen Bee from ''VideoGame/SuperMarioGalaxy'' is aplayable racer in this game, but she was renamed "Honey Queen" for some reason.

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* InconsistentDub: Queen Bee from ''VideoGame/SuperMarioGalaxy'' is aplayable a playable racer in this game, but she was renamed "Honey Queen" for some reason.

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* InconsistentDub: Queen Bee from ''VideoGame/SuperMarioGalaxy'' is aplayable racer in this game, but she was renamed "Honey Queen" for some reason.



* NumberedSequels: This is the first game in the series to

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* NumberedSequels: This is the first game in the series to be numbered.
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* RedBaron: Each player is given a title (the player can view their own under Mario Kart Channel, at the face icon) based on how they play (for example, Quick Starter is for those good at hitting a boost at the start, while Dolphin is for those good at racing underwater). When racing against the AI-controlled version of those players gained through StreetPass, their play style is informed by their title.

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* RedBaron: Each player is given a title (the player can view their own under Mario Kart Channel, at the face icon) based on how they play (for example, Quick Starter is for those good at hitting a boost at the start, while Dolphin is for those good at racing underwater). When racing against the AI-controlled version of those players gained through StreetPass, [=StreetPass=], their play style is informed by their title.

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[[redirect:VideoGame/MarioKart]]

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[[redirect:VideoGame/MarioKart]][[quoteright:320:http://static.tvtropes.org/pmwiki/pub/images/c5dfce8a3641495d73b4b7ece4e93259.png]]

The [[NumberedSequels seventh game]] in the ''VideoGame/MarioKart'' series, released for the UsefulNotes/Nintendo3DS in 2011.

This installment features several new additions to the series. Karts are now capable of driving underwater and are fitted with gliders, allowing them to travel through the air after driving off of a gliding ramp. Many of the [[NostalgiaLevel returning tracks from previous games]] have been altered to incorporate these new mechanics. The game also introduces kart customization beyond simply choosing which character and which kart. Karts now have three separate parts: chassis, wheels, and gliders.

Coins return after having been absent from the series since ''VideoGame/MarioKartSuperCircuit'', making this the first 3D ''Mario Kart'' to include them.
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!!This game contains examples of:

* AbsurdlySpaciousSewer: Piranha Plant Slide makes you drive through one.
* AirplaneArms: Wiggler is almost constantly doing this with his upper two arms.
%%* {{Arcadia}}: Daisy Hills.
* AstralFinale: Rainbow Road, as usual. However, this one is unique in that the racers drive on more than just rainbow. The rings of Saturn and the moon are also part of the track.
* {{Antepiece}}: Rainbow Road features one: partway through the track, a glider launchpad leads directly into a large star ring that gives the racers a small speed boost. In the final third of the race, the track opens into an open gliding section where racers have to avoid floating asteroids and fly through a series of smaller, spread-out star rings to stay in flight.
* BandLand: Music Park, a track where racers drive atop piano keys, drums, and other assorted musical instruments.
* CyberpunkWithAChanceOfRain: The futuristic Neo Bowser City always has rainy weather.
* DerelictGraveyard: Wario Shipyard takes place in a graveyard of sunken ships.
%%* {{Egopolis}}: Neo Bowser City.
* FirstPersonPerspective: A new feature in this game. It's actually required to use this feature 80% of the time to unlock the gold steering wheel.
* InternationalCoProduction: This game was developed jointly by Nintendo EAD and Texas-based Creator/RetroStudios. The built-in staff ghosts include a mix of records of both divisions of Nintendo.
* LuckySeven: This game introduces the "Lucky 7" item, which surrounds you with seven items you can use as you want. But it's a double-edged sword and can backfire in several ways, as the items will also activate if someone else touches you, and can be lost entirely if you get hit by an item or course hazard. Its [[VideoGame/MarioKart8 successor]], the [[ThemeNaming Crazy 8]], spawns eight items to use at once.
%%* NewNeoCity: Neo Bowser City
* NumberedSequels: This is the first game in the series to
* PinballZone: Waluigi Pinball, returning from ''Mario Kart DS''.
* PromotedToPlayable: This is the first game in the series where Lakitu is playable. The playable Lakitu has a red shell to distinguish him from the one who starts the race, rescues racers who fall into pits, etc.
* RedBaron: Each player is given a title (the player can view their own under Mario Kart Channel, at the face icon) based on how they play (for example, Quick Starter is for those good at hitting a boost at the start, while Dolphin is for those good at racing underwater). When racing against the AI-controlled version of those players gained through StreetPass, their play style is informed by their title.
* RedOnesGoFaster: The Red Monster wheels are a bit lighter and have a touch more acceleration than the regular Monster wheels.
* {{Retraux}}: The music for the retro courses was remastered less thoroughly than in the previous two games, so the music tends to sound very similar to how it originally sounded, aside from possibly having clearer audio depending on the original system, and of course the bass percussion added if you build up a large lead.
* SlippySlideyIceWorld:
** Rosalina's Ice World lives up to its name. Most of the track is snow and ice.
** DK Pass returns from ''DS''. There's no ice, but plenty of snow. Snowballs and snowmen show up as obstacles on the course.
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[[redirect:VideoGame/MarioKart]]

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